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Build talk:Team - 2 Man Catacombs of Kathandrax Run

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Well, it defenetely wont have energy problems at the boss but I dont quite get how your customers would go throgh 2 rooms packed with enemies. :/ --Carnivorous CupcakeCarnCupcake Muffin.jpg 00:55, 21 August 2009 (UTC)

Wait, you're serious that this is all you need to do kath..."..well that's easy!" (monty python voice) --Ikimono"My beard is thick."Monk-Paragon-icon.png 03:09, 21 August 2009 (UTC)

I don't remember the last two skills i used....And your party kills the djinn. Life Guardian 03:16, 21 August 2009 (UTC)
Ya but how does your party actually get to the djinn? :o --Carnivorous CupcakeCarnCupcake Muffin.jpg 09:54, 21 August 2009 (UTC)
Typho signet, or w/e its called, to speed up dmg with disease.. was that one of your mystery skills? Consitini 13:59, 21 August 2009 (UTC)

So, once again, how does your party actually get to the djinn? --Carnivorous CupcakeCarnCupcake Muffin.jpg 23:02, 22 August 2009 (UTC)

"On level 3, pull a becalmed and have your team kill it. Then pull everything in the room away and have your customers agro and kill the Djinn in the next room with PI. " Life Guardian 23:04, 22 August 2009 (UTC)
Is it actually possible? From what I remember tanking there you cant pull the mob in the first room past the gates where another group is. --Carnivorous CupcakeCarnCupcake Muffin.jpg 23:06, 22 August 2009 (UTC)
It's been a while, but im fairly certain your group can kill the djinn before they get blown up by the mob in that room. Life Guardian 23:08, 22 August 2009 (UTC)
So you never actually used this build? ¬___¬ --Carnivorous CupcakeCarnCupcake Muffin.jpg 23:10, 22 August 2009 (UTC)
Not in a few months =\. Life Guardian 23:11, 22 August 2009 (UTC)
I c. Going to run this tomorrow, if its possible then its easy to pull off (my version is braver though :p). Also, you might spec 10+1 into dagger and 8 into crit for more damage and energy gain, Shadow refuge should still keep you alive no problem. --Carnivorous CupcakeCarnCupcake Muffin.jpg 23:17, 22 August 2009 (UTC)
Make sure to tell them to bring PI+run skills+self heals. Youll be running your ass off on level 3. Life Guardian 23:23, 22 August 2009 (UTC)

another dungeon which is doable by ONLY 1 person... ill be laughing my ass when SF gets nerfed worse than smiters boon...

Who cares? This is one of the few dungeons that currently can be run by the new trinity - permas, 600/smite, and speed clear teams. AthrunAthrun Sig.gifFeya 22:30, 23 August 2009 (UTC)
you'll be laughing your ass when sf gets nerfed? like..out of your ass? well that's awkward..Sir Nothing 22:38, 23 August 2009 (UTC)
SF won't get nerfed. Nerfing SF would be like nerfing 600/smite. :p --Carnivorous CupcakeCarnCupcake Muffin.jpg 23:57, 23 August 2009 (UTC)
notrly, you can't nerf spirit bond--Relyk 00:14, 24 August 2009 (UTC)
You can, in many many ways. ^^ --Carnivorous CupcakeCarnCupcake Muffin.jpg 09:09, 24 August 2009 (UTC)
spirit bond "For 10...120 seconds, all allied spirits take half damage from all sources. Half of the damage is redirected to you and reduced by 1...23" Just to completely wtf players.--Ikimono"My beard is thick."Monk-Paragon-icon.png 10:42, 24 August 2009 (UTC)
lol. :p --Carnivorous CupcakeCarnCupcake Muffin.jpg 10:46, 24 August 2009 (UTC)
people will rage like they did oou and have anet revert it.--Relyk 01:34, 26 August 2009 (UTC)


Times of 11,9,20. Last area is difficult and I just use PUGS with PI to kill boss, quicker88.106.79.126 20:23, 24 August 2009 (UTC)

interesting, do you think 7 more solo sins (with less specifical builds contrary to current sinway) could significantly improve time ? Elephantaliste Noir 13:00, 25 August 2009 (UTC)
Thats actually reasonably quick compared to 600/smite but the last level varies alot. PUGS preety much do the damage on the last level. Perhaps an idea like this could be put into a sinway, but this build is purely based on running PUGS for 12k or so. I think this build needs a better damage method on level 3 08:44, 26 August 2009 (UTC)
Theres already a sinway for Kathy. It is safer than conventional manlyway but you cant camp the dungeon for several hours straight. :P --Carnivorous CupcakeCarnCupcake Muffin.jpg 09:59, 26 August 2009 (UTC)

yeah...second level don't think so unless brave and not body blocked even with death charge 18:09, September 2, 2009 (UTC)

"Use Ear Bite and daggers to kill the boss. "

Lol. Have you ever done kath? Mason717 05:34, September 5, 2009 (UTC)

I know that it's really difficult to drop firebombs and maintain refuge. Life Guardian 05:39, September 5, 2009 (UTC)
PI on him is a lot faster. Mason717 10:32, September 5, 2009 (UTC)
Yah, Mason717 is correct, "Use Ear Bite and daggers to kill the boss. " is FAIL. Use pain inverter; I explain it better in the post below. -Kbar 02:28, September 9, 2009 (UTC)


I'll explain Level 3 tactics. On level 3, the sin pulls a becalmed djinn (or two or three) and kills it. The Sin then goes and aggroes the flame djinn and runs to the gate of the second room. The tactics you use while getting the flame djinn aggro are run near the spawning area, but don't spawn it. Recharge Shadow Form, put up Way of Perfection(better self heal for energy), dark escape and use Death's Charge to "jump" in a sense, to the gate. At this point you will die, as consuming flames will kill you after stripping your cover, you should be at the gate, dead. The whole party wipes. Pull everything in the first room on to the right side, similar to the Kath sinway tactics that I employed, and hold the aggro, and feel free to heal yourself from chilling victories aoe cold dmg by using zealous daggers and way of perfection. The group should ball up and one person should run in and aggro the flame djinn, as the djinn will be alone @ the gate. Pull him to the rest of the group, and start melee'ing and casting Pain inverter. The sin runs and everyone follows (most will die), and spawn @ 2nd shrine. @ the 2nd shrine, the sin will hold aggro in the next room, and pull them all to the right side. The rest of the party runs past the wurms and 1st flame guardian to the 3rd res shrine. The sin should be with the party by now @ the 3rd shrine.

The sin has two choices now, the sin can have everyone run in and follow him to the next shrine, but due to the uncooperative nature of pugs, that is unlikely. The Sin should/preferably get the aggro for burning spirits/forge imps and kill them in flame jets. Just kill the ones that are in the way. Once the path is cleared, everyone runs and avoids the traps to the boss room. At this point the sin will have 30% D.P. and the rest of the party should have around 45-50% DP. If you brought CC's great, if not, no big deal. Strategy here is to have everyone ball up and have one of the pugs aggro and run back to the ball. The pugs cast pain inverter and take out 1/3 of his health, on a Savannah heat PI. The sin should die in the fireball as that does not incur Death Penalty, when everyone else is dead, as the Sin himself is not part of the "ball" or the PI Spike. Rinse and repeat 2-3 more times, and Illsindur will die.

I use an essence on lvl 1 and 3. It's good for energy as flame jets on level 1 can be a real pain with the Signet of Sorrows, Flame Djinn's Haste, and slow recast of Shadow Form. Level 3 essence makes the flame djnn pull easier. My times are lvl 1 : 5-6 min Lvl 2: 4-5 min Lvl 3: 15-20 min w/ pugs.

Attributes and Skills

Template code

The only thing that Life Guardian did was put up a perma build and said

"# Run to the dungeon.

  1. Run level 1
  2. Run level 2
  3. On level 3, pull a becalmed and have your team kill it. Then pull everything in the room away and have your customers agro and kill the Djinn in the next room with PI.
  4. Run shrines to the dungeon boss. "

The strategy is the same as in Kathandrax Sinway, except in the Sinway other people whose builds I can control are acting as "helpful Pugs", as they run with me on lvl 1 and 3, and on level 3, to slow down the amount of dying and res'ing on the res shrines.

You rely on the Party for pain inverter, so this is NOT a solo build'.

-Kbar 02:12, September 9, 2009 (UTC)

You can change it yourself instead of writing a huge wall of text on the Talk Page..BLUE LAZERSEat ItUser-Baby Blue Lazer sig pic.jpg 02:35, September 9, 2009 (UTC)
now put that on the page while making it easy to read and understand--Relyk 02:49, September 9, 2009 (UTC)
K i'll do it sometime -Kbar 02:52, September 9, 2009 (UTC)
You can change it then it will get reverted by that asshole... lol. But ya, I prefer Shadow's Refuge, Life prob leached on one of my runs b/c that's the exact build I run, and I'm the only one that runs this to my knowledge. Shadow's Refuge makes clearing the room on lvl 3 before the djinn boss easy as hell also. Mason717 03:08, September 9, 2009 (UTC)
Shadow refuge is decent((((because you need a cover enchant to get to the gate before consuming flames strips off shadow form. shadow refuge lasts like 9 seconds... way of perfection lasts 60 seconds, which is overkill SF is a decent heal imo. -Kbar 01:20, September 22, 2009 (UTC)
I never die on the flame djinn with refuge, and with refuge u can drop SF at the worm. Mason717 06:26, September 23, 2009 (UTC)

Write up

Look clean enough to push this out of trial? Kamer sig.png Kamer (Talk|Contributions) 12:41, October 5, 2009 (UTC)


I put up some of my screens for times and tutorial. -Kbar 02:05, November 9, 2009 (UTC)


Do you need people with pi to kill the boss at the end or can you just solo the whole dung? FoW 16:28, November 10, 2009 (UTC)

you can solo the boss, but it takes 6 min.... you have to consistently drop firebombs run back, and heal from shield of fire damage. it's just faster with pain inverter Kbar 00:01, January 4, 2010 (UTC)


Can this really be called a solo build when you are using you party for a large amount of it? 13:50, January 6, 2010 (UTC)

Hardly. It's almost as bad as Frostmaw on a sin. Mason717 sig.png Mason717 eats shit 21:54, January 7, 2010 (UTC)
it's not really a solo, but it is classified as one. You definitely need at least one other person to kill the flame djinn-- however soloing islindur is pretty straightforward. Kbar 00:05, January 8, 2010 (UTC)
you use your party just for the flame djinn. Kbar 06:32, January 17, 2010 (UTC)

you cant solo this whatsoever? no pugs? Society Is The Monster When They Shun Something To Change Or Different 23:52, March 29, 2010 (UTC)

fixed the bars

yah now it works after the nerf. Shadowstar Cometh 04:00, March 5, 2010 (UTC)

got any screenshots to prove it? I don't even see how you maintain SF with that build.boosnow 12:15, March 6, 2010 (GMT)
HURR DURR, did you miss the big "THIS BUILD REQUIRES CONS" sign? Life Guardian 10:19, March 6, 2010 (UTC)
I thought that sign is because of the description "using a cupcake or candy". So you're telling me this requires 3 essences to complete? Actually you need 1 for running to it too? --Boosnow 10:29, March 6, 2010 (UTC)
actually, you need 3 essences and 4 green rocks. y? because u need 2 break agro. all the time. running 2 dungeon from sacnoth will require a green rock. i can post screenshots, but it's basically the same thing except it's slower. Shadowstar Cometh 19:02, March 6, 2010 (UTC)
actually, some a.i. querks. this does not work. should b archived. Shadowstar Cometh 23:59, March 7, 2010 (UTC)
isn't that 4 BU's? one to run to the dungeon. I'll try for the heck of it. but the dungeon was always hard/confusing --Chess yang 16:35, March 23, 2010 (UTC)
No one else managed to run this? I refuse to think it can't be done anymore --Boosnow 20:02, March 12, 2010 (UTC)
The first two levels can be run the same pretty much. I'm not sure tanking the third level with stoneflesh aura, the sins hits over that. Pretty sure bonder+sliver would work just fine for that though--Relyk talk 03:36, March 30, 2010 (UTC)
no, stoneflesh is needed for pulling the flame djinn to the gate. and no, with one sin you can't move the bonder in position for the 2nd room. you need 2.Shadowstar Cometh 22:19, April 2, 2010 (UTC)
So 1 sin can pull the spiders over and tank them still?--Relyk talk 22:27, April 2, 2010 (UTC)

New build

Discuss —Forget 19:41, July 15, 2010 (UTC)

It's a little over kill. With two people with GDW on them the worm and drops fast as hell as is. I'm not sure if this is for the Djinn, but knock down can drastically slow down the killing of him (assuming you are doing PI spike. But I do not know the current method of doing this as I have not played in months). I should l2read, new build is really nice, if it works that is. Mason717 08:33, July 24, 2010 (UTC)

Works Fine but could be better

This build works fine but can be better; and it is possible to solo kath with the tank build with proper "tactics"- basicly pop gstone and it makes big boom. Lvl 3 will take a LONG time however due to the need of multiple gstones XD. Or you can slip sliver armor in there and give it a whirl. :D

^posted by me forgot to sign off XD Jon.comgree 15:52, 28 December 2011 (UTC)
This shit was around waay before the Solo build. Imo we should archive this. -- Chieftain Alex Sig.jpg Chieftain Alex 16:18, 28 December 2011 (UTC)
I agree to this statement. Vincent Evan [Air Henchman] Vincels.jpg 16:45, 28 December 2011 (UTC)
Having two sins is so much better than solo for running people simply because of third level--Christmas sig.jpg talk 21:25, 28 December 2011 (UTC)
Then this build needs some heavy updating, which I don't mind doing. Vincent Evan [Air Henchman] Vincels.jpg 22:37, 28 December 2011 (UTC)
I haven't done kath enough to update the main tank (which should have sliver armor, just like solo). iirc using armor of earth is better than stoneflesh. There's other things that speed it up as well, especially the fact that only one sin should be dcing own to the wurm while the other runs to the door. And death's retreat is better for running second level along with the shortcut to beacon on third level.--Christmas sig.jpg talk 05:20, 29 December 2011 (UTC)
Due to the armor cap glitch sort of business, I don't believe Armor of Earth is better. Vincent Evan [Air Henchman] Vincels.jpg 01:37, 31 December 2011 (UTC)
Single skills can go above the 25 armor stacking cap. Chieftain Alex Sig.jpg Chieftain Alex 10:38, 10 January 2012 (UTC)

Vincent's Proposal

Wipe all the votes to this and change the whole build setup to a three man run. It consists of a terra, barbs, and spear with DW. I find that DW during this run can really speed up the boss kills.

Shroud of Distress Shadow Form Stoneflesh Aura Dark Escape "I Am Unstoppable!" Ebon Battle Standard of Honor Ebon Vanguard Assassin Support Sliver Armor
Shroud of Distress Shadow Form Dwarven Stability Dark Escape Death's Retreat Great Dwarf Weapon Ebon Vanguard Assassin Support Barbs
Shroud of Distress Shadow Form Dwarven Stability Dark Escape Death's Retreat Great Dwarf Weapon Ebon Vanguard Assassin Support Merciless Spear

Vincent Evan [Air Henchman] Vincels.jpg 17:24, 1 January 2012 (UTC)

Making this a 3 person build seems kinda pointless? You can do it with 2 fine if anything the 3rd person would be a monk bonder or just get a pug monk to bring life barrier for the tank on the 3rd floor so the tank can take extra damage. -- PermaSwag 18:24, 22 January 2012 (UTC)
It's been changed long ago. :p Vincent Evan [Air Henchman] Vincels.jpg 18:25, 22 January 2012 (UTC)
oh well just a suggestion ;) -- PermaSwag 18:26, 22 January 2012 (UTC)
The A/Mo bonder is better to an extent seeing it can actually bring perma. Bonds are good but not entirely neccessary. I havent brought them in my runs in awhile. The A/N is also pretty good, but it alone with the tank is sort of less optimal than a full damage dealer imo. Vincent Evan [Air Henchman] Vincels.jpg 18:32, 22 January 2012 (UTC)
Well me and a friend used to use these bars and i think we changed some of it up a bit, so he tanked floor 3 without bonds and i ran a/n but we took more damage and it worked still... i think we had dwarf wep on the bars or something -- PermaSwag 19:04, 22 January 2012 (UTC)
The previous 2 man used GDW, vincent is opposed to using it though--Relyk 19:22, 22 January 2012 (UTC)
Well, im not really opposed to using it. The tank works very well and the A/P does fine how it is. If you could fit GDW on the tank, the nit would be utilized very well. The A/N has it though. ;o Vincent Evan [Air Henchman] Vincels.jpg 19:33, 22 January 2012 (UTC)
Well i think dwarf wep is one of the most usefull skills for the boss's on the 3rd floor as they can cause some trouble. in all honesty you dont need the third sin at all just saying -- PermaSwag 20:01, 22 January 2012 (UTC)
That's why I put it on as an optional. You can bring them if you want to have a faster time but really aren't needed. Vincent Evan [Air Henchman] Vincels.jpg 20:55, 22 January 2012 (UTC)
Well thats fair enough i guess ^^ i really should find someone to run kath with again was good times. -- PermaSwag 21:26, 22 January 2012 (UTC)


This is what I use when I am with my friends. There are a few things that I would like clarified before this goes into testing. First: Does Ilsunder act like a normal mob and will melee if he can't cast spells? Second, when covered by another enchantment, does PS still work against consuming flames? I'm certain it does but I just want to make sure. If anyone wants to run with me sometime, hit me up. Vincent Evan [Air Henchman] Vincels.jpg 13:23, 13 January 2012 (UTC)

There is a spot where u can glitch the Djin and sliver it w/o fear of consume flames. Just requires bit of prep but is still pretty fast method. As for Ilsunder...he wands and throws if staying at range his pbaoe is of no concern outside of killing ebon sins.--E.Snow 13:46, 13 January 2012 (UTC)
Does it involved with pulling him back? Or is this an entirely different tactic? Vincent Evan [Air Henchman] Vincels.jpg 13:58, 13 January 2012 (UTC)
Yes. You pull him back into the spider chamber top right side against the wall. Once he is at his aggro limit...that's the spot.--E.Snow 14:09, 13 January 2012 (UTC)
Ahh that, I tried to explain that in the usage. That works very well, although for some odd reason, when I ran this last night, he actually broke aggro off on me and onto a friend (and pulled him beforehand) who was running to the door. Vincent Evan [Air Henchman] Vincels.jpg 14:14, 13 January 2012 (UTC)

"Have the A/P trigger the Flame Djinn first. With the A/N positioned right before the door to the next room, have the A/P Ebon Escape to him to evade that dastardly Consuming Flames. Run to the end of the room on the right side to glitch the Flame Djinn."

I think this needs clarifying in the usage. I believe the A/N stands in the doorway between the starting room + the room the djinn spawns in? Chieftain Alex Sig.jpg Chieftain Alex 14:51, 13 January 2012 (UTC)
No team overview Vincent? Ariyen 04:28, 17 January 2012 (UTC)
Page has had sloppy revision. Several points in the page speak about skills that aren't listed on the bars. derp sign your comments

i find A/N much more efficient than A/P for damage output and getting the run doneJon.comgree 20:00, 26 January 2012 (UTC)

Solo works just fine

Why do we need this? I see the solo build works just fine the way it is, and you can take anyone regardless of their profession. The build may work well, but is only geared towards using assassins. Any class can go x/A and take SF with EE to get to the end without much trouble. So what benefit does this give anyone who does not play assassin? (Mr Chewy 19:07, 6 March 2012 (UTC))