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3/4 Man Sorrows Furnace Farming V1.1234

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One Swordsman Profile

Author: One Swordsman
View Profile of One Swordsman

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4 Comments
This Build Enables a group of 3 or 4 people to successfully farm Sorrows Furnace. I was flamed last time for placing a build in this section without testing it out 1st, so this time it is TRYED and tested and works well.


The theme of this build is basiclly using a 55hp Monk to tank all the monsters while another monk renders him invincible with spellbreaker. An echo nuker and the 55hp monk provide damage to the monsters.


So here it is enjoy :


Smiter_Tank

Smiter Tanker, Relies on Divine SB Spammer to Maintain a constant Spellbreaker on him.

The main focus of this character is to Stay alive and keep aggro on him (with gear trick, his health will then become 105hp but he will still be able to stay alive due to bonds) using the traditional Invincimonk build with a few twists. Arcane echo has been used so that SoJ can be echoed for a near constant SoJ. Scourge Healing / banish have been used to give the damage dealer some support when taking down bosses / tough Characters.

As with all Invincimonk builds the binding enchantments (Balthazars spirit and Mending) must be cast as soon as you enter through a portal to an area and the other enchantments (Healing Breeze and Prot. Spirit) must be maintained constantly throughout battle.





Monk/Mesmer

Level: 20



Divine Favor: 8 (5+3)

Healing Prayers: 10

Smiting Prayers: 11 (10+1)

Protection Prayers: 10



[URL=http://www.gwfreaks.com/Library/Mesmer/Mesmer-other/Arcane-Echo.aspx] (Mesmer other)

If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.

Energy:15 Cast:2 Recharge:30



Scourge Healing[/URL] (Smiting Prayers)

For 30 seconds, every time target foe is healed, the healer takes 63 holy damage.

Energy:10 Cast:2 Recharge:5



[URL=http://www.gwfreaks.com/Library/Monk/Smiting-Prayers/Banish.aspx] (Smiting Prayers)

Target foe takes 46 holy damage.

Energy:5 Cast:1 Recharge:10



Shield of Judgment[/URL] [Elite] (Smiting Prayers)

For 17 seconds, anyone striking target ally with an attack is knocked down and suffers 38 damage.

Energy:15 Cast:1 Recharge:45



[URL=http://www.gwfreaks.com/Library/Monk/Healing-Prayers/Healing-Breeze.aspx] (Healing Prayers)

For 10 seconds, target ally gains +7 Health regeneration.

Energy:10 Cast:1 Recharge:2



Protective Spirit[/URL] (Protection Prayers)

For 17 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.

Energy:10 Cast:0.25 Recharge:5



[URL=http://www.gwfreaks.com/Library/Monk/Smiting-Prayers/Balthazars-Spirit.aspx] (Smiting Prayers)

While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)

Energy:10 Cast:2 Recharge:0



Mending[/URL] (Healing Prayers)

While you maintain this Enchantment, target ally gains +3 Health regeneration.

Energy:10 Cast:2 Recharge:0



Echo Nuker

The Echo nuker is a traditional Echo Nuker Build, built purely for being the main damage dealer.

Armor and weapons are a preference but we chose pyromancers and Rago's flame staff when testing.

If you dont know how it works by now then shame on you (lol j/k) basically archane echo is used before meteor shower so that the ele can keep up a near constant bombardment of meteors, while nuking, use the other spells any way you like. Keep up a constant Aura of restoration and Elemental attunement for Health and Energy Management.

This Player Stays Back at all times (with the SB spammer) and casts his spells.




Elementalist/Mesmer

Level: 20



Energy Storage: 13 (12+1)

Fire Magic: 16 (12+4)



[URL=http://www.gwfreaks.com/Library/Elementalist/Elementalist-other/Elemental-Attunement.aspx] [Elite] (Elementalist other)

For 45 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements.

Energy:10 Cast:2 Recharge:60



Aura of Restoration[/URL] (Energy Storage)

For 60 seconds, you are healed for 366% of the Energy cost each time you cast a Spell.

Energy:10 Cast:0.25 Recharge:20



[URL=http://www.gwfreaks.com/Library/Elementalist/Fire-Magic/Inferno.aspx] (Fire Magic)

All adjacent foes are struck for 127 fire damage.

Energy:10 Cast:0.75 Recharge:20



Meteor Shower[/URL] (Fire Magic)

Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.

Energy:25 Cast:5 Recharge:60



[URL=http://www.gwfreaks.com/Library/Elementalist/Fire-Magic/Fireball.aspx] (Fire Magic)

Target foe and all adjancent foes are struck for 119 fire damage.

Energy:10 Cast:2 Recharge:7



Rodgort's Invocation[/URL] (Fire Magic)

You invoke the power of Rodgort at target foe's location. All foes in that area are struck for 119 fire damage and are set on fire for 3 seconds.

Energy:25 Cast:3 Recharge:15



[URL=http://www.gwfreaks.com/Library/Elementalist/Fire-Magic/Phoenix.aspx] (Fire Magic)

A fiery phoenix rises at your location, striking adjacent foes for 119 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 95 fire damage.

Energy:15 Cast:3 Recharge:25



Arcane Echo[/URL] (Mesmer other)

If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.

Energy:15 Cast:2 Recharge:30



Divine SB Spammer

This Guy is the Key Person to keeping the tank (hence the party) alive. He (or she) does this by keeping a constant spellbreaker {E} on the Tank. At first this may sound very strange but i will explain how it works.

As you can see the Divine SB Spammer uses Arcane Echo , he uses this skill to maintain a constant Spellbreaker Aura on the Tank. Here is a timing breakdown.

0 secs: cast echo
2 secs: cast original SB
20-22 secs: cast echoed SB
30 secs: echo recharged
47 secs: orignal SB recharged
REPEAT AS DESIRED!

Another part that is key to the SB spammer's success is the use of maxed out divine favour (with sup rune), using divine aura (37% longer at 16 divine favour) and a wand/staff with 20% longer enchantment mod ( i used Gardoc's for divine favour mods). With this he gains a whopping + 57% length to enchantments meaning that 1 SB will last for 28 seconds!

The SB Spammer also brings:

Life Bond: To constantly maintain on Tank for Damage Reduction

Essence Bond: Use on Tank when inside SF for Energy Management.

Rebirth: If anyone dies in an awkward place.

Healing Breeze: Self heal for damage from life bond.

Blessed Signet: Energy Management





Monk/Mesmer

Level: 20



Divine Favor: 16 (12+4)

Protection Prayers: 12



[URL=http://www.gwfreaks.com/Library/Monk/Divine-Favor/Blessed-Aura.aspx] (Divine Favor)

While you maintain this Enchantment, Monk Enchantments you cast last 37% longer.

Energy:10 Cast:2 Recharge:2



Rebirth[/URL] (Protection Prayers)

Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy.

Energy:10 Cast:6 Recharge:0



[URL=http://www.gwfreaks.com/Library/Monk/Protection-Prayers/Life-Bond.aspx] (Protection Prayers)

While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 25 points.

Energy:10 Cast:2 Recharge:0



Essence Bond[/URL] (Monk other)

While you maintain this Enchantment, whenever target ally takes physical damage, you gain 1 Energy.

Energy:10 Cast:2 Recharge:0



[URL=http://www.gwfreaks.com/Library/Monk/Divine-Favor/Spell-Breaker.aspx] [Elite] (Divine Favor)

For 18 seconds, Spells targeted against target ally fail.

Energy:15 Cast:1 Recharge:45



Healing Breeze[/URL] (Healing Prayers)

For 10 seconds, target ally gains +3..8 Health regeneration.

Energy:10 Cast:1 Recharge:2



[URL=http://www.gwfreaks.com/Library/Monk/Divine-Favor/Blessed-Signet.aspx] (Divine Favor)

For each Enchantment you are maintaining, you gain 3 Energy (maximum 25).

Energy:0 Cast:2 Recharge:10



Arcane Echo[/URL] (Mesmer other)

If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.

Energy:15 Cast:2 Recharge:30



Some people may ask how you get inside SF without a healer. We tryed many times while testing and only made it in a few times with DP so we used candy canes. You could do this but there are easier ways that worked for us.

Ask a Guild Member/friend to Run you inside SF (pay them a sum of money for their troubles)
Ask a Guild Member/friend to Be a healer for you until you reach SF (pay them too) <---- this method is more reliable.

On reaching SF this build is very effective and requires alot of accuracy in execution, but the rewards are definately worth it.

If you dont like the idea of not having a healer you could bring one but it will lower your drop rates.

I hope you enjoy using this build !


Created using the tool for Guild Wars Freaks!

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User Comments
  SirShaitan on 02/09/06 08:52

Yeah you had to change, where are the 3 monks?


  One Swordsman on 02/09/06 09:20

After fiddling aroung with skills profs etc it figured that only 2 monks were needed, this freed up a spare slot for a nuker, we tested it and it worked! It requires careful execution though, but the rewards are worth it!

  Frank The Tank on 02/27/06 15:28

One Question. Were you able to kill monk boss with this build? Especially when there is a boss and 2 normal healers in an area. I think one of the monks would need some mesmer shutdowns skills to make this faster or even possible. Your opinion/input?

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