
New Age Farming! (life after desert griffon farming)
Tsunami Rain
All nice builds!
but I've been a bit busy recently. It would be a big help if all of you could organize your thoughts into a workable run and build. I'll do what i can though. Help is appreciated.

The Holy Stewy
Well this is a farmily build i used to use...55 monks can use it as well as warriors. STart from beettlton in Kryta and go portal to the potal that takes you to North Kryta ProV? its the one with ascalon settlement...and then talk to the farmer and start the pig quest (warning: u cant do this quest if u have already done that one) Then once you have the quest go down where it points u and click the pig...then go back to the portal and u will see 4 or 5 groups of trolls comming for u wait for them all to attack you and then put on SOJ and there pretty much be down. (I use echo SOJ works well) Then just portal out after u kill them then back in click the pig and u can do it all over again. You only need to go to Beetleton once every 5 or 6 runs to sell stuff ect. These mostly drop RUNES. I average around 3 golds and 4 purples for every eh 5-5-7 runs and sometimes more or less.
==============================================
Another run is the ice caves outside of Droks Forge. Once you get it you take a left and u should see a gang of avacara, try to run past them and head for a ice cave, you should see 3 trolls at the start and then run past them towrds a large group of around 7 or so...once all are aggroed put on SOJ and waste away...suitable drops i havnt got thhhhat good of stuff...
==============================================
Another run is the ice caves outside of Droks Forge. Once you get it you take a left and u should see a gang of avacara, try to run past them and head for a ice cave, you should see 3 trolls at the start and then run past them towrds a large group of around 7 or so...once all are aggroed put on SOJ and waste away...suitable drops i havnt got thhhhat good of stuff...
kosh
Quote:
Originally Posted by The Holy Stewy
==============================================
Another run is the ice caves outside of Droks Forge. Once you get it you take a left and u should see a gang of avacara, try to run past them and head for a ice cave, you should see 3 trolls at the start and then run past them towrds a large group of around 7 or so...once all are aggroed put on SOJ and waste away...suitable drops i havnt got thhhhat good of stuff...
yes it is not a reaptable quest, but you can allways do an ettin runes run,see:
http://www.guildwarsguru.com/forum/s...d.php?t=119886
and here is the one for the quest:
http://www.guildwiki.org/wiki/The_Last_Hog
now i have to say something in the name of good spirit.
it pains me to see that this thred has been up for like 2-3 days i think and got like 2323 hits as i write this, and the "important posts" got like 930 hits.
kaze0099 did a great job and put all the good ones in one post (most of waht ppl write here is allready there....).
its even easier from the all scary "search" function.
take a look. it wont bite, to hard.
damm u remmeh for that Muppets song. got stuck in my head now,
nice video btw.woot.
life begin at 13.
Hemophiliac
Can also farm Iron Mines up to the seer or before the azures if you don't like them. Giants/Trolls/Griffons all on the way.
Tyrent Frath
very nice...keep this thread alive
Tsunami Rain
Hm.. you got me on the pig quest troll farming (never thought of that).
I'll be adding a few of these runs shortly.
As for all of the common runs that everyone knows about, I would like to say "search button" or Kaze's thread.
However, I'll also post a few useful runs that arn't regularly done (but are still popular) just to help out the community so everyone doesn't have to go running around the forums looking for them.
As of right now (offtopic), I have to write up a persuasive speech on why PC's are better than Mac's. I'll update as soon as possible.
--edit--
I'm also shocked at how many unique hits this post has gotten in the past few days
I'll be adding a few of these runs shortly.
As for all of the common runs that everyone knows about, I would like to say "search button" or Kaze's thread.
However, I'll also post a few useful runs that arn't regularly done (but are still popular) just to help out the community so everyone doesn't have to go running around the forums looking for them.
As of right now (offtopic), I have to write up a persuasive speech on why PC's are better than Mac's. I'll update as soon as possible.

--edit--
I'm also shocked at how many unique hits this post has gotten in the past few days
remmeh
Quote:
Originally Posted by kosh
damm u remmeh for that Muppets song. got stuck in my head now,
nice video btw.woot.
muppets rock.
long live the 55 monk and troll/avicara/giant farming etc etc

Tsunami Rain
My internet has been spazzing out all afternoon! I'll update when it stops
(hope you guys get this message)
(hope you guys get this message)
lord_seafood
I've been messing with the Imps outside of Ice Caves as well. I find this seems to work well too.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself.
Tsunami Rain
Quote:
Originally Posted by lord_seafood
I've been messing with the Imps outside of Ice Caves as well. I find this seems to work well too.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. ^now thats the kind of helpful posts i like
(plus resolve works wonders). added.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. ^now thats the kind of helpful posts i like

Tyrent Frath
Quote:
Originally Posted by lord_seafood
I've been messing with the Imps outside of Ice Caves as well. I find this seems to work well too.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. been trying this, works well. keep it going
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. been trying this, works well. keep it going
Clonebert
can someone post or create some short vids of these runs?
Skuld
whoohho, clear all of vulture drifts
theres griffons, elementals, minotaurs, wurms, scarabs
go from heros' audience


Tsunami Rain
Quote:
Originally Posted by Clonebert
can someone post or create some short vids of these runs?
I would, but I'm having a hard time with video capturing devices (some cant capture at the correct framerate so its really choppy while some just dont plain work at all for me).
Wretchman Drake
Quote:
Originally Posted by Tsunami Rain
lol a day off might be a good idea.
never! Guild Wars is your second life, admit it, when you want to get away from your 1st life called "reality" or somethin like that you go to live in your second life in Guild Wars. There you're job is farming, so you were just looking for a job, which is good for you!

Tsunami Rain
Quote:
Originally Posted by Wretchman Drake
never! Guild Wars is your second life, admit it, when you want to get away from your 1st life called "reality" or somethin like that you go to live in your second life in Guild Wars. There you're job is farming, so you were just looking for a job, which is good for you!
*hides behind dolyak* its not true! *goes back on GW*
--edit--
In fact, it's been pretty bad the past couple of days...I fall asleep on my chair at 2-3 in the morning then wake up at 7 then crawl into bed untill 11.


--edit--
In fact, it's been pretty bad the past couple of days...I fall asleep on my chair at 2-3 in the morning then wake up at 7 then crawl into bed untill 11.
Eragon Dragonslayer
nice build helped me alot
Woutsie
Thanks for this wonderful topic
Made alot of gold cuz of it, thx!

johnactor
from the op
1. Remmeh's life started at 8hp. (you dont need to get 8 hp. just lower your hp!. get the -20 offhand from presear (poor tenant quest) or any other -20 offhand. equip. die once or just use your -50 offhand (for 55 hp) if you dont have one.
Does this mean that he wouldn't really need to use mending? because breeze covers the health regen? i've just had an initial go on ice imps with the build suggested, but took along blessed aura as i've been told it's enchant stacks with my kepkets staff. However, it didn't seem to from what i noticed, and in losing blessed sig i'm concerned about energy
oh and i've been dying really quick too, resolve's up as is prot spirit, don't know whether i've aggro'd too many. there's a patrol of ice imps comes to the bridge outside of ice caves, i never last more than 30 seconds, i find that i can't walk back once i've been tagged, perhaps i'm aggroing badly, i step forward enough to get a shot off, but i'm slowed down as soon as i've done it and i've tried to retreat. also they seem to follow, but the video is showing ice imps not following, not sure how that works
any advice?
1. Remmeh's life started at 8hp. (you dont need to get 8 hp. just lower your hp!. get the -20 offhand from presear (poor tenant quest) or any other -20 offhand. equip. die once or just use your -50 offhand (for 55 hp) if you dont have one.
Does this mean that he wouldn't really need to use mending? because breeze covers the health regen? i've just had an initial go on ice imps with the build suggested, but took along blessed aura as i've been told it's enchant stacks with my kepkets staff. However, it didn't seem to from what i noticed, and in losing blessed sig i'm concerned about energy
oh and i've been dying really quick too, resolve's up as is prot spirit, don't know whether i've aggro'd too many. there's a patrol of ice imps comes to the bridge outside of ice caves, i never last more than 30 seconds, i find that i can't walk back once i've been tagged, perhaps i'm aggroing badly, i step forward enough to get a shot off, but i'm slowed down as soon as i've done it and i've tried to retreat. also they seem to follow, but the video is showing ice imps not following, not sure how that works

pfred
Quote:
This kind of build also make farming trolls a lot faster (prevents the oh! so ever anoying disrupting chops and i like to carry arcane echo for SoJ). You may even want to add avaticans to your list. just avoid the necros (avantican guile) as they will use shatter enchantments. However because they can only remove 1 enchantment at a time, I beleive it's possible to survive them if ps is NOT the last enchantment casted. For instance protective spirit (ps) followed by healing breaze (hb), hb would be remove leaving ps on. It's very hard and I haven't quite got it to work as they cast shatter just as I'm casting hb

Ali33
i think a Mo/R and E/Mo "dragon moss" farming still work
Age
Quote:
Originally Posted by lord_seafood
I've been messing with the Imps outside of Ice Caves as well. I find this seems to work well too.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. When I did this I use inspired hex as wel to gain some energy back and the blessed signet.I wonder what new idea Tsunami will come up with next.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself. When I did this I use inspired hex as wel to gain some energy back and the blessed signet.I wonder what new idea Tsunami will come up with next.
AscalonWarrior
Quote:
Originally Posted by Ali33
i think a Mo/R and E/Mo "dragon moss" farming still work
Yes, just tried it and it works good as before.
canadian_mofo
so are any of these places still valid after the AI change to mobs? I mean i can still do hydras and such but takes so dreadfully long and is a real pain. Is there any better builds out there i can base my 55mokno off of to farm. Really hate this patch. Barley had time to use my 55 before this occured.
kiliki
Quote:
Originally Posted by canadian_mofo
so are any of these places still valid after the AI change to mobs?
Yes, as far as I know these locations still work.
The principles of 55ing are still the same, it just takes a bit longer, what with the fleeing enemies.
I've been farming Talus Chute Troll Cave for the past few days without SoJ and though they run away if I spam or their health goes too low, they return in a few seconds and do not constantly run if you chase them.
Groups with a lot of healers are often a problem though, as they keep running. I find a good solution to this is to kill the warriors, they don't seem to run when they are alone.
I've heard that if you delay by 2 seconds with AoE attacks the enemies don't run. This doesn't seem to work for me, but as trolls don't heal it doesn't really matter.
Edit: When i said "trolls don't heal" i meant "Troll's dont use healing skills". They DO heal, just like any creature, when not in battle. However you can kill them quite quickly once they rejoin combat. (I've been using Zealot's and Kirin's/Symbol of Wrath, with lots of RoF spamming)
SoJ as a matter of fact HAS been decreased in effectiveness drastically:
Guildwiki: After the October 25th, 2006 update, melee creatures being struck by Shield of Judgement now recognise it as an AoE effect, and will flee from the enchanted ally and will not head back to attack until they have healed past 50% health.
This by no means makes it useless, but it will have to be used with other skills. Once an enemy reaches 50% you should be able to release a flurry of attacks and spike it to death.
The principles of 55ing are still the same, it just takes a bit longer, what with the fleeing enemies.
I've been farming Talus Chute Troll Cave for the past few days without SoJ and though they run away if I spam or their health goes too low, they return in a few seconds and do not constantly run if you chase them.
Groups with a lot of healers are often a problem though, as they keep running. I find a good solution to this is to kill the warriors, they don't seem to run when they are alone.
I've heard that if you delay by 2 seconds with AoE attacks the enemies don't run. This doesn't seem to work for me, but as trolls don't heal it doesn't really matter.
Edit: When i said "trolls don't heal" i meant "Troll's dont use healing skills". They DO heal, just like any creature, when not in battle. However you can kill them quite quickly once they rejoin combat. (I've been using Zealot's and Kirin's/Symbol of Wrath, with lots of RoF spamming)
SoJ as a matter of fact HAS been decreased in effectiveness drastically:
Guildwiki: After the October 25th, 2006 update, melee creatures being struck by Shield of Judgement now recognise it as an AoE effect, and will flee from the enchanted ally and will not head back to attack until they have healed past 50% health.
This by no means makes it useless, but it will have to be used with other skills. Once an enemy reaches 50% you should be able to release a flurry of attacks and spike it to death.
Rainman
i use this build :
prot spirit
shield of absorbtion
mystic regeneration
SoJ
fleeting stability
balthazars spirit
essence bond
blessed aura
atts:
prot 14 (sup rune)
smiting 15 (sup rune +headgear)
earth prayers 8
rest into divine (use a sup)
you try to get either 55 or 105 but no more... the point in this build is that because of the SoA nerf you have exactly 1 second where you can take loads of damage. i counter that with mystic regen making it longer for u to die.
i also use this build in uw and other places.
prot spirit
shield of absorbtion
mystic regeneration
SoJ
fleeting stability
balthazars spirit
essence bond
blessed aura
atts:
prot 14 (sup rune)
smiting 15 (sup rune +headgear)
earth prayers 8
rest into divine (use a sup)
you try to get either 55 or 105 but no more... the point in this build is that because of the SoA nerf you have exactly 1 second where you can take loads of damage. i counter that with mystic regen making it longer for u to die.
i also use this build in uw and other places.