Build:A/Me Shards of Orr Runner
This build is provisionally vetted Good pending more votes.
This build has received a provisional rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.
This build has been designed for the following use:
|This is part of the Dungeon Build series, see Dungeon Guide for all Dungeon builds.|
|This build requires Consumables to operate properly.|
Run or solo SoO on your assassin using energy removal + wastrels spam tactics.
Attributes and Skills
FactionsAssassin. Shadow Arts 16Shadow FormElite Enchantment SpellFor 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack.5130FactionsAssassin. Shadow Arts 16Shroud of DistressEnchantment SpellFor 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks.10145EotNNo Profession. Deldrimor rank Dwarven StabilityEnchantment SpellFor 24..30 seconds, your Stances last 55..100% longer. If you activated this Skill while drunk, you cannot be knocked down.
PvE only.5¼30FactionsAssassin. Shadow Arts 16Dark EscapeStanceFor 16 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.530FactionsMesmer. Illusion Magic 8Ancestor's VisageEnchantment SpellFor 7 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120PropheciesMesmer. Illusion Magic 8Sympathetic VisageEnchantment SpellFor 7 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120NightfallMesmer. Domination Magic 10Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 7 damage and an additional 7 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3PropheciesMesmer. Inspiration Magic 2ChannelingEnchantment SpellFor 14 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115
- Blessed insignias
- Weapons of Enchanting
Maintain Dark Escape at all times while being attacked on any level.
- Level 1
- Run to opposite end of dungeon and lose all aggro past the res shrine near the Brigand. Pull out a bow and pull the Brigand. maintain DE & Wastrel the Brigand to death. A summoning stone is recommended.
- Run to level 2.
- Level 2
- Pull the aggro in the water on the wall to the right until all are balled; synchronize the visages to keep their energy at 0 and maintain channeling for constant energy. Wastrels the group.
- At the graveyard, pull the melees and mages into a ball along a wall, use visages again and wastrels them away.
- Light the torches for the next Brigand, pull it with a bow, and then kill as you did on level 1.
- Run to the gate to level 3.
- Level 3
- Run with your torch and light all the braziers needed, kill the Brigand group that spawns by using a nearby pillar or table to block any from escaping. Kill as you did the first spawn on level 2. Grab the key and run in to Fendi.
- Fendi is not fun. Wastrel him to death along with using jets, avoid the rangers as much as possible! Once the Soul spawns, run to it and wastrels it + any of the Damned Crewmen. Rinse and repeat this until the Soul is finally dead.
- Skeleton Wizard spikes if you have no anti-knockdown active. (i.e. Dwarven Stability must be maintained with alcohol.)
- Personal consumables are highly recommended, and Alcohol is required to avoid knockdowns.