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Build:Team - Kathandrax Spearway

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This build is part of the current metagame.

The community has decided this build is in the current metagame and deserves to be stored. The section describes how often the build is used.
This build has also received an overall in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been for the following use:

   This is part of the Dungeon Build series, see for all Dungeon builds.  
   This build requires an to operate properly.  

Contents

This sinway build is designed to complete the dungeon with fast times under 10 mins (2-2-4) with a Pick up Group for a chance of an , a sword that is valued for its looks.

Team Overview

1x Tank: or

1x Barbs:

Optional

6x Spear Chuckers:

Optional Optional

Tank

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Optionals:

  •  
  •  
  •  and


Variant

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Equipment

  • Full Infiltrators insignias.
  • A Spear of Enchanthing with no Elemental Mod
  • A Shield with +10 vs. Fire for running + a shield with +10 vs. Piercing for tanking on level 3.
  • A +20 Energy staff to switch to if energy gets low
  • Any Longbow for pulling
  • If having energy problems for any reason use zealous scythe

Usage

  • Your job is mainly to tank the mob at the beginning of the 3rd Level.
  • At the start of level 1 & 2 start running to the next level using Dwarven Stability and Dark Escape.

Level 3

  • Target the closest Becalmed Djinn.
    • Sometimes a Djinn(s) will spawn on top of the party at the start. Kill the Djinn(s) then lure one more to the party.
  • Attack with your bow until it comes towards you.
  • Shadow Form--> Shroud of Distress--> Stoneflesh Aura --> Dwarven Stability --> Dark Escape. Aggro closest group.
  • Maintain Shadow Form, Shroud of Distress, Dark Escape and Stoneflesh Aura or you will die.
  • Use IAU to remove cripple. To avoid possible deaggro, walk backwards.
  • Continue aggroing everything in the room. Don't forget the group in front of the small exit or the main team will have to kill them resulting in a slower run.
  • Pull the groups off to the right side of the room.
  • Survive with your enchaments until the main team has obtained the boss key. (If using the Sliver Armor/EBSoH combo, wallblock the melees and kill them.)
  • If your party has any AFKers, be sure to pull some of the mobs to kill them, otherwise, you wont be able to resurrect in case of a wipe.
  • Continue to Ilsundur.
  • If you made the run you will most likely be the last one to the boss. Help your party finish him off by spearing him.

Barbs

12
12 + 3 + 1
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Optional:

  • , , or

Equpiment

  • A Spear of Enchanthing with no Elemental Mod and a Shield with +10 vs. Fire
  • A +20 Energy staff to switch to if energy gets low

Usage

Level 1

Level 2

Level 3

  • Wait for the to come towards the party - it uses so just spear it.
  • Once the Becalmed Djinn is dead and the Tank has the mobs pulled aside, move to the doorway just out of aggro of the closest group.
  • You should now pull the flame djinn to your party.
    • Cast Shroud of Distress, Shadow Form and Dwarven Stability in that order.
    • Activate Dark Escape and run towards the locked door, do not use IAU! until you are at least halfway to the gate.
    • Activate IAU! if you haven't already, and run back to the party using your Shadow Step to help outrun the Djinn. (If it hits you it will remove Shadow Form with Consuming Flames - most likely resulting in your death.)
    • Once you arrive back at your party run to the very back, the rest of the team should form a wall so the Flame Djinn doesn't squash you.
  • Ensuring the key has been picked up, run to the final room with the rest of the party.
    • At Ilsundur, Lord of Fire
  • Maintain Barbs on him, and whilst doing so maintain your health with your survival skills to prevent you from dying via and spear him.

Spear Chuckers

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Optional:

  • Take two of , , or .


Equipment

  • A req 9 or 10 Spear of Enchanting without an Elemental Mod plus a Shield with +10 vs. Fire. A Zealous spear is ideal.
  • A +20 Energy staff to switch to if energy gets low

Usage

Level 1

  • Run to the Wurm, and kill it with the rest of the party using GDW on the person below, EVAS, and Spear attacks.
    • Use Death's Charge on the Wurm or EE on one of the EVAS to collect the key
  • Wait for the Tank to zone to level 2.

Level 2

  • Run to the Regent of Flame and kill it with EVAS, GDW, and normal attacks. Collect the key.
  • Wait for the tank to zone.

Level 3

  • Wait for the Tank to pull the Becalmed Djinn
  • Spike the Djinn as normal just without EVAS due to . This is where GDW shines.
  • Wait for the tank to pull aside the mobs.
  • The Barbs sin will now start pulling the Flame Djinn.
    • Put GDW on the A/P below you and stand in a ball with the other A/Ps away from the A/Mo. Use EVAS on the Flame Djinn when it approaches. Keep GDW up. Collect the key it drops.
  • Run to the final room
    • Before spiking Ilsundur, start using GDW on the A/P below you, and anyone else needing GDW too.
  • Attack Ilsundur, and use EVAS on him.
    • If you get a fire bomb run away from the group and drop it (It doesn't matter if the EVAS die)
    • Continue maintaining GDW on the party

Variants

  • One person can bring  instead of .
  • Move points from Critical Strikes to Command, allowing the use of , , or to heal others while running, IMS and a quick resurrect.


Walkthrough

Dalada Uplands
Sacnoth Valley

Form your party in Vlox Falls - you will need 1 A/E Tank, 1 A/N Barbs and 6 A/P Spearers. Once the party is formed you map to doomlore shrine. Everyone brings 1,500g or one Hammer of Kathandrax and then the party zones into Dalada Uplands. A/E will run to Kath.

Getting To Kathandrax

Running through Dalada Uplands to Sacnoth is very straightforward. The only dangerous enemy you will meet if you are careless is Molotov Rocktail, but that is easily avoidable if you watch your compass. Even if you do aggro him just keep running and you won't take much damage.

The run from Sacnoth Valley to Kath will look a bit more difficult. However, as long as you recast SF on recharge, it will be very simple and you will not die. Make sure to not aggro any bosses along the way if you can. If needed. use Death's Charge for mobility/heal and to lose aggro.

Level 1

Level 1
  • Drop 1500 gold and the person who collects will pop BU.
  • When the BU is active, cast and maintain your enchantments and Dark Escape.
  • When you reach the Wurm, the A/N will call barbs and all the A/P will use EVAS, GDW, and spear the wurm down.
  • Once the Key is grabbed follow other A/P or run to a safe spot until the A/E zones to level 2.

Level 2

Level 2
  • Maintain enchantments and stance.
  • At the end of this room you will enter the room where the Elementalist boss, the Regent of Flame is. Kill it to obtain the key, using GDW, EVAS and Barbs.
  • Once it is killed run to the Rez Shrine and wait for A/E to gate.

Level 3

Level 3
  • There might be a Djinn attacking your team once you load. If so, use GDW and kill it. If you are under attack by the Djinn use Shroud before GDW.
  • wait for BU to be popped. A/E will pull a djinn back to your team. Kill the djinn. This will spawn more mobs.
  • Now the A/E will tank all the mobs in the room, pulling them away from the party.
  • A/N will pull Flame Djinn, and A/P will kill it and grab key.
  • Run to Boss room.
  • A/N will call barbs on Ilsundur, and A/P will use GDW and EVAS to kill it (make sure to avoid fireballs and drop any firebombs away from party and EVAS)
  • Get your reward

Counters

  • Not Maintaining your enchantments or Dark Escape while running
  • Daze from on Level 1 and 2 when you have to recast SF
  • Bad tank on Level 3
  • Not dropping Fire bombs away from the party
  • Getting hit by a (stand between the paths taken by the outer and inner boulders, which is just about where Ilsunder Spawns)
  • Flame traps (Keep moving or you will die)
  • Running too close to - who are likely to knock you down with Bull's Strike and kill you.

Notes

  • Pulling the Flame Djinn on the third floor is often considered as the biggest issue during the entire run.
  • You can kill Ilsunder without barbs, it just takes a bit longer.
  • If more than 4 people die on Level 3 before you get to the final room, get to the second last res shrine (the one after after the steep slope) then wipe. Even if 7 out of 8 people reach the last res shrine it will send you back to the 2nd res shrine, because that res shrine does not activate until you defeat Ilsundur.
  • Only one person needs the quest to cause the to drop from the chest.
  • Teams are usually formed in Vlox's Falls.

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