I hadn't done one of my Tomb runs with Somewhat Zen in a while and somehow guild chatter from Fox Bat got my interest renewed again. Only this time I was determined to try and get through instead of merely farming the first area or two. 
The Build
![[Image: tombs2.jpg]](http://homepages.paradise.net.nz/warblade/images/tombs2.jpg)
Basically going back to the same old archer/healer build I've been using since the early days, this one differs in that I'm using Distracting Shot where I would often place Storm Chaser in the past.
1.) Distracting Shot. This skill had a workout mostly against Wurm Seige and Meteor Shower. Primarily Meteor Shower needs to be stopped. Missing the interrupt can lead to significant DP attrition as the henchies stand and get wiped.
2.) Whirling Defence. Grasps occasionally come through and being able to hold them off for a few seconds helps imensely.
3.) Barrage. Damage dealer when not healing.
4.) Healing Seed. As an enchantment it seldom makes a combat appearance, but once the Scythe of Chaos and Dream Rider class monsters are taken care of Seed can prove useful. It's especially handy to plant on whoever's tanking when a 4-pack of Grasps without caster support start wailing away on the group.
5.) Healing Breeze. Another enchantment rarely used. The points might have been better elsewhere, but again, once the Mesmer type enemies are down it becomes a handy addition, particularly when henchies are spamming big heals and starting to tangle with player heals.
6.) Heal Other. Slow, but economical healing for the big hits the henchies take on the way to the Hall of Heroes.
7.) Rebirth. Bread and butter resurrection for this area.
8.) Heal Party. Frequently used, incredibly useful. Between Meteor showers, Cryof Frustration, Energy Surge, Wurm Seige, multiple Empathies, this is indispensible.
Attributes
Healing 12 + 2
Marksmanship 12
and the remainder in Divine.
I usually only run Healing to 11, but in this case the Heal Party spamming makes it important, while Divine Favour is simply not eficient enough with the skills I'm using to worry about.
Henchies
Healer
Healer
Fighter
Archer
Archer
Mage
Mage
Only one frontline unit. I chose that to reduce the problem of kamikaze runs that wind up dragging Zaishen Healers into suicidal rezzing tactics. Picking up one warrior with Rebirth is much easier than having to fluff around with two that are out of reach and the extra Mage is generally left in a better position if she dies than the warriors are.
The Game
Underworld is fairly conventional. Target the Scythes first before the Grasps. Target the Dryda's first before the Dream Riders. Trip the spell casters into dropping CoF or Energy Surge on you while standing just behind Acolyte Chigo to add a decoy and save the henchman DP for later.
Scarred Earth gets interesting with the addition of the Chaos Wurms. Early on after the Tombs update I found that it was easy to drag them under the bridges where they don't fit, pop out the top instead and you can pull them apart by just hacking at the tips of their tails poking down through the bridge. The two Mages screw that trick though. Their DoT attacks send the Wurms scurrying, but ultimately there's enough damage output to over come the Wurms on their brief appearances anyway.
The Drydas up on the ledges are tricky, but played carefully these aren't too big a problem with only the one Fighter trying to reach them. Stripping away the two on the right first clears half the problem, then there's a safe zone with which to strike at the Grasp patrol behind them, although sticking to the cliff edge is important to avoid waking the nearby Wurm.
Striking at the left side triggers the Fighter to run around and this can be used to lure the Dream Rider/Dryda patrol into a fight outside the entryway out of range of the Dryda pair up top. Once the two sides are clear it's plain sailing.
The Courtyard and Hall of Heroes are also fairly conventional although one has to be extra cautious of popups and patrols. Entering the long passage in HoH was easier than expected since the huge mob just split up into several small packs when lured out onto the bridge. The other end was a tricky problem since I had to bow pull with seven groupies, but once back back down the tunnel with Grasps in tow it became a whole lot easier.
Just after that I bagged my second Ecto.
But that's not all!
![[Image: tombs1.jpg]](http://homepages.paradise.net.nz/warblade/images/tombs1.jpg)
Anyway, the Darkness were easy. Well coordinited henchmen only slipped up in that the patrol woke up and chased us back to the bridge, but I had Victo's Bulwark scooped up well before then 30 seconds is plenty of time to sort out any further drops anyway.

The Build
![[Image: tombs2.jpg]](http://homepages.paradise.net.nz/warblade/images/tombs2.jpg)
Basically going back to the same old archer/healer build I've been using since the early days, this one differs in that I'm using Distracting Shot where I would often place Storm Chaser in the past.
1.) Distracting Shot. This skill had a workout mostly against Wurm Seige and Meteor Shower. Primarily Meteor Shower needs to be stopped. Missing the interrupt can lead to significant DP attrition as the henchies stand and get wiped.
2.) Whirling Defence. Grasps occasionally come through and being able to hold them off for a few seconds helps imensely.
3.) Barrage. Damage dealer when not healing.
4.) Healing Seed. As an enchantment it seldom makes a combat appearance, but once the Scythe of Chaos and Dream Rider class monsters are taken care of Seed can prove useful. It's especially handy to plant on whoever's tanking when a 4-pack of Grasps without caster support start wailing away on the group.
5.) Healing Breeze. Another enchantment rarely used. The points might have been better elsewhere, but again, once the Mesmer type enemies are down it becomes a handy addition, particularly when henchies are spamming big heals and starting to tangle with player heals.
6.) Heal Other. Slow, but economical healing for the big hits the henchies take on the way to the Hall of Heroes.
7.) Rebirth. Bread and butter resurrection for this area.
8.) Heal Party. Frequently used, incredibly useful. Between Meteor showers, Cryof Frustration, Energy Surge, Wurm Seige, multiple Empathies, this is indispensible.
Attributes
Healing 12 + 2
Marksmanship 12
and the remainder in Divine.
I usually only run Healing to 11, but in this case the Heal Party spamming makes it important, while Divine Favour is simply not eficient enough with the skills I'm using to worry about.
Henchies
Healer
Healer
Fighter
Archer
Archer
Mage
Mage
Only one frontline unit. I chose that to reduce the problem of kamikaze runs that wind up dragging Zaishen Healers into suicidal rezzing tactics. Picking up one warrior with Rebirth is much easier than having to fluff around with two that are out of reach and the extra Mage is generally left in a better position if she dies than the warriors are.
The Game
Underworld is fairly conventional. Target the Scythes first before the Grasps. Target the Dryda's first before the Dream Riders. Trip the spell casters into dropping CoF or Energy Surge on you while standing just behind Acolyte Chigo to add a decoy and save the henchman DP for later.
Scarred Earth gets interesting with the addition of the Chaos Wurms. Early on after the Tombs update I found that it was easy to drag them under the bridges where they don't fit, pop out the top instead and you can pull them apart by just hacking at the tips of their tails poking down through the bridge. The two Mages screw that trick though. Their DoT attacks send the Wurms scurrying, but ultimately there's enough damage output to over come the Wurms on their brief appearances anyway.
The Drydas up on the ledges are tricky, but played carefully these aren't too big a problem with only the one Fighter trying to reach them. Stripping away the two on the right first clears half the problem, then there's a safe zone with which to strike at the Grasp patrol behind them, although sticking to the cliff edge is important to avoid waking the nearby Wurm.
Striking at the left side triggers the Fighter to run around and this can be used to lure the Dream Rider/Dryda patrol into a fight outside the entryway out of range of the Dryda pair up top. Once the two sides are clear it's plain sailing.
The Courtyard and Hall of Heroes are also fairly conventional although one has to be extra cautious of popups and patrols. Entering the long passage in HoH was easier than expected since the huge mob just split up into several small packs when lured out onto the bridge. The other end was a tricky problem since I had to bow pull with seven groupies, but once back back down the tunnel with Grasps in tow it became a whole lot easier.
Just after that I bagged my second Ecto.

But that's not all!
![[Image: tombs1.jpg]](http://homepages.paradise.net.nz/warblade/images/tombs1.jpg)
Anyway, the Darkness were easy. Well coordinited henchmen only slipped up in that the patrol woke up and chased us back to the bridge, but I had Victo's Bulwark scooped up well before then 30 seconds is plenty of time to sort out any further drops anyway.
