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 Learn the lingo!
- SC = Speed Clear.
- Spears/SpearChuckers = Permas with spears and GDW.
- GDW = Great Dwarf Weapon
- Barbs = Permas with Daggers and the Necromancer hex spell Barbs
- EVAS = Ebon Vanguard Assassin Support
- Honor = Ebon Battle Standard of Honor
- Wisdom = Ebon Battle Standard of Wisdom
- FH = "Finish Him!"
- BU = Essence of Celerity (Back up) - This comes from back when people didn't know how to speedclear anything other than UW or FoW. If you're familiar with either of these farms you already know this, but, They always bring an extra essence of celerity. In case they don't finish their assigned positions before the first Essence runs out. Hence, Back Up Essence of Celerity.
 What can I count on?
You will Always need 2 skills no matter which dungeon you're going to, Shadow form and Shroud of Distress. These skills are two of the cornerstones of any speed clear in the game. the final cornerstone is the BU. They are used on every SC, much like the perma is. Always bring at least 500 Gold for every BU being used on the run!
Using obviously overpowered builds, Race through any given area as fast as possible to complete it for its rewards. This can mean (but is not limited to):
Generally Accepted Methods consist of 3 Basic builds:
Originally developed for Shards of Orr, this team uses the skills Sand Shards, Snow Storm, and an energy maintaining attack (Either Zealous Sweep or preferably Golden Lotus Strike), this build deals a large Amount of damage in Small packets. The low recharge (made even lower by the BU) of these skills make them excellent for pumping out lots of group damage. This is generally used only in Shards of Orr because of the need to kill groups, as opposed to key enemies. The latter being the case in the majority of Dungeons.
Originally developed for the Catacombs Of Kathandrax, this build uses Perma's with spears and GDW, along with one person using Barbs to spam large amounts of compounded damage and 99% KD time on single called targets. However with slight modifications it can be used on any dungeon that has the same principals as the Catacombs (meaning taking out key targets) with a great deal of ease.
Originally developed for Rragars Menagerie, this build uses Chaos Storm in an attempt to rob enemies of their energy keeping them from casting devastating AoE spells, In particular, Putrid Explosion. This build has fallen into some disuse though as it is very draining on your energy and Chaos Storm has a nasty habit of making your target flee. It however can still be usefull in a well trained team that is familiar with the dungeon they are doing.
 Catacombs of Kathandrax
 The Tank
Optionals Include, but are not limited to:
Optionals Include, but are not limited to:
 The Spears
 (Optional) The Battery
 Level 1
Pop a BU and run to the Wurm. When you get near the Wurm, at least one person needs to use Death's Charge and shadowstep to the Wurm. Switch to your zealous daggers, cast GDW on each other, have A/N use Barbs and spam Ebon Vanguard Assassin Support while auto-attacking till Wurm is dead. Grab the key and either use Death's Charge or run around to get back up. Use IAU to get rid of cripple. Maintain Shroud of distress. Head to the second level.
 Level 2
Use another BU and run to the Regent of Flame. Cast GDW on each other, have A/N use Barbs and everyone use Ebon Vanguard Assassin Support while auto-attacking till Regent is dead. Grab key and run to lock. After the door, there's a wurm that will knock you down. USE IAU!. And maintain Shroud of Distress. Run to level 3.
 Level 3
Pull a Becalmed Djinn and have your team kill it. (at this point if you brought an A/Mo he will want to bond the tank) Have the Tank pull everything to the right side of the room. Stay alive by keeping up. SF - Shroud - Stoneflesh - Shadow Refuge. (Use Scythe to manage energy and fuel Shadow Refuge) Run on the wall of the left side of the room, ping your party to the corner area. One person will need to Run through the mobs, and spawn the Flame Djinn, then Run back to where your team was and have them kill. Grab the key and head with your party to the next shrine. Everyone should wipe so the party resurrects at the next shrine. Ball up everything in the next room and pull them off to the side. Have the team run towards the Siege Wurms so they can die and shrine jump to the next shrine, run through the next room together to find Ilsunder waiting for you.
Cast GDW on each other, have Support cast Barbs, and spam Ebon Vanguard Assassin Support. Drop Fire Bombs, away from party. Auto attack with either Spear or Daggers, preferrably the support with daggers and the tank with spear. (This will keep Ilsundur from blowing both of you up with Fire Bomb if someone messes up.) When dead, wipe and have party get chest.
 Those tiny little details
Etins have Bull's Strike, Be sure you don't let them catch you without an Anti KD up. Lavastriders have Cripple. Again, Don't let them catch you with it. Remember that at the final rez shrine, you can skip running down the ramp by shadow stepping to the beacon. This will also help break aggro if your team decides to leave the tank behind, or simply skip that room entirely.
 Rragar's Menagerie
 Cathedral of Flames
 Ooze Pit
 Darkrime Delves
 Frostmaw's Burrows
 Sepulchre of Dragrimmar
 Raven's Point
 Vloxen Excavations
 Bogroot Growths
 Bloodstone Caves
 Shards of Orr
 Oola's Lab
 Arachni's Haunt
 Slavers' Exile
 Fronis Irontoe's Lair
There is no SC for this dungeon per-say, However, If you stay with Kilroy long enough for him to use his shout on you, it is possible to run all the way to the very end boss without having to stop to fight anyone even once. After killing Fronis, you can open the chest, Collect your loot, and zone out to receive your reward.
 Secret Lair of the Snowmen
This dungeon is made incredibly easy (even in hard mode) by simply bringing one or two healers and a lot of AoE fire damage.
Popular choices include:
 Heart of the Shiverpeaks
 Signature Stuff
 Maths (consumable etc)
|Name||Effect||Acquisition / Cost|
|Grail of Might||+100 maximum health, +10 maximum energy, +1 to all attributes (30 minutes, whole party)||250 50 50 1|
|Essence of Celerity||20% faster movement and attack speed, skill activation and recharge time reduction by 20% (30 minutes, whole party)||250 50 50 1|
|Armor of Salvation||50% immunity to critical hits, +10 armor, +1 health regeneration, damage reduction by 5 (30 minutes, whole party)||250 50 50 1|
|Scroll of Resurrection||Resurrects all party members within earshot at 25% health and zero energy||250 25 25 1|