Has anyone been successfully able to farm the level 24 flesh golemns outside ember light camp? And if so, is it by any means rewarding? Since the old farming spots for barrage rangers have been nerfed, i'm trying to find new spots. This is what i packed to have a go at the flesh golemns (some what similiar to the griffons build)
1. Barrage
2. Distracting Shot
3. Lightning Reflexes
4. Dryad's Defence
5. Whirling Defence
6. Live Vicariously
7. Essence Bond
8. Living Spirit or Healing Breeze
I tried to throw distracting shot in to try and shut down Lingering Curse. I'm not sure if they only cast once, or recast, but i died pretty quickly. Has anyone come up with any builds or skills that could counter the flesh golemn's lingering Curse/ Faint Heartedness?
Farming Flesh Golemns Outisde Ember light Camp
Kamahl FistofKrosa
Valerius
i think it'd be easier to solo these guys by trapping... i'm not sure what setup i'd use tho... why do you wanna solo these guys anyhow? if it's a Flesh Horn your after i'd farm White Mantle instead
mathijn
uhm, which white mantle valerius?? there are alot of them

Veron
I think the most dangerous skill these things carry is death nova. If it dies next to you, there's a pretty good chance it'll screw you over. If it gets a chance to raise minions, then there's an even better chance it'll screw you over.
The Real Roy Keane
You can't use enchantments, they'll just strip it with Lingering Curse.
Evilsod
Yup, Lingering Curse would just rape any direct healing spells. Regen is the only way against them.
I would see this as more of a monk place, or any class if they could effectively use Contemplation of Purity to remove hexes.
I would see this as more of a monk place, or any class if they could effectively use Contemplation of Purity to remove hexes.
ComMan
I think they're melee monsters, aren't they? You should be able to solo them just like the Trolls outside Forge.
16 Wilderness
14 Expertise
as much Beast Mastery as you can spare:
Spike Trap
Barbed Trap
Flame Trap
Dust Trap
Energizing Wind
Quickening Zephyr
Serpent's Quickness
and Dodge for those hard times
Plant EW, then Zephyr, pull out a +10 energy staff, hit quickness, and stack as many traps as you can right in front of the spirits. Once you run out of energy, aggro the monsters and try to wrangle them into a tight group, run back to your spirit (EW is usually still standing in my experience) and they should all aggro onto the spirit, thus getting hit by the traps when the melee it. If they're not killed outright they'll limp away from the EoE effects of Flame/Dust trap, giving you some time to set up a few extra traps before the come back for more.
16 Wilderness
14 Expertise
as much Beast Mastery as you can spare:
Spike Trap
Barbed Trap
Flame Trap
Dust Trap
Energizing Wind
Quickening Zephyr
Serpent's Quickness
and Dodge for those hard times
Plant EW, then Zephyr, pull out a +10 energy staff, hit quickness, and stack as many traps as you can right in front of the spirits. Once you run out of energy, aggro the monsters and try to wrangle them into a tight group, run back to your spirit (EW is usually still standing in my experience) and they should all aggro onto the spirit, thus getting hit by the traps when the melee it. If they're not killed outright they'll limp away from the EoE effects of Flame/Dust trap, giving you some time to set up a few extra traps before the come back for more.
Cirian
I think they use Faintheartedness? 50% attack speed decrease and -3 degen... go for traps, and maybe pack Antidote Signet for poison
