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This build uses high damage PBAoE spells, with the added damage bonus from the Lightbringer title, to farm selected groups in Ravenheart Gloom for Torment Gemstones.

Attributes and Skills

Assassin-iconElementalist-iconAssassin / Elementalist Attribute Rank
Fire Magic 12
Shadow Arts 12 + 1 + 3
Shadow Form

Shadow Form

Shadow Walk

Shadow Walk

Glyph of Lesser Energy

Glyph of Lesser Energy

Phoenix

Phoenix

Meteor Shower

Meteor Shower

Bed of Coals

Bed of Coals

Lava Font

Lava Font

Dark Escape

Dark Escape

Necessities

  • Radiant or Shrouded Armor.
  • 20% enchanting, +5 energy weapon, such as a Totem Axe.
  • +12 energy rec. fire, +15 energy -1 regeneration, +30 health second hand item, such as those exchanged for Jade Bracelets.
  • Lightbringer level 2 or above has been proven to work, Higher is better.

Usage

  • Enter Ravenheart Gloom from the Gate of Anguish. Receive the bounty from the Whispers Informant.
  • Run past the first group of foes with Shadow Form and Dark Escape.
  • Now, near your position is a mob made entirely of spellcasters, lacking a Heart tormentor.
  • Wait for combat between the Shadow Army and the Order of Whispers ends. Get closer to the mixed group.
  • Cast Shadow Form and get into the middle of the enemy group with Shadow Walk.
  • Now, cast Pheonix, Meteor Shower, Bed of Coals, Lava Font, Phoenix and finally Lava Font in that order.
  • Once Shadow Form is about to expire (blinking slowly / quickly) use Dark Escape and run to safety.
  • Once the mixed group has been cleared, repeat the above tactics for the group of six Curse of Darknesses.
  • After that, you may want to attempt an attack on the group containing two Wind of Darknesses and one Scourge of Darkness.
  • If a torment gemstone drops at any time, making a clean escape and retrieving it is always an option.

Counters

  • Heart and Earth tormentors can severely damage, or kill you.

Variants

See [[Build:A/E UW Farmer]] for an underworld variant.

Notes

  • This build works in other areas with tight grouping mobs.

See also

  • [[Build:E/A Gloom Farmer]]


This build uses high damage PBAoE spells combined with the immunity given by Shadow Form in order to accomplish the smites run/farm in UW.

Attributes and Skills

Assassin-iconElementalist-iconAssassin / Elementalist Attribute Rank
Fire Magic 12
Shadow Arts 12 + 1 + 3
Fire Attunement

Fire Attunement

Flame Djinn's Haste

Flame Djinn's Haste

Shadow Form

Shadow Form

Glyph of Elemental Power

Glyph of Elemental Power

Meteor Shower

Meteor Shower

Bed of Coals

Bed of Coals

Lava Font

Lava Font

Feigned Neutrality

Feigned Neutrality

Necessities

  • Radiant or Shrouded Armor.
  • 20% enchanting, +5 energy weapon, such as a Totem Axe. Wand or Staff, max damage rec. fire to deal with Dying Nightmares.
  • +12 energy rec. fire focus.

Usage

Walk up and take the quest from the Lost Soul. Watch out for any Dying Nightmare popping up.

Then cast in this order:

wait to get max energy back...

Then quickly grab one or two groups of graspings and run back. Then cast skills in this order:

There should be no survivors amongst the graspings. If they are any graspings remaining, they are at this time fleeing from your AoE damage, so Feigned Neutrality should give you sufficient defense and life back to stay alive in order to recast one or two offensive spells to finish them or wanding them. You have a 24s invulnerability with Shadow Form on for the pull and the killing, so you can take your time to insure your AoE spike.

Another option for the bravest, is to cast Fire Attunement + Shadow Form and to go straight ahead into the big group of graspings, Bladed Aatxes and an eventual Dying Nightmare, and then unleash hell on them, finishing the graspings off with Flame Djinn's Haste and running away with the speed boost after the spike (because the Bladed Aatxes are not really friendy!).

Once all the graspings have been eliminated, do the typical run to the smites using Flame Djinn's Haste. You can make a stop just before passing the arch if you have misjudged the path of Bladed Aatxes or graspings and Dying Nightmare patrol. If a Dying Nightmare pops up while you run and follow you, just pull him in a safe place and while going close kill him with a Flame Djinn's Haste burst. Anytime during the run you can use Shadow Form if you find yourself in danger (remind that you should be far from danger at the end of Shadow Form), with a 24s duration time (with a +20% enchanting) you should have plenty of time to reach the smites area.

In order to pull large groups of smites or while waiting before they are all balled up around you, you can start by using Feigned Neutrality to assure some good defense and survival. Then cast the skills:

If any smites survives, do the same tactics as stated above for graspings or if anything goes really bad, you still can run away with Flame Djinn's Haste. Keep Fire Attunement up while casting fire spells as it's your only energy management.

For the Coldfire Nights, your best solution is to avoid them, but if you get caught, this build is safer than any other one, cast Shadow Form and stay far as they use Frozen Burst, the only spell that can hit you through Shadow Form and slow you down. Then hit your running enchantment and go out of their reach.

Counters

  • Bad timing is the only real counter here.
  • Energy Degen
  • Knockdown/Interrupts by grasping

Notes

  • This build is an adapted version of the [[Build:A/E Gloom Farmer|A/E Gloom Farmer]] and [[Build:E/Mo Savannah Heat Farmer|E/Mo Savannah Heat Farmer]] builds.

http://www.youtube.com/watch?v=WyjhpGdhsys


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

Assassin-iconElementalist-iconAssassin / Elementalist Attribute Rank
Shadow Arts 12 + 1 + 3
Earth Magic 12
Air Magic 3
Shadow Form

Shadow Form

Glyph of Elemental Power

Glyph of Elemental Power

Sliver Armor

Sliver Armor

Shock

Shock

Aftershock

Aftershock

Death's Charge

Death's Charge

Dark Escape

Dark Escape

Shadow of Haste

Shadow of Haste

Equipment

Usage

Counters

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

Variants

Notes

  • 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

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

2 Current Bosses

Factions

47 Current Bosses

Nightfall

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:
      • Warrior-icon-smallChor 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)
      • Assassin-icon-smallLunto 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)
      • Elementalist-icon-smallBosun Mohrti - Medium/Hard (Aggro the insects nearby and Frigid skales and snare with Caltrops.)
      • Dervish-icon-smallBubahl Icehands - Medium (Aggro nearby insects, snare with Caltrops, and heal with Feigned Neutrality)
      • Monk-icon-smallChidehkir, Light of the Blind - Easy/Medium (Aggro nearby Kournan patrol)
      • Mesmer-icon-smallNeoli 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:
      • Warrior-icon-smallOnwan, 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)
      • Necromancer-icon-smallModti Darkflower - Easy/Medium (Killing him is Very Easy, but the run is a bit heavy)
      • Ritualist-icon-smallLieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in roughly 10 seconds)
      • Paragon-icon-small 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-icon-small Captain Chichor - Easy/Medium (Approach the small base from the north, and wait for him to patrol outwards.)
    • Dejarin Estate:
    • Barbarous Shore:
      • Paragon-icon-small 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:
      • Paragon-icon-smallWandalz 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:
      • Elementalist-icon-smallKorr, Living Flame - Medium/Hard (Don't lure the nearby water djinn, Sliver armor will target them instead)
      • Monk-icon-smallChiossen, 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
      • Dervish-icon-smallFahralon the Zealous - Easy/Medium (Before entering battle, try using Dark Escape to minimize the damage taken from AoE and Dreadful Pain.)
    • Domain of Fear
      • Paragon-icon-smallShrieker 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.
      • Elementalist-icon-smallStorm of Anguish - Medium (Difficult to get to, try to slip between the two first mobs, lure another mob for easy kill)
    • Depths of Madness
      • Warrior-icon-smallReaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
      • Assassin-icon-smallRavager of Dreams - Very Hard (Approach from the north, and pull 2-3 groups along with the boss group, 4+ Lightbringer rank reccomended.)
      • Monk-icon-smallTopo 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.)
      • Necromancer-icon-smallMaster 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.)
      • Ritualist-icon-smallConsort 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

The A/Any Chkkr Farmer uses Critical Defenses combined with Moebius Strike and dual attacks to maintain a constant physical defense, while dealing more DPS than many other builds.

This build is used to farm EVERY variety of Chkkr bosses in the factions campaign. This includes the Locust Lord, Thousand Tail, Ironclaw, and Brightclaw. It is also capable of soloing any other boss that deals physical damage and is able to be pulled away from surrounding mobs, including Shiro Tagachi in both campaigns.

This is also a great all-around PvE build for Assassins due to the low recharge time, high attack power, and fantastic e-management. It is also very versatile and you can edit it in many ways to your own style.

Attributes and Skills

Assassin-iconAssassin / Any Attribute Rank
Critical Strikes 11 + 1 + 3
Dagger Mastery 11 + 1
Shadow Arts 8 + 1
Critical Defenses

Critical Defenses

Unsuspecting Strike

Unsuspecting Strike

Wild Strike

Wild Strike

Critical Strike

Critical Strike

Moebius Strike

Moebius Strike

Death Blossom

Death Blossom

Dark Escape

Dark Escape

Shadow Refuge

Shadow Refuge

  • Shadow Refuge or Dark Escape can be switched out for Way of Perfection or a different healing skill.
  • Feigned Neutrality can be used for PvE areas where in battle heals aren't as neccessary.
  • There are many useful variants posted below, this is a very versatile build that you can shape to your own style.

Equipment

  • Any Max Armor, try to get energy as high as possible and at least 400hp.
  • Zealous daggers of Enchanting with +15% damage while enchanted are ideal here.
  • Also bring a longbow of some sort for pulling some of the bosses away from mobs.

Usage

Running

  • To Chkkr Locust Lord:
  • Run normally north until you can go east to enter the lagoon area, wait for mantises to move away before you run.
  • Activate Dark Escape and run quickly to the clear area to the north of Chkkr, be very careful not to aggro the small groups!
  • Equip your bow and be patient while you wait for the mantises to move away from Chkkr, then fire and pull back.
  • Move behind the large tree stump that is sticking out of the water to avoid aggroing any mantises and begin killing.


  • To Chkkr Thousand Tail:
  • Move up to where the wardens are and wait until they all form into one small spot.
  • When this happens activate dark escape and run past them to the right to quickly lose aggro.
  • Be careful not to aggro the group coming from the right side of your screen, and wait for all of the mobs to move away.
  • No use in using a bow here since this Chkkr is a ranged boss, so move ahead to killing him.


  • To Chkkr Ironclaw:
  • This is by far the hardest one to do!
  • Run to the southwest, past the mesmer boss Xisni, and keep going until you hit a series of rivers and waterfalls where Chkkr is.
  • Try to avoid aggro as best as you can, its a very hard run, but eventually you can get through the the north of Chkkr.
  • Stay in the wide open area north of him, and shoot him with a bow. The entire group will come, but they SHOULD shake off.
  • Continue to go north until his group leaves, but Chkkr stays following you, now begin killing him.
  • It is very difficult to make this run, and also to get his group to leave without him, just try to be patient.


  • To Chkkr Brightclaw:
  • The run is nothing, just walk out of the Jade Flats and walk to the west.
  • When you approach him be careful, a lot of mantises will spawn when you get too close.
  • To pull him, stand near the top of the stairs and shoot at him, this should cause him to leave his group and come after you.
  • Watch out for the group of stone scale kirin and dragon mosses, for some reason they like to run across the map and kill you when you attack Chkkr...

Killing

  • This is pretty standard for any boss/PvE mob you will face.
  • Activate Critical Defenses as soon as the boss gets close, then use the first attacks.
  • Now just spam Critical Strike when you need to renew Critical Defenses or when you need energy. Otherwise use Death Blossom for damage.
  • Use Shadow Refuge/Way of Perfection as needed to keep up your health, as CD is only a 75% chance to block.

Counters

None. :) At least none on the Chkkr bosses. Unless you end up aggroing other monsters of course. (dreamweavers hurt, the rest are actually killable)

Variants

Shiro Solo

  • Heres one more variant I decided to add, its the one I use to SOLO Shiro Tagachi himself at the Gate of Madness. This allows the rest of the team to go ahead and get the bonus without having to worry about him! Its also easy to kill Shiro in Factions with it if you have a few heroes to get past Med. of the Reaper.
Critical Defenses

Critical Defenses

Golden Phoenix Strike

Golden Phoenix Strike

Critical Strike

Critical Strike

Moebius Strike

Moebius Strike

Death Blossom

Death Blossom

Wild Blow

Wild Blow

Way of Perfection

Way of Perfection

Shadow Refuge

Shadow Refuge

  • This build adds in Wild Blow as a quick stance remover that doesn't interrupt the attack chain to easily remove Battle Scars.
  • Here is a VIDEO of me Tanking Shiro Tagachi. -Samurai-JM-Assassin-icon-small
  • The full battle took about 8 minutes, but it was too big for youtube so I had to cut the first half off. The first half of his hp goes down very slowly anyway, and it is basically the first 30 seconds of this part repeated over and over while the team got the bonus.
  • The monk hero is not necessary to do this, I just wanted to be perfectly safe in case I messed up. (and I did while talking to teammates) :)

Other Variants

  • For a much stronger degen/DPS build, maybe for PvP areas, equip fiery daggers and try something like this:
Critical Defenses

Critical Defenses

Mark of Rodgort

Mark of Rodgort

Black Spider Strike

Black Spider Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Conjure Flame

Conjure Flame

Shadow Refuge

Shadow Refuge

  • For more degenerative build that can easily take on defensive stances, use something like this:
Critical Defenses

Critical Defenses

Expose Defenses

Expose Defenses

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Shadow Refuge

Shadow Refuge

  • For much more of degeneration to counter things like Troll Unguent and Shadow Refuge, try this:
Critical Defenses

Critical Defenses

Mark of Rodgort

Mark of Rodgort

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Way of Perfection

Way of Perfection

Shadow Refuge

Shadow Refuge

  • Feel free to try out different variations of this and fit it to your own style. Also try to post your own versions on the discussion page to share them with everyone!

Notes

  • Be patient, don't always expect a green drop on your first run. The runs can take time to perfect, but these builds are flawless in killing the boss on every trip as long as there are no aggros.
  • Try it out! Go out and explore other farming possibilities, and post your finds in the discussion page.

See also

This build is a counter to the [[Build:A/E Solo Green Farmer]]. It uses vastly different tactics to take on different types of bosses.

Chkkr Locust Lord Farming

Path to reach him alone in Melandru's Hope.

This build is designed to farm Chkkr Locust Lord to get the item Chkkr's Pincers.

Attributes and Skills

Assassin-iconAssassin / Any Attribute Rank
Dagger Mastery 10 + 2
Critical Strikes 11 + 1 + 2
Shadow Arts 10 + 1
Palm Strike

Palm Strike

Horns of the Ox

Horns of the Ox

Falling Spider

Falling Spider

Twisting Fangs

Twisting Fangs

Critical Eye

Critical Eye

Critical Defenses

Critical Defenses

Blinding Powder

Blinding Powder

Optional

Optional

  • Optional: Dash or another running skill
  • Optional: Shadow Refuge or another healing skill

Equipment

Usage

Exit Lutgardis Conservatory into Melandru's Hope and talk to the Kurzick Priest to get the Blessing of the Kurzicks. Run a bit north of Chkkr Locust Lord, avoiding aggroing creatures. If you do aggro any creatures, use Dash to get them away from you. If there are mantises surrounding Chkkr, wait until they move away, if they don't, start again. Use your longbow to lure him out, and when he is inside of your aggro bubble run north so no mantis will interfere with your farming. Then use Critical Eye, Palm Strike and Blinding Powder as quick as you can. Follow up with Horns of the Ox, Falling Spider and Critical Defenses. Keep using the dagger combo until Blinding Powder recharges. Blinding Powder and Critical Defenses take priority, so whenever they are recharged use them as quick as you can. Keep critical eye up at all times. The bleeding and the poison will negate the healing from Shadow Refuge. He will soon be dead.

If Critical Defenses runs out, run around Chkkr Locust Lord until Critical Defenses or Blinding Powder recharge. He might run back to his island whilst running around him - if this happens just run towards him and he'll start attacking you again.

Variants

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