Forum Link Code:[url=]Team - Lutgardis FFF[/url]
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This build has been designed for the following use:

This build has been archived in userspace, at User:Dark Paladin X/Lutgardis FFF, because of the impending builds wipe. Editing this article is likely a waste of time.

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:

The route to the bridge
The route to the bridge
Easy route to shore
Easy route to shore
Speedy route to shore
Speedy route to shore
The route to the mushrooms
The route to the mushrooms
One route to the stairs
One route to the stairs
Slightly different route to the stairs
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.

AssassinRangerAssassin / Ranger Attribute Rank
Shadow Arts 12 + 1 + 3
Wilderness Survival 12
Dash

Dash

Dodge

Dodge

Storm Chaser

Storm Chaser

Dark Escape

Dark Escape

Shadow Form

Shadow Form

Dark Prison

Dark Prison

Death's Charge

Death's Charge

Optional

Optional


RangerAssassinRanger / Assassin Attribute Rank
Expertise 12 + 1 + 3
Shadow Arts 12
Dash

Dash

Dodge

Dodge

Zojun's Haste

Zojun's Haste

Dark Escape

Dark Escape

Shadow Form

Shadow Form

Dark Prison

Dark Prison

Death's Charge

Death's Charge

Optional

Optional

Note: To use Factions-only skills, the ranger can go with 16 Wilderness Survival and Storm Chaser instead of Dodge and Zojun's Haste.


WarriorAssassinWarrior / Assassin Attribute Rank
Strength 12 + 1 + 1
Shadow Arts 12
Dash

Dash

Sprint

Sprint

Dark Escape

Dark Escape

Shadow Form

Shadow Form

Endure Pain

Endure Pain

Dark Prison

Dark Prison

Death's Charge

Death's Charge

Optional

Optional


Equipment:

Usage:

Useful Skills:

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:

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:

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:

The Mushrooms

One of the harder runs because it requires good timing of skill usage along with enemy movement:

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:

Taking the second 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

Notes

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