Ice and fire - Ranger solo build for the Forest of the Wailing Lord
Sir Mad
Video of the run (alternative link)
Ranger / Mesmer
Attribute points:
Expertise: 8+1
Wilderness Survival: 9+1
Marksmanship: 11+3+1
Inspiration Magic: 8
Skills:
Burning Arrow: 6 energy to cast (after expertise reduction), 5 secs recharge, strike for +30 damage and cause burning for 5 secs.
Distracting Shot: 3 energy to cast, 10 secs recharge, interrupts target actions and disable any skill for an additional 20 secs but deals only 10 damage. Some players may prefer Savage Shot instead for the extra damage, but the skills you have to interrupt (Troll Unguent, Apply Poison, eventually Healing Spring) have a short recharge time so the extra 20 secs recharge when distracted is much appreciated. It's a matter of taste I guess.
Apply Poison: Preparation. 10 energy to cast, 12 secs recharge, for 24 secs, foes stuck by your physical attacks are poisoned for 11 secs (actually the description is wrong since it works with Conflagration or weapons with an elemental string).
Storm Chaser: Stance. 6 energy to cast, 30 secs recharge, for 16 seconds, you move 25% faster and gain 4 energy whenever you take elemental damage.
Troll Unguent: 3 energy to cast, 10 secs recharge, +8 health regeneration.
Conflagration: Nature Ritual. 3 energy to cast, 60 secs recharge, convert arrows damage to fire damage for 110 secs.
Winter: Nature Ritual. 5 energy to cast, 60 secs recharge, convert elemental damage to cold damage for 110 secs.
Mantra of Frost: Stance. 10 energy to cast, 20 secs recharge, for 62 secs, cold damage on you is reduced by 39% and you gain 2 energy whenever you take cold damage.
Equipement:
Radiant or frostbound armor (energy is not a problem)
Marksmanship mask of Superior Marksmanship and eventually a WS mask of sup WS for the run to the forest, to increase the duration of Storm Chaser and have a +10 troll unguent.
Any kind of long ranged bow - I guess the best would be a Poisonous Longbow of Prunning +15 while in a stance, but anything could do the job, really. A flatbow is probably ok as well but keep in mind you will have to interrupt with it, despite its high arc.
A Shortbow would make a nice addition as well, but it's not absolutely necessary.
Concept:
You've probably already guessed how it works. Everything in the forest (except the skelettons) deal either elemental damage or send out projectiles considered as arrows. So the idea is to use both Winter and Conflagration to convert any damage taken to Cold damage. With a base armor vs elemental of 100 and an extra 39% damage reduction, you can easilly tank anything. But there is more. Spirit Shepherds use Iron Mist and most likely will keep it up on you all the time. It immunes you to any damage but lightning damage, and since everything there deal cold damage with your spirits, you don't take any damage at all when you have this hex on you and are quasi-immortal for110 secs (untill your spirits die). See below for details.
Getting to the forest:
First, if you have a +1+3 WS mask, equip it instead of your marksmanship mask to increase the duration of Storm Chaser and have a 10 arrows unguent. A +60hp staff or a sword of fortitude/defense and a shield +30/-5/20 or +54/-2 in a stance may help but it's not required.
Here is a map of the run:
Run to the right side through a 1st group of shadows. Have a break by the hill to recast Troll Unguent, then run east, through a patrol probably, to the 2nd point marked on the map. This is the only tricky part of the run. There is a kind of corridor blocked by 3 shadows (2 elementalists and one mesmer) and further a group of skeletals. Aggroing the skeletals means certain death. If you can pass without aggroing them, then there is no problem. But most of the time it's impossible. You would then have to run through the group of shadows, use a longbow to pull the skeletals, and run back. The shadows and the skeletals will start fighting for a short while and will ignore you while you go through. For more details, check Remmeh's guide where you will find another map of the run with the patrols marked.
Soloing the forest:
Here are the various mobs you will encounter:
3 Spirit Shepherds: there are 2 strategies for the Shepherds. Both have their advantages and inconvenients. In any case, use Winter and Conflagration before you engage them, and try not to stay close to your spirits or they will quickly die with the AoE skills of the shepherds. Ideally, they shouldn't be in the aggro range of any bugger you fight in the forest.
Remmeh's strategy: use a long bow / flat bow to stay out of their spell casting range - they won't get any closer and won't use spells at all. With Mantra of Frost active you won't even need Troll Unguent to survive, and you will gain 2 energy whenever they hit you.
Alternative Strategy: Leeroyig them. As said earlier, the 1st skill they will use on you is Iron Mist, which immunes to any damage but lightning damage. And since Winter and Conflagration are up, you are immuned to any damage. However this strategy has 2 inconvenients: 1/ they use Aura of Retoration and as they still keep casting spells they can actually heal themselves this way - spreading poison won't work then: you need to take them one at a time, and preferably interupt Aura of Restoration (it's not a big deal if you don't, provided you focus on one shepherd, but it makes it a bit faster). 2/ Iron Mist lasts 16 secs - they will recast it as soon as you're no longer hexed, but there is a 2 secs casting time during which you're vulnerable, and especially if you're fighting several groups at the same time (6 shpeherds) one or two of them is likely to use Chain Lightning (66 damage) or Lightning Strike (38 damage) then. You won't die from them, but you will have to use Troll Unguent right after.
3 Spirit Shepherds and one Spirit Wood: same strategy than for 3 Shepherds. Even if you use the 1st strategy (stay out of the spell casting range of the Shepherds), the Spirit Woods will deal 7-14 damage on you so they're not really dangerous. All you have to do is to interrupt their Troll Unguent - burning + poison make them die really fast.
2 Spirit Woods: Again, there is not much to say - use Troll only if you need it, interrupt their Troll Unguent, take them one at a time, and you're done. You have 100AL and 39% damage reduction against their attacks, so they're not a threat. You can tank both and not use Troll Unguent untill you have killed one. So the best is to use apply poison, then Burning Arrow on one (forget the second one), watch for Troll and distract it and finish it off with burning arrow. Once dead, cast Troll Unguent, renew Apply Poison, and kill the second one the same way.
Rock Borer Worms (pops): The easiest mobs you will come across. They don't attack you unless you try to run or, sometimes, come at a melee weapon range. Keep them all poisoned, spam Burning Arrow as soon as it's recharged, and you're done. If there is another patrol around when they pop, you can just ignore them until you have killed the patrol.
Armored Cave Spiders: These little buggers have 2 annoying skills: healing spring and apply poison, and strike pretty hard. They come by groups of 3 but it's possible to make only 1 pop. It's possible with this build to tank 2 of them, but it's much easier to fight them one by one, so if 2 of them have spawned, try to pull one. The first skill they will use is Healing Spring. It's a trap so a normal attack will interrupt it - if you're not confident with that, use distracting shot to interrupt it. If you interrupt it with a normal attack, then you can use distracting on apply poison, and it's gonna be a poc. A short bow help against them, since its 2 secs refire rate matches the 2 secs casting time of Healing Springs, so you should catch them all. Alternatively, if you have a hard time pulling them one by one, you could lure a patrol of Shepherd and take all the spiders at the same time while protected by Iron Mist (you will still have to deal with the poison, but that's it). However, you need a good timing as you'd have to kill the spiders and the patrol lured within 110 secs (the duration of your spirits).
Note: Big thanks to Remmeh for the brilliant R/Me build. I'd advice anyone willing to use my build to watch the video posted in that topic if they're not familliar with the forest already, to watch the path used in the forest. The build I've posted is not meant to be a replacement for Remmeh's build - it's a different build with its own advantages and inconvenients. Tanking is much easier with Winter/Conflagration especially vs spiders - but the build also lacks of the extra damage from fire attacks vs plants. It's a bit faster vs spiders, probably simillar vs spirit woods, and a bit slower vs shepherds. At least it's how I perceived it. This build is also available for the owners of Factions and NF who don't have the original flavour of GW.
EDIT - For those who are not used to soloing the forest, here is a screenie of the path you should use: kill the first mobds and patrols (watch for the 3 spiders poping up at the junction), then go to the left side, kill the 2 patrols of 3 shepherds, and the 2 spirit woods on the hills (there are also wurms somewhere), then run past the skellies to the right side - stop as soon as you can, a few spiders may pop (well, they will anyway if you move), and clear it - just be careful at the begining of this part, there are several patrols and spiders. You don't have much room to move there, but try not to stay next to your spirits or the lightning will kill them if you are in the spell casting range of shepherds. If you move slowly, it will be ok.
Ranger / Mesmer
Attribute points:
Expertise: 8+1
Wilderness Survival: 9+1
Marksmanship: 11+3+1
Inspiration Magic: 8
Skills:
Burning Arrow: 6 energy to cast (after expertise reduction), 5 secs recharge, strike for +30 damage and cause burning for 5 secs.
Distracting Shot: 3 energy to cast, 10 secs recharge, interrupts target actions and disable any skill for an additional 20 secs but deals only 10 damage. Some players may prefer Savage Shot instead for the extra damage, but the skills you have to interrupt (Troll Unguent, Apply Poison, eventually Healing Spring) have a short recharge time so the extra 20 secs recharge when distracted is much appreciated. It's a matter of taste I guess.
Apply Poison: Preparation. 10 energy to cast, 12 secs recharge, for 24 secs, foes stuck by your physical attacks are poisoned for 11 secs (actually the description is wrong since it works with Conflagration or weapons with an elemental string).
Storm Chaser: Stance. 6 energy to cast, 30 secs recharge, for 16 seconds, you move 25% faster and gain 4 energy whenever you take elemental damage.
Troll Unguent: 3 energy to cast, 10 secs recharge, +8 health regeneration.
Conflagration: Nature Ritual. 3 energy to cast, 60 secs recharge, convert arrows damage to fire damage for 110 secs.
Winter: Nature Ritual. 5 energy to cast, 60 secs recharge, convert elemental damage to cold damage for 110 secs.
Mantra of Frost: Stance. 10 energy to cast, 20 secs recharge, for 62 secs, cold damage on you is reduced by 39% and you gain 2 energy whenever you take cold damage.
Equipement:
Radiant or frostbound armor (energy is not a problem)
Marksmanship mask of Superior Marksmanship and eventually a WS mask of sup WS for the run to the forest, to increase the duration of Storm Chaser and have a +10 troll unguent.
Any kind of long ranged bow - I guess the best would be a Poisonous Longbow of Prunning +15 while in a stance, but anything could do the job, really. A flatbow is probably ok as well but keep in mind you will have to interrupt with it, despite its high arc.
A Shortbow would make a nice addition as well, but it's not absolutely necessary.
Concept:
You've probably already guessed how it works. Everything in the forest (except the skelettons) deal either elemental damage or send out projectiles considered as arrows. So the idea is to use both Winter and Conflagration to convert any damage taken to Cold damage. With a base armor vs elemental of 100 and an extra 39% damage reduction, you can easilly tank anything. But there is more. Spirit Shepherds use Iron Mist and most likely will keep it up on you all the time. It immunes you to any damage but lightning damage, and since everything there deal cold damage with your spirits, you don't take any damage at all when you have this hex on you and are quasi-immortal for110 secs (untill your spirits die). See below for details.
Getting to the forest:
First, if you have a +1+3 WS mask, equip it instead of your marksmanship mask to increase the duration of Storm Chaser and have a 10 arrows unguent. A +60hp staff or a sword of fortitude/defense and a shield +30/-5/20 or +54/-2 in a stance may help but it's not required.
Here is a map of the run:
Run to the right side through a 1st group of shadows. Have a break by the hill to recast Troll Unguent, then run east, through a patrol probably, to the 2nd point marked on the map. This is the only tricky part of the run. There is a kind of corridor blocked by 3 shadows (2 elementalists and one mesmer) and further a group of skeletals. Aggroing the skeletals means certain death. If you can pass without aggroing them, then there is no problem. But most of the time it's impossible. You would then have to run through the group of shadows, use a longbow to pull the skeletals, and run back. The shadows and the skeletals will start fighting for a short while and will ignore you while you go through. For more details, check Remmeh's guide where you will find another map of the run with the patrols marked.
Soloing the forest:
Here are the various mobs you will encounter:
3 Spirit Shepherds: there are 2 strategies for the Shepherds. Both have their advantages and inconvenients. In any case, use Winter and Conflagration before you engage them, and try not to stay close to your spirits or they will quickly die with the AoE skills of the shepherds. Ideally, they shouldn't be in the aggro range of any bugger you fight in the forest.
Remmeh's strategy: use a long bow / flat bow to stay out of their spell casting range - they won't get any closer and won't use spells at all. With Mantra of Frost active you won't even need Troll Unguent to survive, and you will gain 2 energy whenever they hit you.
Alternative Strategy: Leeroyig them. As said earlier, the 1st skill they will use on you is Iron Mist, which immunes to any damage but lightning damage. And since Winter and Conflagration are up, you are immuned to any damage. However this strategy has 2 inconvenients: 1/ they use Aura of Retoration and as they still keep casting spells they can actually heal themselves this way - spreading poison won't work then: you need to take them one at a time, and preferably interupt Aura of Restoration (it's not a big deal if you don't, provided you focus on one shepherd, but it makes it a bit faster). 2/ Iron Mist lasts 16 secs - they will recast it as soon as you're no longer hexed, but there is a 2 secs casting time during which you're vulnerable, and especially if you're fighting several groups at the same time (6 shpeherds) one or two of them is likely to use Chain Lightning (66 damage) or Lightning Strike (38 damage) then. You won't die from them, but you will have to use Troll Unguent right after.
3 Spirit Shepherds and one Spirit Wood: same strategy than for 3 Shepherds. Even if you use the 1st strategy (stay out of the spell casting range of the Shepherds), the Spirit Woods will deal 7-14 damage on you so they're not really dangerous. All you have to do is to interrupt their Troll Unguent - burning + poison make them die really fast.
2 Spirit Woods: Again, there is not much to say - use Troll only if you need it, interrupt their Troll Unguent, take them one at a time, and you're done. You have 100AL and 39% damage reduction against their attacks, so they're not a threat. You can tank both and not use Troll Unguent untill you have killed one. So the best is to use apply poison, then Burning Arrow on one (forget the second one), watch for Troll and distract it and finish it off with burning arrow. Once dead, cast Troll Unguent, renew Apply Poison, and kill the second one the same way.
Rock Borer Worms (pops): The easiest mobs you will come across. They don't attack you unless you try to run or, sometimes, come at a melee weapon range. Keep them all poisoned, spam Burning Arrow as soon as it's recharged, and you're done. If there is another patrol around when they pop, you can just ignore them until you have killed the patrol.
Armored Cave Spiders: These little buggers have 2 annoying skills: healing spring and apply poison, and strike pretty hard. They come by groups of 3 but it's possible to make only 1 pop. It's possible with this build to tank 2 of them, but it's much easier to fight them one by one, so if 2 of them have spawned, try to pull one. The first skill they will use is Healing Spring. It's a trap so a normal attack will interrupt it - if you're not confident with that, use distracting shot to interrupt it. If you interrupt it with a normal attack, then you can use distracting on apply poison, and it's gonna be a poc. A short bow help against them, since its 2 secs refire rate matches the 2 secs casting time of Healing Springs, so you should catch them all. Alternatively, if you have a hard time pulling them one by one, you could lure a patrol of Shepherd and take all the spiders at the same time while protected by Iron Mist (you will still have to deal with the poison, but that's it). However, you need a good timing as you'd have to kill the spiders and the patrol lured within 110 secs (the duration of your spirits).
Note: Big thanks to Remmeh for the brilliant R/Me build. I'd advice anyone willing to use my build to watch the video posted in that topic if they're not familliar with the forest already, to watch the path used in the forest. The build I've posted is not meant to be a replacement for Remmeh's build - it's a different build with its own advantages and inconvenients. Tanking is much easier with Winter/Conflagration especially vs spiders - but the build also lacks of the extra damage from fire attacks vs plants. It's a bit faster vs spiders, probably simillar vs spirit woods, and a bit slower vs shepherds. At least it's how I perceived it. This build is also available for the owners of Factions and NF who don't have the original flavour of GW.
EDIT - For those who are not used to soloing the forest, here is a screenie of the path you should use: kill the first mobds and patrols (watch for the 3 spiders poping up at the junction), then go to the left side, kill the 2 patrols of 3 shepherds, and the 2 spirit woods on the hills (there are also wurms somewhere), then run past the skellies to the right side - stop as soon as you can, a few spiders may pop (well, they will anyway if you move), and clear it - just be careful at the begining of this part, there are several patrols and spiders. You don't have much room to move there, but try not to stay next to your spirits or the lightning will kill them if you are in the spell casting range of shepherds. If you move slowly, it will be ok.
Milan-V
Looks good, finally something really helpfull against those...d*mned spiders.
bored-.-bored
nice 1 gotta cap Burning arrow now on my ranger
Dr Strangelove
Spiders are slow to kill with the R/me build, but there's really only 2-3 you need to kill in the run. At any rate, the less effective unguent will make it a little harder to stand up to the spiders. With the R/me build I've found that anything less than +10 regen will leave me gradually losing health.
On the plus side, this build is a little harder to mess up, thanks to iron mist. Wouldn't have to deal with cursing quietly after you attack from the wrong elevation.
Also, on that side of the forest, there's really no reason to fight the cave spiders unless you like pain. It's easy enough to runpast them to the left, then sit in the SW corner and attack 3-4 patrols of spirit woods at once.
On the plus side, this build is a little harder to mess up, thanks to iron mist. Wouldn't have to deal with cursing quietly after you attack from the wrong elevation.
Also, on that side of the forest, there's really no reason to fight the cave spiders unless you like pain. It's easy enough to runpast them to the left, then sit in the SW corner and attack 3-4 patrols of spirit woods at once.
Sir Mad
Quote:
Originally Posted by Dr Strangelove
Spiders are slow to kill with the R/me build, but there's really only 2-3 you need to kill in the run. At any rate, the less effective unguent will make it a little harder to stand up to the spiders. With the R/me build I've found that anything less than +10 regen will leave me gradually losing health.
If you're refering to Remmeh's build, we're talking about 2 different things. Here, conflagration + winter converts the spider attacks (as well as the attacks of any foe there but skellies) to cold damage. Therefore you have 100 base AL (or even 115 if you use a frostbound armor) and 39% damage reduction - 70 AL vs 100, that's almost 50% damage reduction, so a 8 arrows Troll definitely does the job - and I guess even 7 arrows would do it. Burning Arrow and the increased marksmanship also work very well against them and speed it up.
I've just checked I had 310hp left out of 455 after having fought 1 spider without using troll at all (I managed to interrupt both healing spring and apply poison), so yes, it's definitely enough
EDIT - By the way you're right about no having to worry because of the elevation. When it's easilly done, I still try to stay out of the spell casting range of the Shepherds so I can spread poison without worrying about Aura of restauration and keep the presure on em all. However, when the elevation makes it hard (the 2 patrols on the left side - I guess you also had them in mind) I just Leeroy them, protected by Iron Mist. The only inconvenient then is I have to focus on only one - they out heal the poison with AoR so spreading poison is useless.
I've just checked I had 310hp left out of 455 after having fought 1 spider without using troll at all (I managed to interrupt both healing spring and apply poison), so yes, it's definitely enough
EDIT - By the way you're right about no having to worry because of the elevation. When it's easilly done, I still try to stay out of the spell casting range of the Shepherds so I can spread poison without worrying about Aura of restauration and keep the presure on em all. However, when the elevation makes it hard (the 2 patrols on the left side - I guess you also had them in mind) I just Leeroy them, protected by Iron Mist. The only inconvenient then is I have to focus on only one - they out heal the poison with AoR so spreading poison is useless.
Witte Was
This looks pretty nice. Since I just ascended my Ranger I might try this out..good job!
Dr Strangelove
Quote:
Originally Posted by Sir Mad
If you're refering to Remmeh's build, we're talking about 2 different things. Here, conflagration + winter converts the spider attacks (as well as the attacks of any foe there but skellies) to cold damage. Therefore you have 100 base AL (or even 115 if you use a frostbound armor) and 39% damage reduction - 70 AL vs 100, that's almost 50% damage reduction, so a 8 arrows Troll definitely does the job - and I guess even 7 arrows would do it. Burning Arrow and the increased marksmanship also work very well against them and speed it up.
Doh, forgot about mantra of frost. On a semi-related topic, anyone know if ignite arrows still causes scatter?
bored-.-bored
Thought scatter only happened to melee enermys now..
Shuuda
I've tried the R/Me, but this looks alot safer. but the only problem I'll have is the run, I can never do it. Also, how much harder would this be with druids armor?
Dr Strangelove
Quote:
Originally Posted by Shuuda
I've tried the R/Me, but this looks alot safer. but the only problem I'll have is the run, I can never do it.
It seems to have become harder recently. The skeletals are really reluctant to be pulled into the shadow army. I've had some luck just charging in without a speed boost, taking the deep freeze in the face, and crossing my fingers and praying like crazy that the shadow mesmers interrupt the icehands long enough for me to get away. Works about 75% of the time.
beltran13579
can you do the spider cave with this build?
take out winter out and put in like Penetrating Attack or something
replace mantra of frost with flame
take out winter out and put in like Penetrating Attack or something
replace mantra of frost with flame
Sir Mad
Well I always use druids so there is no problem at all with that. And yeah the skellies are and as far as I can remember have always been a pain - if you're caught by them with Deep Freeze you can use Mantra of Frost to have more armor at least vs the icehands but it's still dangerous, and I fear the run is not much safer than with Remmeh's build.
EDIT - To beltran (sorry I didn't see your post - we posted at the same time I guess): no I don't think you can: you can easilly take 1 spider, you can eventually take 2 of them at the same time provided you can manage the healing springs, but 3 of them would be too much, so I can't see much future for this build in the cave. However, I remember someone posted a ranger build for the cave a few months ago - he actually killed the spiders with Whirling Defense (he used Oath Shot to keep it up) - I'm too lazy to try to find this build back but I think it was posted in the ranger forum - maybe here I can't remember. And I don't know if it still works with the AI changes.
EDIT - To beltran (sorry I didn't see your post - we posted at the same time I guess): no I don't think you can: you can easilly take 1 spider, you can eventually take 2 of them at the same time provided you can manage the healing springs, but 3 of them would be too much, so I can't see much future for this build in the cave. However, I remember someone posted a ranger build for the cave a few months ago - he actually killed the spiders with Whirling Defense (he used Oath Shot to keep it up) - I'm too lazy to try to find this build back but I think it was posted in the ranger forum - maybe here I can't remember. And I don't know if it still works with the AI changes.
Shuuda
Well I wasted 2K so far failing on the run. I guess it was another waste of time.
Tera
I never could do the run, with the old build. I used to go with a chest run group. A 7 man warrior meat shield is always useful to get past everything
Doing this can also let you enter at the cost of 125g if you are lucky. Most chest run teams will say 'farmer pays for all'. which is still 1k cost for you, but increased survival chance.
Also, wach out for leechers if you do this.
Doing this can also let you enter at the cost of 125g if you are lucky. Most chest run teams will say 'farmer pays for all'. which is still 1k cost for you, but increased survival chance.
Also, wach out for leechers if you do this.
Shuuda
well, I go to ToA and poeple say things like "Chest running, no farmers" does that equal me? I failed on the 1st build,(the spiders got me), I'm sure this build is no different.
Oren The Destroyer
Spiders=Muffugahs who hurt really bad. Personally I like the other build because if you mess up and get your spirits killed, you=dead. I like the concept though, good work ^^
Diva Signet
I never found anything hard about the old R/Me build. Just watch your elevation, and don't aggro more than one spider. Apply is easy to interrupt, same with healing spring. Bring a longbow if you don't like the interrupt arc - but flatbow has a faster fire rate and takes them down faster.
This build may be faster because of the extra degen, but kindle on the arrows makes them do fire damage, and fire damage = good against plants.
Customized Perfect Sundering Flatbow of Pruning ftw.
This build may be faster because of the extra degen, but kindle on the arrows makes them do fire damage, and fire damage = good against plants.
Customized Perfect Sundering Flatbow of Pruning ftw.
Sir Mad
Quote:
Originally Posted by Oren The Destroyer
Quote: Originally Posted by Diva Signet I never found anything hard about the old R/Me build. Just watch your elevation, and don't aggro more than one spider. Apply is easy to interrupt, same with healing spring. Bring a longbow if you don't like the interrupt arc - but flatbow has a faster fire rate and takes them down faster. Yeah, generally savage/distracting on apply poison and space bar right after for healing spring do the job, provided you're not using a flatbow at max range.
Quote:
Oh yeah, definitely: I had 396 health left out of 485 when I killed a spider in the vid and I didn't use Troll at all - they'd strike harder with PR instead of the spirits + mantra, but still burning arrow definitely help kill them fast (under 30 secs since they don't try to recast Apply Poison which I have distracted at the beginning) which is probably the best protection
Originally Posted by Diva Signet
This build may be faster because of the extra degen, but kindle on the arrows makes them do fire damage, and fire damage = good against plants.
You're right about fire damage, however you also have 15 marksmanship vs 9 generally with the poison arrow build, which makes a big difference, even with normal attacks.
Sir Mad
I've uploaded a vid - it's a bit laggy but that's the best I can do.
Link: http://files.filefront.com/fowburnin.../fileinfo.html (50 ish Mb) MrSlayer
Hi. This is a pretty impressive looking build.
But I must say, I can clear the entire forest with the R/Me build easily. I took my friend to show him...he took Burning Arrow, and the exact same as the R/Me build in Remmeh's guide. It took us the same amount of time to kill an enemy. I use a different run for the second half of the forest, which I find is alot safer. After clearing the near side, run across to the right side and keep running with both running skills (hugging the left side) to the end near the exit of the forest. If a spider drops, back up from the end a bit and kill it. If not, kill the Spirit Woods and work your way back. Since I discovered this method, I have yet to fail a run. But kudos to you nice looking build. Bloodied Blade
Quote:
Originally Posted by MrSlayer
*snip*
I do something pretty similar in the forest- I just run like hell to the other end of the forest w/Storm Chaser and completely ignore the spiders. I then wait for the ~2 patrols or so and kill them off, and go kill the spiders at my leisure.
Maria The Princess
ive been farming the forest lately with the same mesmer stances as in the "old" build, but swaped poison arrow+kindle arrows for burning arrow + apply poison
Burning arrow savage shot distracting shot apply poison trall enguent storm chaser manta of lightning IMO it takes down spiders way faster then the other build physical resistance Diva Signet
Quote:
Originally Posted by Sir Mad
You're right about fire damage, however you also have 15 marksmanship vs 9 generally with the poison arrow build, which makes a big difference, even with normal attacks.
Really? I usually run at least 11 Marks.
Sir Mad
^ Oh you probably have less WS than I do with the poison arrow build then.
Originally Posted by Maria The Princess
Concerning Burning Arrow + Apply Poison vs Forked Arrow + Poison Arrow + Kindle Arrow, I think it doesn't make much difference - it's subjective but from what I can see both runs take just as long. Actually if I use Burning Arrow + Apply Poison here, it's just because it's only 2 attack skills - I don't have room for 3 if I wanna have the extra defense from spirits, and the Poison Arrow build would be less effective without Dual Shot/Forked Arrow. Quote: |
Quote:
Originally Posted by MrSlayer
<snip> I use a different run for the second half of the forest, which I find is alot safer.
After clearing the near side, run across to the right side and keep running with both running skills (hugging the left side) to the end near the exit of the forest. If a spider drops, back up from the end a bit and kill it. If not, kill the Spirit Woods and work your way back. Since I discovered this method, I have yet to fail a run. Thanks for the comments Yeah I used this run a couple of time too (when the skellies got crazy and chased me miles away) but I generally stick on the normal way mainly because I'm not used to the path of the patrols from this side - I should give it a try again. But if you wanna stop as soon as you can after the skellies, it's a little bit safer with this build, provided you don't stay adjacent to your spirits so they don't eventually get killed by a lightning. The advantage here is that you don't have to worry about the patrol of Shepherds/Spirit Wood when you're fighting the spiders - it's not a big deal if they are aggroed, you're still protected by the Spirits (long enough to finish off the spider(s) and move out of their spell casting range after - it's not mandatory but it makes it a bit faster). But yeah I should give one more try to the run you destribed - thanks for the tip |