Build:Team - Kathandrax Sinway

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Build:Team - Kathandrax Sinway

Post  Admin on Tue Aug 25, 2009 7:31 am

{template_download}{prof_imgs}{skills}
{build_name}
This is designed to efficiently clear Kathandrax HM in 15 min or less. This is currently the fastest way to do Kathandrax in HM. It requires 2 essences to work. The real benefit to this over manlyway is the raw speed and ease of literally running to your target(s), killing it(them), and running the exit. This team build heavily relies on Pain Inverter(Echoing Sins), EVAS(Echoing Sins), and Ebon Battle Standard of Honor (Warder Sin). The fastest times for this speedclear is 4mins each level.

This build requires two essences to operate properly.

The Team


  • 1x A/E Flame Djinn Puller
  • 1x A/E The Warder Perma
  • 1x A/E Becalmed Djinn/Lavastrider Tank
  • 3x A/Me Echoing Sins
  • 1x A/Rt Restoration Spirit Fodder
  • 1x A/Rt Communing Spirit Fodder

GDW/Flame Djinn Puller

Assassin / Elementalist
Critical Strikes = 9
Daggery Mastery = 9
Shadow Arts = 12 + 1 + 3


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: OwZj0lf8YSSf8I6Mri1g4ONQIQA

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Energy>55, while HP is>455

GDW/Warder Perma

Assassin / Elementalist
Critical Strikes = 9
Daggery Mastery = 9
Shadow Arts = 12 + 1 + 3


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: OwZj0lf8YSSf8I6Mri5i4ONQIQA

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Energy>55, while HP is>455

Becalmed Djinn/Lavastrider Tank

Assassin / Elementalist
Critical Strikes = 9
Daggery Mastery = 9
Shadow Arts = 12 + 1 + 3


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: OwZj0lf8YSSf8I6M0kpZrgNQIQA

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Full Radiant Set of Armor (For Lv1 1 and 2)
  • Full Survivor/Vitae Armor (For Lvl 3 Tanking)

Echoing Sins

Assassin / Mesmer
Shadow Arts = 12 + 1 + 3
Inspiration Magic = 11
Deadly Arts = 3


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: OwVTMY/8ZiHRnR0ZJYXUusBCBC

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Energy>55, while HP is>455

Restoration Spirit Fodder

Assassin / Ritualist
Shadow Arts = 12 + 1 + 3
Restoration Magic = 12
Communing = 3


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: Owhj8xgTIP8IdGGHaW9GnUbEI

Note: The sunspear res signet is used in case the flame djinn puller dies, and you need to quickly res him. It can also be used to res anyone else who happens to die while running.

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Energy>55, while HP is>455

Communing Spirit Fodder

Assassin / Ritualist
Shadow Arts = 12 + 1 + 3
Communing = 12


{template_download}{prof_imgs}{skills}
{build_name}
Template Code: Owhi8xgMxjozANRO5D+NN8gAB

Equipment
  • q9 Zealous Daggers of Enchanting(20%)
  • +20 Energy Staff of enchanting
  • Energy>55, while HP is>455

Usage

Running there

Very straight forward. Just run there, do not aggro any of the devourers when going into Sacnoth Valley. The A/E's can run there very easily. Getting into the dungeon is also very easy, if you happen to get hit by flame djinn's haste, just use heart of shadow and heal, and continue running. Only one person needs the quest, and everyone gets hammers from the chest.

Level 1

Start off by using an essence of celerity and running straight forward through the door. When you see enchanted swords and a flame jet, run through that and past it. It is always best to not run through flame jets. Go look for the flame guardian; the flame guardian spots in a few spots, so split your team up and go left and right. When you find the flame guardian, kill it; ping it so the rest of your party can find it and kill it. The traps are off now, and run to the wurm. Have 1 A/Rt run to the dungeon lock, and wait there. Have the A/E Djinn Tank stand back and not melee if there are any burning spirits, so the guys daggering won't die from Flame Djinn's Haste. The rest of the party should be daggering w/ Ebon ward up. If there aren't any flowstones or burning spirits around, cast Ebon Sins to assist the wurm kill. The wurm should die in ~20 seconds of daggering w/ ebon ward up. When it's dead, pick up the key, and the A/Rt will run the level by opening the lock. Alternative way is to have the A/Me's stand at the top and echo cast EVAS and Pain inverter, this kill the wurm in ~45 seconds. This should take < 5 min.

Level 2

The 3 A/E should be the only people doing this level, however the A/Me can also assist in doing this level if they have experience with echoing Shadow Form. All 3 A/E should take either the left or the right path, taking the one with less ominous ooze. There is a hole in the left wall before the second beacon of droknar, and the A/E's should run through it. Run past the Flowstones and you will get to the Regent of Flames. Kill it using critical agility and Ebon Ward w/ Daggers of Enchanting. Pick up the key and max out your energy w/ Daggers before moving on. Everyone should run together when running to the Dungeon lock because there will be Ominous Ooze's that use Vile Touch. Use heart of shadow and dark escape to heal/ mitigate damage. When you get to the dungeon lock, the 3 A/E's should split up; one taking the middle, the left, and the right path because there is a wurm pop up that will knock one of them down. The one that gets knocked down will hold the aggro while the rest run away. The A/E's then just finish running the level. This should take ~4 min.

Level 3

Start off by using an essence of celerity. Everyone put up Shadow Form, and have someone aggro 1 Becalmed Djinn, and nothing else. Kill it. Once its dead, you will see a message and a whole bunch of lavastriders will pop up. The Becalmed Djinn tank should go and aggro everything in the room except for the Forge Master/Magama Blister group, and pull to the right wall, 1/2 way through the room. The rest of the assassins should hug the left wall and ball up/stand on one person close to the door, but 3/4 aggro bubble from the Forge Master/Magma Blister group. None of the assassins should have Shadow Form up except for the Flame Djinn Puller and the Becalmed Djinn tank. The Flame Djinn puller goes into the second room, and runs around for a few seconds to get near the Flame Djinn spawn(which is near the southwest side of the room). As soon as Shadow Form recharges, use deadly paradox, shadow form, aura of restoration, critical agility, in that order. Spawn the djinn and run out of there as fast as you can with dark escape up. If you get hit by consuming flames, use heart of shadow to heal and get a few feet away from the djinn, and run back to the guys balled up, and run past them. The A/Rt should put up their spirits as soon as the perma hits the door. The A/Me's should cast Echo EVAS and use pain inverter to kill him. This should take 2 min. Pick up the key, everyone put up Shadow Form and run to the boss room. Use Heart of Shadow to heal. An experienced team will have nobody die. Do not run through flame jets, you will die. Once you get into the boss room, either melee the burning spirits/forge imps that managed to follow you, or pull them into the flame jets so they die really quick. Once those are dead, get a few feet from aggroing the boss, and have everyone ball up, without Shadow Form. The A/Rt's should cast all their spirits. The Becalmed Djinn tank should aggro the boss, and step a few feet back to the rest of his party. The Djinn tank should get hit by a firebomb, which he should carry away from the party, and then run back to the party, immolate, liquid flame, and Savannah heat. Pain inverter should be the only thing attacking/on the boss the whole time. Let Savannah heat w/ pain inverter on the boss hit you and the spirits for 5 seconds. Savannah Heat should do ~ 500 dmg to everyone in the party in 5 packets, in which you should use dark escape to 1/2 the dmg. But, Restoration will res everyone; meaning the rits. The damage that will be dealt would be 80 dmg x 15 objects x 5 seconds, which would equal 6,000 dmg, which would kill Islindur, or get him pretty darn close to dead. If somehow he happens not to die, and has 1/10 hp left, set up the spirits and ball up and use PI again, w/ finish him. The nice thing is that restoration w/ armor of unfeeling will res you after the djinn loses aggro, so you don't need to get resurrected by the shrine. This level should take 5-6 min.

~2 min get key

~2 min run to the boss room

~1 min to kill the boss

NOTE: 4 Pain inverters on bosses = 3-5 seconds each , so waiting a few seconds and casting is better than waiting for the hex to drop.

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