Solo Farming How Do You Do It?!?!?
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Ah. I don't do to well against the "large boned monsters" b/c knockdown really plays havoc when my spell gets lost along with the Energy. If I team up with a warrior focused primarily on staying alive we can do that sort of monster--he tanks and "occupies" the mobs while I arcane echo meteor storm on them. Mebbe we'll give it a try tonight. Thanks.
V
Yeah...that's why I said I'd be able to solo spellcasters but not melee if I used it...
Hmm, it might be possible to handle limitted quantities of melee + spellcasters with:
Earth: 16
Obsidian Flesh
Armor of Earth
Kinetic Armor
Ward vs Melee
+ 4 dmg spells.
That would be like an additional +80-90 armor which must be way cool. The only problem is I do not know how you would manage to get all that up before you got taken down.
I suppose you could cast:
Kinetic Armor
Armor of Earth
wait 4 secs or so to recharge a little E
Obs. Flesh
Charge in and aggro stuff
Start dishing dmg...mebbe cast Ward vs Melee.
I dunno how effective this would be.
Hmm, it might be possible to handle limitted quantities of melee + spellcasters with:
Earth: 16
Obsidian Flesh
Armor of Earth
Kinetic Armor
Ward vs Melee
+ 4 dmg spells.
That would be like an additional +80-90 armor which must be way cool. The only problem is I do not know how you would manage to get all that up before you got taken down.
I suppose you could cast:
Kinetic Armor
Armor of Earth
wait 4 secs or so to recharge a little E
Obs. Flesh
Charge in and aggro stuff
Start dishing dmg...mebbe cast Ward vs Melee.
I dunno how effective this would be.
x
Sigh. :-) I have an R/E15, concentrating on Fire, Marksmanship, and some Expertise/Wilderness. . .not much of a solo farmer right now, but its my current character and I'm making do with it. This topic is nice for hints; looks like I need to make some modifications if I want to solo-farm better though. If anyone has any ideas, let me know.
Quote:
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Originally Posted by Boubou
With my E/Mo, when i want to solo, i will use the following build :
Energy Storage: 12 points (+ i don't know which rune I got + 1 for the third eye) Smithing : 10 Healing : 10 Balthazar's Aura Symbol Of Wrath Divine Boon Healing Breeze Ether Renewal Zealot's Fire Balthazar's Spirit Mending Having Balthazar's Spirit, Mending, Zealot's fire, Balthazar's Aura, Divine Boon and Healing breeze as "enchantment", the ether renewal is .. unbelievable. I can solo 6 ethin, enough Charr to not see myself when surrended, solo the Undead Hordes, Vilainy i can go up to the mountain without dying, in solo. The white mantle are so easy... and if you want to go in kryta, the undead are a joke! I also soloed 2 warriors in pvp with this build... the only thing in pvp.. I hate mesmer ![]() But I will look at the post just before mine.. it seems really nice too. |
My farming build is a real life adrenaline rush cause if you do it right, you can kill upwards of 8 Desert Griphons with 10hp left ^_^
7+1 str
10+2 axe
9+1 tactics
10 curses
Cyclone Axe
Dismember
Axe Rake
Bonetti's Defense
Victory is Mine! {E}
Enfeebling Blood
Mark of Pain
Plague Touch
Since Bonetti's defense turns off when u use a skill, use something that does massive dmg with no skills. Mark of Pain ftw ^_^
B
Well, I played with the skills and found a pretty strong combination for farming 10+ minotaurs. It should work to all monsters which cannot remove enchants and are close range melee attackers. IMO, the good thing in this build is that you don't have to worry so much about skill castings and timings as in protection build I posted before. Attributes probably are not placed optimally but it still works quite well.
E/Mo, 78 energy
Earth Magic 9
Energy Storage 9
Smiting Prayers 12
Protection Prayers 8
Divine Boon (for spamming Zealot Fire, low energy cost 5+2 and minor 25+ heal)
Aftershock (70 area dmg, quite low recharge)
Crystal Wave (nice ignoring armor and magic resistance area dmg, removes all negative conditions from enemies which does nothing because lack of them)
Balthazar's Aura (for area damage)
Magnetic Aura (75% melee block, 9 seconds)
Zealot Fire (37 area fire dmg each time you cast divine boon)
Balthazar's Spirit (for extra energy per hit taken, you need it)
Mark of Protection (your life saviour, you get maximum +35 life from each hit taken, 10 seconds, elite skill)
Strategy:
Cast Balthazar's Spirit. Wait for energy recharge
Cast Divine Boon. Wait for energy recharge
When you are close to monsters, cast zealot fire
Lure them and let them surround you, cast mark of protection
Cast Balthazar's Aura
Cast Aftershock
Cast Crystal Wave
Spam Divine Boon but leave room for another Aftershock just in case
When Mark of Protection starts to fade, cast Magnetic Aura or you are dead in few seconds
Cast Aftershock and then spam Divine Boon until they are dead
Minotaurs are dead in about 10 seconds when counting from first dmg skill casting. It's safer, faster and can handle more minotaurs than my earlier protection build.
Downside is that it works only for certain monsters and doesn't work well in party. Designed for solo only.
E/Mo, 78 energy
Earth Magic 9
Energy Storage 9
Smiting Prayers 12
Protection Prayers 8
Divine Boon (for spamming Zealot Fire, low energy cost 5+2 and minor 25+ heal)
Aftershock (70 area dmg, quite low recharge)
Crystal Wave (nice ignoring armor and magic resistance area dmg, removes all negative conditions from enemies which does nothing because lack of them)
Balthazar's Aura (for area damage)
Magnetic Aura (75% melee block, 9 seconds)
Zealot Fire (37 area fire dmg each time you cast divine boon)
Balthazar's Spirit (for extra energy per hit taken, you need it)
Mark of Protection (your life saviour, you get maximum +35 life from each hit taken, 10 seconds, elite skill)
Strategy:
Cast Balthazar's Spirit. Wait for energy recharge
Cast Divine Boon. Wait for energy recharge
When you are close to monsters, cast zealot fire
Lure them and let them surround you, cast mark of protection
Cast Balthazar's Aura
Cast Aftershock
Cast Crystal Wave
Spam Divine Boon but leave room for another Aftershock just in case
When Mark of Protection starts to fade, cast Magnetic Aura or you are dead in few seconds
Cast Aftershock and then spam Divine Boon until they are dead
Minotaurs are dead in about 10 seconds when counting from first dmg skill casting. It's safer, faster and can handle more minotaurs than my earlier protection build.
Downside is that it works only for certain monsters and doesn't work well in party. Designed for solo only.Quote:
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Originally Posted by Dazzler
My ele build does not work on the Blessed Griffons, primarily because they damage me with some sort of AoE monk spell--something that damages foes nearby when they take damage. I might try adding Aura of Restoration to the mix to see if that can help when fighting them.
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Sealots fire/divine boon spammer still works in many places with only melee mobs, problem is you want many of them at once. I'ts not a "I can take up to X number of enemys" build but a "if there are at least 4 enemys I can take them".
20 seconds of melee dmg invurnability.
Mo/Me
Smite 16 (sup)
Prot. 12 (min)
Divine. 7 (min)
Major vigor.
Item with "Enchantments last longer".
~42+ E
(didn't start with these items tho...
)
Spellorder:
Balthatzar's Spirit (get energy on hit)
Essence Bond (get 1 energy on hit)<- not really needed if you fight against a big group
Zealots Fire (48 Fire damage)
Archane Echo
Mark of Protection -> and that is copied to A.echo now. Will be available as the first one ends.
Symbol of Wrath (35 holy, 5 sec)
Balthazar's Aura (26 holy, 10 sec)
Divine Boon (spam to trigger zealots fire, heal 42h)
Mark of Protection (the archane echo copy, as soon as it's available)
spam more divine boon and symbol of wrath.
Dont forget to turn off divine boon as you prepare for the next group.
20 seconds of melee dmg invurnability.
Mo/Me
Smite 16 (sup)
Prot. 12 (min)
Divine. 7 (min)
Major vigor.
Item with "Enchantments last longer".
~42+ E
(didn't start with these items tho...
)Spellorder:
Balthatzar's Spirit (get energy on hit)
Essence Bond (get 1 energy on hit)<- not really needed if you fight against a big group
Zealots Fire (48 Fire damage)
Archane Echo

Mark of Protection -> and that is copied to A.echo now. Will be available as the first one ends.
Symbol of Wrath (35 holy, 5 sec)
Balthazar's Aura (26 holy, 10 sec)
Divine Boon (spam to trigger zealots fire, heal 42h)
Mark of Protection (the archane echo copy, as soon as it's available)
spam more divine boon and symbol of wrath.
Dont forget to turn off divine boon as you prepare for the next group.
B
Quote:
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Originally Posted by Enigmatics
Yep no caster can tackle blessed griffons. Edit: (unless shatter/drain works on spell breaker). I love mark of pain for farming though, If I wasn't afraid to go necro secondary I'd always use it.
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Quote:
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Originally Posted by Boubou
Wrong.. I farmed them for the last 2 days.. I use the protective builds posted earlier. I can take up to 6 of them without dying. The only problem with them is the Azure Shadows..
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The desert ones in the scar are boring...
Quote:
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Originally Posted by Experiment_Jon
My friend is an amazing E/Mo. He sent me these pics of him farming...like 20 lv 24 flesh gargoyles around him dead. His secret? Mist form.
Fire: 12 Energy Storage 10 Water: 10 Mist Form=no damage. Other than that, just blast away with fire magic that hit the things around you (inferno, pheonix, lava front, etc). That lv 24 farmin, takin on 15-20 at once, that deserves some mad props, even if he is destroying the game economy. |
That sounds nice. My W/E could use that. I need to find where that skill is at!
B
Quote:
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Originally Posted by Luggage
In what EA do you farm blessed griffons best?
The desert ones in the scar are boring... |

I managed to solo Raptorhawk (the griffon's boss).. it's nice to see : +464 XP when you kill it

