Post by necrotic on Mar 13, 2009 22:09:51 GMT -5
The Reason I am saying this is a "NEW" guide is because it is new to alll the poeple who have roled with [Boat] before. We are making some minor tweaks to see how they work out. So enjoy the guide!
This is the build [Boat] will start running for each FoW HM learning session. Feel free to sign up for a part. The cost of entrance to FoW is 1k but that will be covered however a run costs 18-24k due to the price and costs of con sets. [Boat] will provide the cons but we always love donations for reimbursement. Those who donate can also (when needed and experienced enough) expect private invites for guild only runs.
Difficulty of each profession
Advanced=Experience required
Moderate=Little to no experience required but does require thinking. (must watch aggro)
Easy=First timers should try this.
Remember even with experience level easy this is still an elite instance and no part is so easy that you don't have to think at all. Thinking is key to running this team build effectively.
Warrior -- Moderate to Advanced
Assassin -- Moderate to Advanced
Dervish --Moderate
Ranger --Easy
Paragon -- Advanced (Second hardest to operate only for skilled paragons)
Monk (Smite) -- Easy
Monk (Healer) --Advanced + 1 (hardest part of team, not for the faint of heart)
Necromancer -- Easy to Moderate (requires some thinking)
_____________________________________________
Dervish Avatar of Dwayna Bar
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Your job is to run in right after the warrior and just start slicing with AoE damage by keeping up Splinter Weapon on yourself.
Radiant Scythe
-Damage Skill use it (Replaceable with Crippling Sweep)
Farmer's Scythe
-Spammable so spam it.
Chilling Victory
-Read the skill description and use it when it meets the requirements of effectiveness.
Splinter Weapon
-Use it on yourself as often as possible. Your scythe can hit up to three foes, add Splinter Weapon and you have loads of AoE damage.
Aura of Holy Might
-Keep it up for damage increases
Avatar of Dwayna
-Keep this up the entire run.
-It is your own personal hex control and personal heal.
Eternal Aura
-Cast this right after you use Avatar of Dwayna so when it ends you will have another Avatar ready to use before that avatar ends on you.
Death Pact Signet
-Its your res use it when needed.
Your Equipment
-Zealous Scythe of Fortitude
-Vampiric Scythe of Fortitude
______________________________________
Ranger Barrage Bar
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Spam your skills ftw. Stay at a distance for a good spsread of arrows
Barrage
-Spam it like none other Aim and Shoot
Splinter Weapon
-Put this on you as often as possible
Distraction Shot
-This is the skill you shouldn't use to often. Use on monks in general.
-Use on Worm Siege attacks because your team won't kill some of said worms. So this will help out the monks
By Ural's Hammer
-Use it when you can. It increased damage on top of the orders necromancer spells so you will have a super high output of damage.
Drunken Master
-Keep this up for movement and attack speed boost
Choking Gas
-Good for interrupts but can be replaced for any other Preparation
Flesh of My flesh
-Your own personal Res. Watch use because it requires a health sacrifice from you.
"You Move Like a Dwarf"
-Use this shout on monks and other casters.
You will need a Bow with a Zealous mod.
________________________________________
Imbagon Bar
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Your first and foremost job is to keep up Save Yourselves.
Spear of Lightning
-Armor Penetration Damage Skill (YAY)
Vicious Attack
-Deep Wound YAY
"There's Nothing to Fear"
-Damage reduction.
-Use at beginning of battle for super Damage mitigation
"Save Yourselves!"
-SPAM THIS SKILL.
-SY takes a load off of the monks back so use it as often as you can
-It helps if you are a higher rank of kurzick or luxon so it lasts long and takes some pressure off of you to keep it up.
Focused Anger
-Super Adrenaline Gain
-Use at the beginning of every battle if possible.
-This skill allows you to keep SY up for an infinite time.
Aggressive Refrain
-Cast when you enter FoW with a leadership +1 headpiece and a superior leadership rune. Then switch back to +1 +1 spear mastery headpiece. This allows AR to stay up for a longer time when a shout or chant ends on you.
-Keep this up by casting Anthem of Weariness every time you get a chance allowing AR to reapply itself
Anthem of Weariness
-Its on your bar to keep AR up so cast it on recharge even if you are not in a fight
-It also helps your team out with physical damage mitigation when the ranger uses barrage for AoE Weakness spreading
Signet of Return
-This is your Res but bring scrolls as well because if you are the only one alive a scroll brings up a team mate with higher health as compared to this res.
You should have:
-a Command Shield of Fortitude (+30) with a +10 armor Vs Fire inscription
-Vampiric Spear of Fortitude
-Furious Spear of Fortitude
-Two headpieces: First is a Leadership headpiece with a superior leadership rune and the second is a spear mastery headpiece with a minor rune of spear mastery.
____________________________________
Monk's Smiting build.
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You are a backliner so stay there and wait for the melee players to group up foes and then you get to blast them. (YAY)
Arcane Echo
-Use it on Ray of Judgement (Duh)
Ray of Judgment 9RoJ0
-Use on groups (duh)
Castigation Signet
-Use on warriors which are generally always attacking to ensure you get your energy bonus
Air of Superiority
-Keep this up during battles for bonus.'
Auspicious Incantation
-Use on RoJ to get your energy back
Mindbender
-Keep it up for faster casting time and ability to shake aggro
By Urals Hammer
-Use this for a damage boost.
-Use this shout right when you cast the echoed form of RoJ.
Resurrection Chant
-You better know when to use this.
______________________________
Monk's Healing Build
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Your job should be obvious--Heal heal and heal some more.
Word of Healing and Dwayna's Kiss
-These are your main heals so spam spam spam.
Seed of Life
-Use:
-On the warrior after (she) has rounded up groups.
-On whomever is taking the most damage in the heat of battle.
-Use as often as possible to help relieve you of healing pressure.
Shield of Absorption
-Use after Protective Spirit on any person who is taking large amounts of spike damage
Cure Hex
-Use as emergency heal and hex removal. Remember the Necromancer takes care of most hexes.
-Call who you are using it on so the necromancer won't remove on same target
-Use in heavy hex situations
Protective Spirit
-Use on team mate who is taking a large amount of DPS (Damage per second)
Glyph of Lesser Energy
-Use on recharge for effective E management
-Can be replaced for Selfless Spirit. It’s a preference
Heal Party
-THIS IS NOT AN EMERGENCY PARTY WIDE HEAL! This is to prevent an emergency. Use only when 3+ team mates are taking a lot of damage otherwise use Word of Healing or Dwayna's Kiss.
You should have a:
-Staff with +20% enchantments +30 HP +5 energy
-A 20/20 wand
-A +5e and 20% enchantments martial weapon (Axe, Sword, Spear)
-A shield with +30 hp always or +45 while enchanted and a +10 armor Vs Fire (no -5/20% inscription)
As a general monking note always remember to stay in the back watch your aggro from rear patrols and try to keep as many members in your aggro bubble as possible.
_______________________________________
Necromancer orders build.
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First and foremost job of the necromancer is utility. This means you are here to help keep us alive and take some burdens off the monk. Below are the skills listed above with examples of how to use them.
Order of Pain
-Keep this up as often as possible during a battle. This skill allows for a lot of extra damage but has a downside--the health sac.
-You must sacrifice 17% of your health in order to activate this skill. So when using this make sure you aren't being attacked by anything. If you are the target of hostile attacks, don't cast, run behind the monk to the far backline, and that should lose aggro then continue to cast.
Empathic Removal
-This skil is mainly for hex control but can also remove a condition such as blind.
-This is your best hex removal so spam it as often as you can.
-This skill is also great for use with Foul Feast, which will be explained later along with strategy of use.
Dark Fury
-This skill is for super adrenaline building for the para and warrior. This allows them to spam skills like Earthshaker or Save Yourselves.
-This has a health sac, so use the strategy explained in Order of pain section to use.
Foul Feast
-This skill gives you energy and health when you transfer a condition from someone to yourself.
-While this doesn't seem like a good deal at first (other person loses a condition and you gain one ) it actually is great because you can remove conditions from two people at the same time (or three including yourself). First lets say two physical damage players both have blind. You can Foul Feast the first character (gain his condition) and then use Empathic Removal on the second player removing your newly gained condition as well as the second players blind. This strategy can be used in many different ways with condition related instances such as traps etc.
Great Dwarven Hammer
-Spam this on the Paragon and the Assassin as often as possible. Don't bother to put on the warrior because he already has KDs nor put it on the ranger or dervish because it will cancel out their Splinter Weapon.
Remove Hex and Spite Hex
-Use these when Empathic Removal's recharge is two long and your team is under a lot of hex pressure.
Extinguish
-Use this when your team is under a lot of condition pressure. Such as the poison spam in the caves or when melee players hit traps.
Your equipment should include +20% Enchantments Staff or set.
__________________________________________
---Guide---
No one should take any quests EXCEPT for an assigned quest taker which will be the warrior, dervish or ranger.
When you first enter the Fissure of Woe you need to back up to the wall behind your loading spot and wait for other players to load in. Once everyone is loaded in the cons holder will put up the cons and you are ready to go. The warrior then needs to run into the first group on the right and take most of the aggro and allow casters to cast their hexes on him so the necromancer has a single target to remove hexes from. It is important for all melee characters to ping when they have Spiteful Spirit or Empathy but them not pinging is no excuse for the necro to not remove hexes. After You have killed the first group you will see another group standing on a cliff. The warrior again needs to run up that hill and drag aggro away from the place people will go up the hill at that point a patrol will move in on the right you need to avoid aggroing that group because two groups at one time can end up in a team wipe. After you have killed the group on the hill proceed towards the Fortress ahead killing all groups on the way. When you get to the groups with abbysals kill the first few and then when killing the last group the sin will need to run down and grab the group that will be southish of the tower and pull it up to the main group. Now its time for quest one.
In the first quest you have to kill the spawns that appear inside of the fort. So once the gate opens the tank should stand in the gateway so they cannot pass to the backliners and the RoJ and barrage ranger can go to town. Once they are dead the entire team needs to take off to the south and the assigned quest taker then takes all quests from Rastigan.
Now clear your way to the encampment on the battlefield. Fight your way up to the weapon smith and then take off towards the tower of strength where the forgemaster is located. Again the assigned quest taker needs to take all quests at the encampment while the team is running up to the second group. Once in the tower of strength clear all foes going in a counter clockwise path around the center tower. After all foes on the ground are cleared kill all groups on the top of the tower. After you kill these groups quest taker does his or her thing while the team runs to the entrance of the tower of strength and clears the group that spawns. While this happens the derv can solo the two Shadow beasts that come up to the foregemaster. After you kill the group that spawned at the entrance move up to the group that spawned on the opposite side of the tower. After killing them the warrior needs to push up and grab the groups outside of the tower. Kill all the way up to the cave. At this point the warrior can sneak around and take the Shard wolf Quest. When the Shard wolf spawns kill it then enter the cave. Spiders will continue to spawn and spread poison amongst the team. The necromancer can use extinguish if need be. When you get to the end of the cave you will have completed one quest but while killing that last group of spiders, that will seemingly spawn forever, the assassin should pull the Shard Wolf outside of the cave using a longbow. Once the wolf is dead wait for the sin to get back with the teamthen all should run out of the cave forgetting any spiders still left.
Once the team exits the cave head back towards the forgemaster but turn to the left before you start to ascend to the tower. There will be two groups ahead. The closer one is shadow beasts and the second is shadow armor. It is of great importance to clear these two groups quickly because a third group will patrol towards the location of the second group. Once all three groups are killed follow the cliff--fighting all groups you encounter- untill there is a path to the right. Follow that path. Fight and kill everything except for the worms. Let the ranger D-shot the worms attack so you don't really have to worry about him. Continue to follow the path up until Kobey the destroyer. When you encounter his group target him and monks as primary. Once he is dead just run like you did in the caves. Follow the path up to where you entered it and turn right. Clear all shadow army and keep going until you reach the groups of abyssals. It is important that the warrior aggros first and balls them up. Once the abyssals are all balled up everyone can go in and kill, kill and kill. Continue to move in and kill kill avoiding most groups that are on the left path and patrol. Kill up to the tower then at that point after most things are dead around the worm the Dervish needs to run back to the tower the forgemester is located in and get the Tower Mage and bring him to the tower where he left the group. Meanwhile the group will need to kill the shard wolf in front of the tower then continue towards the Fire Forest. Once at the forest kill the first group of Mango Hydra's and Smoke Walkers….right when that group dies the entire team MUST run along the wall on the right avoiding an incoming patrol of Hydras and Walkers. Continue hugging the wall killing most things. Remember to grab the Shard Wolf in the center of the field which can be pulled with a longbow. Once you reach the village kill the group of shadow armies that have spawned for the quest…once the quest is completed run just as you did at the caves and Kohbey's path. Run up to the place you entered the fire forest and turn the way you came in and continue running until you lose aggro. Once aggro is lost go back towards the first but hug the left wall and continue in a straight path that will take you back towards the Battlefield.
Now once at the battlefield take a left and head towards the camp. It is important that you move towards the camp fast because two groups will patrol towards you from behind and you want to avoid them. Frontline (W, A, D, P, R) should be in the heat of the battle killing all with priority targets being: 1. Bone Dragons, 2. Monks (including Menzie) 3 All that’s left then continue to follow the wall now heading towards the Forest after the Necro picks up the book that Menzie Drops. When you reach the forest push through everything not worrying to kill much except for the Shard Wolf. Once the Wolf is dead move towards the river and wait until aggro is lost or kill foe who you cant shake off. When you are aggro free all melee targets should move to the bridge and clear all foes around that area without crossing the bridge. Once they are dead the warrior should run in and round up all phantoms (REMEMBER DO NOT KILL THE WAILING LORD OR YOUR TEAM WILL FAIL). Once the warrior has them rounded up on the bridge go to town and kill them quickly at this point the wailing lord will be a green target and an ally so take his quest (DO NOT AGGRO THE GRIFFONS OR THEY WILL FOLLOW YOU AND WILL BE TARGETED BY FOE AI. Then clear yourself (the team) a path towards the battlefield from where the griffons will spawn (without aggroing them). When you get to the battle field the necro can drop the book that he acquired from Menzie. No you are going to follow the right wall killing all groups in your way. Once you reach the feat of the hill the assassin can backtrack and take the book to finish the quest then go get the griffons while the rest of the team clears up to the tower you left Rastigan in at the start of FoW. Go kill the last Shard Wolf and wait for the Sin to bring the griffons to the tower and that should be all quests in the Fissure of Woe. Now you can get your reward from the Chest of Woe at located by the Eternal Forgemaster.
This is the fastest FoW Path according to many sources and the one [Boat] will be teaching to all who wish.
The builds provided are the ones we expect you to run. If you don't have a skill contact Dallas (Necrotic Deathbane), Sam (Sam Arnon), Phil aka Roy (Roy Frogger), or Zach (Fueled by Blood) to see if it is important. But note that these runs will be on weekends mostly so you can have up to an entire week to prepare. As a special note By Ural's Hammer is nota super needed skill and thus is replaceable.
I have listed the difficulty ratings and while you think you may be able to handle a moderate or advanced spot I HIGHLY recommend and encourage to start with an easy spot unless you do not have those professions. Also I'm not listing the Warrior and Sin builds here because I simply don't want to. The sin is mainly Moebius/Deathblossom with some KD here and there. And a speed boost. But other then that the sin can pretty much do what you want. The warrior is an Earthshaker hammer warrior so you will need a hammer if you want to try the warrior slot. (Furious hammer of Fortitude and stonefist insignia on gauntlet).
Remember this is basically an overview with minor details. No one can learn from simply reading this so that is why there will be teaching sessions.
Post here if you wish to sign up.
This is the build [Boat] will start running for each FoW HM learning session. Feel free to sign up for a part. The cost of entrance to FoW is 1k but that will be covered however a run costs 18-24k due to the price and costs of con sets. [Boat] will provide the cons but we always love donations for reimbursement. Those who donate can also (when needed and experienced enough) expect private invites for guild only runs.
Difficulty of each profession
Advanced=Experience required
Moderate=Little to no experience required but does require thinking. (must watch aggro)
Easy=First timers should try this.
Remember even with experience level easy this is still an elite instance and no part is so easy that you don't have to think at all. Thinking is key to running this team build effectively.
Warrior -- Moderate to Advanced
Assassin -- Moderate to Advanced
Dervish --Moderate
Ranger --Easy
Paragon -- Advanced (Second hardest to operate only for skilled paragons)
Monk (Smite) -- Easy
Monk (Healer) --Advanced + 1 (hardest part of team, not for the faint of heart)
Necromancer -- Easy to Moderate (requires some thinking)
_____________________________________________
Dervish Avatar of Dwayna Bar
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Your job is to run in right after the warrior and just start slicing with AoE damage by keeping up Splinter Weapon on yourself.
Radiant Scythe
-Damage Skill use it (Replaceable with Crippling Sweep)
Farmer's Scythe
-Spammable so spam it.
Chilling Victory
-Read the skill description and use it when it meets the requirements of effectiveness.
Splinter Weapon
-Use it on yourself as often as possible. Your scythe can hit up to three foes, add Splinter Weapon and you have loads of AoE damage.
Aura of Holy Might
-Keep it up for damage increases
Avatar of Dwayna
-Keep this up the entire run.
-It is your own personal hex control and personal heal.
Eternal Aura
-Cast this right after you use Avatar of Dwayna so when it ends you will have another Avatar ready to use before that avatar ends on you.
Death Pact Signet
-Its your res use it when needed.
Your Equipment
-Zealous Scythe of Fortitude
-Vampiric Scythe of Fortitude
______________________________________
Ranger Barrage Bar
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Spam your skills ftw. Stay at a distance for a good spsread of arrows
Barrage
-Spam it like none other Aim and Shoot
Splinter Weapon
-Put this on you as often as possible
Distraction Shot
-This is the skill you shouldn't use to often. Use on monks in general.
-Use on Worm Siege attacks because your team won't kill some of said worms. So this will help out the monks
By Ural's Hammer
-Use it when you can. It increased damage on top of the orders necromancer spells so you will have a super high output of damage.
Drunken Master
-Keep this up for movement and attack speed boost
Choking Gas
-Good for interrupts but can be replaced for any other Preparation
Flesh of My flesh
-Your own personal Res. Watch use because it requires a health sacrifice from you.
"You Move Like a Dwarf"
-Use this shout on monks and other casters.
You will need a Bow with a Zealous mod.
________________________________________
Imbagon Bar
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Your first and foremost job is to keep up Save Yourselves.
Spear of Lightning
-Armor Penetration Damage Skill (YAY)
Vicious Attack
-Deep Wound YAY
"There's Nothing to Fear"
-Damage reduction.
-Use at beginning of battle for super Damage mitigation
"Save Yourselves!"
-SPAM THIS SKILL.
-SY takes a load off of the monks back so use it as often as you can
-It helps if you are a higher rank of kurzick or luxon so it lasts long and takes some pressure off of you to keep it up.
Focused Anger
-Super Adrenaline Gain
-Use at the beginning of every battle if possible.
-This skill allows you to keep SY up for an infinite time.
Aggressive Refrain
-Cast when you enter FoW with a leadership +1 headpiece and a superior leadership rune. Then switch back to +1 +1 spear mastery headpiece. This allows AR to stay up for a longer time when a shout or chant ends on you.
-Keep this up by casting Anthem of Weariness every time you get a chance allowing AR to reapply itself
Anthem of Weariness
-Its on your bar to keep AR up so cast it on recharge even if you are not in a fight
-It also helps your team out with physical damage mitigation when the ranger uses barrage for AoE Weakness spreading
Signet of Return
-This is your Res but bring scrolls as well because if you are the only one alive a scroll brings up a team mate with higher health as compared to this res.
You should have:
-a Command Shield of Fortitude (+30) with a +10 armor Vs Fire inscription
-Vampiric Spear of Fortitude
-Furious Spear of Fortitude
-Two headpieces: First is a Leadership headpiece with a superior leadership rune and the second is a spear mastery headpiece with a minor rune of spear mastery.
____________________________________
Monk's Smiting build.
ATBCtE4zY9BXK6sWmKiGB
You are a backliner so stay there and wait for the melee players to group up foes and then you get to blast them. (YAY)
Arcane Echo
-Use it on Ray of Judgement (Duh)
Ray of Judgment 9RoJ0
-Use on groups (duh)
Castigation Signet
-Use on warriors which are generally always attacking to ensure you get your energy bonus
Air of Superiority
-Keep this up during battles for bonus.'
Auspicious Incantation
-Use on RoJ to get your energy back
Mindbender
-Keep it up for faster casting time and ability to shake aggro
By Urals Hammer
-Use this for a damage boost.
-Use this shout right when you cast the echoed form of RoJ.
Resurrection Chant
-You better know when to use this.
______________________________
Monk's Healing Build
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Your job should be obvious--Heal heal and heal some more.
Word of Healing and Dwayna's Kiss
-These are your main heals so spam spam spam.
Seed of Life
-Use:
-On the warrior after (she) has rounded up groups.
-On whomever is taking the most damage in the heat of battle.
-Use as often as possible to help relieve you of healing pressure.
Shield of Absorption
-Use after Protective Spirit on any person who is taking large amounts of spike damage
Cure Hex
-Use as emergency heal and hex removal. Remember the Necromancer takes care of most hexes.
-Call who you are using it on so the necromancer won't remove on same target
-Use in heavy hex situations
Protective Spirit
-Use on team mate who is taking a large amount of DPS (Damage per second)
Glyph of Lesser Energy
-Use on recharge for effective E management
-Can be replaced for Selfless Spirit. It’s a preference
Heal Party
-THIS IS NOT AN EMERGENCY PARTY WIDE HEAL! This is to prevent an emergency. Use only when 3+ team mates are taking a lot of damage otherwise use Word of Healing or Dwayna's Kiss.
You should have a:
-Staff with +20% enchantments +30 HP +5 energy
-A 20/20 wand
-A +5e and 20% enchantments martial weapon (Axe, Sword, Spear)
-A shield with +30 hp always or +45 while enchanted and a +10 armor Vs Fire (no -5/20% inscription)
As a general monking note always remember to stay in the back watch your aggro from rear patrols and try to keep as many members in your aggro bubble as possible.
_______________________________________
Necromancer orders build.
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First and foremost job of the necromancer is utility. This means you are here to help keep us alive and take some burdens off the monk. Below are the skills listed above with examples of how to use them.
Order of Pain
-Keep this up as often as possible during a battle. This skill allows for a lot of extra damage but has a downside--the health sac.
-You must sacrifice 17% of your health in order to activate this skill. So when using this make sure you aren't being attacked by anything. If you are the target of hostile attacks, don't cast, run behind the monk to the far backline, and that should lose aggro then continue to cast.
Empathic Removal
-This skil is mainly for hex control but can also remove a condition such as blind.
-This is your best hex removal so spam it as often as you can.
-This skill is also great for use with Foul Feast, which will be explained later along with strategy of use.
Dark Fury
-This skill is for super adrenaline building for the para and warrior. This allows them to spam skills like Earthshaker or Save Yourselves.
-This has a health sac, so use the strategy explained in Order of pain section to use.
Foul Feast
-This skill gives you energy and health when you transfer a condition from someone to yourself.
-While this doesn't seem like a good deal at first (other person loses a condition and you gain one ) it actually is great because you can remove conditions from two people at the same time (or three including yourself). First lets say two physical damage players both have blind. You can Foul Feast the first character (gain his condition) and then use Empathic Removal on the second player removing your newly gained condition as well as the second players blind. This strategy can be used in many different ways with condition related instances such as traps etc.
Great Dwarven Hammer
-Spam this on the Paragon and the Assassin as often as possible. Don't bother to put on the warrior because he already has KDs nor put it on the ranger or dervish because it will cancel out their Splinter Weapon.
Remove Hex and Spite Hex
-Use these when Empathic Removal's recharge is two long and your team is under a lot of hex pressure.
Extinguish
-Use this when your team is under a lot of condition pressure. Such as the poison spam in the caves or when melee players hit traps.
Your equipment should include +20% Enchantments Staff or set.
__________________________________________
---Guide---
No one should take any quests EXCEPT for an assigned quest taker which will be the warrior, dervish or ranger.
When you first enter the Fissure of Woe you need to back up to the wall behind your loading spot and wait for other players to load in. Once everyone is loaded in the cons holder will put up the cons and you are ready to go. The warrior then needs to run into the first group on the right and take most of the aggro and allow casters to cast their hexes on him so the necromancer has a single target to remove hexes from. It is important for all melee characters to ping when they have Spiteful Spirit or Empathy but them not pinging is no excuse for the necro to not remove hexes. After You have killed the first group you will see another group standing on a cliff. The warrior again needs to run up that hill and drag aggro away from the place people will go up the hill at that point a patrol will move in on the right you need to avoid aggroing that group because two groups at one time can end up in a team wipe. After you have killed the group on the hill proceed towards the Fortress ahead killing all groups on the way. When you get to the groups with abbysals kill the first few and then when killing the last group the sin will need to run down and grab the group that will be southish of the tower and pull it up to the main group. Now its time for quest one.
In the first quest you have to kill the spawns that appear inside of the fort. So once the gate opens the tank should stand in the gateway so they cannot pass to the backliners and the RoJ and barrage ranger can go to town. Once they are dead the entire team needs to take off to the south and the assigned quest taker then takes all quests from Rastigan.
Now clear your way to the encampment on the battlefield. Fight your way up to the weapon smith and then take off towards the tower of strength where the forgemaster is located. Again the assigned quest taker needs to take all quests at the encampment while the team is running up to the second group. Once in the tower of strength clear all foes going in a counter clockwise path around the center tower. After all foes on the ground are cleared kill all groups on the top of the tower. After you kill these groups quest taker does his or her thing while the team runs to the entrance of the tower of strength and clears the group that spawns. While this happens the derv can solo the two Shadow beasts that come up to the foregemaster. After you kill the group that spawned at the entrance move up to the group that spawned on the opposite side of the tower. After killing them the warrior needs to push up and grab the groups outside of the tower. Kill all the way up to the cave. At this point the warrior can sneak around and take the Shard wolf Quest. When the Shard wolf spawns kill it then enter the cave. Spiders will continue to spawn and spread poison amongst the team. The necromancer can use extinguish if need be. When you get to the end of the cave you will have completed one quest but while killing that last group of spiders, that will seemingly spawn forever, the assassin should pull the Shard Wolf outside of the cave using a longbow. Once the wolf is dead wait for the sin to get back with the teamthen all should run out of the cave forgetting any spiders still left.
Once the team exits the cave head back towards the forgemaster but turn to the left before you start to ascend to the tower. There will be two groups ahead. The closer one is shadow beasts and the second is shadow armor. It is of great importance to clear these two groups quickly because a third group will patrol towards the location of the second group. Once all three groups are killed follow the cliff--fighting all groups you encounter- untill there is a path to the right. Follow that path. Fight and kill everything except for the worms. Let the ranger D-shot the worms attack so you don't really have to worry about him. Continue to follow the path up until Kobey the destroyer. When you encounter his group target him and monks as primary. Once he is dead just run like you did in the caves. Follow the path up to where you entered it and turn right. Clear all shadow army and keep going until you reach the groups of abyssals. It is important that the warrior aggros first and balls them up. Once the abyssals are all balled up everyone can go in and kill, kill and kill. Continue to move in and kill kill avoiding most groups that are on the left path and patrol. Kill up to the tower then at that point after most things are dead around the worm the Dervish needs to run back to the tower the forgemester is located in and get the Tower Mage and bring him to the tower where he left the group. Meanwhile the group will need to kill the shard wolf in front of the tower then continue towards the Fire Forest. Once at the forest kill the first group of Mango Hydra's and Smoke Walkers….right when that group dies the entire team MUST run along the wall on the right avoiding an incoming patrol of Hydras and Walkers. Continue hugging the wall killing most things. Remember to grab the Shard Wolf in the center of the field which can be pulled with a longbow. Once you reach the village kill the group of shadow armies that have spawned for the quest…once the quest is completed run just as you did at the caves and Kohbey's path. Run up to the place you entered the fire forest and turn the way you came in and continue running until you lose aggro. Once aggro is lost go back towards the first but hug the left wall and continue in a straight path that will take you back towards the Battlefield.
Now once at the battlefield take a left and head towards the camp. It is important that you move towards the camp fast because two groups will patrol towards you from behind and you want to avoid them. Frontline (W, A, D, P, R) should be in the heat of the battle killing all with priority targets being: 1. Bone Dragons, 2. Monks (including Menzie) 3 All that’s left then continue to follow the wall now heading towards the Forest after the Necro picks up the book that Menzie Drops. When you reach the forest push through everything not worrying to kill much except for the Shard Wolf. Once the Wolf is dead move towards the river and wait until aggro is lost or kill foe who you cant shake off. When you are aggro free all melee targets should move to the bridge and clear all foes around that area without crossing the bridge. Once they are dead the warrior should run in and round up all phantoms (REMEMBER DO NOT KILL THE WAILING LORD OR YOUR TEAM WILL FAIL). Once the warrior has them rounded up on the bridge go to town and kill them quickly at this point the wailing lord will be a green target and an ally so take his quest (DO NOT AGGRO THE GRIFFONS OR THEY WILL FOLLOW YOU AND WILL BE TARGETED BY FOE AI. Then clear yourself (the team) a path towards the battlefield from where the griffons will spawn (without aggroing them). When you get to the battle field the necro can drop the book that he acquired from Menzie. No you are going to follow the right wall killing all groups in your way. Once you reach the feat of the hill the assassin can backtrack and take the book to finish the quest then go get the griffons while the rest of the team clears up to the tower you left Rastigan in at the start of FoW. Go kill the last Shard Wolf and wait for the Sin to bring the griffons to the tower and that should be all quests in the Fissure of Woe. Now you can get your reward from the Chest of Woe at located by the Eternal Forgemaster.
This is the fastest FoW Path according to many sources and the one [Boat] will be teaching to all who wish.
The builds provided are the ones we expect you to run. If you don't have a skill contact Dallas (Necrotic Deathbane), Sam (Sam Arnon), Phil aka Roy (Roy Frogger), or Zach (Fueled by Blood) to see if it is important. But note that these runs will be on weekends mostly so you can have up to an entire week to prepare. As a special note By Ural's Hammer is nota super needed skill and thus is replaceable.
I have listed the difficulty ratings and while you think you may be able to handle a moderate or advanced spot I HIGHLY recommend and encourage to start with an easy spot unless you do not have those professions. Also I'm not listing the Warrior and Sin builds here because I simply don't want to. The sin is mainly Moebius/Deathblossom with some KD here and there. And a speed boost. But other then that the sin can pretty much do what you want. The warrior is an Earthshaker hammer warrior so you will need a hammer if you want to try the warrior slot. (Furious hammer of Fortitude and stonefist insignia on gauntlet).
Remember this is basically an overview with minor details. No one can learn from simply reading this so that is why there will be teaching sessions.
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