Forum Link Code:[url=]Team - Lutgardis FFF[/url]
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The Lutgardis FFF
(Fast Faction Farming) team is a build designed to perform
the quest Securing Echovald Forest in Melandru's
Hope as rapidly as possible for the purposes of faction farming. The
quest offers 400 Kurzick Faction as a reward and with this
build, the Lutgardis run can take 1.5-2 minutes. Which means
that 10k Faction (25 runs) would take between 37-50 minutes
depending on team skill. This is currently the fastest known
way of amassing Kurzick Faction. Teams starting this run form in Lutgardis Conservatory, typically in
international districts.
Build Concept
The main concept of the build is to perform the quest
before taking it from Scoutmaster Arne. The quest requires
players to go near four way points in Melandru's Hope. However,
taking it will cause Luxon
raiding parties to spawn out of nowhere near those four way points.
If players touch these way points then speak to Scoutmaster Arne,
then the quest will be immediately updated as being done and they
can get the reward.
Since all that is required is to get to those points, the build
is based on four runners hitting those spots as quickly as possible
then killing themselves (saccing) very fast. The group then
resurrects at the door, where Arne is standing, they take the
quest, the reward, and exit.
The core build requires 4 runners, however, points can be
combined (when there is a shortage of runners) and there is an
optional 5th role:
- Bridge runner: Runs and dies in the middle of the bridge,
"br".
- Mushrooms runner: Runs and dies at the giant mushrooms,
"shrooms" / "mu".
- Stairs runner: Runs and dies at the base of the stairs to the
Jade Flats (Kurzick), "st".
- Shore runner: Runs and dies at the northern shore of the lake,
"sh".
- Door man (optional): A player who speeds up re-entry into
Lutgardis for maximum time efficiency.
- This leaves room for three saccers who just run in and die then
collect their reward with everyone else after resurrection.
The route to the mushrooms
Slightly different route to the stairs
Build Details
The Runners
The best combination for running is Assassin/Ranger. While any of the runs can be performed by
virtually any profession combination in a variety of creative ways,
the A/R combination provides the longest cover from enemy spells
and attacks, constant stance running and the fastest deaths at the end of
the run. R/A is nearly identical in doing this with the
disadvantage of a shorter Shadow Form. W/A suffers from slower
speed boosts, but is a more reliable runner due to Endure Pain.
Note: To use Factions-only skills, the ranger can go with 16
Wilderness Survival and Storm Chaser instead of Dodge and Zojun's
Haste.
Equipment:
- Weapon Set 1: A Vampiric Weapon of Enchanting. If the weapon is one-handed, the
off-hand could be a Focus Item to provide a little extra energy or a
Shield to provide extra
armor from hits. The enchanting upgrade makes Shadow Form last 20%
longer and the Vampiric upgrade is to prevent health from going
back up after Shadow form runs out.
- Weapon Set 2: A Vampiric One-handed Weapon of Enchanting and
the -50 health Grim Cesta.
- Weapon Set 3 (optional): For inexperienced runners, they may
wish to have a set with no Vampiric upgrade to prevent themselves
from dying before they want to.
Usage:
- Invoke running stances one after the other.
- Use Dash when available,
but best to save it when you need to break aggro.
- Use Shadow
Form when approaching Mantis Dreamweavers.
- Use the two shadow stepping skills (Death's Charge and Dark
Prison) to zip faster through enemies while Shadow Form is on.
- As players get to their spots, their Shadow Form will have worn
off (so their health would be around 50), so they switch to the -50
health set to die on the spot.
Useful Skills:
- Shadow
Refuge for healing in case something goes wrong.
- Heart
of Shadow is used by more seasoned runners as a heal and a way
to escape imminent death.
- Shadow
of Haste is also very useful in a few spots. It can allow the
Stairs runner to combine it with Mushrooms, or the bridge runner to
combine bridge with door. It can also allow any runner to return to
foes after hitting their way point to die if he/she does not have
the propper saccing equipment.
- Recall if there's a
shortage of runners to do shore and mushrooms in one run, by
putting recall on the stairs runner and taking the "fast" shore
route then canceling it to hop to stairs runner and continue to
shrooms.
The Door Man
This may very well be the only Any/Any character in a build on
the wiki. All this player has to do is wait by the entrance until
the runners hit their spot. They will usually call out to signal
completion with:
- bd: Bridge done.
- md: Mushrooms done.
- std: Stairs done.
- shd: Shore done.
- ad: All done.
More veteran groups will say nothing and either all hit their
spots and die, or the stairs runner (the last to get to their spot
if all runners start at the same time) will call their health or their equipment to signal
that the stairs are done. Taking the quest early will spawn Luxons
by the stair runner (who at this stage will likely have <50
health) and kill him, ruining the run.
As soon as the door man sees that all points are called complete
through one of the above means, he/she will take the quest from
Arne, immediately take reward then use map travel to return back to Lutgardis Conservatory. Do not just
walk through the portal or you will have a very angry team.
Once there, the door man will go up right next to the entrance to
Melandru's Hope. As soon as the party
re-appears in Lutgardis, he/she will rejoin them (by spamming
command "/invite [runner name]") then step back into Melandu's
Hope. This saves about 10-15 seconds per run.
Running Routes
The four routes pass through few to several groups of Mantis, the Mantis present two
dangers:
- Mantis Dreamweavers will throw Crippling
Anguish at a runner and that usually marks the end of the run.
If that is not enough, they will quickly have two hexes on their
target, then crush them with Accumulated Pain and Fragility.
- Mantis
Hunters start off their attack with Leaping
Mantis Sting which will cripple a moving foe. If a Mantis Hunter is about to
strike a runner, they should stand still and take the hit as the
consquences are very dire if they succeed in crippling the runner.
Whether the runner is slowed by crippling or Crippling Anguish,
these hunters can very quickly finish them off with Twisting
Fangs.
After the runners clear the Mantis, the only danger to look out
for is the Dragon
Moss. They have powerful elementalist spikes in the form of Arc Lightning and Shatterstone.
The Bridge
The shortest of the four runs, the bridge presents the runner
with a short challenge of 3-4 Mantis groups. The runner should run straight up the
hill until they are near foes, invoke Shadow Form and just run by
them (see the bridge route map). There is little need to shadow
step or even use an enchanting upgrade for this run.
The Shore
The easiest run of the four, the shore can be done by simply
jogging (with no run skills) to the spot. If the player follows the
easy route, they will come across a pair of Mantis just before
their way point. If they wait for a few seconds, that patrol will
move away clearing the way. Doing this with a run skill on will
guarantee death before the last runner (stairs runner) as the
player can use that same patrol to die quickly.
To perform the Shore really fast, the alternate route can be
taken:
- As players spawn into Melandru's Hope, they will see a patrol
of 2 mantis heading left. Click on them to follow them.
- As they move, a patrol will come from behind them towards the
player.
- As that patrol nears radar range, the player should invoke
Shadow Form, then shadow step to the patrol he/she was following
(which would now be behind the incoming patrol), then just run into
the water and stay by the cliff until they get to the shore then
sacc.
The Mushrooms
One of the harder runs because it requires good timing of skill
usage along with enemy movement:
- The player heads straight to the cliff ahead of him/her using
Dark Escape (starting with Dark Escape instead of Storm Chaser is
relevant in this run)... As their radar nears that of the two
patrols below they invoke Shadow Form and then press C (closest
target) and shadow step to that target.
- They will then wiggle free of those two groups (if for some
reason the runner is stuck, they should invoke the other shadow
step skill).
- Head down the slope past one then another group of Mantis.
- There should be one more group on the slope going upwards.
Target this group then invoke the second shadow step (if it was not
already used). This group likes to move away from the runner, but
they soon meet a group of Dragon Plants and stop.
- By this time two things are happening:Shadow Form is flashing,
and the player is amidst the fight between the Mantis and the
Dragon Plants (either side will land a random hit on the player if
Shadow form runs out). Hit Dash and follow it with Dark Escape (to
half the damage from any attacks).
The Stairs
There are two routes to the stairs, the first is basically
straight down the middle and the second is with a slight swerve to
the right. The second path is less dangerous as there are fewer
groups, the first route is slightly shorter.
Taking the first path down the middle:
- Start out as the Shore fast run. Follow the same pair and
Shadow form at the same time then shadow step past the second
group.
- Head down into the center of the lake, find a group that is in
the center and use your second shadow step.
- As you start clearing the clog of Mantis groups, Shadow Form
should be flashing, so hit Dash to make sure you lose all
enemies.
- Continue to the base of the stairs and die there.
Taking the second path:
- Start out as the mushrooms runner, and use the first shadow
step the same way.
- Head down the slope and head towards the stairs. there should
be one or two groups coming towards you.
- Use Tab till you find a good target and then use your
other shadow step skill. Continue as in the first path.
As the stairs is the longest run, and hence the limiting factor
on the speed of the run, most groups will expect stair runners to
take the second path.
Nightfall Variants
- For Ranger/Assassins and Assassin/Rangers, Natural Stride is
a solid 33% faster running skill.
- Going Assassin/Elementalist and using Storm
Djinn's Haste as the sole running skill (can be maintained
indefinitely with 4 pips of energy regeneration and requires a 1/4
second cast).
- Feigned Neutrality as a self heal should
Shadow Form run out at the wrong time.
- Deadly
Paradox to make Shadow Form cast and recharge faster for
runners covering more than one spot.
Notes
- If any player takes the quest too soon they can jeopardize the
runs, mainly the bridge, the mushrooms and the stairs.
- The bridge runner should be careful not to venture too far
north in the Dredge
infested areas past the bridge. This will trigger another Resurrection Shrine and may cause the
party to spawn in that area after death and have to all run back to
Arne... taking an F out of FFF (the first one)...
- If the Luxons have taken over Lutgardis conservatory as a
result of Alliance Battles, then the door man (or the
shore runner, or one of the saccers) needs to speak to the Luxon Priest and
bribe him so that the party can res by the door. Otherwise, the
party will res in the middle of Melandru's Hope which will greatly
slow down the run.
- A perk of the shore run is a Kurzick chest which occasionally
spawns shortly before or after the destination. Bring keys if you
feel lucky, however, be advised that many serious runners will
frown upon party members who open chests, especially if they die
after the stairs runner (the runner who is supposed to die last) as
a result of being busy opening or IDing the item. It also sometimes
causes envy among other runners who start to open chests near their
spots (like the mushrooms and the stairs) and make each run go
longer.