Farm Voltaic Spear ( chest in 5min )
gerg-nad
An alternate Sin build is with cupcake use. An I would suggest Air magic is max as this will help the recharge of both Dwarven Stability and shadowstep Spells, as you will get three.
[build prof=A/E Shadow=12+1+16 Air=12 Deadly=3+1][glyph of swiftness][deadly paradox][shadow form][dwarven stability][i am unstoppable][dark escape][heart of shadow][death's charge][/build]
[build prof=A/E Shadow=12+1+16 Air=12 Deadly=3+1][glyph of swiftness][deadly paradox][shadow form][dwarven stability][i am unstoppable][dark escape][heart of shadow][death's charge][/build]
lordheinous
Quote:
Originally Posted by gerg-nad
An alternate Sin build is with cupcake use. An I would suggest Air magic is max as this will help the recharge of both Dwarven Stability and shadowstep Spells, as you will get three.
[build prof=A/E Shadow=12+1+16 Air=12 Deadly=3+1][glyph of swiftness][deadly paradox][shadow form][dwarven stability][i am unstoppable][dark escape][heart of shadow][death's charge][/build] Dwarven+Dash>>>>trying to perma-dark escape. You don't have to use consumables, and you actually de-aggro as well, even in HM. Granted, it takes some knowledge of where to actually use dash, but if you do it right, you can generally make it to thommis's room without even being hit once by trample greater than half the time.
[build prof=A/E Shadow=12+1+16 Air=12 Deadly=3+1][glyph of swiftness][deadly paradox][shadow form][dwarven stability][i am unstoppable][dark escape][heart of shadow][death's charge][/build] Dwarven+Dash>>>>trying to perma-dark escape. You don't have to use consumables, and you actually de-aggro as well, even in HM. Granted, it takes some knowledge of where to actually use dash, but if you do it right, you can generally make it to thommis's room without even being hit once by trample greater than half the time.
Karate Jesus
So, for a cryway necro I would basically either need to have Echo and copy CoP or go N/R with SS and FS?
Sorry if this is a stupid question. I'm just trying to find out the necro build for cryway.
Sorry if this is a stupid question. I'm just trying to find out the necro build for cryway.
tuna-fish_sushi
Cryway necro should be
Echo
Arcane Echo
Cry of Pain
Ether Nightmare
Mindbender
Optional
Optional
Optional
Optional's should probably be AoE hexes like Suffering etc also Ether signet is a good idea.
Echo
Arcane Echo
Cry of Pain
Ether Nightmare
Mindbender
Optional
Optional
Optional
Optional's should probably be AoE hexes like Suffering etc also Ether signet is a good idea.
snodaard
no Cryway necro should bring FoC becouse it is a boosted CoP
Karate Jesus
That's my problem. Some people say to echo CoP, some people say to bring FoC with CoP, and some people say N/R with SS/FS/and EoE. I'm guessing that it just depends on the group huh?
My Lipgloss is Cool
Look at it this way;
Let's assume that we have max Sunspear rank, and 16 Curses (Sup runes? You shouldn't be getting hit, so why not?) Let's assume that every foe is Hexed, and let's pretend that both CoP and FoC have the same range.
FoC would deal 126 damage per enemy, per cast. After 4 casts (which would take 60 seconds of recharging and 8 seconds of casting) you would deal 504 damage.
CoP would deal 100 damage per enemy, per cast. After 5 casts (which would take 60 seconds of recharging, and 1+1/4 seconds of casting) you would deal 500 damage.
Now they sound similar, and hell, FoC might sound better (more damage per cast is better, right?), except for a couple of things.
*FoC has a two second cast, while CoP has a 1/4 second cast. While you're busy casting FoC, you could be casting something else after casting CoP.
*FoC requires that every enemy be hexed for it's best damage, while CoP only requires your target to be hexed.
*CoP interrupts
*And, most importantly, FoC has a range of adjacent. CoP has a range of 'in the Area' which is about twice as large.
So, you could be using FoC, or you could have another copy of CoP
Let's assume that we have max Sunspear rank, and 16 Curses (Sup runes? You shouldn't be getting hit, so why not?) Let's assume that every foe is Hexed, and let's pretend that both CoP and FoC have the same range.
FoC would deal 126 damage per enemy, per cast. After 4 casts (which would take 60 seconds of recharging and 8 seconds of casting) you would deal 504 damage.
CoP would deal 100 damage per enemy, per cast. After 5 casts (which would take 60 seconds of recharging, and 1+1/4 seconds of casting) you would deal 500 damage.
Now they sound similar, and hell, FoC might sound better (more damage per cast is better, right?), except for a couple of things.
*FoC has a two second cast, while CoP has a 1/4 second cast. While you're busy casting FoC, you could be casting something else after casting CoP.
*FoC requires that every enemy be hexed for it's best damage, while CoP only requires your target to be hexed.
*CoP interrupts
*And, most importantly, FoC has a range of adjacent. CoP has a range of 'in the Area' which is about twice as large.
So, you could be using FoC, or you could have another copy of CoP
sibelang
somany pro in few days omg!
Stop The Storm
can someone help me with the perma run
i throw up my swiftness, paradox and SF, go in, get past first group, then do my dwarven stability and dark escape
i hit i am unstoppable when i get to the modnirs
now i get to by the stairs, try to throw up my swift, paradox and sf again, but just get swamped and i dont think the sf goes up as i keep dying?
any help or advice on how it should be done
cheers
*edit*
im making it 50% of the time, but other 50 my SF is getting interrupted by the stairs
i throw up my swiftness, paradox and SF, go in, get past first group, then do my dwarven stability and dark escape
i hit i am unstoppable when i get to the modnirs
now i get to by the stairs, try to throw up my swift, paradox and sf again, but just get swamped and i dont think the sf goes up as i keep dying?
any help or advice on how it should be done
cheers
*edit*
im making it 50% of the time, but other 50 my SF is getting interrupted by the stairs
Stop The Storm
nvm, 1st run with people got an r11 VS lmao
*edit* and just got an r9 tactics amethyist aegis
*edit* and just got an r9 tactics amethyist aegis
Karate Jesus
So far this was my best drop. It was Q9 command.
I've only seen about 4 VS's drop so far.
I've only seen about 4 VS's drop so far.
flipfly2004
iv been running and i usually never die unless i get rubberbanded and i never use dwarven stability.... the trick is:
de-aggro the 1st mob group (with those horsies). u can achieve this by running to the closed gate which leads to the other boss... there u can recast the SF chain 1 more time... wait for energy recharge... then the sf chain again (dont forget to hit "i am the unstopable" and deaths cahrge to a foe, hit dash then dark escape to thommis... et voilĂ !
de-aggro the 1st mob group (with those horsies). u can achieve this by running to the closed gate which leads to the other boss... there u can recast the SF chain 1 more time... wait for energy recharge... then the sf chain again (dont forget to hit "i am the unstopable" and deaths cahrge to a foe, hit dash then dark escape to thommis... et voilĂ !
komma
Unreal Havoc
The trick, at least from how I do the run, is to use Dash to get away from the mobs before punching Dark Escape, you shouldn't need to take Feigned Neutrality. I used to take Shadow Sanctuay before as I used to suffer similar problems until I nailed the run, now I've got my timings down I don't really need the self heal as Death's Charge is more than enough.
Damian979
I don't have a problem getting past mobs and they lose aggro once to go beyond their pull range anyway.
Where I really appreciate having neutrality is once you get to the wall to survive the death novas. You can't always find a monk that reliably can keep p.spirit on you or a group that knows to take out the summoners before they make a wall of minions. Permanent dark escape + neutrality can make up the difference for this.
Where I really appreciate having neutrality is once you get to the wall to survive the death novas. You can't always find a monk that reliably can keep p.spirit on you or a group that knows to take out the summoners before they make a wall of minions. Permanent dark escape + neutrality can make up the difference for this.
gerg-nad
A good damage and sin team should get the wall down in 3 minutes or less. 2 minutes is a very good run.
RebelHero
I use alcohol only when I'm high on DP. Which means I'll probably leave the party after that run. If I dont get perfect runs, its not worth it. I've done 70+ runs now [not that much]... and I got it on my third solo attempt. The only times I die is when I get a really bad spawn, which can be solved with alcohol (only needed 5 times in my 70+ runs). Or Choking gas on Shadow form... good god its rare but it happens. Meaning I dont die within my range of control, I dont use high ranks in anything and I dont use feigned. DC is all I need for heals.
Recognizing bad spawns is very helpful too. if its bad, improvise. There are a few safe spots in there to get your stuff together and charge in again.
In short, if you really are a perma-sin. Running a die-hard bar built for speed, there are only a few things that can kill you. And all the right reasons to leave a bad party.
- Choking Gas
- Rubberbanding
- Lag (fix your internets)
- Bad Spawn (Alcohol)
- bad Monking (Come on... how hard is it to keep an invincible person alive...? Its not, cuz I've done the monk part for a long time too)
My advise too perma sins is, learn to do it fast and good. Otherwise get Cry of pain and start Assassins promise nuking with the other guys. To the monks, heal good, or dont heal at all. R/any Any/R... keep that damn FS up... And the rest dont try anything funny... Cryway is all you need, and all i want to see...
Little guide for the Sins:
- First part
-- Stability -> Escape -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash
Last SF should be cast almost in the river
-- Second Part... come on you can run to a portal.. right?
-- Third Part... Run past first group. Wait at crossroads, dont aggro any other groups. Second group with one modnirr is allowed. When your chain is recharged run in and use IAU. Pick a target at the stairs and use DC... When about 10 feet from the stairs use Dash to lose aggro. Keep running, recast when needed. Target Thommis for your party and bring him home.
Recognizing bad spawns is very helpful too. if its bad, improvise. There are a few safe spots in there to get your stuff together and charge in again.
In short, if you really are a perma-sin. Running a die-hard bar built for speed, there are only a few things that can kill you. And all the right reasons to leave a bad party.
- Choking Gas
- Rubberbanding
- Lag (fix your internets)
- Bad Spawn (Alcohol)
- bad Monking (Come on... how hard is it to keep an invincible person alive...? Its not, cuz I've done the monk part for a long time too)
My advise too perma sins is, learn to do it fast and good. Otherwise get Cry of pain and start Assassins promise nuking with the other guys. To the monks, heal good, or dont heal at all. R/any Any/R... keep that damn FS up... And the rest dont try anything funny... Cryway is all you need, and all i want to see...
Little guide for the Sins:
- First part
-- Stability -> Escape -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash -> SF - Stability -> Eascape -> Dash
Last SF should be cast almost in the river
-- Second Part... come on you can run to a portal.. right?
-- Third Part... Run past first group. Wait at crossroads, dont aggro any other groups. Second group with one modnirr is allowed. When your chain is recharged run in and use IAU. Pick a target at the stairs and use DC... When about 10 feet from the stairs use Dash to lose aggro. Keep running, recast when needed. Target Thommis for your party and bring him home.
Stop The Storm
might give that way a go how you said, ive got it nailed without dash and with neutrility/ heart of shadow, but its bloody hard work lol
Bad-Target
I try and play the R/Rt role sometimes. But, I am not sure what the best build is. I know the basic skills are Flesh of my Flesh, Gaze of Frury, Frozen Soil, and Edge of Extinction. What else should I bring?
People have critized using Brambles and/or Winnowing as filler skills.
So what else should I use?
People have critized using Brambles and/or Winnowing as filler skills.
So what else should I use?
TorquemadaXL
relt
Quote:
Originally Posted by TorquemadaXL
Pretty hard to play Rt/R/Me at the same time ;-D
Yep, that's why you just go R/Me.
In my opinion, if you are running a R/Rt you are planning on not doing so well. The /Rt can only provide minor spirits and whatnot that are really only fillers. The fastest runs I've done have been as a R/Me running this:
[Frozen Soil] [Edge of Extinction] [Serpent's Quickness] [Echo] [Cry of Pain] [Drain Enchantment] [Mind Wrack] [Resurrection Signet]
Beast Mastery 7+1+3
Expertise 8+1
Wilderness Survival 8+1
Inspiration 12
Just drop the two spirits as your sin is nearing the wall, then join the fray as soon as you are done. SQ so that you can get your CoPs off faster, Drain Enchantment for e-management, Mind Wrack in case your target isn't already hexed and the backup res. If you are feeling really cocky, drop res sig for Arcane Echo, but it isn't necessary as energy is more difficult to keep up. If your group is doing well, you should not need to redo FS, and BM is high to boost the damage from EoE. Using this build you are not just "some random guy maintaining Frozen Soil".
Also, please never, ever take symbiosis. The Stone Summit use far more enchantments than you do, making it harder for your group to kill everything. Minion bomb spikes can basically only occur once you kill the first group of melee around Thommis, and he is the only one you have to worry about running away. If your sin goes down from a minion spike, just keep killing.
Snowstorm is also a horrible skill here since it is AoE and will break aggro. Any AoE spell is terrible in a cry group.
If you can only do /Rt...don't. Go spend 500 gold for /Me and get CoP...Echo isn't that hard to cap either. Feel free to disagree, but in my experience (200-300 runs, still no VS ) R/Me will help the group much more than R/Rt simply by killing stuff faster, since most skills in a /Rt build are filler and only mildly useful.
In my opinion, if you are running a R/Rt you are planning on not doing so well. The /Rt can only provide minor spirits and whatnot that are really only fillers. The fastest runs I've done have been as a R/Me running this:
[Frozen Soil] [Edge of Extinction] [Serpent's Quickness] [Echo] [Cry of Pain] [Drain Enchantment] [Mind Wrack] [Resurrection Signet]
Beast Mastery 7+1+3
Expertise 8+1
Wilderness Survival 8+1
Inspiration 12
Just drop the two spirits as your sin is nearing the wall, then join the fray as soon as you are done. SQ so that you can get your CoPs off faster, Drain Enchantment for e-management, Mind Wrack in case your target isn't already hexed and the backup res. If you are feeling really cocky, drop res sig for Arcane Echo, but it isn't necessary as energy is more difficult to keep up. If your group is doing well, you should not need to redo FS, and BM is high to boost the damage from EoE. Using this build you are not just "some random guy maintaining Frozen Soil".
Also, please never, ever take symbiosis. The Stone Summit use far more enchantments than you do, making it harder for your group to kill everything. Minion bomb spikes can basically only occur once you kill the first group of melee around Thommis, and he is the only one you have to worry about running away. If your sin goes down from a minion spike, just keep killing.
Snowstorm is also a horrible skill here since it is AoE and will break aggro. Any AoE spell is terrible in a cry group.
If you can only do /Rt...don't. Go spend 500 gold for /Me and get CoP...Echo isn't that hard to cap either. Feel free to disagree, but in my experience (200-300 runs, still no VS ) R/Me will help the group much more than R/Rt simply by killing stuff faster, since most skills in a /Rt build are filler and only mildly useful.