Guide to vaettir farming

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Mist Vaettir.jpg
Glacial gauntlets

Overview[edit]

Spectral Vaettirs are Nightmares found in the phantom norn town south-east of Jaga Moraine. They are the only foes in the game to drop the Glacial Stones required for the Glacial Gauntlets.

In Hard Mode, their number is increased to 60, scattered in 15 groups of 4. With a dedicated build and equipment, it is possible to solo kill all 60 spectral vaettirs, then exit and reenter the map in under a couple of minutes, making it one of the fastest way to collect some specific drops:

Benefits[edit]

A minor benefit is the increase to the norn title track of the character with 120-150points per run.

Prerequisites[edit]

Eye of the North campaign with Hard Mode unlocked is required, which in turn requires completion of the story at least once on any character on the account.

Most builds require the use of the skill Shadow Form, which requires Factions, used in conjunction with Deadly Paradox, which requires Nightfall.

The dervish farming build (the fastest one) requires Nightfall only.

If owning Factions only, an A/El build is possible (see below), but the build will be rather slow as it struggles to deal damage.

Getting to the farming spot[edit]

Path from Longeye's Ledge with possible Wurm and Frozen Elemental postitions

Display your Norn title for additional health if your character does not use Protective Spirit. Turn Hard Mode on.

About consumables and inventory: Keep free slots in your inventory for drops. You can bring Mercantile Summoning Stones if you do not plan on going back to Longeye's Ledge too often. Anti-death penalty consumables such as Peppermint Candy Cane or Wintergreen Candy Cane are advised, especially if you are new to the run: death penalty may indeed make your energy and health harder to manage. Any Morale boost is kept between two runs, so consumables such as Honeycomb or Rainbow Candy Cane will give you up to 10% permanent increase in energy and health: great if looking for more security or if your builds needs it (for example dervish builds using Intimidating Aura). Lastly, Legionnaire Summoning Crystal is an interesting summoning stone to bring, since it can help finish surviving foes; the skill point required for one use is generally easily refunded by the end of the run.

Leaving from Longeye's Ledge, there is a rather straight route which allows you to reach Jaga Moraine and avoid all groups along the way (see the map on the right). You may still encounter Frost Wurms and/or Frozen Elementals: using a spell-preventing skill can help you finish your route nevertheless. If your build has none, you may be required to restart. Once you have reached the location, you can do as many runs as you want.

General[edit]

Threats[edit]

Vaettirs cast various health degeneration hexes for up to -10 health degeneration. They also cast Clumsiness, a powerful anti-melee skill, as often as possible. Vaettirs can inflict Deep Wound with Phantom Pain which lowers healing. To make matters worse, they will spam Ether Feast for healing if their health goes too low, resulting in significant energy denial as well.

Even without their spells the vaettirs are not completely helpless. They deal up to 35 earth damage at melee range.

Counters[edit]

The spells, especially Ether Feast, are the most dangerous of the vaettirs weapons. Three ways to counter them do exist:

While vaettirs deal good damage with attacks, surviving the attacks is possible with effective damage mitigation, with means to block, reduce or counter it.

Furthermore they attack at melee range, eventually balling up around the player, making them easy targets to any form of AoE damage that doesn't cause scatter.

Their high armor as well as Clumsiness favor armor-ignoring damage from spells.

Two times 24+36 vaettirs[edit]

Aggro all vaettirs of the southern part (below the horizontal line with the resurrection shrine). Going south first then west (toward the Sacred Altar) is the optimal route. If using any Spell targeting prevention enchantments, cast your enchantments before engaging the first vaettirs and maintain them. Using your enchantments/stances/weakness and other survival skills you have you should now take limited damage from the vaettirs' regular attacks, especially when not moving (when moving you may take critical hits from the back). If using Shadow Form, you may also sometimes take more damage due to the strange damage reduction behavior of the skill. Depending on your build, you either have to wait until all vaettirs make a compact ball around you or keep foes together but not around you (if using skills such as Wastrel's Worry and Wastrel's Demise and other skills with adjacent Area of Effect damage, this ensures no foe avoids it). Use your damage-dealing moves, switching between targets if needed using Tab. Repeat the process at the northern part (going north then east once you have the last norn house on your left). Rezone using the same portal from which you came.

All 60 vaettirs at once[edit]

Aggro first all southern vaettirs (see above). You need to ball them together but not around you so that they don't bodyblock you. To avoid scattering, let them hit you at least once. Don't hit them. Then, proceed to the northern part with all vaettirs following you and aggro all other vaettirs, again avoiding getting bodyblocked. Once a vaettir starts taking damage or health degeneration too far from its spawning point, it will try to go back there using the shortest path: to avoid that, find a spot where your character can bodyblock all the vaettirs, for example the north-east house (block the vaettirs between your character, the house and the nearby norn sign. Your path should form some kind of hook). Now use your damage dealing moves. Once all vaettirs are dead, rezone.

You need maintained spell prevention to be able to use this method. Otherwise the southern vaettirs will reevaluate their target after casting a spell and realize they are too far from their spawn point.

Builds and equipment by profession[edit]

Three things are necessary:

  1. To survive the vaettir's auto-attacks damage (and possibly degeneration). Plenty of ways do exist: increasing armor rating, blocking chances, ensuring health regeneration or healing, damage reduction, causing AoE blind, weakness.
  2. To have decent energy management if required. It is not necessary to use a dedicated skill for energy management if attacking with a Zealous Scythe (3 energy/sweep when attacking a vaettir ball if not under Clumsiness) is enough.
  3. To deal Area of Effect damage and/or degeneration.

Optimized Efficiency[edit]

Assassin[edit]

Safest method
For survivors and beginners unfamiliar with the run
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Fastest method
For experienced players
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Limited campaign
Factions owners without Nightfall nor Prophecies
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Attributes: Shadow Arts 12+1+3, Smiting Prayers/Domination Magic 12, Deadly Arts/Inspiration Magic 3

Armor: Max armor rating (70) and Blessed Insignias on all armor pieces. Headgear with +1 shadow arts with a +3 shadow arts superior rune. Rune of Attunement everywhere else.

Weapon: Of Enchanting mod ("enchantment last 20% longer") (staff, sword, axe or spear). If martial weapon you'll need +5 energy ("I have the power!" inscription) and a shield with +10 armor vs earth damage. Staff is okay if you know the run (take more damage but more energy and 20% chance of half recharge).

Farming process: If /Mo, cast Balthazar's Spirit on yourself (not on Jarnskeggi !). Always use Deadly Paradox before Shadow Form. Recast Shroud of Distress and Way of Perfection on recharge, if possible under deadly paradox. If /Me, use Mantra of Earth right after Shadow Form (this and Deadly Paradox are both stances so using one when the other is still active means that it will cancel it). /Me versions must ball foes together and not around the player otherwise some vaettirs may avoid the AoE damage. If using /El and having energy troubles, use a Zealous Scythe and auto-attack to get energy.

Variants: For /Me versions, Arcane Echo for double Wastrel's Demise, Channeling for energy-management.

A/Mo Video

A/Me Video

Monk[edit]

Safe build
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Attributes: Shadow Arts 12, Smiting Prayers 12, Deadly Arts 3

Armor, Weapon and Farming process: As per A/Mo., however, a shield with +10 vs. earth damage is required.


55hp variant
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Attributes: Shadow Arts 12, Smiting Prayers 8, Protection Prayers 10, Deadly Arts 1 Divine Favor 2

Armor: Any armor rating with Radiant insignias and superior runes (at least one protection and smiting prayers)on all armor pieces. Headgear with +1 protection prayers or smiting prayers, it doesn't really matters).

Weapon:One-hand weapon granting the bonus "enchantment last 20% longer" (sword, axe or spear). You'll need +5 energy ("I have the power!" inscription) and the -50HP Grim Cesta.

Farming process (55hp variant): Do not display the norn title. When Shadow form recharge reaches around 3/4, cast protective spirit followed immediately by shielding hands. Maintain Shadow form, again always under deadly paradox. If going for survivor, beware of your 55HP when traveling to the farming location, especially if spawning wurms or aggroing jotuns, berserkers or elementals on the way. Protective Spirit + Shadow Form can leave you some time especially against wurms. Alternatively, you can use a normal/high HP equipment set for the run to Jaga Moraine.

Elementalist[edit]

Contrary to shadow form based builds, damage is not reduced under Obsidian Flesh.

Option 1:

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Option 2:

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Alternate:

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Attributes: Earth Magic 12, Domination Magic 11, Air Magic 6, Energy Storage 2

Template Code (Option 1): OgVEILaJzCJ9pN8VtWaAIDcTBXC

Template Code (Option 2): OgVEILaJzCJ9pN8VZAIDcTlNsWC

Template Code (Alternate): ?

Armor: Max armor rating (60) with Geomancer insignias on all armor pieces and attunement runes. Headgear with +4 earth magic.

Weapon: Any weapon set with 20% longer enchantments (staff, sword, axe or spear). With geomancer insignas and stoneflesh aura you shouldn't need any additional armor.

Farming process: Similar to the previous builds but avoids damage reduction from shadow form.

Try to have all your foes bunched up together, but not around you, for wastrel skills. This build is the fastest of all non-dervish builds since wastrel skills' damage is not reduced by Shadow Form; it is also safer than Dervish builds that rely on maximum health to maintain damage reduction. With 6 in air magic, Glyph of Swiftness can speed up your entire bar but make sure you are able to cast wastrels just after re-enchanting yourself so that you can kill before the enchantments expire. If you start casting mid-enchantments you will have to use Glyph of Swiftness and your enchantments again, and it will delay you. If you cast Wastrels on multiple foes by tabbing very fast you will effectively be able to kill before you have to worry about enchanting yourself again.

Mesmer[edit]

Safe build
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Variant build
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Attributes: Shadow Arts 12, Fast Casting 10+1+3 Domination Magic 7, Inspiration Magic 3, Deadly Arts 3

Armor: Max armor rating (60) with Blessed insignias on all armor pieces and attunement runes. Headgear with +2 or more fast casting.

Weapon: A one-hand sword, axe or spear with "enchantments last 20% longer", a +5 energy ("I have the power!" inscription) and a shield with armor +10 vs earth damage. Alternatively a 2-Handed staff with a "defensive staff head" (+5 armor), "enchantments last 20% longer" staff wrapping and a "Have Faith" inscription (energy +5 while enchanted)

Farming process: As per A/Me with some variations: Always use Deadly Paradox before Shadow Form. Recast Shroud of Distress and Way of Perfection on recharge, if possible under deadly paradox. Try not to cancel Deadly Paradox with Mantra of Earth until Shadow Form is fully cast. Once the mob is balled, use Ether Nightmare and Cry of Pain to kill. When using the wastrel skills, use TAB to switch foes and apply the hex.

Video

Dervish[edit]

Fastest method all professions considered
For experienced players (Run can be done under 1:43)
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Attributes: Mysticism 12, Curses 10, Earth Prayers 8

Template Code: OgSjcorILTfbNXsXqisi7X9gWCA

Armor: Max armor rating (70) with Windwalker insignias on all armor pieces and vitae runes. Headgear with +4 Mysticism.

Weapon: Running Set and Aggroing Set: one-hand (sword, axe or spear) with "enchantments last 20% longer" and a shield with armor +10 vs earth damage. You may need +5 energy ("I have the power!" inscription). Any Scythe, of fortitude/warding advised.

Farming process: Cast Eternal Aura upon entering the map. Maintain Drunken master for improved attack and movement speed, if possible while drunk (easy during most events since you'll get alcohol consumables anyway). Cast Intimidating Aura and Great Dwarf Armor and Mystic Regeneration, recast them when needed. You should have over 820 HP. Since you'll rezone between explorable areas, you can use Morale Boost consumables to further increase your health. Cast Mark of Pain on a vaettir and begin balling everything regardless of hexes. Recast Mark of Pain on a different vaettir and once everything is balled (not around you but together), use Vow of Strength followed by Mystic regeneration (otherwise you'll remove VoS with Eremite's Attack). Switch to scythe and wait until Clumsiness wears off to use Eremite's attack.

Video

Safest method
For survivors and beginners unfamiliar with the run
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Attributes: Mysticism 12+1+3, Shadow Arts 12, Scythe Mastery 3

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Armor: Max armor rating (70) with Windwalker insignias on all armor pieces and vitae runes. Headgear with +4 Mysticism.

Weapon: Running Set and Aggroing Set: one-hand (sword, axe or spear) with "enchantments last 20% longer" and a shield with armor +10 vs earth damage. You may need +5 energy ("I have the power!" inscription). Zealous Scythe of Enchanting.

Farming process: Maintain shadow form and the other assassin enchantments. Ball all vaettirs (they can be balled around you, just make sure you hit 3 of them with your scythe). For energy, use Zealous Renewal and keep attacking with your scythe until you have enough (6 energy/strike). Cast your feeder enchantments and remove them with Pious Assault for damage from initial holy damage, burning, Aura of Holy Might and all damage from pious assault. Don't be suprised to see Pious Assault disabled, as this is due to Deadly Paradox. If using this build for survivor, try to kill all vaettirs at once for faster runs.

Variant Build
Burn instead of holy Damage.
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Attributes: Mysticism 12+1+3, Shadow Arts 12, Earth Prayers 3

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Variants: Signet of Pious Light/Signet of Pious Restraint can be used instead of Pious Assault if you really fear to be too low on energy and because Deadly Paradox will not disable those signets. Reap Impurities can be used over Zealous Renewal but will be disabled by Deadly Paradox.

Ranger[edit]

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Attributes: Wilderness Survival 8+2, Domination magic 12, Illusion Magic 7, Expertise 8+1

Armor: Max armor rating (70+30) and Earthbound insignias on all armor pieces. Attunement runes everywhere else.

Weapon: Off-hand with heavy prefix+Shield with armor +10 vs earth damage.

Farming process: Maintain Melandru's Resilience for up to +20 health regeneration (-10 health degeneration from Phantom Pain+ Conjure Phantasm) and +5 energy regeneration. Cast Sympathetic after having used two or three wastrel skill to avoid ether feast spamming on you. Ball foes together but not around you for wastrel skills. Using a Famine hero is possible to speed up the run, but not necessary at all. Chaos Storm can be used if you have troubles with the short post-sympathetic visage period.

Video

It may be possible to use a VoS build similar to the dervish one.

Video