Okay, so I'm going to put this out there before you even begin trying or reading the build, It is a build that requires some practice, and everyone that I have taught no matter how many lessons I've given them, it generally takes about three runs to get it down into the hour range, but once you're there and you fully comprehend and anticipate the aggro cycles in the zone you can cut it down to thirty minutes easy, My personal best currently is 25minutes I believe, which isn't that bad.
This is a very painful one for me to post, because, It's been my gold mine for the better part of two-three months, nets about 100k an hour when done appropriately (but i'm not going to lie, i wish MINOR recognition for my contributions that's why I'm posting it and so many people I have tutored on how to do it, it's spreading like wildfire). That is, if you're charging people 7.5k/ea, the thing is, nobody will be charging 7.5k a person as soon as it hits big, it'll suffer from CoF/SoO syndrome BUT! consider this when getting customers they make 8k after drops(this is low, like crappy drops status) rewards, and gems combined. They make that much money a run, so, really, it's them farming you kinda. Plus 3-4k lb pts a run. So, take that into consideration when pricing your runs, because it's absolutely ludicrous to undercut other people at your own expense, just look what happened to 600 running stuff if you don't know what I'm talking about, people being too hasty to want their next group, really ruined the market. I know no one will adhere to this but, It's just something that I hope few will note. Now that my spiel that will go unread is done.
The credits: yes, the credits first, Like a foreign film. I'd like to thank a guy who gave me the basis for my build by showing me his, which was rather similar in ways. Another person I'd like to thank greatly is my buddy tim, for sitting around and letting me bounce ideas off of him on vent on how to speed it up. And Nick and cody for doing a little bit of the same as well. My ideas are only as good as the board I throw them towards to catch the bounceback.
Mkay, now that you officially hate me for reading all of that
The Builds!
The Sin:
[shadow form broke the game imo;OwZTkY/8ZS6jHRnJXkH6iDuszBA]
Gear is very important, and I cannot stress this enough, very important.
105 suit, sup shadow mask, staff or weapon offhand combo with an enchanting mod (obviously) and as much energy as you can get without negative regeneration (no 15e -1 regens)
MONKS!
[monk 1;OwcT0yHDz5gc9ZIpkSydrzJTAA]
superior prot headpiece, a MUST!
[monk 2;OwQTQwmCZ5OEp/hmSp7ukkJA]
Superior heal headpiece is WIN! but not needed.
A variant on this is to bring Shadow Meld on Monk two, and this is for jumping back to the start point speedily. NOT SUGGESTED FOR NEW RUNNERS, it takes a bit of practice to get the trajectory right because unlike what the skill description says it doesn't take you all the way back, it slingshots you across the zone in different directions depending on where you stop maintaining it from, and that direction CAN be into a mob, so, test it out on your lonesome before you make yourself look nub in front of a group, so you know where you're going to get tele'd to.
Simple simple simple
Is how this build goes, I'm going to give the very basic tactics pulls and placement info 101 crasher for this build, cause honestly, alot of how you actually do this is up personal preference, If you do infact REALLY want to know exactly how *I* do it though scroll to the bottom of the post after reading the rest for more information on that.
Once you spawn, take quest. Activate the rush that the tormentors do towards the whispers and simply get away from them and go back to the start point while they are destroyed. Bond up with all of the maintained enchantments, put recall on one of your monks. Go out into the mob (with sf on of course) and pull them to the right of where they are currently standing, if you use the wall just to the right of them appropriately you can actually get them stuck on the wall a little bit so that you don't have to pull them again when it comes to grabbing a follow up quest later. While you have them pulled to the right, have the rest of the party leave the entry area and head towards the cave, un-recall, then re-recall a monk again, pull the stuff away from the entry to the cave, party goes in, activates the quest, kill the ones that rush in an attempt to get to the rest of the party.
Take reward and next quest in cave after unrecalling, re-recall, pull stuff away from entry to cave for party to get by after there's nothing in the way, and head towards the rifts between us quest. unrecall to get back to them.
Once in range of the rifts between us quest, pull all of the mobs without getting into capping range then, pull them just close enough to where you can kill of the claws without beginning to cap the rift.
Once you kill the torment claws begin to cap the rift the spawns will pop, one of earths, one of flesh tormentors make sure your monks avoid them. Pull them all out of range of the rift, once the groups you had as well as the set of spawns is far enough away that they cannot be capping the rift, go back to it, use your aggro wisely to where you are the only one within range of the rift, so that you are capping it but they are just inches too far from doing so themselves. Once this is complete, recall out, get reward and quest at start point.
The two ways of doing the deathbringer company:
the i think i'm lucky approach: get in there throw up sliver, and hope the monks die first, rarely works.
the smart way: go grab one of the mobs from the rifts between us quest area, one without monks or melee types, get a few of the casters in that mob (not rangers, but paras can do, only non casters that work) down to about 30% health with sliver, let them multiply for a few minutes, the number of them is dependant on how many you want, it's all personal preference. Once you feel comfortable with as many as you have pull them towards death bringer company and use them as ammo with sliver to kill of the deatbringer company mob.
ONCE THE QUEST UPDATES DO NOT GET REWARD UNTIL YOU ARE READY. Why, you may ask? Because it spawns the darkness' you don't want your ammo mob to be right on top of where he pulls, get them away from there, then have someone (or yourself) take reward, the darkness' spawn. Sliver the darkness' to death one by one, don't get too many earth tormentors, once they are all dead get your chest and gtfo. GG.
IF YOU HAVE DIFFICULTIES
Just hit me up I'm more than willing to answer a few questions, free of course, but more in depth things such as: demonstrations, tutoring, flat out teaching from square one. Basically if I can't just answer it within a PM we'll work out some sort of small compensation for my time whether it be simply the drops from that demonstration run or a few K, it all varies on how much time you need me to put into helping you out, I'm sure you understand of course.
Something to note, I do teach like full one square one from dumb to pro running classes for this build as well as many others, and I generally charge double what I charge for a normal run, so it's not that expensive considering two customers and GG you have your moneys back.
IGN: N A R C I S S I S T
apologies for broken english and run on sentences, thank the American education system and my current lack of sleep.
Joe Fierce
Wilds Pathfinder
LF High End PvE Guild that's not filled with elitists.
R/
Joined Feb 2007


