GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

User talk:Ifer7996

From GuildWiki
Jump to: navigation, search

quickie build backups[edit source]

An Elementalist build for farming Totem Axes from Root Behemoths in The Falls. This build uses Obsidian Flesh to defend against casters, and Fire Magic to deal damage.

Attributes and Skills[edit source]

ElementalistDervishElementalist / Dervish Attribute Rank
Earth Magic 11 + 1 + 3 (or + 1)
Fire Magic 10 + 1 (or + 1 + 3)
Earth Prayers 8
Energy Storage 6 + 1
Glyph of Lesser Energy.jpg

Glyph of Lesser Energy

Mystic Regeneration.jpg

Mystic Regeneration

Stoneflesh Aura.jpg

Stoneflesh Aura

Flame Djinn's Haste.jpg

Flame Djinn's Haste

Sliver Armor.jpg

Sliver Armor

Obsidian Flesh.jpg

Obsidian Flesh

Meteor Shower.jpg

Meteor Shower

Immolate.jpg

Immolate

Equipment[edit source]

Armor[edit source]

Radiant Armor is recommended for this build. Use a Geomancers Aura with a Superior Rune of Earth Magic for running, and then a Pyromancers Aura with a Superior rune of Fire Magic for killing.

Weapons[edit source]

Enchanting Set[edit source]

Preferably a Spirit of the Forgotten, Totem Axe or Rajazan's Fervor and a focus item with +1 Earth Magic. eg Galigord's Stone Scroll, or crafted from Sheco in Bukdek Byway, or swapped for 5 Stone Horns with Denos Makaluum in Vasburg Armory. A possible alternative is a Fire or Earth staff with a +20% longer enchantments mod.

Killing set[edit source]

When engaging groups other than Wind Riders, a Fire wand and offhand both with 20% chance of halving recharge times(HRT)of fire magic are recommended.

It may be possible to get away with using an Earth Staff with +20% enchanting and HRT for the entire run.

Usage[edit source]

General Usage[edit source]

  • Cast Glyph of Lesser Energy before any chain of spells, whenever it is available.
  • Cast Obsidian Flesh only when engaging casters, never while running.
  • Keep Sliver Armor and Stoneflesh Aura up as much as possible when running.
  • Use Mystic Regeneration when your health is low. Remember maximum gain is when you have other enchantments on you as well.
  • Use Meteor Shower and Immolate for Root Behemoths.
  • Use Immolate and the point blank damage from Flame Djinn's Haste and Sliver Armor for other mobs.
  • Wear your Geomancer's headgear when running, and when fighting Wind Riders or Jungle Skale.
  • Wear your Pyromancer's headgear at all other times.

Detailed Usage[edit source]

Areas[edit source]

Starting the run at Ventari's Refuge, head out to Ettin's Back. Equip your Earth magic headgear. Cast Glyph of Lesser Energy before casting Mystic Regeneration, Stoneflesh Aura, Flame Djinn's Haste and Sliver Armor. Run towards the portal to Reed Bog. Recast your enchantments as they expire. Use the Glyph prior to casting enchantments as it becomes available. Flame Djinn's Haste and Stoneflesh Aura can be kept up indefinitely, and for most of the run, the downtime in Sliver Armor makes little difference.

Take the south eastern path through the Reed Bog to The Falls. Once again, cast skills 1-5 in that order, keep running and recast enchantments as necessary. Stoneflesh Aura negates just about all the damage in this area. Head into The Falls.

Once again, use Glyph of Lesser Energy, cast your first four enchantments, and run. You can stop to recast even whilst in the middle of spiders and Shepherds. As long as you use the Glyph whenever possible, energy is not a problem. Mystic Regen will give you 9 pips off health regen, or 12 when you have Sliver Armor cast, so degen and damage is not a problem. If you are in range of a Symbiosis spirit, you will have 800+ health!

From here on in, you will find the following groups of monsters. Below each group you will find the best method for dealing with them.

Enemy Types[edit source]

Locations where Root Behemoths can be found in The Falls are marked yellow.

Avoid these by running straight past them. It is unlikely you will be able to survive them in the large mobs that inhabit the area. Make sure that you do not get cornered by them, and just keep running until you lose aggro.

Tackling a full mob (or even 2 mobs) of Jungle Skale is little problem. Get them to bunch up as much as possible, and then get in close to one and cast your spells in the following order: Glyph of Lesser Energy -> Obsidian Flesh -> Mystic Regeneration -> Sliver Armor -> Immolate -> Flame Djinn's Haste. Cast Stoneflesh Aura to cover the short downtime in Obsidian Flesh. Recast your spells and Glyphs as they become available. Obsidian Flesh should be your priority enchantment, as the Skale will strip your other enchantments without it. A max damage fire wand can help things along nicely.

Keep your distance so that you don't cause any Life Pod pop-ups. Equip your Pyromancers headgear. Cast Glyph of Lesser Energy if you want to followed by Meteor Shower, Stoneflesh Aura(optional) and a few Immolates. Wanding helps again here. 1 Nuke and 3 Immolates later, your Behemoth should be dead.

Once your Behemoth is dead, you will almost inevitably have to run past it in such a way that the Life Pods will spawn and follow you. It is possible in some placements to run past the pods, or to avoid spawning them altogether, if the Behemoth didn't drop any loot you wanted. However, do not drag them into other mobs. Tackling 1 or 2 Life Pods is easy, but 3 can be more difficult. Careful advancement towards the Behemoth corpse and prompt running away can enable you to spawn just one Life Pod at a time. When facing one or two, the best thing to do is get in close, cast Flame Djinn's Haste and Immolate. This will usually kill single Life Pods or the first of a pair. If you have to run away, or you have spawned three, try to pull just one or two. Persevere and you should find one partially separates itself from the others. Get in quick and repeat the combo mentioned above to kill it before the others have a chance to heal it. They are also stupid enough to stand in a meteor shower a lot of the time if you don't mind waiting for the recharge before tackling the next Behemoth.

If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Lesser Energy and Obsidian Flesh before aggroing them! Much as with Jungle Skale, get in close and cast Sliver Armor, Flame Djinn's Haste and Immolate while Obsidian Flesh is up. Meteor Showers can help as well. Once Obsidian Flesh has run out, you can either run away, or try to exhaust your foes' supply of interrupts before recasting Obsidian Flesh. It is usually wiser to kill 2 Wind Riders at a time before running away. As you run away you will surely be under the effects of Conjure Phantasm, but just keep running until you lose aggro and then heal.

Counters[edit source]

Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.

Variants[edit source]

  • Replacing Sliver Armor with Serpent's Quickness to keep Obsidian Flesh up (near-)indefinitely means that you can spend longer taking on Wind Riders and Jungle Skale, but with the loss of Sliver Armor's damage, and the increase drain on energy, the net result is a longer overall run.
  • Change to E/R and swap Mystic Regeneration for Troll Unguent. This has the advantage of being unstrippable due to it being a skill rather than an enchantment. It makes the run through the spiders tricky though.
  • You can swap out Glyph of Lesser Energy for Glyph of Elemental Power, but this makes energy conservation much more difficult.



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 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 source]

Usage[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 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 source]

Notes[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 source]

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


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 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 source]

Usage[edit source]

The usage is very simple.

Variants[edit source]

Counters[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 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 source]

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

External Links[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 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 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 source]

There are three parts to using this build properly:

Maddened Spirits[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 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 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 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 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 source]

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

See also[edit source]

Remains of Sahlahja



This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items.

Attributes and skills[edit source]

ElementalistAssassinElementalist / Assassin Attribute Rank
Earth Magic 12 + 1 + 3
Energy Storage 3 + 3
Shadow Arts 12
Shadow Form.jpg

Shadow Form

Death's Charge.jpg

Death's Charge

Glyph of Elemental Power.jpg

Glyph of Elemental Power

Sliver Armor.jpg

Sliver Armor

Obsidian Flame.jpg

Obsidian Flame

Teinai's Crystals.jpg

Teinai's Crystals

Crystal Wave.jpg

Crystal Wave

Dark Escape.jpg

Dark Escape

Equipment[edit source]

Usage[edit source]

Counters[edit source]

Variants[edit source]

  • Caltrops is useful against bosses who attempt to flee when heavily damaged.
  • Feigned Neutrality and/or Shadow Refuge is useful against groups which have mobs with touch skills which penetrate Shadow Form and is also required for the run to some bosses.
  • You may also use Shock, Aftershock, & Teinai's Crystals in that order. Shock is a great interrupt on many bosses who cast their healing spells first to negate Sliver Armor.
  • Shadow of Haste serves to give you an emergency out and is particularly useful when learning the build, taking the 'error' out of 'trial and error'. This serves particularly well when attempting to master a series of difficult bosses in a single run, such as the monk-mesmer-elementalist-necro constructs in Sunjiang District Explorable. Be warned - the speed boost offered by the skill makes pulling groups more difficult.
  • See variant [[Build:E/A Gloom Farmer]] for farming gemstones in Gloom.

Notes[edit source]

  • Sometimes the skill Sliver Armor may start hitting other enemies instead of the boss and may change targets.
  • If you have more than three melee opponents attacking you, the one being hit by Sliver Armor may flee.

List of soloable bosses[edit source]

Total Number of Soloable Bosses: 133

  • Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard).

Prophecies[edit source]

1 Current Boss

Monk (Mo)[edit source]
  • Protection Prayers
    • MonkKepkhet Marrowfeast - Hard (Make sure not to give the scarabs a corpse before kill due to Well of the Profane. Most of the time the area effect of traps placed below Kepkhet kill you, you turn into a peice of toast.) I changed my build for this boss using Shadow Refuge instead of Obsidian Flame. Before attacking the boss I cast Dark Escape (to reduce damage taken in this case) followed by Glyph of Elemental Power and Shadow Form, then use Death's Charge on the boss followed up with Sliver Armor. Then cast Shadow Refuge to neutralize the effects of the traps and start using Teinai's Crystals and Crystal Wave until Kepkhet is dead. Personally I haven't failed farming Kepkhet after this modification. Mark of Protection could still be a problem though. If you also change Crystal Wave and Teinai's Crystals for Shock and Lift Enchantment, you can cast Shock when Kepkhet casts Mark Of Protection. If you interrupt Mark Of Protection, than just continue killing him, but if you are too late (what probably will be the case), you have to cast Lift Enchantment, when Kepkhet is still knocked down. Than Mark Of Protection will be removed and you will have enough time left to kill Kepkhet. Also, make sure that no griffon has aggroed Kepkhet, as it will spawn additional touch necros around her. Also, if you died attempting to kill her, you have to rezone and retry, as additional touch necros from surrounding area will come near her. If you follow up all those tips, Kepkhet will be Easy/Medium.

Factions[edit source]

52 Current Bosses

Warrior (W)[edit source]
Ranger (R)[edit source]

To Be Added...

To Be Added...

To Be Added...

To Be Added...

To Be Added...'

Monk (Mo)[edit source]
Necromancer (N)[edit source]

To Be Added...

  • Blood Magic
    • NecromancerKyril Oathwarden - Medium (Earth Elementalists can kill you with Shockwave)
    • NecromancerFoalcrest Darkwish - Easy/Medium (Most of the time you can kill him in one shot, but if that doesn't work aggro the nearby group of Mantises and die yourself; he will make Bone Fiends which give you just enough damage for Sliver Armor)
    • NecromancerChan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned Neutrality)
  • Death Magic
    • NecromancerGhial the Bone Dancer - Hard/Very Hard (With more than 2 rits just pull the group in front of the bridge with you using Feigned Neutrality and no speed buffs.For beginners, bring Dash and Shadow Refuge instead of Obsidian Flame and Crystal Wave. Also, bringing Glyph of Concentration in place of Glyph of Elemental Power is recommended; without it, your Sliver Armor may be interrupted.)
    • NecromancerSessk, Woe Spreader - Easy/Medium (Sometimes Sliver Armor targets other enemies, if you bring stone dagger you can kill him in about 5 seconds)
  • Curses
Mesmer (Me)[edit source]

To Be Added...

Elementalist (E)[edit source]

To Be Added...

Assassin (A)[edit source]
Ritualist (Rt)[edit source]

To Be Added...

  • Restoration Magic
    • RitualistFlower Spiritgarden - Medium/Hard (move in a litte until mobs pop up, you need to time you Shadow Form and Silver Armor wisely, needs some practise)
    • RitualistOrosen, Tranquil Acolyte-Medium/Hard (cast Obsidian Flame, Crystal Wave, Teinais Crystals and then Obsidian again (with the other skills applied). Foes can interrupt your skills.Also pull the group that is right up the ramp near him)

Nightfall[edit source]

80 Current Bosses

Warrior (W)[edit source]
  • Swordsmanship
    • WarriorReaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
  • Axe Mastery
    • WarriorChor the Bladed - Easy (move to that rock on his right and bring the pop-ups to him, don't cast Silver armour until he uses Frenzy, he should die in 5 seconds after that, if he didn't cast frenzy within 4 seconds, just move out to top right, and do it again)
    • WarriorRobah Hardback - Medium/Hard
    • WarriorColonel Chaklin- Medium/Hard (Easy to get to,try to aggro as much as you can and avoid disrupts, if you die hope your shadowform is recharged fast and reattack asap if hes halfway or more down in health good chance second shot will finish him
  • Hammer Mastery
    • WarriorGrabthar the Overbearing - Medium/Hard (Need to also aggro the nearby harpy group to be successful, if you wait a moment the harpies actually move closer to Grabthars mob) Not much room for error.
    • WarriorRiktund the Vicious - Medium/Hard
  • Shield
    • Strength
      • WarriorOnwan, Lord of the Ntouka - Easy/Medium (Leave from command post and follow river into lake. Attended to by several Mesmers and route to reach the boss although short has a multitude of creatures)Easiest way to kill is to deaths charge to him then run past him and wait for recharge of skills then get the tusk howlers and boss to theirselves to keep the rampaging nktoukas from stripping your enchants with chilling victory
    • Tactics
Ranger (R)[edit source]

To Be Added...

Monk (Mo)[edit source]
Necromancer (N)[edit source]

To Be Added...

  • Blood Magic
  • Death Magic
    • NecromancerJerneh Nightbringer - Medium/Hard (When you reach the nearby ressurection shrine, there is a mob ahead of you. It's best to try and avoid them as they are usually filled with Water elementists and Dervishes with alot of aoe damage. If you cannot survive long enought to kill Jereh due to Vile touch and the Dervish Aoe damage, use Dark escape before you shadow step in for half damage)
    • NecromancerEshekibeh Longneck - Very Easy/Easy
    • NecromancerTerob Roundback - Easy/Medium (when the two heket monks are near him it can be hard at times
  • Curses
    • NecromancerCreo Vulnero - Easy/Medium
    • NecromancerFondalz the Spiteful - Medium
    • NecromancerModti Darkflower - Easy/Medium (Killing him is Very Easy, but its much easier to reach him if you run through the middle of the map till you reach the second resurrection shrine, only one group of mandragors will be in your aggro on the way to him.)if sucessful he can be killed in 3-4 seconds
    • NecromancerMaster of Misery - Very Hard (Very long and difficult run. Moreover, if you die once it'll be using taste of death on his minions to survive.)
    • NecromancerTain the Corrupter - Easy/Medium (Sometimes there's a Paragon in the group which can make it more difficult cause of the shout "Stand your ground")
Mesmer (Me)[edit source]

To Be Added...

Elementalist (E)[edit source]
Assassin (A)[edit source]
Ritualist (Rt)[edit source]
Dervish (D)[edit source]
Paragon (P)[edit source]
  • Spear
    • Spear Mastery
      • ParagonEshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him rezone if that party has a Mandragor Imp in it.)
      • ParagonShrieker of Dread - Hard (you'll need to aggro several (ideally 3) patrols to take him down; wait for them to converge). Also watch out for the Death Nova when killed.
      • ParagonPehnsed the Loudmouth - Medium (Very close. Sometimes takes two tries to get him down far enough that the next will kill him)
      • ParagonTureksin the Delegator - Medium ( Tough run, takes practice )
      • ParagonJishol Darksong - Medium (drop Tenai's Crystals for Disrupting Dagger to interrupt his self-heal, and aggro the mob of Cobalt to the south as well. He has a habit of running out of Sliver Armor despite being a melee foe, so be sure to keep tabs on him)
      • ParagonToshau Sharpspear - Easy/Medium (Staggering Force of Enchanted Brambles ignores Shadow Form)
  • Shield
    • Command
      • ParagonLieutenant Shagu - Medium/Hard (Must aggro at least 2 other groups to overcome the healing. Be sure to hit the res shrine just to the south)
      • ParagonBriahn the Chosen - Easy (Be sure to use obsidian flame twice, as soon as it recharges. This extra shot should be just enough to overcome the healing)
    • Motivation

See also[edit source]




This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items.

Attributes and skills[edit source]

AssassinElementalistAssassin / Elementalist Attribute Rank
Shadow Arts 12 + 1 + 3
Earth Magic 12
Air Magic 3
Shadow Form.jpg

Shadow Form

Glyph of Elemental Power.jpg

Glyph of Elemental Power

Sliver Armor.jpg

Sliver Armor

Shock.jpg

Shock

Aftershock.jpg

Aftershock

Death's Charge.jpg

Death's Charge

Dark Escape.jpg

Dark Escape

Dash.jpg

Dash

Equipment[edit source]

Usage[edit source]

Counters[edit source]

  • When Sliver Armor deals only half damage to bosses will also end your run.

Variants[edit source]

Notes[edit source]

  • This build was originally posted at GuildWars Guru and GWOnline.
  • Sometimes the skill Sliver Armor may start hitting other enemies instead of the boss.
  • Ranger bosses often cannot be killed because of their elemental resistance.

List of soloable bosses[edit source]

Total Number of Soloable Bosses: 107

  • Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard) also add the location where the boss is, for easier preview.

Prophecies[edit source]

2 Current Bosses

Factions[edit source]

47 Current Bosses

Nightfall[edit source]

57 Current Bosses

  • Kourna
    • Sunward Marches:(Consider getting the +1 earth magic blessing from the Melandru's shrine outside Dajkah Inlet. Although it is not necessary.)
    • Marga Coast:
      • WarriorChor the Bladed - Very Easy/Easy (Just aggro the group of Mirage Ibogas near him and try not to be interrupted while casting shadow form. Cast Sliver Armor when he uses Frenzy)
      • AssassinLunto Sharpfoot - Medium/Hard (You must pull him towards the mirage ilbogas and then usually only 1 of his monks will come and then its easy. but you want to be beside the monk when you activate sliver so when he uses shadowmeld sliver armor is still targeting him. then it will be Easy/Medium)
      • ElementalistBosun Mohrti - Medium/Hard (Aggro the insects nearby and Frigid skales and snare with Caltrops.)
      • DervishBubahl Icehands - Medium (Aggro nearby insects, snare with Caltrops, and heal with Feigned Neutrality)
      • MonkChidehkir, Light of the Blind - Easy/Medium (Aggro nearby Kournan patrol)
      • MesmerNeoli the Contagious - Hard/Very Hard (Clear out Kuskale lashers first with sliver armour, this may take quite a few runs, high dp.)
    • The Floodplain of Mahnkelon:
    • Arkjok Ward:
      • WarriorOnwan, Lord of the Ntouka - Medium (Leave from command post and follow river into lake),(bring fiegned nurality as a cover over slither armor and shadow form)
      • NecromancerModti Darkflower - Easy/Medium (Killing him is Very Easy, but the run is a bit heavy)
      • RitualistLieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in roughly 10 seconds)
      • Paragon Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him. Rezone if that party has a Mandragor Imp in it.)
      • Mesmer Captain Chichor - Easy/Medium (Approach the small base from the north, and wait for him to patrol outwards.)
    • Dejarin Estate:
    • Barbarous Shore:
      • Paragon Lieutenant Shagu: - Medium (You must aggro nearby enemies. If you do this, and silver armor keep targeting him, he will be down in few seconds.)
    • Bahdok Caverns:
      • ParagonWandalz the Angry - Medium/Hard (The hardest part about this boss is getting to him. You need to learn the hiding spots on the map, as the spawns in this particular area are quite massive to be running around by yourself. You'll want to keep the original build intact, and use speed buffs across the bridge. Once across, glyph, death's charge, and sliver armor, he goes down rather quick. Throw a shock and aftershock in there to see it go a little faster.)
    • Jahai Bluffs:
      • To Be Added...
    • Turai's Procession:
      • ElementalistKorr, Living Flame - Medium/Hard (Don't lure the nearby water djinn, Sliver armor will target them instead)
      • MonkChiossen, Soothing Breeze - Medium/Hard (The Rampaging Ntouka make this hard, use Feigned Neutrality as the Rampaging Ntouka run towards you and it will strip Feign Neutrality instead of Sliver Armor or even worse, Shadow Form. Aggro the nearby hekets to the north of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing.)
  • Realm of Torment - (Lightbringer title in this area will alter effectiveness.)
    • Nightfallen Jahai
    • Domain of Pain
      • DervishFahralon the Zealous - Easy/Medium (Before entering battle, try using Dark Escape to minimize the damage taken from AoE and Dreadful Pain.)
    • Domain of Fear
      • ParagonShrieker of Dread - Hard (you'll need to aggro several (ideally 3) patrols to take him down; wait for them to converge). Also watch out for the Death Nova when killed.
      • ElementalistStorm of Anguish - Medium (Difficult to get to, try to slip between the two first mobs, lure another mob for easy kill)
    • Depths of Madness
      • WarriorReaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
      • AssassinRavager of Dreams - Very Hard (Approach from the north, and pull 2-3 groups along with the boss group, 4+ Lightbringer rank reccomended.)
      • MonkTopo the Protector - Hard/Very Hard (Aggro once, run, and wait for him to fully summon his army, (about a minute), then shadow form in for a rather easy kill, due to the surronding groups of graven monoliths.)
      • NecromancerMaster of Misery - Hard/Very Hard (Pull together groups, beware of scythe attacks and death novas, armor of earth, obsidian flame, feigned neutrality all are good to have.)
      • RitualistConsort of Ruin - Hard/Very Hard (Pull groups, and make sure it targets him and it will be easy, minions and blades of torment make this tough.)

See also[edit source]


quickie builds[edit source]

Weaponmaster[edit source]

RitualistRitualist / Any Attribute Rank
Channeling Magic 11 + 1 + 3
Communing 11 + 1
Spawning Power 8 + 1
Warmonger's Weapon.jpg

Warmonger's Weapon

Guided Weapon.jpg

Guided Weapon

Vital Weapon.jpg

Vital Weapon

Essence Strike.jpg

Essence Strike

Offering of Spirit.jpg

Offering of Spirit

Ghostly Haste.jpg

Ghostly Haste

Destruction.jpg

Destruction

Generic resurrect

Generic resurrect

Restorer[edit source]

RitualistMonkRitualist / Monk Attribute Rank
Restoration 12 + 1 + 3
Spawning Power 9 + 1
Healing Prayers 9
Soothing Memories.jpg

Soothing Memories

Wielder's Boon.jpg

Wielder's Boon

Mend Body and Soul.jpg

Mend Body and Soul

Spirit Light.jpg

Spirit Light

Infuse Health.jpg

Infuse Health

Life.jpg

Life

Recovery.jpg

Recovery

Attuned Was Songkai.jpg

Attuned Was Songkai

Solo Ganker[edit source]

RitualistAssassinRitualist / Assassin Attribute Rank
Spawning Power 12 + 1 + 3
Dagger Mastery 12
Communing 3 + 1
Golden Phoenix Strike.jpg

Golden Phoenix Strike

Horns of the Ox.jpg

Horns of the Ox

Falling Spider.jpg

Falling Spider

Blades of Steel.jpg

Blades of Steel

Vital Weapon.jpg

Vital Weapon

Spirit's Strength.jpg

Spirit's Strength

Sight Beyond Sight.jpg

Sight Beyond Sight

Generic resurrect

Generic resurrect

SS Assassin[edit source]

RitualistAssassinRitualist / Assassin Attribute Rank
Spawning Power 12 + 1 + 3
Dagger Mastery 12
Golden Phoenix Strike.jpg

Golden Phoenix Strike

Death Blossom.jpg

Death Blossom

Golden Lotus Strike.jpg

Golden Lotus Strike

Wild Strike.jpg

Wild Strike

Blades of Steel.jpg

Blades of Steel

Spirit's Strength.jpg

Spirit's Strength

Sight Beyond Sight.jpg

Sight Beyond Sight

Generic resurrect

Generic resurrect

SS Warrior[edit source]

RitualistWarriorRitualist / Warrior Attribute Rank
Spawning Power 12 + 1 + 3
Axe Mastery 12
Cyclone Axe.jpg

Cyclone Axe

Critical Chop.jpg

Critical Chop

Furious Axe.jpg

Furious Axe

Penetrating Blow.jpg

Penetrating Blow

Burst of Aggression.jpg

Burst of Aggression

Spirit's Strength.jpg

Spirit's Strength

Sight Beyond Sight.jpg

Sight Beyond Sight

Generic resurrect

Generic resurrect