W/R Solo Grenths/SF
Ghostun Nighteyes
First off I'd like to thank lambda the great, after reading his build it inspired me to try out my own variation. I found my build easier to carry out but i think it just comes down preferance of R or N second, I personally love Ranger
The build is still under tuning, especially with the attributes, but I'll be sure to update as my experimenting continues.
Attributes:
Swordmanship: 8 + 1 (minor)
Strength: 7 + 2 (helm + minor)
Tactics: 8 + 1 (minor)
Wilderness: 12
Other runes being absorption and vigor, superiors obviously best. (Still contemplating wether I want to use a major/sup rune, it'll be on Swordsmanship if i do.)
Skills:
Riposte
Deadly Riposte
Power Attack / Desperation Blow
Savage Slash / Desperation Blow
Troll Unguent
Melandru's Resilience (E)
Healing Signet
Doylak Signet
Weapons:
Long Bow/Flat Bow for pulling, stats on this arn't very important (IMO*).
2 Swords will work well here, if you have both even better. Both should be 15-22, req 9, with dwarfslaying (+20% is max), one with 15%^50% and the other 20% (when hexed). Customized of course.
This is because in some packs you'll notice you are not always fighting hexers, or if you have killed them in a mob then you can always switch for that extra damage.
The hilt mod slot isn't very important, just stay away from an elemental hilt. Furious might be good, unfortunately my selection of swords isn't very big as I'm normally a hammer warrior
Sheilds:
2 Sheilds work well here aswell, one is the one i found out from lambda's guide (kudos again) the +60hp and -3 damage while hexed, a collectors sheild just outside the north entrance of Camp rankor, I also bring with me the other collector sheild from the desert, the +45hp and -2 damage while stance, for when hexers are not around/dead. I will update with a link of details for that one once guildwiki is working again
(* I am trying to incorporate Apply Poison into the build, if i can do that successfully then it will simply be a standard bow with a poisonous string)
Armour:
At the moment I've just been using full wyvern with knights boots, I don't feel gladiator's is truelly essential with melandru's resilience in your line up, sure the extra energy max might be nice at the start of battle, but with melandru's resilience it's not uncommon to have energy regen +4 for majority of the battle, if not higher! (On that note that's why i have more energy based attack skills).
Grenth's Footprint:
Once you've stepped out the first two mobs can be lured up the cliff so you can get free healing from the Dwarven Prospector, not necessary but recommended while learning.
Priority of killing:
Carvers first, they use disrupting chop, can be a big annoyance, pretty standard killing though, keep hitting your ripostes and attacks, keep doylaks up as much as possible, watch for there disrupts in accordance with healing skills.
Herders second, not as annoying as carvers but they carry knockdowns so take them next.
Heretics next, they cast conjure phantasm, the only hex that gives enough degen to bypass melandru's resilience.
If there is more than one seige golem kill those first until only one is left
(leave one alive so they cast rust and deep freeze on you, great hexes that give you +3/+1 health/energy with no real effect to you, with doylak on your speed is impaired anyway, and you have troll uguent to use instead of heal signet if it's needed)
Rangers next, then gnashers last.
(Always kill the fiends as the get summoned, gnashers arn't target first because they have +3 regen from life syphon and consume too much time killing, better to kill last when they are no real threat anymore)
Miscellaneous:
Mobs with a Doylak master: Doylak master is your first target, use ripostes to injure warriors that attack you while unleashing as much damage onto the master as possible, he will primarily focus on healing the warriors, shouldn't be a problem to take down, if you can, savage slash his MoP and orisons (if you know his MoP is recharging). I havn't had the opportunity to try this method on the Yakslapper, but i doubt it'll work, bosses should be left till last in mobs.
High Priest Alkar, while practicing (or general use for that matter, if you know you can do it, why give yourself the tedious challenge over and over) you can pick up high priest alker if you head north east down the slope after the initial first two mobs, talk to him and he will follow and heal you, in addition to this he will not be targetted by enemies nor affect your drops in any way, after you have cleared your route to Sorrow's Furnace take him back and talk to him again to make him stay, then pick up Galen.
I havn't cleared much in SF like lambda but I will be writing what information I gather over time, already spent a long time writing and testing today
Thrown in some screenies for good measure, hopefully haven't missed anything ^^;
My IGN is Ghostun Nighteyes if you have any questions I havn't covered, or post here
The build is still under tuning, especially with the attributes, but I'll be sure to update as my experimenting continues.
Attributes:
Swordmanship: 8 + 1 (minor)
Strength: 7 + 2 (helm + minor)
Tactics: 8 + 1 (minor)
Wilderness: 12
Other runes being absorption and vigor, superiors obviously best. (Still contemplating wether I want to use a major/sup rune, it'll be on Swordsmanship if i do.)
Skills:
Riposte
Deadly Riposte
Power Attack / Desperation Blow
Savage Slash / Desperation Blow
Troll Unguent
Melandru's Resilience (E)
Healing Signet
Doylak Signet
Weapons:
Long Bow/Flat Bow for pulling, stats on this arn't very important (IMO*).
2 Swords will work well here, if you have both even better. Both should be 15-22, req 9, with dwarfslaying (+20% is max), one with 15%^50% and the other 20% (when hexed). Customized of course.
This is because in some packs you'll notice you are not always fighting hexers, or if you have killed them in a mob then you can always switch for that extra damage.
The hilt mod slot isn't very important, just stay away from an elemental hilt. Furious might be good, unfortunately my selection of swords isn't very big as I'm normally a hammer warrior
Sheilds:
2 Sheilds work well here aswell, one is the one i found out from lambda's guide (kudos again) the +60hp and -3 damage while hexed, a collectors sheild just outside the north entrance of Camp rankor, I also bring with me the other collector sheild from the desert, the +45hp and -2 damage while stance, for when hexers are not around/dead. I will update with a link of details for that one once guildwiki is working again
(* I am trying to incorporate Apply Poison into the build, if i can do that successfully then it will simply be a standard bow with a poisonous string)
Armour:
At the moment I've just been using full wyvern with knights boots, I don't feel gladiator's is truelly essential with melandru's resilience in your line up, sure the extra energy max might be nice at the start of battle, but with melandru's resilience it's not uncommon to have energy regen +4 for majority of the battle, if not higher! (On that note that's why i have more energy based attack skills).
Grenth's Footprint:
Once you've stepped out the first two mobs can be lured up the cliff so you can get free healing from the Dwarven Prospector, not necessary but recommended while learning.
Priority of killing:
Carvers first, they use disrupting chop, can be a big annoyance, pretty standard killing though, keep hitting your ripostes and attacks, keep doylaks up as much as possible, watch for there disrupts in accordance with healing skills.
Herders second, not as annoying as carvers but they carry knockdowns so take them next.
Heretics next, they cast conjure phantasm, the only hex that gives enough degen to bypass melandru's resilience.
If there is more than one seige golem kill those first until only one is left
(leave one alive so they cast rust and deep freeze on you, great hexes that give you +3/+1 health/energy with no real effect to you, with doylak on your speed is impaired anyway, and you have troll uguent to use instead of heal signet if it's needed)
Rangers next, then gnashers last.
(Always kill the fiends as the get summoned, gnashers arn't target first because they have +3 regen from life syphon and consume too much time killing, better to kill last when they are no real threat anymore)
Miscellaneous:
Mobs with a Doylak master: Doylak master is your first target, use ripostes to injure warriors that attack you while unleashing as much damage onto the master as possible, he will primarily focus on healing the warriors, shouldn't be a problem to take down, if you can, savage slash his MoP and orisons (if you know his MoP is recharging). I havn't had the opportunity to try this method on the Yakslapper, but i doubt it'll work, bosses should be left till last in mobs.
High Priest Alkar, while practicing (or general use for that matter, if you know you can do it, why give yourself the tedious challenge over and over) you can pick up high priest alker if you head north east down the slope after the initial first two mobs, talk to him and he will follow and heal you, in addition to this he will not be targetted by enemies nor affect your drops in any way, after you have cleared your route to Sorrow's Furnace take him back and talk to him again to make him stay, then pick up Galen.
I havn't cleared much in SF like lambda but I will be writing what information I gather over time, already spent a long time writing and testing today
Thrown in some screenies for good measure, hopefully haven't missed anything ^^;
My IGN is Ghostun Nighteyes if you have any questions I havn't covered, or post here
dont feel no pain
awsome!
lambda the great
Awsome, this might work pretty well in SF with all the Conjure Phantasm, Crippling Anguish, Deep wounds, Rust, Deep freeze, Weakness. And if your going to try Apply poison, don't hit the Gnashers, they use plague touch.
How long were you hackin away at Thornbeard? Power attack and Savage S are your only Dmg dealers to ranged ppl.
How long were you hackin away at Thornbeard? Power attack and Savage S are your only Dmg dealers to ranged ppl.
Ghostun Nighteyes
He wasn't that tough, at about 60% health he'll keep trying to use Troll, with cast time 3 and recharge 10 you can keep interupting it with savage slash.
Flint was tougher, he uses aura of restoration, but i find if you interupt rust with savage slash you gradually take him down
Still early stages so we'll see how it goes for SF.
Gah i wish guildwiki worked, keeps going up and down
Flint was tougher, he uses aura of restoration, but i find if you interupt rust with savage slash you gradually take him down
Still early stages so we'll see how it goes for SF.
Gah i wish guildwiki worked, keeps going up and down
sh4ft3d
Exciting man, I actually have MR unlike GB, so Ill have to give it a go.
legless_the_elf
Nice but just a quick question:
at 12 WS melandrus resilience lasts 17 seconds and recharges in 25 what about those 8 seconds? Troll?
at 12 WS melandrus resilience lasts 17 seconds and recharges in 25 what about those 8 seconds? Troll?
Ghostun Nighteyes
18 seconds actually
and yes either troll unguent or grit your teeth and take it depending on the situation, helps if you time your doylak signet in with your MR, not a good idea to have them both down at the same time, or you have a 5 second gap we're your just that extra bit vulnerable. (doylak lasting 15 seconds at strength 9) So starting one a bit later or use troll/heal sig accordingly.
A little tip that i find helpful is using Troll Unguent before the start of a battle, or just as the carvers get close (if i'm not mistaken disrupting chop requires adreniline to activate so they can't use it right away...make sure doylaks up though if a herder is around or giant stop may get you)
and yes either troll unguent or grit your teeth and take it depending on the situation, helps if you time your doylak signet in with your MR, not a good idea to have them both down at the same time, or you have a 5 second gap we're your just that extra bit vulnerable. (doylak lasting 15 seconds at strength 9) So starting one a bit later or use troll/heal sig accordingly.
A little tip that i find helpful is using Troll Unguent before the start of a battle, or just as the carvers get close (if i'm not mistaken disrupting chop requires adreniline to activate so they can't use it right away...make sure doylaks up though if a herder is around or giant stop may get you)
sh4ft3d
Great build defensively, but the huge damage from GB helps for Lambda I think. great build, again
dont feel no pain
love it
karunpav
I tried this build and I love it. I couldn't get the hang of switching targets to use GB in lambda's build, so I tried this one out and BAM. Much easier, as there's a lot less stress from multiple hexes (Rust sucks when you have tons of people on you).
chrislee149
Guess I'm off to capture Melandru's Resilience. ^_^
Iori Shozu
Great work on the build!! Me and my roommate tore some greneths up with it. The places that I saw the most problems were when facing multiple carvers and a heretic and actually inside sorrows the necros with the elementalist really hurt. I rarely used healing signet so maybe substituting it with I will Survive then you could cover some of the down time of melandrus and get a health boost easily against the groups whos degens counteract the regen I.E.(the patrol with 2 rangers and a carver) Maybe apply poison to speed up killing instead of the sig.
Oh and alkar occasionally heals the bosses making it more of a pain to kill them so you may want to run him somewhere and leave him before taking on that task.
Oh and alkar occasionally heals the bosses making it more of a pain to kill them so you may want to run him somewhere and leave him before taking on that task.
chrislee149
Hmm... Just tried this on the second group, and the hexes/conditions and Melandru's Resilience canceled each other out. Troll Unguent and Healing Signet weren't useful because of Disrupting Chop and Rust. Needless to say, I died.
Demon Rebel
Quote:
Originally Posted by Iori Shozu
Oh and alkar occasionally heals the bosses making it more of a pain to kill them so you may want to run him somewhere and leave him before taking on that task.
This pisses me off when the dwarves heal the mobs!
I thought I was going crazy when I walked with a friend and henchies from Rankor to Warcamp and the trolls and dwarves were getting healed even though we killed the priests first.
I thought I was going crazy when I walked with a friend and henchies from Rankor to Warcamp and the trolls and dwarves were getting healed even though we killed the priests first.
sh4ft3d
Quote:
Originally Posted by chrislee149
Hmm... Just tried this on the second group, and the hexes/conditions and Melandru's Resilience canceled each other out. Troll Unguent and Healing Signet weren't useful because of Disrupting Chop and Rust. Needless to say, I died.
Biggest things is not to use Troll or Heal sig when Wars are around. Disrupting chop hurts.
Age
Nice build for that my secound is a W/R and it is an axe build.The only skills I would need are dolak signet and melandrus resilience.
Sir Moak
Actually I haven't tried it yet, but I'm thinking of bringing Disciplined Stance along if there's no energy management issues. It would nicely counter the 6 second lapse in Melandru's + Dolyak and I'd get a chance to use healing in combat. (75% evasion and +24 armor roxx )
Ummm. Cancel this. I just saw the recharge time for Disciplined But something like Bonetti's could help against the downtime of the protection skills.
Ummm. Cancel this. I just saw the recharge time for Disciplined But something like Bonetti's could help against the downtime of the protection skills.
ibbo
where do u cap Melandru's Resilience?
ibbo
can u tell me where i can cap Melandru's Resilience?
Xaero Gouki Kriegor
dragon's lair bro, guru and guildwiki.org both have good information where to cap stuff, the facet of nature is the critter in dragon's lair you cap it from, its a very nice skill, me and a r/me actualy used it to 2 man the skales in FoW
Tarkin
Congrats... i made a resilence build 3 (or more) months ago 2 weaks before the w/n grenths build....
Use axe and interupts (deep wound) for better results... use one strength shield +2 stance +3 hexed, i will survive will be good to... this way you dont need alkar to help you...
To prove in the trade forum i have a post from me buying 2 shields +2 stance +3 hexed and at time of w/n build a +20 hexed axe...
my build is good agaisnt all casters, bad against more tham 2 warriors at
same time... warriros is the bad point from this build...
More tips send me a PM... but at all its the same build...
P.S. Is good see people think builds... not copy and past from the others... good work...
P.S I have a ele and just now a rit furnace solo build... amazing builds...
Use axe and interupts (deep wound) for better results... use one strength shield +2 stance +3 hexed, i will survive will be good to... this way you dont need alkar to help you...
To prove in the trade forum i have a post from me buying 2 shields +2 stance +3 hexed and at time of w/n build a +20 hexed axe...
my build is good agaisnt all casters, bad against more tham 2 warriors at
same time... warriros is the bad point from this build...
More tips send me a PM... but at all its the same build...
P.S. Is good see people think builds... not copy and past from the others... good work...
P.S I have a ele and just now a rit furnace solo build... amazing builds...
ibbo
thanks dude oh and 1 more question but skill...does it give u regen for the skills are casted on u at the time of putting on m.r or is it every hex/condition placed on u while it is on so u get regen for new thing out on u then lose the regen for when it wares of u?
Marty Silverblade
Quote from ibbo: 'thanks dude oh and 1 more question but skill...does it give u regen for the skills are casted on u at the time of putting on m.r or is it every hex/condition placed on u while it is on so u get regen for new thing out on u then lose the regen for when it wares of u?' End quote.
Melandru's resilience gives you regen from however many hexes/conditions you have at that time. For example, if an ice golem casts rust on you, and you then use Melandru's resilience, you get +3 health regeneration and +1 energy regeneration. If a golem then casts deep freeze on you, that would be 2 hexes, meaning you get +6 health regeneration and +2 energy regeneration. The hexes/conditions do not have to be on you when you use Melandru's resilience for them to take effect.
Well, i hope that answered you're question.
Melandru's resilience gives you regen from however many hexes/conditions you have at that time. For example, if an ice golem casts rust on you, and you then use Melandru's resilience, you get +3 health regeneration and +1 energy regeneration. If a golem then casts deep freeze on you, that would be 2 hexes, meaning you get +6 health regeneration and +2 energy regeneration. The hexes/conditions do not have to be on you when you use Melandru's resilience for them to take effect.
Well, i hope that answered you're question.
BJuno
not a hard build, i just cant pull it out, i can only kill with the prospector on my tail, oterwise i get killed.
MR only gives +3 rengen on heath which is not enough, bleeding, angustie, syphon, conjure phantasm,its just not enough, it only equals bleeding and shyphon the other just forget it! YOU will have a hp degen....
Yes you always got rust and deep freeze and certaintly deep wounds, but you wont get them at all time, and obvious you will get attacked also.
Anyway, congratz, you pulledd it out!
MR only gives +3 rengen on heath which is not enough, bleeding, angustie, syphon, conjure phantasm,its just not enough, it only equals bleeding and shyphon the other just forget it! YOU will have a hp degen....
Yes you always got rust and deep freeze and certaintly deep wounds, but you wont get them at all time, and obvious you will get attacked also.
Anyway, congratz, you pulledd it out!
Thorin Monk
awesome build, killed gargash, rockmolder, shadestone, and thorgall pretty easily
Undead Preacher
Have you killed anything INSIDE SF, yes i see the screeny of you standing there but you can clear ALL of GF with any warrior build using the prospect, priest healer tricks...
I actually cleared all of GF with my necro using the tricks... but killing inside SF is another story.... yet to see a screen of dead SF bosses
I actually cleared all of GF with my necro using the tricks... but killing inside SF is another story.... yet to see a screen of dead SF bosses
lambda the great
Ghostun Nighteyes do you mind if I put this on my Thread it might get recognized more.
Ya need Sprint for SF don't think this build would do very well inside, it might but I dunno.
EDIT: Saw the last post you made(5-20-06) It's going on my page with your name on it)
Ya need Sprint for SF don't think this build would do very well inside, it might but I dunno.
EDIT: Saw the last post you made(5-20-06) It's going on my page with your name on it)
MalVeauX
Melandru's Resilience is a wonderful skill. With not even a mega-pumped attribute set into it, it's a very useful elite stance when fighting especially the non-melee types, who just use conditions and hexes constantly. MR gives so much life and mana. I love the skill; it's simply a great elite in my opinion.
But unfortunately, I don't see it being nearly enough here.
Out of curiosity, I ran the build above, even with the items. Did it a few times over the past few days, testing, testing and trying. I don't see this working very well. The drain is more than the healing can handle, and between all those heals, the damage doesn't come--resposites are great, but do jack all to the wanding folks. Reposites only work on the Herders and Carvers. Nearly everything else is ranged and so you have to resort to weak sword attacks, which do very low damage overall. Even doing enough to over-come a +/-3 life siphon, is a challenge. The DS is run near constant, but it doesn't save you. It prevents knockdown, which is useful, but other wise it doesn't save this build due to the kind of damage being absorbed.
Also something funny to note, the Dwarf healers will heal baddies if they're the only ones hurting.... might want to not drag important last-men-standing near him while you're fighting. It really, really sucks watching that Ice Golem go back to full health after a proper Heal Other is cast on him.
I'd really like to see this in-game, or a video of it. I tried contacting the original poster, but the character doesn't seem to exist anymore. I'd like to see this build work. It's a wonderful setup. I just don't see it working here in Greniths. But I would love to be proved so wrong that it hurts.
-- If willing, my in-game-contact-name: Malveaux Highlander or Malveaux le Fou or Malveaux LeShaman. I'd really like to see it work (ie: let me run off, die, watch you do your magic). I'll even pay to see it, if it's proper.
Cheers!
But unfortunately, I don't see it being nearly enough here.
Out of curiosity, I ran the build above, even with the items. Did it a few times over the past few days, testing, testing and trying. I don't see this working very well. The drain is more than the healing can handle, and between all those heals, the damage doesn't come--resposites are great, but do jack all to the wanding folks. Reposites only work on the Herders and Carvers. Nearly everything else is ranged and so you have to resort to weak sword attacks, which do very low damage overall. Even doing enough to over-come a +/-3 life siphon, is a challenge. The DS is run near constant, but it doesn't save you. It prevents knockdown, which is useful, but other wise it doesn't save this build due to the kind of damage being absorbed.
Also something funny to note, the Dwarf healers will heal baddies if they're the only ones hurting.... might want to not drag important last-men-standing near him while you're fighting. It really, really sucks watching that Ice Golem go back to full health after a proper Heal Other is cast on him.
I'd really like to see this in-game, or a video of it. I tried contacting the original poster, but the character doesn't seem to exist anymore. I'd like to see this build work. It's a wonderful setup. I just don't see it working here in Greniths. But I would love to be proved so wrong that it hurts.
-- If willing, my in-game-contact-name: Malveaux Highlander or Malveaux le Fou or Malveaux LeShaman. I'd really like to see it work (ie: let me run off, die, watch you do your magic). I'll even pay to see it, if it's proper.
Cheers!
jbwarrior
Hi guys,
I use this W/R build as well and it is perfect, i like it!!!
But I need an sword or axe, with +20% vs Dwarves or +20% while hexed Does anyone know where i can find that upgrade for my sword or axe.
I like to solo with my warrior and i think the hardest place for soloing is SF, because of al the casters, so that's why i like this W/R build so much.
So I hope that anyone can help me out with finding an upgrade for my axe or sword??????
Thank guys
I use this W/R build as well and it is perfect, i like it!!!
But I need an sword or axe, with +20% vs Dwarves or +20% while hexed Does anyone know where i can find that upgrade for my sword or axe.
I like to solo with my warrior and i think the hardest place for soloing is SF, because of al the casters, so that's why i like this W/R build so much.
So I hope that anyone can help me out with finding an upgrade for my axe or sword??????
Thank guys
DeanBB
While hexed sword: http://gw.gamewikis.org/wiki/Denos_Makaluum
While hexed axe: http://gw.gamewikis.org/wiki/Buk_Dirayne
Try the auctions for an upgrade, see link at top right of this page.
While hexed axe: http://gw.gamewikis.org/wiki/Buk_Dirayne
Try the auctions for an upgrade, see link at top right of this page.
DeanBB
Bah, errored out and then double posted!
Kfoolu
Love this build, very nice use of Melandru's...But where the Hell can I get a Dwarfslaying mod?
Noone's selling one anywhere...There's no such things on the auctions site either
Noone's selling one anywhere...There's no such things on the auctions site either
Oh a GW forum
Is this build viable even after savage slash has been nerfed?
samerkablamer
this build works great thx! i only wish i still had my war the nite i soloed this my lil bro deleted my lvl 20s this was easy by the 9th time i soloed
bored-.-bored
is this build as fast, faster or slower than the other build?
yo home boi
is this build faster than Witte Was's build?
Raithgason
this build (to me) is slightly slower than lambda's one but this is a lot easier when starting off
Bloodied Blade
I think "Ressurect Old Posts" week has returned...
Merciless Paladin
Wher do i get a max sword of dwarfslaying?
Covah
wow big bump here, You can get a dwarfslaying sword anywhere in shiverpeaks.