E/R Bug bomb

Nechtan Thaumaturge

Frost Gate Guardian

Join Date: Jul 2006

E/

Profession: Elementalist/Ranger

Type: Solo farming, Insects

Category: Geomancer

Attributes:

Earth Magic: 15 (11 + 3 + 1)
Fire Magic: 10
Beast Mastery: 10
Energy Storage: 2 (1 + 1)

Skills:

Edge of Extinction
Glyph of Lesser Energy
Bed of Coals
Unsteady Ground {E}
Aftershock
Teinai's Crystals/Dragon's Stomp
Armor of Earth
Stoneflesh Aura

Equipment:

Galigord's Stone Staff is more or less optimal, but any weapon set that has a +20% enchantment duration bonus will work fine.

Summary:

Here's a quick, simple, entertaining little build that is also profitable in a modest way.

Videos:

Insects
Tusked Howlers

Walkthrough:

Exit Yohlun Haven into Arkjok Ward and immediately head south to engage the four groups of insects patrolling in the area. Activate Armor of Earth and Stoneflesh Aura as you make contact with the first group. With these two enchantments in force, most attacks will hit you for zero damage. The Beetle Lances will do some damage with their Harrier's Toss, but not enough to be dangerous.

Continue on until you've aggro'ed all four groups. Do not aggro the Mandragor groups, as they can remove enchantments and interrupt you -- they aren't considered insects anyway.

Next, spin around and head back north so as to get the ranged units bunched up. Use the corner of the nearby mountain to help compact them. Around this time you will need to renew Stoneflesh Aura and Armor of Earth, as well. When the Beetle Queens and Lances are grouped nicely, run up to them and lay down Edge of Extinction. Make sure you are standing right where you want to be when you put it down because if you move afterwards the Termites will destroy your Extinction spirit.

Now that all the setup work is done, the fun begins. Hit your Glyph of Lesser Energy; then, cast Bed of Coals, Unsteady Ground, and Aftershock as quickly as possible. It's important to get through this spell combination before the Termites decide to run off. If all goes well, then by the time your character has finished the casting animation from the last spell, all the insects will be dead in a heap.

Occasionally, a group of three our four Beetle Queens will time their healing spells perfectly and live out the spike. Also, the Termites will sometimes target the Extinction spirit. In either case, you don't really have the firepower to out-damage the Monks. So, just pick up the drops and re-zone.

You can also take out the Tusked Howler groups that spawn nearby with this build, and it's occasionally a good idea to do so. The battle will be similar to an insect battle, with a few changes. Start by putting up your enchantments, as before. Next, you will need to draw the Howlers against some nearby terrain so as to compact them tightly. Then, move close to the Howlers, approaching in such a way that you pin them against the rock face. You won't be able to completely cut off their escape route, but you can usually at least delay a few of them.

Next, you'll need to soften them up a bit with either Aftershock or Teinai's Crystals. Your enchantments should be coming due around this time; re-cast them as necessary. Then, lay down your Extinction Spirit and start into the main combo. You want to delay slightly between casting Bed of Coals and Unsteady Ground. If you used Teinai's Crystals, wait for two activations of Bed of Coals; with Aftershock, make it five. Finally, follow Aftershock with either another Teinai's Crystals or Dragon's Stomp. Dragon's Stomp is a little more foolproof, since it can work at distance and affects a larger area. Teinai's Crystals is probably quicker, however. This last spell should finish off the group. If it doesn't, then dodge behind some terrain and wait for your spells to recharge. When you are in good shape again, finish off the remainders.

Notes and Concerns:

An insect battle should last about as long as it takes to put down the spirit and cast your damage spells -- less than 15 seconds at any rate. A run takes just over a minute, and you can expect to pull in about 10k per hour. Also, there is a Wandering Priest conveniently located closeby which will give you the Insect Hunt blessing. Using this you can make about 1,000 Sunspear points an hour until you make Castellan.

Since the run goes so quickly, you will invoke the anti-farming code. When you start getting significantly fewer drops than there are insects, that's the time to throttle it back a bit. So long as you don't pass a certain number of runs per hour, you can keep farming for quite awhile. So, my advice is to kill some time by taking out the Tusked Howler groups every five to ten runs. They provide about the same amount of profit, actually; you just have to do more running to get to their spawns.

You can play around with the skill set if you don't have the listed skills. Whirlwind can act as a poor man's Unsteady Ground, and Eruption will work in place of Bed of Coals. Really, the damage line-up is fairly interchangeable; just try to bring one DoT AoE spell, one area knockdown, and Aftershock. You cannot, however, substitute for Stoneflesh Aura; so, make every attempt to get it. If memory serves, it is available at The Kodash Bazaar; however, it's probably quicker to unlock it with Balthazar faction and then buy it at the skill trainer in Yohlon Haven.

Finally, in the interest of full disclosure, I should mention that using Edge of Extinction really only nets you four kills, typically -- the Beetle Queens and Lances. The Bladed Veldt Termites are only level 16 and run Frenzy on top of that; so, any quick, moderately lethal area spike will kill them. However, it is useful to have Edge of Extinction for finishing off any Termites that bail out early. Also, it gives you some margin for error in case you cast something out of order or make a similar mistake.

Credit:

This effort was inspired by the original Grawl Bomber build.
This appears to be the first mention of it on GW Guru.

buy and die

Banned

Join Date: Dec 2005

Very nice and stable build. Used it myself a couple of times but yea you hit farming code pretty quick. Nevertheless good work there but next time use youtube

Neriandal Freit

Neriandal Freit

Forge Runner

Join Date: Nov 2005

Spiral of The Red Rose, Kryta (Columbus, IN)

Heros of Titans Realm [HotR]

E/

Loving this idea of this build. It's not to complicated yet new, fun and exciting.

Kudos.

SalamandraTheNinja

Ascalonian Squire

Join Date: Mar 2006

Very nice build, I was farming those exact monsters with a Renewal Sliver build, but this is far quicker.

Although, I think there is a slightly better build than that for this purpose... better energy management, less attribute diversification, and a slightly easier elite to capture :P

Earth: 12+1+3 (16)
E-Storage: 8+1 (9)
Beast Mastery: 10

Stoneflesh Aura
Armor of Earth
Earth Attunement
Aura of Restoration
Eruption
Shockwave
EoE

Only need 7 skills, because of the energy management and better energy storage, you don't need glyph of lesser energy, you don't need to put any into fire, and they get killed marginally quicker.

Nechtan Thaumaturge

Frost Gate Guardian

Join Date: Jul 2006

E/

Quote:
Originally Posted by SalamandraTheNinja
Although, I think there is a slightly better build than that for this purpose... better energy management, less attribute diversification, and a slightly easier elite to capture :P Yep, I like this approach. Looking back, I seem to have misprized Shockwave, but it might be the way to go. At 16 Earth Magic, even Glyph of Elemental Power + Shockwave appears to work (I had some success in testing this, but need to look at it more thoroughly). This would be swell, since then the first damage the Termites took would also kill them, thus eliminating any possibility of scattering.

It does seem that you lose some efficiency against the Tusked Howlers, however, and that's a bit of a concern. You don't need to kill them, but, for myself at least, it's the most convenient way to get around the anti-farming code. Of course, you have the extra slot to work with; so, you're free to add another damage spell -- two, in fact, if you lose Aura of Restoration. I'm not entirely sold on that skill, incidentally, which is the one critique I might make. I just don't find that the bugs ever kill me, and presumably your build would have less of a problem with that since you're running more Earth Magic and have to weather fewer attacks due to the increased speed. I tend to value my skill slots over my health or energy, however, because I never seem to have enough of them. Of course, that begs the question of what to replace it with, and there aren't necessarily any strong contenders.

Thanks for the input, Salamandra (and for the comments also, Neriandal and buy and die).

AscalonWarrior

AscalonWarrior

Wilds Pathfinder

Join Date: Apr 2006

Kokkola, Finland

Mo/

Haha this is great. I felt like a little boy when all those insects fell


Thanks



~AW

SalamandraTheNinja

Ascalonian Squire

Join Date: Mar 2006

Yeah, Aura of Restoration isn't necessary in the slightest. I just brought it because I don't need anything else. I run around with only 7 skills while farming even with that, so anything that might be useful just gets put in.

Young Hero

Young Hero

Krytan Explorer

Join Date: Nov 2005

Mi

N/Mo

Bran new NF ele and no way Iam going through Factions to cap either of the 2 elites mentioned above.Would rather pull all my hair out then have to go through that game agian.

So I use-
grasping earth
crystal wave
and Sandstorm [E] very easy to cap in NF
Great Build thanks for sharing.

??Ripskin

??Ripskin

Jungle Guide

Join Date: Jul 2006

Mo/

Okay.. here's an easier one that I love. It doesn't take out the monks though.

1. Glyph Of Elemental Power
2. Dragon Stomp
3. Aftershock
4. Stoneflesh Aura
5. Armor Of Earth
6. Glyph Of Restoration

And.. any staff. This takes them down faster...

Just wait until you have the entire group pulled, and make it so stoneflesh aura is off for a second. If you're not so good at time, just cast it after it comes off completely, and use Restoration. Then just Dragon Stomp and Aftershock it.

You don't need attunement, they die too fast to lose more then 20 energy.

SalamandraTheNinja

Ascalonian Squire

Join Date: Mar 2006

Meh... I like to take out all of them.

Recently, I've been having a problem with the spike not quite going as planned, and no one dying for some reason. I've had more success if the attack chain goes Frozen Burst > Eruption > Shockwave. Frozen burst stops them from going anywhere, and is really quick casting anyway. Still have one free though, since I've taken away Aura of Restoration since it had no use.