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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
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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
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(* 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
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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
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