Build:Team - Frostmaw Auraway

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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

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

A speed clear build utilizing Shadow Form and life steal to quickly complete Frostmaw's Burrows. Requires three Essences.

Overview

  • Assassin/Paragon Tank Shout Supporter
Shadow Form Shroud of Distress "I Am Unstoppable!" Ebon Battle Standard of Honor "Can't Touch This!" "Fall Back!" Feel No Pain Death's Charge
  • Assassin/Dervish Dash Aura (x5)
Shadow Form Shroud of Distress "I Am Unstoppable!" Dwarven Stability Dash Grenth's Aura Death's Charge Ebon Escape
Shadow Form Shroud of Distress "I Am Unstoppable!" Dwarven Stability Dash Grenth's Aura Death's Charge Ebon Escape
Shadow Form Shroud of Distress "I Am Unstoppable!" Dwarven Stability Dash Grenth's Aura Chilling Victory Death's Charge
Shadow Form Shroud of Distress "I Am Unstoppable!" Dwarven Stability Dash Grenth's Aura Feel No Pain Death's Charge
Shadow Form Shroud of Distress "I Am Unstoppable!" Dwarven Stability Dash Grenth's Aura Attacker's Insight Death's Charge
  • Assassin/Dervish LoD Aura
Shadow Form Shroud of Distress "I Am Unstoppable!" Light of Deldrimor Grenth's Aura Attacker's Insight Great Dwarf Armor Death's Charge
  • Assassin/Necromancer Barbs
Shadow Form Shroud of Distress "I Am Unstoppable!" Unseen Fury Barbs Mark of Pain Feel No Pain Ebon Escape

Tank Shout Supporter

You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy.
 save
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Equipment

  • Full Blessed armor.
  • Zealous Scythe of Enchanting.
  • Weapon of Enchanting and a shield with +10 AR vs. Cold damage.
  • Switch to a shield with +10 vs Lightning when going to pass the Stormcloud Incubi.
  • Staff of Enchanting for a high energy set.

Usage

  • Use alcohol if you brought Feel No Pain.
  • The whole team runs to the wurm at the end of level 1 and kills it.
  • Support the team by getting them to the called target with your shouts. Chromatic Drakes spam Lightning Touch that cause blinding to the team. Your job is to keep "Can't Touch This!" on the team so that the A/D Aura's gain energy back from their zealous scythe hits.
  • Ping honor as a sign for the team to jump to you after you tanked the worms.
  • On level 3, kill the wurm with the snowball. Call the team to follow and run through the room, avoiding the Incubi Patrol.
  • Run past Stormcloud Incubi with "I Am Unstoppable!" and Deaths Charge and help the team with a little healing from "Fall Back!" and "Can't Touch This!" to prevent Lightning Touch.
  • Rush level 4 solo or have some more team members to make it to the gate. Glitch the gate by letting you get pushed trough it by the Jotuns.

Variants

  • Dark Escape Dark Escape instead of Feel No Pain Feel No Pain .
  • Dwarven Stability Dwarven Stability and Dash Dash instead of Feel No Pain Feel No Pain and "Can't Touch This!" "Can't Touch This!" .
  • Shadow Sanctuary Shadow Sanctuary instead of Feel No Pain Feel No Pain - remember that it blinds you.
  • "Stand Your Ground!" "Stand Your Ground!" instead of Feel No Pain Feel No Pain .
  • Technobabble Technobabble instead of Ebon Battle Standard of Honor Ebon Battle Standard of Honor . Especially when none of the Dervishes bring Great Dwarf Weapon Great Dwarf Weapon . Both skills are needed or they won't do any extra damage on top of Grenth's Aura Grenth's Aura .

Dash Aura (5x)

You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy.
 save
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Usage

  • If you consider bringing Great Dwarf Armor. The 24 armor from IAU and the 24 armor from Great Dwarf Armor do stack with each other and make you a lot less vulnerable. However bringing more armor skills will cancel each other out, due to a armor skill limit.
  • Use Great Dwarf Armor on the A/N and A/P if you see that they need it.
  • If you brought it. Maintain Great Dwarf Weapon on A/D's in combat. However; you only get the extra damage from Great Dwarf Weapon, if you are standing in an Ebon Battle Standard of Honor ward
  • When fighting elementals on level 3, use Attacker's Insight and kill Chilling Wisps first.
  • When the caller calls a target, shadow step to his location. While still running to the caller, hit your Called Target Button [T].
  • The whole team runs to the wurms at the end of level 1 and kills them.
  • On level 2, wait for the caller to ping and spike.
  • On level 3, wait for the caller to kill the wurm with the snowball, and then run through the room, avoiding the Incubi Patrol.
  • For further instructions on level 3, 4, and 5 learn from videos on YouTube, watch it and gain experience how to do it.

Variants

  • Dwarven Stability Dwarven Stability and Dash Dash can be swapped out for Great Dwarf Weapon Great Dwarf Weapon and Great Dwarf Armor Great Dwarf Armor
  • Chilling Victory Chilling Victory instead of Ebon Escape Ebon Escape . Put Wind Prayers atributes down to 10 and Scythe Mastery up to 8
  • Feel No Pain Feel No Pain instead of Ebon Escape Ebon Escape if running with Alcohol.
  • Attacker's Insight Attacker's Insight instead of Ebon Escape Ebon Escape


LoD

You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy.
 save
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Usage

Same as above for the Dash Aura with the following exceptions:

  • Be fast with LoD to pop all treasures, so that you do not slow down the run. The spots will be visible as soon as you use LoD, or check this treasure map to see where the spots are.
  • On level 5 you open the treasure room. As soon as the rest of the team has killed the small wurms and Frostmaw Spawns the rest of the team retreats into the treasure room, and only the caller stays to pull Frostmaw under the boulders.
  • Call (shift+control+spacebar) a wurm so that the Norn follow you to the treasure room instead of stealing aggro when the caller tries to pull Frostmaw under the boulders.

Barbs

You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy.
 save
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Usage

Similar to the above Dash Aura usage with the following changes:

  • Use your hex spells on the target and use Unseen Fury to blind the foes.
  • Run past Stormcloud Incubi with IAU and Ebon Escape.

Variants

  • Shadow Sanctuary Shadow Sanctuary instead of Feel No Pain Feel No Pain - remember that it blinds you.
  • Death's Charge Death's Charge instead of Ebon Escape Ebon Escape .
  • Ebon Battle Standard of Honor Ebon Battle Standard of Honor If choose to not bring an A/P tank.
  • Order of Pain Order of Pain instead of Mark of Pain Mark of Pain - So the A/D's reach the maximum damage cap Shadow Form Shadow Form , besides the life stealing from Grenth's Aura Grenth's Aura . Change Curses to 10 and Blood to 8.
  • Blood Bond Blood Bond instead of Unseen Fury Unseen Fury .


Team Strategy

Level 1

  • Everyone runs to the door and kills the Wurm spawns.
  • Head to the next level.

Level 2

  • Kill the Wurm spawn at the left door.
  • Wait in the doorway where a treasure pops. Let the tank go in first so he can ball the Frostmaw Spawn group. Shadow step to his location after he pings.
  • You can go either route next:
    • You could run through the Incubi spawn with help from the A/P Tank, who should use C.T.T, and F.B. on the team.
    • Or go kill the third Frostmaw spawn in the room on the right - this way is now Incubi free.
  • Don't worry about aggroing the Jotuns, since this team is strong enough to survive them. Run to the Siege Wurm and attack it - adjacent Jotun will die. Just be careful with Jotun Skullsmashers since they carry Skull Crack which can interrupt and daze you. Attacker's Insight helps to block the hits, or blind him with Unseen Fury if you brought it.
  • Kill the Frozen Elementals that spawn alongside the Siege Wurm and head through the door.

Level 3

  • The tank will pull the first Frostmaw spawn under the snowball and let the team know when its good to go.
  • Run past the Incubi patrol to the next room, do not aggro them!
  • The hallway ahead will have a Wurm spawn and a large spawn of Incubi to get past. Kill all the enemies in the hallway unless you are confident your group can make it past the large spawn of Incubi.
  • If your group manages to make it past, head down the left where you will meet a Wurm spawn, the main tank can pull this spawn into the snowball as seen in the video. Watch out for the Incubi patrol - the team can temporarily hide near the shrine.
  • Go through the now open wall and head left. There is another Incubi patrol and Wurm spawn here. The group can run to the far left side as a safe spot.
  • Target the Frozen Elemental, get as many enchants up as possible after use of SF, use IAU and CTT to run pass the Incubi and Death's Charge to your target.
  • Run to the end, avoid the Incubi patrol, and pull the Frostmaw group into the snowball to open the next area.
  • Head to the next level.

Level 4

  • This level does not require an Essence since the Icy Stalagmites use Quickening Zephyr, providing you with a sufficient reduction in spell recharge to maintain SF.
  • Avoid the Incubi patrols and head to the end.
  • Either kill the Frostmaw Spawn or glitch through the door.

Level 5

  • This level does not require an Essence.
  • Run through the boulders, with the LoD splitting off left to operate the switch and the rest of the team heading right.
  • With one player shadow stepping in each time to reduce scatter, kill all of the Wurms to spawn Frostmaw the Kinslayer.
  • You can do the next bit two ways:
    • Head to the far edge of the room to avoid aggro from the three siege wurms and have the team spam skills until Frostmaw dies.
    • After killing the small wurms, retreat into the treasure room, and have the tank pull Frostmaw under the boulders near the start.
      • Someone else in the team should call/ping (shift+control) a Siege Wurm so that the Norns follow you into the treasure room and don't steal aggro from the tank.
  • Everyone can now collect the chest.

Usage

  • Exit from Sifhalla and run to the dungeon.
  • Try not to get too close to the Avalanches which spam Frozen Burst through your Shadow Form.
  • Do not make unnecessary movements during the spike, or the target wurm will disappear into the ground and pop up at a new spot, prolonging the run.
  • It is a good habit to always use IAU before casting SF and SoD, so that the knock down from the wurms that pop up will not interrupt you.
  • Run past Stormcloud Incubi with CTT, IAU and as many enchants as you have to cover Shadow Form/Shroud of Distress to avoid enchantment strip.

Counters

  • Not maintaining your enchantments.
  • Players who fall behind the team during crucial moments will result in their deaths, slowing the run down.
  • The team not balling up on the caller, so the enemies spread out.
  • Killing the balled wurms terribly slow, usually leads to deaths in the team.
  • Not using G.D.W. on team members, so one third of the damage is lost since Honor has no effect without the extra +20 damage from G.D.W.
  • The team not using Attacker's Insight to block and apply the weakness condition.
  • Whirling Wisps use Lyssa's Assault and can interrupt the tank on level 3 while they are pulling the Frostmaw spawn to the snowball.
  • Unnecessarily aggro from the Incubis patrols will result in stripped enchantments by Soulrending Shriek.

Videos

A/D Aura Tank

(Older tank video for Auraway, with glitches on Level 1 & 4 which no
longer work, otherwise the route and spawns are the same)