User:Lotrfish/necromancer

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The Midnight Solo is one of a very few builds centered around the Mesmer elite skill Signet of Midnight. This solo build will work on all Warrior bosses located in the Jade Sea. It should be applicable to most Warrior and Assassin bosses in other areas, as long as you isolate them.

This build has been proven to work on:

This build focuses on blinding the target and uses failure hexes to get energy as well as deal some damage. With a high chance to miss with attacks (25%+25%+52% from hexes and 90% from blindness) the target will simply never hit you with an attack. Mixed with -9 Health degeneration this build is very effective and can kill almost any Jade Sea Boss in 60 seconds.

Attributes and Skills[edit | edit source]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Illusion Magic 10
Domination Magic 6
Inspiration Magic 6
Curses 12 + 1 + 3
Signet of Midnight.jpg

Signet of Midnight

Ignorance.jpg

Ignorance

Parasitic Bond.jpg

Parasitic Bond

Conjure Nightmare.jpg

Conjure Nightmare

Spirit of Failure.jpg

Spirit of Failure

Price of Failure.jpg

Price of Failure

Reckless Haste.jpg

Reckless Haste

Mantra of Resolve.jpg

Mantra of Resolve

Equipment[edit | edit source]

Usage[edit | edit source]

The usage is very simple.

Variants[edit | edit source]

Counters[edit | edit source]

  • Even though the hit rate of the boss does become 2.7%, if you are really unlucky, you may still die if the boss get some hits through between the time your hexes has worn off and before you get to replace them (most notably Reckless Haste).

Notes[edit | edit source]

  • Take a look at the video below if you are unsure about some of the steps.
  • After some practice it will take about 60 seconds to kill a boss like Sskai, Dragon's Birth.
  • Certain bosses, like Sskai, have wandering mobs around their spawn point. Make sure you observe the area carefully to avoid patrols, it is suggested that you bring a Longbow or a Flatbow to lure him away.
  • For Geoffer, pull him into the Resurrection Shrine area so that the NPCs there will support you, since Geoffer is always accompanied by at least 2 other Outcasts.
  • Remember, refreshing Parasitic Bond on the target before it has expired will cancel the first copy -- in other words, the healing effect will only occur once, 20 seconds after the second casting. It is very important that you do not reuse Parasitic Bond until the previous one has worn off.

Template[edit | edit source]

Skillsdisk.jpg
The Skills Template for this build is:
AURQoiN2xiOMCjxWDDnhQHBA

External Links[edit | edit source]

Death Farmer[edit | edit source]

The Death Farmer is a Necromancer build specifically designed to take on large mobs of adversaries that primarily use melee attacks. It is especially efficient at defeating Mountain Trolls at Droknar's Forge, but also works on other mobs, and with variations, can be built to farm Minotaurs, Trolls, and even various Assassin creatures throughout Cantha.

Attributes and skills[edit | edit source]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Death Magic 11 + 1 + 3
Blood Magic 10 + 1
Inspiration Magic 10
Curses 1 + 1
Oppressive Gaze.jpg

Oppressive Gaze

Enfeeble.jpg

Enfeeble

Virulence.jpg

Virulence

Epidemic.jpg

Epidemic

Shadow of Fear.jpg

Shadow of Fear

Blood Renewal.jpg

Blood Renewal

Channeling.jpg

Channeling

Physical Resistance.jpg

Physical Resistance

Equipment[edit | edit source]

Usage[edit | edit source]

In order to properly use this build most effectively, you will need to learn how and when to properly cast. The basic principle is to cast Enfeeble on a target, followed by Virulence, and Epidemic to spread the -8 health degeneration to the surrounding creatures, all the while keeping your armor up with Physical Resistance, and occasionally leeching some life by using Oppressive Gaze. With this build you will be able to farm groupings of 10+ without triggering scatter, meaning that you will be able to farm large groups without getting some to pull off as with builds that use AoE to farm large groups of creatures. Oppressive Gaze will occasionally scatter these creatures, but in some cases it is necessary to do so in order to stay alive. Channeling will be used as a tool for energy-management, and Shadow of Fear is used to slow down enemy attacks so that Blood Renewal can keep your health increasing.

Counters[edit | edit source]

  • Interrupts. Mountain Trolls especially slow down the process (and occasionally kill you) when they manage to interrupt you with Disrupting Chop. Putting time between Enfeeble and Virulence usually helps, and keeping Shadow of Fear on creatures will also decrease their disruption rate.

Variants[edit | edit source]

Notes[edit | edit source]

  • This build has many variants for different areas of farming. The above build is just the most general version of it, used for the most basic purpose.
  • If virulence is interrupted you can always survive by recasting only Enfeelble and Epidemic.

Video[edit | edit source]

A youtube video showing the build in action.[2]

N/Mo Boss Farmer[edit | edit source]

This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Attributes and Skills[edit | edit source]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 1 + 3
Protection Prayers 9
Healing Prayers 9
Protective Spirit.jpg

Protective Spirit

Healing Breeze.jpg

Healing Breeze

Spoil Victor.jpg

Spoil Victor

Vampiric Touch.jpg

Vampiric Touch

Watchful Spirit.jpg

Watchful Spirit

Mending.jpg

Mending

Essence Bond.jpg

Essence Bond

Balthazar's Spirit.jpg

Balthazar's Spirit

Equipment[edit | edit source]

  • Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
  • It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.
  • Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
  • The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
  • For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
  • If you have any +hp offhands they could also be useful if any DP is accumulated.

Usage[edit | edit source]

  • Cast your four maintained enchantments when entering the explorable area. Try to allow full energy regeneration after each one until you're used to an area.
  • As you approach your target cast Protective Spirit and Healing Breeze.
  • Target the boss monster and cast Spoil Victor.
  • Get as much aggro as possible from the boss's mob of monsters.
  • Begin using Vampiric Touch on the boss
  • After any touch attempt refresh either Healing Breeze or Protective Spirit. Alternate the refresh between the two.
  • Having the touches interrupted is not an issue. They have a fast refresh time.
  • Refreshing Healing Breeze and Protective Spirit early is ideal when facing a boss whose mob has interrupt capability. If they are interrupted this is less problematic as they'll likely refresh before they expire.
  • To keep melee foes from fleeing, keep hitting them with your axe or sword.

Counters[edit | edit source]

Variants[edit | edit source]

  • Consider using Blood of the Aggressor instead of Vampiric Touch for lesser energy use and damage from a distance (safer against interrupts from warriors or rangers). Vampiric Touch is sometimes impossible to use in areas where there's a lot of energy degeneration such as Domain of Secrets.
  • Some groups apply more degen than you can handle, in this case replace Vampiric Touch with either Life Siphon or Blood Renewal. Life Siphon is better for groups without a lot of interrupts, while Blood Renewal has a faster cast time, and the sacrifice will be healed before you notice it most of the time.
  • Another skill you may consider in replacing Vampiric Touch is Wallow's Bite or Touch of Agony. With only 5 energy cost and 3 sec recharge time, you can definitely spam this skill to speed up killing. The 10% life sacrifice is hardly noticeable. A good example would be the case of farming Wing's Axe. If you encounter a mesmer with two ritualists, it's almost impossible to kill her with just Spoil Victor as she strips off hexes the moment you put it on her. Not to mention she strips off hexes from the her party too.
  • Replacing Watchful Spirit with Vigorous Spirit and Vampiric Touch with Plague Touch opens up a lot of possibilities. Vigorous Spirit maybe be used as a cover enchantment versus enchantment removal or a cheaper heal than Healing Breeze when down to one or two attackers. When using Vigorous Spirit as a cover, it's usually best to cast Protective Spirit, then Vigorous Spirit, then Healing Breeze immediately before attacking the target mesmer or necro (Kournan Seers are one example of where this works very well). Plague Touch is useful to remove conditions such as Dazed from the Grasping Darknesses in the Underworld, or Deep Wound when fighting Stoneaxe Hekets while farming greens like the Eye of Argon and Balthazar's Fury though removing Deep Wound isn't always a good idea, since you end up taking less damage which makes you harder to kill.

Notes[edit | edit source]

  • The ideal hp for this build is 19, although 55 and under should work in most cases. Also, Spoil Victor is more effective the lower your HP is as it is less likely a target will lower himself to below your hp. Going under 13 hp is not advised.
  • See the [Build:N/Mo_Boss_Farmer/Boss strategies|boss strategies] for notes, videos, and tips for specific bosses.

The [Build:N/Mo Boss Farmer|Boss Farmer build] has been proven to successfully farm the following bosses:

Prophecies Campaign[edit | edit source]

  • (none so far)

Factions Campaign[edit | edit source]

Warrior bosses[edit | edit source]

Ranger bosses[edit | edit source]

Monk bosses[edit | edit source]

  • MonkByzzr Wingmender - easiest run you'll ever do, bring Vampiric Gaze instead of bite/touch, avoid aggro while going to it, stand by the wall outside its cave; it can't do any damage to you. You can avoid the spawns this way too. The boss will damage himself quickly, and you can finish it off with Vampiric Gaze.
  • MonkHukhrah Earthslove - Normal build. Bring Vampiric Touch instead of Watchful and alternate as in usage.
  • MonkMeril Stoneweaver - Normal build. Bring Parasitic Bond as a cover hex for Spoil Victor as Meril has Smite Hex. Maintain only Balthazar's Spirit and use Blood Renewal for health regeneration. Good timing for the hexes is required.
  • MonkMiella Lightwing - Normal build.

Necromancer bosses[edit | edit source]

  • NecromancerCraw Stonereap - Normal build; consider Blood of the Aggressor for additional ranged damage. Hide behind the door to avoid getting killed by the enchantment removal. Run past the Wardens until they break aggro. If you acquire the blessing from the Kurzick Priest, it will make this even easier since Craw relies mainly on health degeneration and ranged damage.
  • NecromancerFoalcrest Darkwish - Normal build. Cast your enchantments and use the Wardens to build up energy. Do not engage them - just run past them. They should break aggro before you reach Foalcrest.
  • NecromancerKonrru, Tainted Stone - 13 hp, best way to get to him.. is get more Luxon Faction than Kurzick and die, you'll spawn in his area.
  • NecromancerSourbeak Rotshell - Normal build.
  • NecromancerSessk, Woe Spreader - Replace Vampiric Touch with Blood Renewal, just lure Sessk out of his group with someother foe's

Mesmer bosses[edit | edit source]

  • MesmerKenrii Sea Sorrow - Normal build, preferred life siphon instead of vamp touch/bite.Kill miella lightwind then lose aggro come back around, avoid all aggro/groups, go between sourbeak and the oncomeing outcasts as soon as u can go around the cove where he is to the back, pull only him pretty far back(as to avoid the oncoming leviathan) keep regen up always, time for knockdowns, and he's yours.

Elementalist bosses[edit | edit source]

  • ElementalistArbor Earthcall - Normal build; the run is very fast and easy and boss is not healed by mobs.
  • ElementalistLian, Dragon's Petal - Normal build; kill the ritualists first using only Vampiric Touch followed by the mesmers in the same way, then kill Lian using the normal technique.
  • ElementalistZarnas Stonewrath - Bring Blood of the Aggressor instead of Vampiric Touch ranged damage. Getting too close to him risks getting hit by his knockdown.
  • ElementalistSnapjaw Windshell - 13 build is a must, run past Ssyn to the right from Jade Flats (Luxon), run until you lost aggro (just before the group of Snapjaw), you also might encouter a Oni group you can easily run past them when they spawn but if you die and you need to get passed them again then you can have slight problems, wait until the Naga's are gone and pull Snapjaw away from the midst, or you will be slayed by the carps.

Assassin bosses[edit | edit source]

  • AssassinChkkr Locust Lord - Normal build. Look at [Build:A/any Chkkr Locust Lord Farmer] to see directions on how to get to him and isolate him. Beware of the degeneration that Mantis Dreamweavers can cause.
  • AssassinXuekao, the Deceptive - Normal build. Beware of Necromancers as they will not do damage but steal life.

Ritualist bosses[edit | edit source]

  • RitualistTomton Spiriteater - Blood Renewal variation.
  • RitualistWhispering Ritual Lord-normal build or life siphon instead of vamp touch/bite.Kill Miella Lightwind, lose aggro, follow the rit lord out of aggro until you find an opening leading to the back little un-patrolled part of the jade valley cove, avoid aggro, he will come away from groups here. pull him towards you or he attracts monks, stay behind the rock nearby as to avoid disenchanting spirit attacks, he dies slowly but steadily.
  • RitualistQuansong Spiritspeak-13 hp is highly advisable and have lots of patience. Run out of Zin Ku Corridor and run to the Rez Shrine. From there take out the 2 Temple Guardians. Be sure to move around when you are hit with Smoldering Embers. To quickly recharge energy while fighting stand in Breath of Fire. Take out the Temple Guardians 1 by 1. then when you can reach the boss let her have it. She is easy by herself.

Nightfall Campaign[edit | edit source]

Warrior bosses[edit | edit source]

  • WarriorChor the Bladed - Normal or Blood Renewal variation.
  • WarriorChurrta the Rock - The 13hp build is preferable. It could get tricky because of the knockdowns; you need to time things to keep Protective Spirit and Healing Breeze up all the time.
  • WarriorMahto Sharptooth - Normal build.
  • WarriorOnwan, Lord of the Ntouka - Normal build. It's still possible with 1 Rampaging Ntouka. Just be sure to cast Protective Spirit, Healing Breeze, and then Watchful Spirit before engaging. Let him hit you to get Watchful Spirit removed. Onwan can usually be killed within a minute.
  • WarriorRiktund the Vicious - Blood Renewal variation to be safe (use the 13 hp variant, make sure to also aggro the beetles). The regen build still works; stay next to Riktund and use Vampiric Touch when you are on fire. Life Siphon is possible but slower. Both the 13hp and the 55hp builds are fine.
  • WarriorRobah Hardback - 13hp build. Be wary of Icy Shackles. To get Buhon Icelord on the same run, switch your -20 hp offhand with -50 hp offhand when Robah dies.
  • WarriorShak-Jarin the Justicebringer - Life Siphon variant or Blood Renewal variant. This may be very difficult due to the mob of giants nearby and the occasional skill disable effects from the main group.

Ranger bosses[edit | edit source]

  • RangerBolten Largebelly - 13hp variant.
  • RangerTenezel the Quick - 13hp or 55hp. Kill the first group of beetles before engaging Tenezel's group. Aggro Tenezel's group and pull back, using the wall as an obstacle. Watch out for beetles that circle around the wall.

Monk bosses[edit | edit source]

Necromancer bosses[edit | edit source]

  • NecromancerJerneh Nightbringer - Blood Renewal Variation is recommended due to his use of Rotting Flesh.
  • NecromancerModti Darkflower - Use Blood Renewal Variation. Difficult to get to due to mandragor imps from the west path, and Kournans from the east.
  • NecromancerTerob Roundback - Normal Build. (Getting to the boss is much easier if the Ntouka spawn does not have a Crested Ntouka Bird (mesmer))

Mesmer bosses[edit | edit source]

Elementalist bosses[edit | edit source]

  • ElementalistBuhon Icelord - 13 hp build, this should be a walk in the park then.. only problem is the Icy Shackles, if you desire to kill Robah Hardback too, switch your -20 hp offhand with -50 hp offhand when Buhon dies.
  • ElementalistExuro Flatus - Normal build. An alternate option here is to have a Rune of Superior Soul Reaping and Signet of Lost Souls instead of Vampiric Touch in order to counter the effect of the region. Also, raise soul reaping to 3+3 with the remaining attribute points for maximum effectiveness in the Signet.
  • ElementalistHajkor, Mystic Flame - 13hp build. Avoid the patrolling mobs. Activate Junundu Tunnel if you encounter a Desert Wurm.
  • ElementalistKormab, Burning Heart - Be sure to bring your -20 hp offhand, first you have to run to him (avoid behemoths!), after you killed him, warp in and out Wilderness of Badza, than you can kill him again. Make sure you don't aggro the Ethers. Die when you have +4 MB, than switch to your -20 hp offhand.
  • ElementalistKorr, Living Flame - Blood Renewal variation. Refresh Protective Spirit and Healing Breeze as soon as they recharge to avoid an untimely knockdown.
  • ElementalistSetikor Fireflower - Normal build. 13 hp build if you see a Mirage Iboga in his group.

Assassin bosses[edit | edit source]

Ritualist bosses[edit | edit source]

Paragon bosses[edit | edit source]

  • ParagonCorporal Argon - Normal build. Kill the priest first.
  • ParagonEshau Longspear - Normal build. Use Spoil Victor on the boss and any monks.
  • ParagonJishol Darksong - Sub in Vocal Minority for Vampiric Touch to stop his self healing and speed it up.
  • ParagonLieutenant Shagu - Consider bringing a cover hex for the Corsair Doctor or kill him first.
  • ParagonOath of Profanity - Blood Renewal variation is safer. Restart if you see Herald of Nightmares in his group (or in the single group on the path to get to it).
  • ParagonPehnsed the Loudmouth - Normal build or Blood Renewal variation. Blood Renewal variation is safer.
  • ParagonTureksin the Delegator - Blood Renewal variant. A rather awkward run. Get the 55hp build ready and kill the 2 elementals. Head west over the bridge. Avoid the awakened to the west and follow behind them. Head north as soon as you get to the next open area. Tureksin should be directly north. Avoid the 3 patrols near the opening to Tureksin. Seers and Dune Carvers will ruin your day. Run in and get to the back of the area. Focus on reapplying Healing Breeze, Blood Renewal, and Protective Spirit. Watch your map as Spoil Victor should be applied only when a patrol is not near the boss. It's a 5-minute run if you get used to it.

Dervish bosses[edit | edit source]

  • DervishAcolyte of Balthazar - Make sure no kournan mesmer is in the group, otherwise easy to do with 55 health.
  • DervishAcolyte of Melandru - Run is doable,hard though,hug the boss for your life,keeps hb,ps, and vamp touch as soon as they recharge or energy is gained,run all the way to the middle of the castle,do not aggro patrolling side groups,if two oppressors or healers,or any seer's at all spawn in her group,resign,its impossible.
  • DervishBubahl Icehands - Normal build; or Blood Renewal variation to reduce the possible degeneration from Disease.
  • DervishLeilon, Tranquil Water - Blood Renewal variation. An extremely difficult run. A Longbow or Flatbow and a -20hp offhand is necessary, plus a good dose of timing. It is better to fight your way to the boss (see map) rather than run, since it is easy to get overwhelmed. Always maintain Protective Spirit, Healing Breeze, and Blood Renewal when engaging djinn. Die when you reach her and then run back to her. Maintain only Balthazar's Spirit and Mending; not enough damage for Essence Bond. Wait for full energy then then pull them to the middle of the bridge. Just before they aggro, use Protective Spirit and Blood Renewal. Do not use Healing Breeze due to the drain from the Roaring Ethers. At about 30 energy, wait for Mistrust then cast Spoil Victor on Leilon as soon as possible. Maintain the two enchantments and repeat until she dies.
  • DervishMarobeh Sharptail - Blood Renewal variation for a 13hp build; adjust Blood Magic to 14, Protection Prayers to 8, and the rest to Healing Prayers.
  • DervishOnslaught of Terror - Blood Renewal variation is safer.
  • DervishShezel Slowreaper - 13hp build to be safe. Mirage Ibogas will make things difficult so consider restarting if you see one.

Videos[edit | edit source]


Solo SS[edit | edit source]

This build is designed to handle the new "erratic" AI with the Solo SS Farmer build.

Attributes and Skills[edit | edit source]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 1 + 3
Death Magic 2 + 3
Soul Reaping 2 + 3
Curses 12 + 1 + 3
Healing Prayers 9
Protection Prayers 9
Protective Spirit.jpg

Protective Spirit

Healing Breeze.jpg

Healing Breeze

Well of Suffering.jpg

Well of Suffering

Spiteful Spirit.jpg

Spiteful Spirit

Rotting Flesh.jpg

Rotting Flesh

Mending.jpg

Mending

Balthazar's Spirit.jpg

Balthazar's Spirit

Essence Bond.jpg

Essence Bond

Equipment[edit | edit source]

Armor:

  • Scar Pattern Armor or Cabalist's Armor type (if you have Guild Wars Factions) because they offer the most energy required for the build.
  • All armor pieces must have Necromancer superior runes: a Superior Death Magic is recommended but not compulsory. Aim for the cheapest runes.


Weapons:

Usage[edit | edit source]

The process of this build is basically the same as the old one. Cast Essence Bond, Balthazar's Spirit, and Mending Before battle and let your energy recharge. As you aggro your target cast Protective Spirit and Healing Breeze. Once your target attacks cast Spiteful Spirit and shortly after, Rotting Flesh. If the target group is large enough they will start taking turns attacking. Once a body is available cast Well of Suffering. Remember to keep up the enchantments.

Counters[edit | edit source]

  • Any enchantment removal will most likely kill you.
  • Conditions also pose a threat to any 55. Stack too many and you will negate your health regeneration.
  • Death penalty will majorly mess you up.
  • Be very careful of interrupting attacks from warriors, an example is Mountain Trolls' Disrupting Chop. This is especially dangerous as it adds 20 second cool down to the recharge of the affected spell, if this hits on Protective Spirit or Healing Breeze it can leave you dead in seconds.

Variants[edit | edit source]

Notes[edit | edit source]

Skillsdisk.jpg
The Skills Template for this build is:
A0YAFlYyxd%2BZUPQmH10FRqP5BA

See also[edit | edit source]

N/Mo UW Farmer[edit | edit source]

This build is meant to solo farm the Bladed Aatxe in the Underworld for ectos and to solo the Grasping Darkness for gold drops and other rare items.

Attributes and Skills[edit | edit source]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 1 + 3
Death Magic 0+3
Curses 0+3
Soul Reaping 0+3
Healing Prayers 10
Protection Prayers 8
Protective Spirit.jpg

Protective Spirit

Vigorous Spirit.jpg

Vigorous Spirit

Spoil Victor.jpg

Spoil Victor

Healing Breeze.jpg

Healing Breeze

Plague Touch.jpg

Plague Touch

Essence Bond.jpg

Essence Bond

Balthazar's Spirit.jpg

Balthazar's Spirit

Mending.jpg

Mending

Equipment[edit | edit source]

  • Use cheap radiant armor, or cheap armor that gives you extra energy, and 5 superior runes to bring your health down to 105.
  • Use a sword, or axe with a 20% enchantment mod (this is critical, because vigorous spirit's effect will activate slower with a wand, scythe etc.)
  • The -50 HP grim cesta is also needed for this.

Usage[edit | edit source]

Fighting an Aatxe.
Path for aggroing.

Counters[edit | edit source]

Variants[edit | edit source]

  • Live Vicariously can replace Vigorous Spirit so that your main way of healing can't be interrupted. Note that Live Vicariously provides less hp than Vigorous Spirit.

Notes[edit | edit source]

N/P Remains of Salajha Farmer[edit | edit source]

This build is designed not only to handle killing Lost Souls outside of your Junundu wurm (and getting back into another wurm safely), but also to kill Maddened Spirits 1 on 1 outside of the wurm. It may be used for quickly farming the Ancient Armor Remnants which drop randomly each time you kill a Maddened Spirit or Lost Soul, or if you're patient and have a strong bladder - for taking the high score in the mission. It is *only* fit for the Remains of Sahlahja challenge mission.

Attributes and Skills[edit | edit source]

NecromancerParagonNecromancer / Paragon Attribute Rank
Blood Magic 12 + 1 + 3
Command 10
Soul Reaping 8 + 1
"Can't Touch This!".jpg

"Can't Touch This!"

Vampiric Gaze.jpg

Vampiric Gaze

Blood of the Aggressor.jpg

Blood of the Aggressor

Blood Drinker.jpg

Blood Drinker

Blood Renewal.jpg

Blood Renewal

Signet of Lost Souls.jpg

Signet of Lost Souls

Life Transfer.jpg

Life Transfer

"Fall Back!".jpg

"Fall Back!"

Equipment[edit | edit source]

  • High-energy armor is preferable, though not required.
  • Vanahk's Staff or other Blood weaponry for recharge (or +1 to Blood Magic).

Usage[edit | edit source]

There are three parts to using this build properly:

Maddened Spirits[edit | edit source]

Maddened Spirits are invulnerable to damage, hexes, and conditions. They are not, however, invulnerable to direct life stealing.

Wait for a single Maddened Spirit to approach you. Hit it with Vampiric Gaze, then hit Blood Renewal and "Can't Touch This!" as it closes in. Immediately start spamming Blood of the Aggressor, Blood Drinker, and Vampiric Gaze as they recharge. As soon as the Maddened Spirit loses more than 50% of its health, hit Signet of Lost Souls and resume spamming. You might also want to hit a nearby Infestation with Life Transfer for healing instead of Blood Renewal - if it's been wanded a few times you'll also get the Soul Reaping bonus.

With practice, you should be able to kill the Maddened Spirits before "Can't Touch This!" expires. However, if it doesn't look like this will happen, run from the Maddened Spirit beforehand. When you have enough energy, reapply "Can't Touch This!", hit the spirit with Signet of Lost Souls to regain a bit more energy, and resume spamming your life stealing skills.

As soon as the spirit dies, hit a nearby Infestation with Life Transfer and wand it to heal up while regenning your energy. Make sure to use Signet of Lost Souls on the Infestation once it gets under half health to help regen energy. Kill one or two Infestations while waiting for the next spirit to arrive, but make sure not to spend much energy on them - you'll want full health and energy for the next Maddened Spirit.

Once you get your score around 100, the spirits will begin spawning quite a bit more quickly. If you get behind and are about to get two of them attacking you, run to the Wurm Spoor and enter your Junundu wurm. If you can hit "Can't Touch This!" just before entry, you'll be protected for a bit as you get inside the wurm.

Lost Souls[edit | edit source]

Most Lost Souls spawn in locations where they are easy enough to just smack with the wurm. Junundu Bite does the trick in one shot, and you can get the extra heal if you use Junundu Tunnel to race up to them.

A few of the Lost Souls are on rocky terrain, however, so the wurm is useless. Get well ahead of the Maddened Spirits and exit the wurm. If any Maddened Spirits are nearby when you exit, immediately hit "Can't Touch This!" then "Fall Back!" and run towards the Lost Soul. Run as far as you can with "Fall Back!", past the Lost Soul if possible, but not out of casting range from it. Hit it with Life Transfer, then continue running to the next Wurm Spoor, using "Fall Back!" when available. At 16 Blood Magic, Life Transfer will kill the Lost Soul by itself. As you approach the next Wurm Spoor, use "Can't Touch This!" to protect your transition as you jump back into the wurm and race off.

Wurm Usage[edit | edit source]

For the most part, the basics of Junundu usage are described in the Remains of Sahlahja and the Junundu article. Here's a few additional pointers specifically for this farm:

Counters[edit | edit source]

  • Death from lag/rubber banding can be extremely frustrating, especially if you get blocked in a doorway and it doesn't register locally. If you notice you are taking hits with no Maddened Spirits near, try running the opposite direction until the server and client resynch. Another way to resynch is to type /stuck.
  • If you are going for a high score, realize that normal biological processes may be your worst enemy later on. Plan ahead.

Variants[edit | edit source]

  • Another method is to remove Blood Drinker and Replace with Song of Power, then remove Life Transfer and replace with Vampiric Spirit. This will allow you to steal an additional 41 health every time you cast a spell. Then if your energy gets to low, use "Fall Back!" followed by Song of Power. I suggest taking Soul Reaping down to 5 + 1 for this build and placing those extra points into Motivation however since Song of Power will offset the decreased energy gain in between spirits.

Template[edit | edit source]

Skillsdisk.jpg
The Skills Template for this build is:
AUOCBbgm6QvzEGOa4coq6H2x

See also[edit | edit source]

Remains of Sahlahja

This build is made specifically to farm the Stygian Demons associated with the Breaching the Stygian Veil quest in the Stygian Veil for Stygian Gemstones and shiny weapons. It is capable of destroying all mobs, although the later mobs take more time and are much more difficult.

Attributes and Skills[edit | edit source]

NecromancerRangerNecromancer / Ranger Attribute Rank
Curses 12 + 1 + 3
Wilderness Survival 12
Soul Reaping 3 + 1
Suffering.jpg

Suffering

Feast of Corruption.jpg

Feast of Corruption

Desecrate Enchantments.jpg

Desecrate Enchantments

Consume Corpse.jpg

Consume Corpse

Muddy Terrain.jpg

Muddy Terrain

Natural Stride.jpg

Natural Stride

Storm Chaser.jpg

Storm Chaser

Storm's Embrace.jpg

Storm's Embrace

Equipment[edit | edit source]

  • You'll need one high-health set of armor and weapons and one 55 set (see Invincible Monk for details on 55 equipment).

Usage[edit | edit source]

  • When you enter the Stygian Veil, there is a mob in the trench immediately to your right (S-SE) that may be (mostly) killed easily for fun and profit and to get the first few no-drops out of the way. If you get a great drop from these, use Consume Corpse and retrieve it. This will end this farming run. Watch out for the patrol - particularly the Mind Tormentors and Water Tormentors that often spawn will hurt.
  • Carefully run along the wall to the lower area around the Dreadspawn Maw - there's just enough room to get down there from either side without aggro'ing any of the groups.

Now the fun begins....

Part 1 - The Hunger Mobs[edit | edit source]

  • Use 'c' to select the nearest target - make sure it is in one of the side mobs - save the center mob for last.
  • Cast Suffering.
  • Run away around the Dreadspawn Maw using a running skill until aggro is broken. Occasionally, this will be difficult. Do not stop running until aggro is broken.
  • Make sure you have the nearest target of the same mob, and cast Desecrate Enchantments. The Hungers use Dark Aura, making this do a decent amount of damage to the mob.
  • Run away and break aggro.
  • Nearest target, cast Feast of Corruption.
  • Run away.
  • Go back to the first step, and repeat until their health is low.
  • You really want to finish them off with Feast of Corruption or Desecrate Enchantments. If you let them degen to death while you're not in the area, you may not get any drops. They should be in an easily killable range with either skill once their health bar is into the 'Lvl' text. If you are using your 55 armor, then all can be killed simultaneously.
  • When a mob dies, it will be replaced by another one from a spawn point behind the gates the first three mobs came from. You have a lot of time to run around the Dreadspawn Maw to lose aggro from the other two mobs, but do try to avoid aggro'ing the new one.

Part 2 - The Brute Mobs[edit | edit source]

  • Stygian Brutes are hammer warriors. While facing them, you can switch to your high-health armor if you wish, but you're still probably dead if they actually hit you. Use the same techniques as on the Stygian Hungers, except only cast Desecrate Enchantments when you have energy to burn, as it is considerably less cost-effective for damaging the Brutes.
  • Path to run away from Fiends

Part 3 - The Fiend Mobs[edit | edit source]

  • Stygian Fiends are rangers with Crippling Shot, Choking Gas, and other fun skills to mutilate necromancers with. Once again, you really don't want to get hit by these. Unfortunately, if they even shoot at you and miss, Demonic Miasma will make it hurt. Use the high-health armor when dealing with these, as you're likely to at least be *missed* by a barrage or two of arrows.
  • Once again, hit and run. If possible, run up the nearby hill while running away to minimize any height-advantage and additional range the Fiends may get. See the highlighted path in the map:


  • Placement of Muddy Terrain for Eastern mobs

Part 4 - The Golem Mobs[edit | edit source]

  • Stygian Golems are Dervish beasts which use Harrier's Haste to catch up with you. It's almost impossible to reliably lose them with just running skills. The trick here is to circle around the mob and plant Muddy Terrain *behind* the mob, to the NE of the Adept of Whispers (center point on the map to the right). Then head back down below and do the following:
  • Cast Suffering
  • Run away (use a running skill just before leaving Muddy Terrain's area of effect).
  • Wait for mob to resettle.
  • Cast Feast of Corruption.
  • Run away and wait for mob to resettle.
  • Cast Suffering
  • Run away until you lose aggro, then head back and drop another Muddy Terrain spirit at the spot on the map.
  • Rinse, repeat.
  • It works best if you trigger your running skill just prior to leaving the area under the effect of Muddy Terrain. This makes you go fast while the Golems are still stuck trudging along. If the spirit is correctly placed, they'll give up before getting out of its range.

Part 5 - The Horror Mobs[edit | edit source]

  • Placement of Muddy Terrain for Western mobs

Part 6 - The Mixed Mobs[edit | edit source]

  • The last mob of each of the three sets has all of the Stygian Demons in it. You'll need to use the high-health armor to deal with the Fiends and use the Muddy Terrain technique (See the map images for placement for Eastern and Western mobs). Unfortunately, that means you're unlikely to kill them all simultaneously. Once the Stygian Hungers are the only ones left, switch back to your 55 armor for the final kills.

Part 7 - How do I get my drops?!?![edit | edit source]

  • Once you've killed all the mobs, the area around the Adept will be safe. However, it's easy enough to pick up valuable drops long before that point, either directly after killing one set or not.
  • If you've just killed a set, then run away *without* using a running skill. Go around the Dreadspawn Maw with the remaining two mobs trailing behind you. Just as you cross the halfway-around point, hit your running skills and head for your most valuable drops. If done correctly, you can pick up one or two items, then run away without being hit and be able to continue the farm if desired.
  • This will most likely not work if a mob of Fiends, Golems, or Horrors is present - only make hoover runs with Brutes and Hungers around. Look at the table showing the order of the mobs in Breaching the Stygian Veil to figure out your best kill order to get drops.
  • If you haven't just killed a set, just aggro them with Suffering and run around the Maw as described above.

Variants[edit | edit source]

A N/A using Deadly Paradox Shadow of Haste Dark Escape and Dash and 12 Shadow Arts instead of the ranger skills and Wilderness Survival. The strategy is very much the same except for the running away part. For that you activate Deadly Paradox then Shadow of Haste, run in, cast your spell(s), then use Dash to cancel out Shadow of Haste. This will teleport you back to the place where you used Shadow of Haste and you can proceed to run using Dark Escape if needed. For a more indepth guide to this version see here.

Counters[edit | edit source]

  • Everything in this area hits hard. Getting hit once is likely to produce a Necromancer-shaped corpse. Try to avoid getting hit.

Template[edit | edit source]

Skillsdisk.jpg
The Skills Template for this build is:
AkMhZOMmH2wlAOIG6O/6jjwF


Notes[edit | edit source]

There are generally one or two chests in the area that people run to all the time. Bring a few keys.

See also[edit | edit source]

Breaching the Stygian Veil