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Author: cswella
9,553 Views
13 Comments
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Fissure of Woe Farming-5 people build
K, first off, this build requires a SKILLED tanker. This means being able to survive without a monk and being able to group up enemies efficiently.
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Warrior/Monk
Strength: 10-14
Tactics: 10-14
Healing: 11
I Will Survive!
Balanced Stance
Dolyak Signet
Endure Pain
Healing Hands [elite]
Healing Breeze
Balthazar’s Spirit
Mending
Equipment: Crimson Carapace Shield and a +5 energy wand
Role: Tanking. You have 4 enchants, first and foremost, they are buffers to prevent the enemies from shattering the other bonds. You should never aggro more than 3-4 mesmers at once. All of your enchants MUST be over the others, you can afford to lose yours, they can’t.
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Monk/?
Healing: 11
Protection: 12+4
Orison of Healing
Dwayna’s Kiss
Healing Seed
Healing Breeze
Life Barrier [elite]
Life Bond
Essence Bond
Rebirth
Equipment: Not important, though healing items would be good.
Role: Bond the warrior with Essence, then Barrier, then Bond. This gives you 1 energy regen, but as soon as the warrior starts getting hit, you won’t be able to spend enough energy. When the warrior calls his/her target, go in and cast Healing Seed on him/her. Then back off and only go into casting range to heal. Keep Seed up as much as you can.
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Necromancer/Mesmer
Curses: 12+4
Illusion: 8
Inspiration: 8
Blood: whatever’s left
Arcane Echo
Spiteful Spirit [elite]
Sympathetic Visage
Energy Tap
Inspired Hex
Power Drain
Awaken the Blood
Spinal Shivers
Equipment: Curses items, Cold damage needed
Role: Cast Spiteful Spirit on the enemy monks or mesmers first. Use Inspired Hex, Energy Tap and Power Drain to supply your energy, as you are the only person not getting energy from the tank. Cast Sympathetic Visage when the tank groups the spellcasters and the melee enemies together. Use Spinal Shivers on the most dangerous spellcasters(Dragon Lich, Priest Of Menzies, monks, etc).
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2 Ranger/Monk
Marksmanship: 12+4
Expertise: 8+1
Smiting: 10
Barrage [elite]
Dodge
Judges Insight
Salvage Shot
Distracting Shot or Concussion Shot
Favorable Winds
Essence Bond
Rebirth
Equipment: Medium to Long range bow, Enchanting Grip, Vampiric or Sundering string.
Role: The main Damage Dealers. Since the group will be moving quickly from enemy to enemy, you’ll have to stagger casting Favorable Winds. Keep Judges Insight up at all times. Use Dodge if there’s a chance of wipeout. With Barrage and Judges Insight, you’ll easily get +100 damage on the Skeletals.
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Strategy: The warrior is the essential working part of this build. It requires patience and intelligence. If he/she can’t group up enemies and hold aggro, then the entire build is useless.
Before you Start: Anyone who has Essence Bond cast it on the warrior, then cast Life Barrier and Life Bond on him/her. Then the warrior casts Balth’s Spirit then Mending on himself/herself.
Step 1: Check for Patrols, if there are any, it’s probably going to be easier to grab them first. This build is intended for massive aggro, so if a patrol and a stationary group are near each other, go ahead and grab them.
Step 2: Positions. EVERYONE must keep the warrior out of their aggro bubble. Even the monk, if the tank can’t survive long enough to group the enemies up, let him/her die. But if anyone gets too close, then the warrior can’t hold aggro and the team will most likely get hit hard, if not die.
Step 3: Aggro. Right before you aggro, you should have 15 energy. Cast Healing Breeze and aggro. If there are 3 or more mesmers, cast Healing Hands or have the necro cast Sympathetic Visage before you go in. If you’re in a tight spot, ie the first aggro of FoW, aggro from the side of the enemies. This reduces the risk of aggro on the others.
Step 4: Grouping. This part is where you can be a good warrior or a GREAT warrior. Since everyone is out of range of aggro, you should have enough room to pull the entire group into a perfect nuking group. If there’s only melee attackers, just stand there and wait for full aggro. If there’s one spellcaster, just run towards it and the melee will follow. If there’s two spellcasters, it’s more complex. You need to put one of them between you and the other spellcaster. There should be a straight line connecting you and the two spellcasters, then move away in that same line until they stand on top of each other. If there are 3 or more, then just do the same as you would for 2, but multiple times until they are grouped.
Enemy Rangers and Spellcasters are different. If you group the spellcasters, the rangers will be slightly outside of the group, so what you need to do is run back to the spellcasters and go past them. This will keep the Rangers in shooting range, but force the spellcasters to go into the ranger group. Another method (after you get the book) is to aggro then pull back, they will pull towards you in a triangle fashion. If they are spread out, they will all go towards you, meaning they will get closer to each other.
When grouping spellcasters and melee enemies, go behind the spellcasters. This will force the melee to intermingle with the others. Having two enemies on either side of you will hurt AoE damage. Always try to keep all the enemies on the same side of you.
Step 5: Calling Target. After you have grouped them, DO NOT MOVE. Moving causes the enemy to readjust priority targets and may cause them to lose aggro on you. Call any target, this will notify the others to come in and do their business.
Step 6: Kill. Pretty obvious, kill the monks first. Then mesmers, elementalists, and finally rangers and warriors.
Keep in mind that Rangers are difficult to hold aggro on, even if the grouping goes perfectly, warriors may lose aggro. If you are being targeted by rangers (and you’re not supposed to be), then dodge the arrows by moving side by side. The best strategy is to change directions as soon as they shoot. Also keep in mind that Mesmers WILL cast on any party member regardless of the aggro, but the wanding should stay on the warrior.
Once the warrior gets the book, he/she doesn’t need to call targets anymore. Just aggro and group, the others can attack at any time.
This build was made to withstand massive aggro. I’m usually the tank and I’ve handled 20+ melee, 10+ rangers, 3+ elementalists, and 2 mesmers. As long as Barrier and Bond are up, you should be taking 0-10 damage; Healing Hands or Seed easily overcome this. Stagger the two so that the tank has one of em on at all times. The only weakness in this build is mesmers, for every mesmer you’ll get shattered. But if you keep enough enchants up, you’ll be fine. And if the Necromancer casts Sympathetic Visage, the mesmers and monks will be energyless VERY fast.
As long as the monks and rangers keep Essence Bond on the tank, they should have no problem spamming to their hearts content. One thing to keep in mind is that Chaos damage doesn’t trigger Essence Bond.
And also because of Essence Bond, this build can get through FoW very fast. As long as the tank is getting hit, you’ll get energy. And this means, that if after battle, you aren’t at full energy, tell that tank to go get hit. For added humor, the rangers in FoW stack traps, so if everyone needs energy, have the tank set em off, resulting in a big energy boost.
If you have any questions about anything said here, please leave a comment/pm me or contact me ingame. My IGN is Strength Relakis. If I’m not busy, I’d love to show you how to aggro and group enemies. Or any other questions you have.
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