Reave
Administrator

Posts: 1877 Registered: 2009-03-17
Age: 20 Location: Connecticut
 | Subject: Drazach Thicket Kurzick FFF (DTSC) 2009-05-24, 9:07 am | |
| Drazach Thicket Kurzick FFF | Left = Yellow
Middle Left = Green
Middle Right = Red
Right = Blue | Starting: * Once zoned in (from the Eternal Grove), smiters cast enchantments on the 600's and everybody takes the blessing from the Kurzick Priest. o Instead of selling your drops in town, you should use the Kurzick Merchant next to the Priest in the explorable area. * Once the path opens up (after a turn north), you will see several plant mobs and a few Mantis in the river. The 600s should split the work of killing these mobs as Bezzr Wingstorm and the pop-ups around him can be too much pressure for one tank. Sometimes, a Skill Hungry Gaki with Disenchantment will spawn with the plant mobs, which goes through Spell Breaker. To easily overcome this, make sure you run past it and out of aggro range before the spirit is made. * After these mobs are defeated, continue north until you come to a flat area with a Warden mob that has 3 separate paths to take. The four teams (Left, MidLeft, MidRight, and Right) split up here. The Left group goes directly left here and the MidLeft team takes the upwards route straight ahead and over a bridge. The MidRight and Right teams both head up that little hill to the right, but the Right team keeps following the river and the MidRight team heads north up the next available turn. * Use "Finish Him!" and Ebon Vanguard Assassin Support to easily kill off any Mantis Menders, or Wardens of the Seasons/Summer. If Maelstrom is cast on you by the Mantis Stormcallers, quickly step out of its small range before casting anything. * If any Oni are encountered, hope that you either have Spell Breaker on you or you can cast it right away, because their Shadow Shroud is lethal to 600s. In the all-too-common chance that they do cast it on you, walk a little bit towards your smite so that they can rez you right away without having to aggro them. Otherwise, they will die very quickly because of their 100% double-strike chance and fast attack speed. The Routes: * The Left team heads west along the river, killing Mantis until they reach Bazzr Icewing who stands alone in the river. The smiter must stay back as there are many pop-ups around him as you get near and sometimes there are more against the wall behind him that don't appear until after he is defeated. Then, they head northwest up the hill (watch out for Oni pop-ups from this point on) and keep heading north, killing a mix of Mantis and Warden from this point on. This is usually considered the easiest route. * The MidLeft squad heads upwards immediately, killing any Warden encountered. * The MidRight group heads up the same hill the East team takes, then heads north as soon as possible. o Both of these teams will be mostly zig-zagging upwards killing the Warden that populate the middle of the map. As you reach the top of the map, you may encounter the other teams. Simply try to spread out and cover as much ground as possible. While neither of these routes are particularly difficult, a beginner might have trouble going in the right direction. Groups with more than one Warden Ritualist can be a pain, too, although with the PvE skills, they can be killed. * The Right team heads east along the river (even when it curves) and kills Mantis and a few Kirin until they reach the waterfall. Pull the Plants in front of the Ritualist Bosses and kill them before you aggro the bosses. The bosses are not hard in themselves, but the Skill Eater's spirits can be a pain. To kill him, always keep him targeted and simply back up every time he casts either Dissonance or Disenchantment to not aggro the spirits. After they are dead, head around the little loop and kill any other Kirin/plants behind them before heading up the stone bridge to the north. You will come to a wide area infested with Plants and possibly Gaki. They are not hard in themselves, but be careful not to become overwhelmed. After they are dead, go east around the big building thing towards the entrance to The Brauer Academy then head north. From there, it is mostly north besides one or two Warden mobs up a side branch (see map). This is generally considered the hardest route, because of the Bosses and the large cluster of plants that you have to face. * Once you have finished your route, go and assist slower teams with their routes. * If everybody finishes their routes and the map is not vanquished, backtrack to try to find the enemies you missed. The Builds4x | | | | | Monk / Mesmer | 12 Protection Prayers 12 Divine Favor
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 Core PvE only | Protective Spirit Enchantment Spell. For 5..23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers) Target ally gets healed for 38 Health. |
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 Nightfall PvE only | Shield of Absorption Enchantment Spell. For 3..7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: Protection Prayers) Target ally gets healed for 38 Health. |
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 Factions PvE only | Spirit Bond Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..100 Health. (Attrib: Protection Prayers) Target ally gets healed for 38 Health. |
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 Core PvE only | Spell Breaker Elite Enchantment Spell. For 5..17 seconds, enemy Spells targeted against target ally fail. (Attrib: Divine Favor) Target ally gets healed for 38 Health. |
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 Eye of the North PvE only | "Finish Him!"- 15
 - 10
 Shout. If target foe has less than 50% Health, that foe takes 20..80 damage and suffers from Cracked Armor and a Deep Wound for 5..20 seconds. (Attrib: Norn rank) |
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 Eye of the North PvE only | Ebon Vanguard Assassin Support Spell. Summon a level 10..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr, the Assassin lives for 20..30 seconds. If target foe is not a Charr, the Assassin lives for 10..15 seconds. (Attrib: Ebon Vanguard rank) |
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 Prophecies PvE only | Blessed Aura Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 10..35% longer. (Attrib: Divine Favor) You get healed for 38 Health. |
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 Prophecies PvE only | Essence Bond Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 38 Health. |
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OwUS8YIT1D3VaRRExk7iAE6DA 4x | | | | | Monk / Necromancer | 12 Smiting Prayers 12 Protection Prayers 3 Divine Favor
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 Prophecies PvE only | Unyielding Aura Elite Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura does not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) (Attrib: Divine Favor) |
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 Core PvE only | Blessed Signet- 10
 - 2
 Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..24). (Attrib: Divine Favor) |
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 Core PvE only | Purge Signet- 20
 - 2
 Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. |
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 Prophecies PvE only | Holy Wrath Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..50 damage), and you lose 10 Energy. (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Core PvE only | Retribution Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..20 damage). (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Prophecies PvE only | Vital Blessing Enchantment Spell. While you maintain this Enchantment, target ally has +40..200 maximum Health. (Attrib: Protection Prayers) Target ally gets healed for 10 Health. |
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 Prophecies PvE only | Balthazar's Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Prophecies PvE only | Blood Ritual Enchantment Spell. Sacrifice 17% maximum Health. For 8..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Attrib: Blood Magic) |
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OwQT44HDnghp8k5DfhUedC Variants | | | | | Monk / Necromancer | 12 Smiting Prayers 12 Protection Prayers 3 Divine Favor
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 Core PvE only | Blood is Power- ¼
 - 5
 Elite Enchantment Spell. Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +3..6 Energy regeneration. (Attrib: Blood Magic) |
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 Core PvE only | Blessed Signet- 10
 - 2
 Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..24). (Attrib: Divine Favor) |
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 Core PvE only | Purge Signet- 20
 - 2
 Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. |
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 Prophecies PvE only | Holy Wrath Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..50 damage), and you lose 10 Energy. (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Core PvE only | Retribution Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..20 damage). (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Prophecies PvE only | Vital Blessing Enchantment Spell. While you maintain this Enchantment, target ally has +40..200 maximum Health. (Attrib: Protection Prayers) Target ally gets healed for 10 Health. |
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 Prophecies PvE only | Balthazar's Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) Target ally gets healed for 10 Health. |
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 Core PvE only | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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OwQT44HDn4Op8k5DfhUeyE OR | | | | | Mesmer / Monk | 3 Fast Casting 12 Illusion Magic 12 Inspiration Magic
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 Nightfall PvE only | Signet of Illusions- 5
 - 2(1.82)
 Elite Signet. Your next 1..3 Spell uses your Illusion attribute instead of its normal attribute. (Attrib: Illusion Magic) |
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 Factions PvE only | Ether Signet- 45
 - 1(0.91)
 Signet. If you have less than 5..10 Energy, gain 10..20 Energy. (Attrib: Inspiration Magic) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Prophecies PvE only | Holy Wrath Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..50 damage), and you lose 10 Energy. (Attrib: Smiting Prayers) |
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 Core PvE only | Retribution Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..20 damage). (Attrib: Smiting Prayers) |
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 Prophecies PvE only | Vital Blessing Enchantment Spell. While you maintain this Enchantment, target ally has +40..200 maximum Health. (Attrib: Protection Prayers) |
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 Prophecies PvE only | Balthazar's Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) |
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 Core PvE only | Rebirth- 5(4.35)
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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OQNTAmAPYSoKuJVMfAfIkQeQmA Want to PUG itGo to The Eternal Grove, Europe-French TexmodThis is the Texmod to guide you were to go Click Here to Download Don't know how to use Texmod? Click Here
Last edited by Reave on 2009-06-13, 8:12 am; edited 9 times in total |
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Expert Mode
Level 3 Member

Posts: 381 Registered: 2009-04-17
Age: 21
 | Subject: Re: Drazach Thicket Kurzick FFF (DTSC) 2009-05-24, 11:01 am | |
| Nice work Reave. If any members want to practice don't be shy to ask in guild chat. |
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