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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 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 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 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 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 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 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 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 SigFeya 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 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 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 10:42, 24 August 2009 (UTC)
lol. :p --Carnivorous CupcakeCarnCupcake Muffin 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)

Works

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 88.106.79.126 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 09:59, 26 August 2009 (UTC)

http://wiki.guildwars.com/wiki/Ominous_Ooze

yeah...second level don't think so unless brave and not body blocked even with death charge 96.13.49.28 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)

Clarification

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 <pvxbig> [build prof=A/E sha=12+1+3 Dagger=8+1 Crit=8+1][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ear Bite][Ebon Battle Standard of Honor][Way of Perfection][Death's Charge][Dark Escape][/build] </pvxbig>

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 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 sucks 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 sec, and 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 Kamer (Talk|Contributions) 12:41, October 5, 2009 (UTC)

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