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For using a show/hide box that doesn't start closed. And the spacing is screwed over on FF. But oh well, it's not my talk page :P Oh, and he has red links in his archives box. Wich, without the red links, is really neat ^^ Banbanbanbanana. EDIT: And Unfavored/Ban didn't show up. /fail. Fixed it as of 27th Feb. 2008 --- -- (s)talkpage 16:11, 12 February 2008 (UTC)
Fire's spam is annoying, but I dont like anything to be missed from the page. --Warwick (Talk)/(Contr.) 18:49, 18 February 2008 (UTC)
Yeah, I really wish he'd stop doing that. 18:50, 18 February 2008 (UTC)
I seem to get the brunt of the spam from fire.. *looks at my 21 archives*... --Warwick (Talk)/(Contr.) 18:52, 18 February 2008 (UTC)
It drove Giga insane. D: 18:54, 18 February 2008 (UTC)
Giga was already insane. and I dont mind it, because I created the spam crew. Its partially my fault, I suppose. --Warwick (Talk)/(Contr.) 18:55, 18 February 2008 (UTC)
What hath Warwick wrought! 18:55, 18 February 2008 (UTC)
Hell-being-broken-loose? =/ --Warwick (Talk)/(Contr.) 18:58, 18 February 2008 (UTC)
OMG! Almost everytime i talk on this page it's archived 4 seconds later, why?--SpamKing 20:01, 18 February 2008 (UTC)
Ya know what?, i feel like signing things as Warwick.--Warwick (Talk)/(Contr.) 20:07, 18 February 2008 (UTC)
I did that.--SpamKing 20:07, 18 February 2008 (UTC)
btw, I just moved to a new town called Warwickshire,England, thought i'd let you know since it has your name in their. Weird huh?--.--WarwickKing/(Contr.) 20:27, 18 February 2008 (UTC)
Fire, I live in warwickshire.. God help me. --Warwick (Talk)/(Contr.) 18:53, 19 February 2008 (UTC)
YAY! Wow, odd the chances huh?--SpamKing 14:40, 22 February 2008 (UTC)
hi[]
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hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
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hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
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hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
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hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
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hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
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hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi
hi hi hi hi hi hi hi --SpamKing hi hi hi hi hi hi hi hi hi
hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi
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btw:what's one post spamming?--SpamKing 02:33, 19 February 2008 (UTC)
He's right. and now I'm off. Back tommorow. --Warwick (Talk)/(Contr.) 19:28, 21 February 2008 (UTC)
Oh noes![]
You removed my userboxes RT 13:06, 22 February 2008 (UTC)
Sorry RT, they were screwing with the formatting on my page (Aka they were on top of a bunch of other userboxes for some reason). --Warwick (Talk)/(Contr.) 13:07, 22 February 2008 (UTC)
(diff) (hist) . . Nm User:Warwick/Template:Ban; 15:37 . . (+1,337) . . Warwick (Talk | contribs) (New page: <div id="ban" style="background-color: gold; margin: 0 2.5%; padding: 0 10px; border: 1px solid #aaa;"> '''This user is a candidate for (temporary) blocking, because:...) --Warwick (Talk)/(Contr.) 15:45, 23 February 2008 (UTC)
Rank[]
Admin, Build Master, Phail Master, Haxx Mastor, why not Spaministratator?--SpamKing 17:47, 23 February 2008 (UTC)
DO NOT[]
edit other peoples' user pages. You can ask for permission on their talk page though. -- (gem / talk) 20:04, 23 February 2008 (UTC)
Oh, I just viewed what the template looks like. Do not impersonate maintenace templates, it might cause trouble if an admin doesn't check it properly. That wasn't a funny joke. -- (gem / talk) 20:05, 23 February 2008 (UTC)
Aww.. =[ --Warwick (Talk)/(Contr.) 20:34, 23 February 2008 (UTC)
It wasn't really funny anyway, try again. -- 20:35, 23 February 2008 (UTC)
Haha, and Thoughtful thinks I'M the douche. Lots o' love from Yikey ∞ 20:39, 23 February 2008 (UTC)
Btw warwick leave the storytelling etcetera to Shadowcrest. It's his mafia and his story, let him handle it. -- -- talkpage 19:43, 24 February 2008 (UTC)
But his storyline was crap... --Warwick (Talk)/(Contr.) 19:44, 24 February 2008 (UTC)
Anyways, I'd already edited it, and he hadn't minded. I'd merely updated what I'd already added, back then. ^_^^ --Warwick (Talk)/(Contr.) 19:46, 24 February 2008 (UTC)
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.
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.
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[]
Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.
Variants[]
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.
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[]
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.
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 Warriorbosses located in the Jade Sea. It should be applicable to most Warrior and Assassinbosses in other areas, as long as you isolate them.
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 Healthdegeneration this build is very effective and can kill almost any Jade SeaBoss in 60 seconds.
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[]
Take a look at the video below if you are unsure about some of the steps.
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.
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.
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[]
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.
"Can't Touch This!" protects you from Maddened Strike while entering a wurm, and in fact continues protecting you while in the wurm until its normal expiration time. Use it any time you're entering a wurm with Maddened Spirits on your tail.
To heal, get well ahead of any Maddened Spirits and use Junundu Tunnel. Find an Infestation you can reach while Junundu Tunnel is active, and use Junundu Bite. This will knock down the Infestation prior to the bite, thus netting you 500 health. If you have enough time, use Junundu Feast to aquire an additional skill. If you get really low, exit the wurm in a safe location and run to the nearest Wurm Spoor to get a new one.
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.
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.
This build utilizes the eliteShadow 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.
Then activate Sliver Armor. Make sure you are closer to the boss than anything else, or you will not kill it! If Sliver Armor ends up targetting the wrong foe, try stepping away and then back to the boss, this will often give you the desired effect.
Just after the boss is dead, activate Shadow Form and use the speed buffs to run away to safety. You can use Shadow Form again since Morale Boosts recharges all skills.
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[]
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[]
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).
Kepkhet 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.
Sunreach Warmaker - Medium/Hard (Can be difficult to get sliver to target Warmaker due to several other melee wardens. Use Rust and Shock on his healing signet.)
Geoffer Pain Bringer - Easy/Medium (Run his group into a Naga group aproching from the NW then take him out right after their fight, impossible with Outcast Deathhands around)
Untouched Ancient Ky - Hard (Replace one of the Crystal skills with Celestial Storm. Run west past the mob and break aggro. Then return from the west and shadow step in)
Ssuns, Blessed of Dwayna - Hard (Running there is hard. Easier to die in Archipelagos outside Luxon Jade Flats as a Kurzik and approach from shrine.)
The Scar Eater - Very Easy/Easy (Also a fairly easy boss to practice on. Once you enter the area, run to the res shrine and wait for the nearest mob to patrol near him then run in and take him down.)
Kyril Oathwarden - Medium (Earth Elementalists can kill you with Shockwave)
Foalcrest 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)
Ghial 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.)
Sessk, Woe Spreader - Easy/Medium (Sometimes Sliver Armor targets other enemies, if you bring stone dagger you can kill him in about 5 seconds)
Bezzr Wingstorm - Easy/Medium (Bring Shadow of Haste and Dash (to cancel SoH in case you need to try again). Die as a Luxon, you'll respawn near it. There will be Mantis and Wardens around. If you time it right, you can make them fight each other then kill the ones remaining. The mobs that spawn when you attack Bezzr, do have skills that ignore Shadow Form so just cancel SoH and try again.
Xuekao, the Deceptive - Easy (run around the building he is in and approach from ramp. Aggro him and immediatly use Dark Escape and run to the res shrine near by. This will trigger a fight between him and some Jade Brotherhood. After fight immediatly run in and start your sequence. He should fall very easily.)
Cho, Spirit Empath - Easy/Medium (Bring Feigned Neutrality instead of Dash, come from Nahpui Quarter!!! Cast Feigned Neutrality last, once you are already fighting, 50/50 chance monks will heal him, if so run and rezone; the fastest way is to run towards Nahpui Quarter (just a few feet west from Cho). It will make the run a lot easier and shorter.)
Chkkr Brightclaw - Easy/Medium (Wait for plant mob to run past the pool, when they are clear, sure to aggro enough of the pop-up groups before casting Sliver Armor) The pool gives you 20% longer enchantment because of Blessed Water.
Flower 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)
Orosen, 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)
Chor 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)
Colonel 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
Grabthar 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.
Onwan, 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
Colonel Custo - Medium(aggro amount helps its sometimes hard to get as much as you want plus getting sliver armor on him directly can be troublesome to
Vah the Crafty - Very Easy/Easy (Wurms make it real easy)
Bearer of Misfortune = Very Hard (A long run to get there, kill Word of Madness first, then while within range of Quickening Zephyr, shadow step in and damage him to about 1/3 health, shadow step out, wait for Shadow Form to recharge, then shadow step in again)
Topo the Protector - Hard/Very Hard (Difficult run. Once you get to the temple, refuge in Balthazar's shrine. Get to Topo, let him summon the Graven Monoliths and disappear. Die and go back to him. He won't disappear anymore.)
Chidehkir, Light of the Blind - Medium (Approach from Sunspear Sanctuary. You will need to grab the group of Kournans that patrol around the fort to take him down. Getting sliver to target him with the Kournan Guards on you is a pain).
Chiossen, 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 east of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing, or Shock and Aftershock to interrupt a heal.)
Dunshek the Purifier - Easy/Mediumclear sandgiants before aproach(in wurm), use shock/aftershock combo
Commander Sadi-Belai - Medium/Hard (Aggro Skree group nearest to his group. Shock + Lift Enchantment AFTER he puts Shielding Hands on. Bring Obsidian Flame. Spam as needed)
Jerneh 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)
Modti 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
Master 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.)
Tain 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")
Korr, Living Flame - Hard (It is easier if you can aggro the nearby group of djinns too.Also,Sliver armor rarely targets Korr,so bringing Shadow of Haste for multiple tries would help.)
Korshek the Immolated - Easy (Make sure to hit the nearby Whispers Informant for some easy Lightbringer points)
Kormab, Burning Heart - Easy/Medium (Somewhat of a long run, and you'll probably die at least once due to Death Nova mobs but once there it's easy to kill. Bring Shadow of Haste and Dash in case you need more than one try. If you have finished Population Control, it's easier to start from Dzagonur Bastion.)
Lieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in like 10 seconds)
Bohdalz the Furious - Hard/Very Hard (killing him is easy - getting there is hard - maybe consider henchmen for getting to him)
Podaltur the Angry - Easy/Medium (body blocking during the run to him may be a hassle due to the large amount of hekets on the way)hard to directly attack when the heket warriors get in the way
Shakahm the Summoner - Medium/Hard (Take the path right next to Exuro Flatus. Run past the group of titans and shadows (Preferably not aggroing either group). Clear path except for a Torment Claw. Keep going past the Ressurection shrine until the group of shadows come towards you. Hang out by the Ressurection shrine until they turn back. Follow them. Right outside aggro, highlight Shakahm, hit Dark Escape, Shadow Form, and Death's Charge. Step to him. Use Glyph of Ele Power, Sliver Armor, one of the Crystal's Skills (Teinai's Crystals or Crystal Wave) and spam Obsidian Flame when you can. If he's close to you, it's a much easier kill then if you have to run a decent distance just to Death Charge to him.
Onslaught of Terror - Medium/Hard (Need to aggro at least one other group, eles and mesmers can interrupt/slow. He also seems to run at times, even though he is melee. As well, Sliver Armor might not target him, or stray off.)
Marobeh Sharptail - Hard/Very Hard (Kill the 2 groups before him and wait for recharge of shadow form. When at marobeh himself it's hard to get him with your sliver armor but i'ts possible)
Corporal Suli-Hard/Very Hard (Run like you would to go to the Ele boss...but run back to get Suli after Shadowform Recharges...this is hard but possible)
Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him rezone if that party has a Mandragor Imp in it.)
Shrieker 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.
Pehnsed the Loudmouth - Medium (Very close. Sometimes takes two tries to get him down far enough that the next will kill him)
Jishol 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)
Wandalz the Angry - Medium/Hard (Killing him is quite easy due to nice aggro, but getting there is quite a pain. Bring Feigned Neutrality for better self heal during the run)
This build utilizes the eliteShadow 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.
Galigord's Stone Staff is a recommended Staff, but any weapon with a max of Enchanting upgrade can be used, and it is preferred as when close combat enemies start to run away, a staff attack will bring them back, something that a totem axe can't do.
When you are just out of aggro, activate Shadow Form and use Death's Charge to teleport in. Usually aggroing before teleporting in makes enemies clump together, giving Sliver Armor less of a chance to target the boss.
When the boss has died, activate Shadow Form and use the speed buffs to run away to safety. You can use Shadow Form again since Morale Boosts recharges all skills.
Shock can be switched for other knockdown spells such as Dragon's Stomp for a bit more damage.
For people who don't have Prophecies skills unlocked, remember that you can always unlock them in PvP and then buy them at the trainers in Lion's Arch or your Guild Hall, if you have bought a skill trainer that is and assuming that you have a Guild Hall.
Caltrops can be useful against bosses who attempt to flee when heavily damaged.
Feigned Neutrality is useful against groups which have mobs with touch skills, Signets, and AoE skills and that may penetrate Shadow Form.
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[]
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.
Chan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
Mina Shatter Storm - Easy/Very Easy (The run is easy if you have Feigned and just use aftershock on her once and then use feigned to heal because of the signets)
Chung, the Attuned - Medium (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
Baubao Wavewrath - Medium (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
Cho, Spirit Empath - Easy/Medium (Bring Feigned Neutrality instead of Dash, come from Nahpui Quarter!!! Cast Feigned Neutrality last, chance monks will heal him, if so run and rezone, the fastest route is to run towards Nahpui Quarter (just a few feet west from Cho) . It will make the run a lot easier and shorter.)
Ghial the Bone Dancer - Easy/very Easy (Feigned Neutrality is NOT a neccessity for the run. Beware of the mesmers for they will disrupt your sliver armor TIP: All mesmers interrupt at once, so consider bringing a "scapegoat" spell with a long activation time, such as Dragon Stomp or Obsidian Flame.)
Orosen, Tranquil Acolyte - Hard/Very Hard (When he starts charging for you, use Shadow Form. Run past him just close enough to aggro the group before the next bridge. Death's charge back to him, and Sliver armor.)
Xuekao, the Deceptive- Easy/Medium (Be sure to let the Knight Brotherhood kill the Am Fah before you approach the boss, as how the Knights will attack the surrounding Am Fah making for a quick kill with 1-3 possible attackers) ~ The dagger that he drops is really really nice for Assassins using the Vigor Build where you use enchants every 30 sec.
Sunreach Warmaker - Easy/Medium (Bring Shadow of Haste and Rust and if you feel the need, Feigned Neutrality too. Go in first without the boss in your mind, make Falaharn Mistwarden appear. Warp back using a stance. Go in again and aggro every mob, pull Sunreach with staff and cast glyph then sliver then rust, he will go down quickly.)
Strongroot Tanglebranch - Medium/Hard (Go around the other way and aggro the nearby kirin and dragon moss and use Rust and Caltrops to subdue him and spam Obsidian Flame to kill him.)
Kyril Oathwarden - Medium/Hard (Hard to make sliver armor target kyril; take feigned neutrality to survive traps.)
Ritualist's Construct - Easy/Medium (Very few mobs surrounding him, making it harder to kill. Replacing run skills or Shock & Aftershock with Obsidian Flame & Crystal Wave/Teinai's Wave can help overcome this obstacle.)
The Scar Eater - Very Easy/Easy (Also a fairly easy boss to practice on, you must follow the 1st group that comes near the shrine, when you get near the boss aggro it and jump near the boss, also a good idea can be to change shock and aftershock for gale and Obsidian Flame)
Wiseroot Shatterstone - Medium (Silver armor does not tend to stay on him,or will target lately,must aggro both mobs before him and his mob to fully kill)
The Time Eater - Easy/Medium (Add skills for more damage because very few mobs are surrounding him.Time for his interruption signet!!!!!)
Bramble Everthorn - Easy/Medium (need to aggro 1-2 warden or plant groups to bypass his regen)
Darkroot Entrop - Easy (Make sure to add some skills to cripple or knockdown, such as Caltrops, as he tends to run at about half health)
Milefaun Mindflayer - Easy/Medium (Aggro another group of wardens near, may attract Rt wardens which increase difficulty)
Foalcrest Darkwish - Easy/Medium (Aggro the nearby group of Mantises and die yourself; he will make Bone Fiends which give you just enough damage for Sliver Armor.)
Rahse Windcatcher - Easy/Medium (Same build as with Xisni. Walk to pick up the Warden group, hit Glyph of Ele Power, turn around, hit Shadow Form outside his aggro and shadow step. If the wardens follow, he should be dead)
Assassin's Construct - Easy/Medium (Switch Shock for Stone Daggers and Death's Charge for Obsidian Flame, after you cast Sliver just use stone daggers 2-3 times, then Aftershock, then Obsidian Flame)
Onis for Ungues of the Oni - Easy/Medium (The hardest part is getting there, once there it's easy to kill them two/three at a time, just watch out for the Outcast Deathhands, as they WILL end your run!)
Sunward Marches:(Consider getting the +1 earth magic blessing from the Melandru's shrine outside Dajkah Inlet. Although it is not necessary.)
Mahto Sharptooth - Very Easy/Easy "The run is sometimes a bit tough." (Despite the temptation, do not aggro the ntouka, spam obsidian flame & shock aftershock combo on him)
Dabineh Deathbringer - Medium (Switch out shock for Feigned Neutrality. Exit Venta Cemetery. Head south hugging the wall. As you get close enough to target him, check for the number of Tusked Howlers nearby. If there are 2 then rezone. If there are 3 then count the number of Crested Ntouka Bird. If there are 3 or 4 then you are in good shape to beat him. Before you aggro Deathbringer, aggro the Howlers and cast Shadow Form. Next aggro Deathbringer. Glyph then Sliver, before he gets to you, cast Feigned Neutrality. Using his Intimidating Aura, you will lose Feigned Neutrality but Sliver Armor will do its job before he can remove another enchantment.)
Eshim Mindclouder - Very Easy (Short walk so it is like the Nightfall variant of Sessk, Woe Spreader Consider bringing dancing daggers to spam instead of dash, you will kill much faster)
Lunto 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)
Bosun Mohrti - Medium/Hard (Aggro the insects nearby and Frigid skales and snare with Caltrops.)
Onwan, 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)
Modti Darkflower - Easy/Medium (Killing him is Very Easy, but the run is a bit heavy)
Lieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in roughly 10 seconds)
Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him. Rezone if that party has a Mandragor Imp in it.)
Captain Chichor - Easy/Medium (Approach the small base from the north, and wait for him to patrol outwards.)
Wandalz 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.)
Korr, Living Flame - Medium/Hard (Don't lure the nearby water djinn, Sliver armor will target them instead)
Chiossen, 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.)
Kormab, Burning Heart - Very Easy/Easy (bring Shadow of Haste instead of dash, Obsidian Flame and Teinai's Crystals instead of Shock and Aftershock. The hardest part is geting there: to behemoths, use Shadow Form and run towards them, while a little bit after their patrol point use Shadow of Haste. Run back, they run like hell, so they will follow. When form is about to end use Dark Escape to warp to a safe place, where they can't get to you. While near the boss use Shadow of Haste for multiple attempts if necessary, it should be dead in the first attempt, if not in the second.)
Korshek the Immolated - Easy (Make sure to hit the nearby Whispers Informant for some easy Lightbringer points)
Commander Sadi-Belai - Medium/Hard (Aggro Skree group nearest to his group. Shock + Lift Enchantment AFTER he puts Shielding Hands on. Bring Obsidian Flame. Spam as needed)
Churahm, Spirit Warrior - Easy/Medium (You may have to use this build to kill some Ethers, which will make the run easier. Another method is to simply shadow step down to the area he is contained in using Deaths Charge. Simply run away after he is dead, by running around the Ethers and up on the ledge again.)
Shakor Firespear - Easy/Medium (Surrounding mobs should be aggroed.)
Yammirvu, Ether Guardian - Medium/Hard (May have to kill the dimond djinn first, but nearby resurection portal helps. If pulling another group, be sure to shadow form to pull them, or suffer from degen.)
Leilon, Tranquil Water - Easy/Medium (Dark escape is reccomended when Death's Charging in.)
Fondalz the Spiteful - Hard/Very Hard (Extra groups are not easy to pull together, but you can launch one attack on the boss and his group, flee, and repeat. Deadly Paradox may be useful.)
Shrieker 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.
Storm of Anguish - Medium (Difficult to get to, try to slip between the two first mobs, lure another mob for easy kill)
Reaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
Ravager of Dreams - Very Hard (Approach from the north, and pull 2-3 groups along with the boss group, 4+ Lightbringer rank reccomended.)
Topo 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.)
Master 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.)
Consort 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.)