(E/D) 'Unassailable Farmer'
Lord Paca
(E/D) 'Unassailable Farmer' All campaigns required (for set 1).
Sections:Section I - Map & what you will encounter Section IIa - Skills Section IIb - Skill Benefit Section IIc - Skill Usage Section III - Equipment Section IV - Runes & Attributes
Section I
Map & what you will encounter:
Steps: Head West from Droknar's Forge and you will most likely encounter Avicara, although you may also encounter Mountain Trolls and Stone Summit. Kill them all and then head Southwest into the cave. Use your skills (see Section II) and attack and defeat all of them in the area. Head farther into the cave (Northwest) and you'll find a small, two to three Mountain Troll group in the center of the cave. Defeat them and move on to the North or South (I choose whichever side has the least enemies to get an easier morale boost.). And diminish them and then go the opposite direction you went and kill the others. The two sides (North and South) will have a boss, Whuup Bumbuul (Ranger) and Krogg Smush (Warrior).
Other respawns I have seen:
This respawn I had was one mountain troll in the area along the wall and Avicara with a few Mountain Trolls to the North which I was able not to aggro. Along the southern wall of the cave as you enter was four Mountain Trolls, they were so close they were actually walking out the entrance. There was another group between the first group and the middle group (where the 'T' starts). Only about five or six of them, easily killed. And then where the 'T' shape starts to split off, as always, there were a few Mountain Trolls there. This respwan was by far the easiest to conquer. Although I rarely get it.
This is a normal respawn, the most popular of the respawns, similar to the main example above. Although, different, the group of Avicara can go un-aggroed and this isn't a Mountain Troll. Inside the cave is exactly the same as it normally is, except the Trolls are close to the Southern wall.
This respawn I found surprising. I saw a Stone Summit Axe Wielder where normaly a Troll or Avicara wouldv'e been. I reccomend killing it, although it will most likely aggro the Mountain Troll and Avicara nearby, but there is no way through the pass if you don't kill the Stone Summit Axe Wielder.
I was surprised to see an Ice Golem here, it was easy to kill, took only five Stone Daggers without any enchantments. I also saw alot of Mountain Trolls and Avicara near the pass.
I'm sure there are more respawns than the ones shown here, although I cannot be certain about this.
Section II
Skills:
Unassailable Farmer Set 1
Stone Daggers Aftershock Sliver Armor Stoneflesh Aura Kinetic Armor or Armor of Earth Earth Attunement Elemental Attunement {ELITE} Mystic Regeneration
Unassailable Farmer Set 2
Stone Daggers Aftershock Crystal Wave Armor of Earth Kinetic Armor Earth Attunement Elemental Attunement {ELITE} Mystic Regeneration
Skill Campaigns:
Core Skills (used by any campaign) Stone Daggers (1) Aftershock (2) Armor of Earth (5b) Earth Attunement (6) Elemental Attunement (7)
Prophecies Campaign Skills (Tyria) Kinetic Armor (5a)
Factions Campaign Skills (Cantha) Sliver Armor (3)
Nightfall Campaign Skills (Elona) Stoneflesh Aura (4) Mystic Regeneration (8)
Must have at least Prophecies, Factions (for set 1) & Nightfall campaigns in order to support this build.
Section IIb
Stone Daggers (Earth Magic): This spell causes constant stream of damage, usefull against the enemy you are attacking. Aftershock (Earth Magic): Hits all adjacent enemies high damage. Sliver Armor (Earth Magic): Dodges attacks (not usefull). Only usefull for damage and dodging interupt skills. Stoneflesh Aura (Earth Magic): Subtracts the amount of health loss from damage (melee and ranged). Makes your average hit count zero. Armor of Earth (Earth Magic): For set 1 - it is an optional skill in place of Kinetic Armor which allows Stoneflesh Aura to take no damage. Although, you take more damage on ignoring armor strikes and move slower. For set 2 - Used in compromise with Kinetic Armor for less damage. Kinetic Armor (Earth Magic): Makes your armor higher to allow Stoneflesh Aura to make zero damage on yourself. You could use Armor of Earth in place of this. Earth Attunement (Earth Magic): Earns 30% more energy back. Elemental Attunement (Energy Storage): Earns 50% more energy back. Mystic Regeneration (Earth Prayers): You have five to six enchantments on you at one time, so this will give oyou 15 to 18 health regeneration (does not need to be activated until health loss occurs or if Stonefless Aura is interupted).
Section IIc
Skill Usage:
Set 1
Head to your enemy but stop before you aggro them and the use your spells in this order:Elemental Attunement Earth Attunement Kinetic Armor - Elemental Attunement to gain 50% of the base energy to cast Earth Attunement (10).
- Earth Attunement: backed up by Elemental Attunement. Used to get 30% of the base energy to cast all Earth Magic spells.
- Kinetic Armor: Backed up by Elemental Attunement and Earth Attunement. Never depleats if used correctly.
Then use Stone Daggers on your closest enemy which will recharge Kinetic Armor. Once aggroed, use these skills in this order:Stoneflesh Aura Sliver Armor -Stoneflesh Aura: Backed up by Elemental Attunement and Earth Attunement. Will reject damage, accompanied by Kinetic Armor.
-Sliver Armor: Backed up by Elemental Attunement and Earth Attunement. Dodges attacks and hits one adjacent enemy.
Set 2
Head to your enemy but stop before you aggro them and the use your spells in this order:Elemental Attunement Earth Attunement Kinetic Armor - Elemental Attunement to gain 50% of the base energy to cast Earth Attunement (10).
- Earth Attunement: backed up by Elemental Attunement. Used to get 30% of the base energy to cast all Earth Magic spells.
- Kinetic Armor: Backed up by Elemental Attunement and Earth Attunement. Never depleats if used correctly.
Then use Stone Daggers on your closest enemy which will recharge Kinetic Armor. Once aggroed, use these skills in this order:Armor of Earth Stoneflesh Aura Sliver Armor -Armor of Earth: Backed up by Elemental Attunement and Earth Attunement. Will help deflect damage. In compromise from Kinetic Armor.
-Stoneflesh Aura: Backed up by Elemental Attunement and Earth Attunement. Will reject damage, accompanied by Kinetic Armor.
-Sliver Armor: Backed up by Elemental Attunement and Earth Attunement. Dodges attacks and hits one adjacent enemy.
-----(Set 1 & 2)-----
After that, just spam Stone Daggers and Aftershock to kill the enemy or enemies. Eventually, your enchantments will run out, which you will have to cast again. While doing so, be sure the enemy you are attacking is not using Disrupting Chop or any other disrupting, interupting skills/spells and use the enchantment which ran out. Leave a pause after every enchantment being recharged in case of disrupting/interupting skills. But don't leave too long of a pause, if you chose Kinetic Armor, you have eight seconds to cast a spell or it runs out and you have to wait 60 second of recharge time.
If, in fact, any of your skills do get interupted, here's what you should do:
-Stone Daggers: Spam Mystic Regeneration and Aftershock or use any enchantments that need to be recharged (carefull).
-Aftershock: Not a propblem, less damage, but not a problem.
-Sliver Armor: It will give you a better chance of getting interupted, so stand your guard. Also causes less damage.
-Stoneflesh Aura: If this is interupted it's not a good thing. Dependingon how many enemies are near you'll either run or stay. If there are three enemies or less, stay and just keep Mystic Regeneration on until Stoneflesh Aura recharges. If there are four or more, just use Mystic Regeneration and run, if you are killed, it's fine, you'll have less health and energy, but continue to go back to where you left off. If you get 30% death penalty, just /resign and start again.
-Earth Attunement: Less energy and you will deplete your energy supply. Hold out as long as you can. When and if your energy reaches zero, wait for a few seconds, not eight, and use Stone Daggers again.
-Elemental Attunement: You will lose more energy than if Earth Attunement was interupted. When and if your energy reaches zero, wait for a few seconds, not eight, and use Stone Daggers again.
-Mystic Regeneration: Not bad, ten second recharge time, just watch out for interuption when casting Stoneflesh Aura, for 10 seconds while Mystic Regeneration recharges.
Normally if you lose two enchantments due to interuption, you'll either die ot live. Depending on which ones were interupted.
Safe Dual Interuptions: Stone Daggers, Aftershock Stone Daggers, Mystic Regeneration Aftershock, Mystic Regeneration Stone Daggers, Sliver Armor Aftershock, Sliver Armor Mystic Regeneration, Sliver Armor
Unsafe Dual Interuptions: Stoneflesh Aura, Mystic Regeneration Stoneflesh Arua, Sliver Armor Earth Attunement, Elemental Attunement Stoneflesh Aura, Mystic Regeneration
-The rest not stated are neutral.
Section III
Equipment:
Headgear: Stone's Eye Stone's Aura Geomancer's Eye
Robes: Archmage's (Reccomended) Anything else will do here.
Gloves: Tempest (+10 armor while enchanted)
Bottoms: Tempest (+10 armor while enchanted)
Shoes: Tempest (+10 armor while enchanted)
Weapons & Offhands
Max damage. Must have 10%+ chance of half skill recharge and cast time with an Enchantments Last 20% longer modification.
Galigord's Stone Staff works prefectly.
Section IV
Runes & Attributes:
Headgear: Rune of Minor, Major or Superior Vigor
Robes: Rune of Minor, Major or Superior Earth Magic
Gloves: Rune of Minor Major or Superior Energy Storage
Bottoms: Rune of Vitae (not a requirement)
Shoes: -none-
Runes can be placed on any part of your armor. For example, instead of a major vigor rune being placed on headgear, you could place it on your shoes instead.
-----Attributes-----
Air Magic: 0
Earth Magic: 12 (attributes) + 1 (headgear) + 1 (Rune of Minor Earth Magic) or 12 + 1 + 2 or 12 + 1 + 3
Fire Magic: 0
Water Magic: 0
Energy Storage: 10 (attributes) + 1 (Rune of Minor Energy Storage) or 10 + 2 or 10 + 3
Scythe Mastery: 0
Wind Prayers: 0
Earth Prayers: 8 (attributes)
Note:
- Alot to read but a very good build in my personal opinion. Leave feedback and comments below. If you have any questions, feel free to whisper me @ Lord Paca or post here.
- Must have at least Prophecies, Factions & Nightfall campaigns in order to support this build.
- I used links to here. You can buy and sell runes at a 'Rune Trader' located at Towns and some Outposts.
- I use set B if anyone wanted to know which build I favored.
- Good luck with the build(s) .
Sections:Section I - Map & what you will encounter Section IIa - Skills Section IIb - Skill Benefit Section IIc - Skill Usage Section III - Equipment Section IV - Runes & Attributes
Section I
Map & what you will encounter:
Steps: Head West from Droknar's Forge and you will most likely encounter Avicara, although you may also encounter Mountain Trolls and Stone Summit. Kill them all and then head Southwest into the cave. Use your skills (see Section II) and attack and defeat all of them in the area. Head farther into the cave (Northwest) and you'll find a small, two to three Mountain Troll group in the center of the cave. Defeat them and move on to the North or South (I choose whichever side has the least enemies to get an easier morale boost.). And diminish them and then go the opposite direction you went and kill the others. The two sides (North and South) will have a boss, Whuup Bumbuul (Ranger) and Krogg Smush (Warrior).
Other respawns I have seen:
This respawn I had was one mountain troll in the area along the wall and Avicara with a few Mountain Trolls to the North which I was able not to aggro. Along the southern wall of the cave as you enter was four Mountain Trolls, they were so close they were actually walking out the entrance. There was another group between the first group and the middle group (where the 'T' starts). Only about five or six of them, easily killed. And then where the 'T' shape starts to split off, as always, there were a few Mountain Trolls there. This respwan was by far the easiest to conquer. Although I rarely get it.
This is a normal respawn, the most popular of the respawns, similar to the main example above. Although, different, the group of Avicara can go un-aggroed and this isn't a Mountain Troll. Inside the cave is exactly the same as it normally is, except the Trolls are close to the Southern wall.
This respawn I found surprising. I saw a Stone Summit Axe Wielder where normaly a Troll or Avicara wouldv'e been. I reccomend killing it, although it will most likely aggro the Mountain Troll and Avicara nearby, but there is no way through the pass if you don't kill the Stone Summit Axe Wielder.
I was surprised to see an Ice Golem here, it was easy to kill, took only five Stone Daggers without any enchantments. I also saw alot of Mountain Trolls and Avicara near the pass.
I'm sure there are more respawns than the ones shown here, although I cannot be certain about this.
Section II
Skills:
Unassailable Farmer Set 1
Stone Daggers Aftershock Sliver Armor Stoneflesh Aura Kinetic Armor or Armor of Earth Earth Attunement Elemental Attunement {ELITE} Mystic Regeneration
Unassailable Farmer Set 2
Stone Daggers Aftershock Crystal Wave Armor of Earth Kinetic Armor Earth Attunement Elemental Attunement {ELITE} Mystic Regeneration
Skill Campaigns:
Core Skills (used by any campaign) Stone Daggers (1) Aftershock (2) Armor of Earth (5b) Earth Attunement (6) Elemental Attunement (7)
Prophecies Campaign Skills (Tyria) Kinetic Armor (5a)
Factions Campaign Skills (Cantha) Sliver Armor (3)
Nightfall Campaign Skills (Elona) Stoneflesh Aura (4) Mystic Regeneration (8)
Must have at least Prophecies, Factions (for set 1) & Nightfall campaigns in order to support this build.
Section IIb
Stone Daggers (Earth Magic): This spell causes constant stream of damage, usefull against the enemy you are attacking. Aftershock (Earth Magic): Hits all adjacent enemies high damage. Sliver Armor (Earth Magic): Dodges attacks (not usefull). Only usefull for damage and dodging interupt skills. Stoneflesh Aura (Earth Magic): Subtracts the amount of health loss from damage (melee and ranged). Makes your average hit count zero. Armor of Earth (Earth Magic): For set 1 - it is an optional skill in place of Kinetic Armor which allows Stoneflesh Aura to take no damage. Although, you take more damage on ignoring armor strikes and move slower. For set 2 - Used in compromise with Kinetic Armor for less damage. Kinetic Armor (Earth Magic): Makes your armor higher to allow Stoneflesh Aura to make zero damage on yourself. You could use Armor of Earth in place of this. Earth Attunement (Earth Magic): Earns 30% more energy back. Elemental Attunement (Energy Storage): Earns 50% more energy back. Mystic Regeneration (Earth Prayers): You have five to six enchantments on you at one time, so this will give oyou 15 to 18 health regeneration (does not need to be activated until health loss occurs or if Stonefless Aura is interupted).
Section IIc
Skill Usage:
Set 1
Head to your enemy but stop before you aggro them and the use your spells in this order:Elemental Attunement Earth Attunement Kinetic Armor - Elemental Attunement to gain 50% of the base energy to cast Earth Attunement (10).
- Earth Attunement: backed up by Elemental Attunement. Used to get 30% of the base energy to cast all Earth Magic spells.
- Kinetic Armor: Backed up by Elemental Attunement and Earth Attunement. Never depleats if used correctly.
Then use Stone Daggers on your closest enemy which will recharge Kinetic Armor. Once aggroed, use these skills in this order:Stoneflesh Aura Sliver Armor -Stoneflesh Aura: Backed up by Elemental Attunement and Earth Attunement. Will reject damage, accompanied by Kinetic Armor.
-Sliver Armor: Backed up by Elemental Attunement and Earth Attunement. Dodges attacks and hits one adjacent enemy.
Set 2
Head to your enemy but stop before you aggro them and the use your spells in this order:Elemental Attunement Earth Attunement Kinetic Armor - Elemental Attunement to gain 50% of the base energy to cast Earth Attunement (10).
- Earth Attunement: backed up by Elemental Attunement. Used to get 30% of the base energy to cast all Earth Magic spells.
- Kinetic Armor: Backed up by Elemental Attunement and Earth Attunement. Never depleats if used correctly.
Then use Stone Daggers on your closest enemy which will recharge Kinetic Armor. Once aggroed, use these skills in this order:Armor of Earth Stoneflesh Aura Sliver Armor -Armor of Earth: Backed up by Elemental Attunement and Earth Attunement. Will help deflect damage. In compromise from Kinetic Armor.
-Stoneflesh Aura: Backed up by Elemental Attunement and Earth Attunement. Will reject damage, accompanied by Kinetic Armor.
-Sliver Armor: Backed up by Elemental Attunement and Earth Attunement. Dodges attacks and hits one adjacent enemy.
-----(Set 1 & 2)-----
After that, just spam Stone Daggers and Aftershock to kill the enemy or enemies. Eventually, your enchantments will run out, which you will have to cast again. While doing so, be sure the enemy you are attacking is not using Disrupting Chop or any other disrupting, interupting skills/spells and use the enchantment which ran out. Leave a pause after every enchantment being recharged in case of disrupting/interupting skills. But don't leave too long of a pause, if you chose Kinetic Armor, you have eight seconds to cast a spell or it runs out and you have to wait 60 second of recharge time.
If, in fact, any of your skills do get interupted, here's what you should do:
-Stone Daggers: Spam Mystic Regeneration and Aftershock or use any enchantments that need to be recharged (carefull).
-Aftershock: Not a propblem, less damage, but not a problem.
-Sliver Armor: It will give you a better chance of getting interupted, so stand your guard. Also causes less damage.
-Stoneflesh Aura: If this is interupted it's not a good thing. Dependingon how many enemies are near you'll either run or stay. If there are three enemies or less, stay and just keep Mystic Regeneration on until Stoneflesh Aura recharges. If there are four or more, just use Mystic Regeneration and run, if you are killed, it's fine, you'll have less health and energy, but continue to go back to where you left off. If you get 30% death penalty, just /resign and start again.
-Earth Attunement: Less energy and you will deplete your energy supply. Hold out as long as you can. When and if your energy reaches zero, wait for a few seconds, not eight, and use Stone Daggers again.
-Elemental Attunement: You will lose more energy than if Earth Attunement was interupted. When and if your energy reaches zero, wait for a few seconds, not eight, and use Stone Daggers again.
-Mystic Regeneration: Not bad, ten second recharge time, just watch out for interuption when casting Stoneflesh Aura, for 10 seconds while Mystic Regeneration recharges.
Normally if you lose two enchantments due to interuption, you'll either die ot live. Depending on which ones were interupted.
Safe Dual Interuptions: Stone Daggers, Aftershock Stone Daggers, Mystic Regeneration Aftershock, Mystic Regeneration Stone Daggers, Sliver Armor Aftershock, Sliver Armor Mystic Regeneration, Sliver Armor
Unsafe Dual Interuptions: Stoneflesh Aura, Mystic Regeneration Stoneflesh Arua, Sliver Armor Earth Attunement, Elemental Attunement Stoneflesh Aura, Mystic Regeneration
-The rest not stated are neutral.
Section III
Equipment:
Headgear: Stone's Eye Stone's Aura Geomancer's Eye
Robes: Archmage's (Reccomended) Anything else will do here.
Gloves: Tempest (+10 armor while enchanted)
Bottoms: Tempest (+10 armor while enchanted)
Shoes: Tempest (+10 armor while enchanted)
Weapons & Offhands
Max damage. Must have 10%+ chance of half skill recharge and cast time with an Enchantments Last 20% longer modification.
Galigord's Stone Staff works prefectly.
Section IV
Runes & Attributes:
Headgear: Rune of Minor, Major or Superior Vigor
Robes: Rune of Minor, Major or Superior Earth Magic
Gloves: Rune of Minor Major or Superior Energy Storage
Bottoms: Rune of Vitae (not a requirement)
Shoes: -none-
Runes can be placed on any part of your armor. For example, instead of a major vigor rune being placed on headgear, you could place it on your shoes instead.
-----Attributes-----
Air Magic: 0
Earth Magic: 12 (attributes) + 1 (headgear) + 1 (Rune of Minor Earth Magic) or 12 + 1 + 2 or 12 + 1 + 3
Fire Magic: 0
Water Magic: 0
Energy Storage: 10 (attributes) + 1 (Rune of Minor Energy Storage) or 10 + 2 or 10 + 3
Scythe Mastery: 0
Wind Prayers: 0
Earth Prayers: 8 (attributes)
Note:
- Alot to read but a very good build in my personal opinion. Leave feedback and comments below. If you have any questions, feel free to whisper me @ Lord Paca or post here.
- Must have at least Prophecies, Factions & Nightfall campaigns in order to support this build.
- I used links to here. You can buy and sell runes at a 'Rune Trader' located at Towns and some Outposts.
- I use set B if anyone wanted to know which build I favored.
- Good luck with the build(s) .
Francis Crawford
Why did the Vigor go on the headgear? Most serious elementalists have a Sup rune on the appropriate hat for each element they play (I certainly have all four).
What's your objection to Sup Earth?
And are you sure this is better than the classic Ether Renewal builds, as per http://www.guildwarsguru.com/forum/s...php?t=3040828?
What's your objection to Sup Earth?
And are you sure this is better than the classic Ether Renewal builds, as per http://www.guildwarsguru.com/forum/s...php?t=3040828?
Lord Paca
Quote:
Why did the Vigor go on the headgear? Most serious elementalists have a Sup rune on the appropriate hat for each element they play (I certainly have all four).
Quote:
Quote:
And are you sure this is better than the classic Ether Renewal builds...
You mean better as in Unassailable I'm guessing. So, all I was trying to do with the name was to get a good name. Pretty much it, I didn't mean it was better than all the top builds, although I, personally, think it's pretty good.
Francis Crawford
Obviously, Stoneflesh Aura will get swapped in for Armor of Earth in most cases.
But it has one disadvantage -- easier to disrupt. Amok Affinity
sup earth? why bother, really. not worth the health penalty imo. same with water, and in most all cases air. fire on the other hand is touchy, because when you run fire its usually to get out the fattest dps you can manage so.. 16 is more desired, i suppose.
RebelHero
Quote:
Obviously, Stoneflesh Aura will get swapped in for Armor of Earth in most cases.
uhm... no | Read the skill description again... Bloodied Blade
Quote:
Originally Posted by Francis Crawford
Obviously, Stoneflesh Aura will get swapped in for Armor of Earth in most cases.
But it has one disadvantage -- easier to disrupt. Probably not seeing as how Armor of Earth slows you when Kinetic Armor is 100 times better when you can reduce all incoming damage by almost 30 points after it is reduced by your spells... Francis Crawford
Quote:
Originally Posted by Amok Affinity
sup earth? why bother, really. not worth the health penalty imo. same with water, and in most all cases air. fire on the other hand is touchy, because when you run fire its usually to get out the fattest dps you can manage so.. 16 is more desired, i suppose.
To do more damage in a build that doesn't really do as much damage as one would like.
As in most solo farming tanking builds, every extra bit of damage one can do in an Earth farming build is most welcome. Francis Crawford
Quote:
Originally Posted by RebelHero
uhm... no
Thank you for that detailed, insightful analysis.
Francis Crawford
Quote:
Originally Posted by Bloodied Blade
Probably not seeing as how Armor of Earth slows you when Kinetic Armor is 100 times better when you can reduce all incoming damage by almost 30 points after it is reduced by your spells...
How does that contradict what I said?
As for my point on disruption, I've done a lot of earth farming running Armor of Earth and/or Earth Attunement, and there's a big difference between A. 1 second of casting time and a recharge that's under half the duration B. 2 seconds of casting time and a recharge that's close to the duration. I was extrapolating from that experience to Stoneflesh Aura. Etrik
Francis Crawford, that edit button has a purpose. Please use it in the future, there is really no need for 3 replies in 4 minutes. Also, Armor of Earth slows you while Stoneflesh aura doesn't and Stoneflesh actually mitigates more damage, Kinetic is enough +Armor.
Nechtan Thaumaturge
Quote:
Originally Posted by Amok Affinity
sup earth? why bother, really. not worth the health penalty imo.
I might have thought the same at one point, but since the advent of Nightfall, I've changed my tune. Considering farming specifically -- there are other considerations for general PvE and especially PvP -- I think it's advisable to not only run a Superior Earth Magic rune, but also a Superior Energy Storage rune as well. The simple reason for this change of heart is Stoneflesh Aura. Since it is going to absorb essentially all the damage in a well-constructed build, there's not much advantage to having 500 hit points as opposed to 300. When you add in Mystic Regeneration, the argument gets stronger. You need a certain buffer to allow for mistakes and other unforseen circumstances, but I feel 300 or so hit points serves that purpose adequately. Putting it another way, the extra 200 hit points are surplus most of the time, so why not put them to work for you?
Also, it's not so much that the extra 9 points of energy are so attractive, but rather the 3 levels of Energy Storage. These make skills like Ether Prism and Master of Magic usable in a build with a 3-way attribute split. Incidentally, if you're running an Earth/Fire mix, you'd probably be better served with those two runes. Getting back on-topic, Lord Paca, I have to compliment you on an excellent post. I can't remember a more complete, professional-looking build post on the forum. There are changes I might make to the build, but these would give it an entirely different flavor. So, I think I might recommend leaving it as is and remark that there are other options. Finally, I'd like to say that I'm really encouraged by the recent amount of activity in the farming forum with regards to the Elementalist side of things. In the past, it sometimes felt like I was lost in a sea of Monk and Warrior builds -- not that there's anything wrong with Monks or Warriors, but it's nice to see people interested in Elementalists again after last year's AoE patch caused so many people to delete them. Riotgear
You can stack yourself to 500 armor, the trolls will still kill you because the +damage from Mighty Blow cuts through armor. Stoneflesh is more or less essential.
I've never been a fan of spam builds like this against trolls, because as soon as stone daggers gets smacked with disrupting chop, you're kind of screwed. The Terra Tank build is a much better starting point. I could tank the trolls all day with that, and my variant doesn't even have healing/regen. Francis Crawford
Quote:
Originally Posted by Etrik
there is really no need for 3 replies in 4 minutes. Also, Armor of Earth slows you while Stoneflesh aura doesn't and Stoneflesh actually mitigates more damage, Kinetic is enough +Armor.
I think quoting three different posts is sufficient reason for making three replies of my own.
As for the rest of what I'm quoting -- thank you so much for repeating what everybody who posts in or reads this thread already knows. Francis Crawford
Quote:
Originally Posted by Riotgear
You can stack yourself to 500 armor, the trolls will still kill you because the +damage from Mighty Blow cuts through armor. Stoneflesh is more or less essential.
I've never been a fan of spam builds like this against trolls, because as soon as stone daggers gets smacked with disrupting chop, you're kind of screwed. The Terra Tank build is a much better starting point. I could tank the trolls all day with that, and my variant doesn't even have healing/regen. Ether Renewal builds with Kinetic/Armor of Earth kill trolls just fine. I slaughtered them plenty of times pre-update, without bothering to take Mantra of Resolve. What I DID stop taking was Earth Attunement, for reasons noted above. But that doesn't mean other builds aren't a lot better. Lord Paca
Quote:
Originally Posted by Nechtan Thaumaturge
Getting back on-topic, Lord Paca, I have to compliment you on an excellent post. I can't remember a more complete, professional-looking build post on the forum. There are changes I might make to the build, but these would give it an entirely different flavor. So, I think I might recommend leaving it as is and remark that there are other options.
Thanks for the compliment, as it is the first build I have posted - I wanted it to look professional, as it is what I normally do posting guides, builds and such. Again, thanks.
There is definately no objection to the Superior Earth or Energy Storage runes, I just don't have them on my armor. If you feel that it is easier to fight trolls this way, please, go whatever makes you comfortable. ultima desturcto
Very Nice
I enjoyed hoing back to Mountain trolls for a bit, Takes a while but i guess its quick in comparison with others since update. Well displayed as well, very indepth Francis Have u heard of editing? Age
Would Sing jea with all minors do in this build as that is my amrour set bought at KC?I have a major vigor as well.
Lord Paca
If it's max armor, although, the tempest (armor +10 while enchanted) is very usefull. I really can't say for sure if it will work or not, I haven't tried it personally. You try it and post your results, see if it was successfull.
Lan al'thor
nice job on the build .would this build work for farming in NF?
Dronte
Rezzing old thread... bad. There are tons of ele builds for NF in the farming section, gl finding one...
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