Ultimate Farming Build 5-man
Frost
1 monk (For exp monk who knows how this build works)
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming)
or
2 monk (For new monk trying this build another monk is suggested)
2 nukers (prefer Echo Nukers)
1 tank
I hope this build helps reduces the number of not so experience players in SF.
Basically the Nukers uses normal fire skills (lvl 16).
The trick lies with the monk and tank.
Tank has to know how use the gear trick ( this build don't work if ur tank complains about not being able to attack with a gear... ) Heres some advice to those tanks who doesn't know yet, a gear in ur hand attracts every monster to you as long as you holds it.
Skills that would help the warrior damage would include such as giadiator defense , shield of judgement.
Main of this build lies in the monk. Heres the main skill of the monk:
Life bond
Divine boon
Balthazar spirit
Essense bond
Blessed signet
The rest is up to the monk to set up with healing skills (recommend healing seed). Ok for those who didn't tried this before, you may think wtf?! Those dark binders and taskmaster removes lifebond! you're a noob !!
Here's why, with life bond cast on a warrior with gear (main concern of healing is warrior since other don't take much dmg with him holding gear). Simply cast a healing breeze b4 the warrior charges into enemy so they shatter the breeze. In the case of life bond being shattered, just recast it ^_^. With life bond on, the monk will find that his mana is almost unlimited and healing is not a problem (recommend 2 monk for those not familiar with it). The monk's unlimited mana will come from balthazar and essense bond but he'll have to keep and eye on the warrior to recast any enchants being shattered. This build definitely work better than a healing build or a heal monk and proc monk as one monk is sufficient for the whole party.
Another trick with the warrior is to hold the gear and move to the casters so that casters and melee and clustered together for nuking to take place effectively.
Although this may be brief and i hope it helps. ^_^
My team has gotten nearly full stash of gold from so far from farming and selling greens with such a build but they are good players and depending on luck, hope greens drop well for u !
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming)
or
2 monk (For new monk trying this build another monk is suggested)
2 nukers (prefer Echo Nukers)
1 tank
I hope this build helps reduces the number of not so experience players in SF.
Basically the Nukers uses normal fire skills (lvl 16).
The trick lies with the monk and tank.
Tank has to know how use the gear trick ( this build don't work if ur tank complains about not being able to attack with a gear... ) Heres some advice to those tanks who doesn't know yet, a gear in ur hand attracts every monster to you as long as you holds it.
Skills that would help the warrior damage would include such as giadiator defense , shield of judgement.
Main of this build lies in the monk. Heres the main skill of the monk:
Life bond
Divine boon
Balthazar spirit
Essense bond
Blessed signet
The rest is up to the monk to set up with healing skills (recommend healing seed). Ok for those who didn't tried this before, you may think wtf?! Those dark binders and taskmaster removes lifebond! you're a noob !!
Here's why, with life bond cast on a warrior with gear (main concern of healing is warrior since other don't take much dmg with him holding gear). Simply cast a healing breeze b4 the warrior charges into enemy so they shatter the breeze. In the case of life bond being shattered, just recast it ^_^. With life bond on, the monk will find that his mana is almost unlimited and healing is not a problem (recommend 2 monk for those not familiar with it). The monk's unlimited mana will come from balthazar and essense bond but he'll have to keep and eye on the warrior to recast any enchants being shattered. This build definitely work better than a healing build or a heal monk and proc monk as one monk is sufficient for the whole party.
Another trick with the warrior is to hold the gear and move to the casters so that casters and melee and clustered together for nuking to take place effectively.
Although this may be brief and i hope it helps. ^_^
My team has gotten nearly full stash of gold from so far from farming and selling greens with such a build but they are good players and depending on luck, hope greens drop well for u !
scamPOR
Nice build one thing I saw, balthazars gives energy to the person enchanted by it, not the caster. Otherwise looks nice.
cooljelly
Balthazar spirit doesn't give the monk energy in your setup; it helps the warrior gain adrenaline and energy, which i guess is also quite useful...
Frost
Quote:
Originally Posted by scamPOR
Nice build one thing I saw, balthazars gives energy to the person enchanted by it, not the caster. Otherwise looks nice.
Ah nice one , u all got it wrong, the trick lies with balthzar spirit on the monk himself and essense bond on the warrior , when life bond triggers , the monk will gain mana due to balthazar spirit. So when 6 mobs hit the warrior u'll be gaining like 10 mana every 1 or 2 second.
I think its possbile to maintain up to 15 enchantments with such a build ( i only tried maintaining 10 enchantments without much trouble except when its down to one enemy)
Currently i'm trying in tune in smiting skill such as balthazar aura but can't find enough attribute points for it =(
I think its possbile to maintain up to 15 enchantments with such a build ( i only tried maintaining 10 enchantments without much trouble except when its down to one enemy)
Currently i'm trying in tune in smiting skill such as balthazar aura but can't find enough attribute points for it =(
scamPOR
Ya we run that in tombs sometimes on the bonder, that had slipped my mind at the time of post though. Build looks really solid after that clarification.
Nawn Centz
How do ya maintain 15 enchants if the new rule says that if you have a -10 energy degen then it'll remove the last casted enchantment? Unless you're talking about 2 monks doing it. But 15 enchants would be a -10 degen on the energy.
Frost
Quote:
Originally Posted by Nawn Centz
How do ya maintain 15 enchants if the new rule says that if you have a -10 energy degen then it'll remove the last casted enchantment? Unless you're talking about 2 monks doing it. But 15 enchants would be a -10 degen on the energy.
hmm probably that is why i could only maintain about 10 enchantments. Thanks for your answer, no wonder i couldn't break the 10 enchantment barrier... always thought it was my energy management problem
Miss out that point.
Miss out that point.
RTSFirebat
I farm SF using myself, Dovona and the two monks
That's one less then yourself 
I like how you set this up, have to try it out with guildies later on.
I like how you set this up, have to try it out with guildies later on.
Frost
Henches are strong but i believe the amount of greens received from henchman are quite pathetic. I don't know what is the reason behind this, always thought henchman acts as human players...
There is another post regarding someone trying out many many farms with henchman and gotten less than 5 greens? (not very sure of the numbers)
I personally face that situation too.
But through farming with human players and intense trading i earn a lot of money quite quickly. However i think process is slowed down now as greens doesn't cost as much as it does when SF is 1st introduced.
There is another post regarding someone trying out many many farms with henchman and gotten less than 5 greens? (not very sure of the numbers)
I personally face that situation too.
But through farming with human players and intense trading i earn a lot of money quite quickly. However i think process is slowed down now as greens doesn't cost as much as it does when SF is 1st introduced.
RTSFirebat
Quote:
Originally Posted by Frost
Henches are strong but i believe the amount of greens received from henchman are quite pathetic. I don't know what is the reason behind this, always thought henchman acts as human players...
There is another post regarding someone trying out many many farms with henchman and gotten less than 5 greens? (not very sure of the numbers)
I personally face that situation too.
But through farming with human players and intense trading i earn a lot of money quite quickly. However i think process is slowed down now as greens doesn't cost as much as it does when SF is 1st introduced. I seem to get pently of drops with henchmen, I really don't think they take anymore then human players would. As for greens they not all that great and I make more money from all the other goods I collect along the way.
Still its more fun with humans due to the interaction.
There is another post regarding someone trying out many many farms with henchman and gotten less than 5 greens? (not very sure of the numbers)
I personally face that situation too.
But through farming with human players and intense trading i earn a lot of money quite quickly. However i think process is slowed down now as greens doesn't cost as much as it does when SF is 1st introduced. I seem to get pently of drops with henchmen, I really don't think they take anymore then human players would. As for greens they not all that great and I make more money from all the other goods I collect along the way.
Still its more fun with humans due to the interaction.
Carinae
Unequivocally, the best 5 man farming (that I have done) uses this combination:
W/*
E/Me
N/E (Blood & Fire, with the rest in Soul Reaping)
M/*
M/* (drop this monk for 4 man farming)
N/E is a awesome help for this build. I can run up, drop Meteor Shower and Firestorm (level 11) and then keep the Monk(s) and Ele charged up.
If (when) a monk or ele drops, we can still go on.
If the Warrior dies, or an enemy aggros to the casters, the Necro can intercept and take the beating better than either other caster due to AL70 and Vampiric spells.
In a pinch, the Necro can actually Tank! I have done it, when the Warrior died beyond Rebirth range.
W/*
E/Me
N/E (Blood & Fire, with the rest in Soul Reaping)
M/*
M/* (drop this monk for 4 man farming)
N/E is a awesome help for this build. I can run up, drop Meteor Shower and Firestorm (level 11) and then keep the Monk(s) and Ele charged up.
If (when) a monk or ele drops, we can still go on.
If the Warrior dies, or an enemy aggros to the casters, the Necro can intercept and take the beating better than either other caster due to AL70 and Vampiric spells.
In a pinch, the Necro can actually Tank! I have done it, when the Warrior died beyond Rebirth range.
Arcanis the Omnipotent
I wonder then... how do Mesmers and Rangers get farming done?
Guess they dont...
Guess they dont...

Carinae
Quote:
Originally Posted by Arcanis the Omnipotent
I wonder then... how do Mesmers and Rangers get farming done?
Guess they dont...
They go with larger groups.
Guess they dont...

Frost
Sometimes i do prefer a ranger with conjure + barrage , they do lot of dmg in long runs as they don't run out of mana
Arton
Quote:
Originally Posted by Nawn Centz
How do ya maintain 15 enchants if the new rule says that if you have a -10 energy degen then it'll remove the last casted enchantment? Unless you're talking about 2 monks doing it. But 15 enchants would be a -10 degen on the energy.
The monk doesn't have to maintain 15 enchats. He only has to enchant the tank. The monk is only having to maintain 4 enchants.
Frost
Hmm usually i maintain only 4 enchantments for my bless signet.
Although maintaining 8 to 9 enchants is possible at start but its impossible to do so when enemy comes down to a single or two units...
I figure the best team would be
1 monk
1 tank
2 nuker
1 Pure smiter with Shield of Judgement and aura.
A final assault farming takes around more or less 15mins to complete.
Sometimes deaths may occur outside SF due to no gear or kegs
but once inside SF. Ownage starts.
Glad i just found a Tanker friend who uses zero attack skill and 8 defend skills lol.
Although maintaining 8 to 9 enchants is possible at start but its impossible to do so when enemy comes down to a single or two units...
I figure the best team would be
1 monk
1 tank
2 nuker
1 Pure smiter with Shield of Judgement and aura.
A final assault farming takes around more or less 15mins to complete.
Sometimes deaths may occur outside SF due to no gear or kegs
but once inside SF. Ownage starts.
Glad i just found a Tanker friend who uses zero attack skill and 8 defend skills lol.
sleepy samurai
Quote:
Originally Posted by Frost
Ah nice one , u all got it wrong, the trick lies with balthzar spirit on the monk himself and essense bond on the warrior , when life bond triggers , the monk will gain mana due to balthazar spirit. So when 6 mobs hit the warrior u'll be gaining like 10 mana every 1 or 2 second.
I think its possbile to maintain up to 15 enchantments with such a build ( i only tried maintaining 10 enchantments without much trouble except when its down to one enemy)
Currently i'm trying in tune in smiting skill such as balthazar aura but can't find enough attribute points for it =( Now that is thinking outside the box
GJ
Can the monk use bonnet's too when Life bond is up? Does life bond triger bonnet's?
I think its possbile to maintain up to 15 enchantments with such a build ( i only tried maintaining 10 enchantments without much trouble except when its down to one enemy)
Currently i'm trying in tune in smiting skill such as balthazar aura but can't find enough attribute points for it =( Now that is thinking outside the box

Can the monk use bonnet's too when Life bond is up? Does life bond triger bonnet's?
Savio
No, Balth's Spirit triggers on damage taken, while Bonetti's Defense triggers on Blocked attacks. So Life Bond won't trigger Bonetti's.
Blind Rage
it would be nice if you werent at district 1 spamming, "to see the best 5 man farming build go to blah blah blah....etc"
Frost
Quote:
Originally Posted by Blind Rage
it would be nice if you werent at district 1 spamming, "to see the best 5 man farming build go to blah blah blah....etc"
... what are you talking about ?
simakosmos
mesmer do like this:
Devona, Cynn, Mhenlo, and Lina
Echo, Backfire, Chaos Storm, Shatter Hex, Inspire hex..
for casters echo the backfire, for others echo the chaos storm.
good luck out there, fellow mesmer frends!
Devona, Cynn, Mhenlo, and Lina
Echo, Backfire, Chaos Storm, Shatter Hex, Inspire hex..
for casters echo the backfire, for others echo the chaos storm.
good luck out there, fellow mesmer frends!
Saerden
has anyone tried Spellbreaker + master gear? If mobs dont start to throw around spells on the monk while the main tank is "unaviable", this will lead to a game behaviour that would make killroy stoneskin very proud...
Can anyone confirm that mobs dont change target if it has both master gear and spellbreaker?
Can anyone confirm that mobs dont change target if it has both master gear and spellbreaker?
Savio
I use Ob Flesh and the Master Gear, and the Taskmasters just hex whatever target they can. Otherwise, the Wardens and Dark Binders don't really do anything other than try to wand me.
RobotMULE
I was in a group for Final Assault with:
Heal/Smiter (myself)
Heal/Protector
Stance Tank holding a barrel
Echo nuker
Worked very well, got the the final area with the binders easily with no deaths at all.
Heal/Smiter (myself)
Heal/Protector
Stance Tank holding a barrel
Echo nuker
Worked very well, got the the final area with the binders easily with no deaths at all.
IxChel
Quote:
Originally Posted by Frost
1 monk (For exp monk who knows how this build works)
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming) The other key to this build working is having a good tank. The tank must be able to withstand a great deal of punishment _before_ the monk and nukers come into aggro range. It takes a while to setup a very nice clump, so thoughtful skill distribution helps. I use a wa/ra and the following:
Melandru's Resillience [E]
Dryder's Defenses (for setting up aggro)
Doldak Signet (once I've got my aggro)
Shield's Up!
Endure Pain (for extra HP before the monk joins aggro)
I Will Survive (once I'm bleeding)
Cyclone Axe (to keep them interested in me and not in the eles)
One of your El/Me should also bring Deep Freeze and use it for the opening salvo. DF does a fantastic job of keeping those Carvers interested in the tank, so that they don't switch targets to the casters. If you see one "break away", all of the casters simply sprint backwards for a few seconds for the carvers to re-engage.
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming) The other key to this build working is having a good tank. The tank must be able to withstand a great deal of punishment _before_ the monk and nukers come into aggro range. It takes a while to setup a very nice clump, so thoughtful skill distribution helps. I use a wa/ra and the following:
Melandru's Resillience [E]
Dryder's Defenses (for setting up aggro)
Doldak Signet (once I've got my aggro)
Shield's Up!
Endure Pain (for extra HP before the monk joins aggro)
I Will Survive (once I'm bleeding)
Cyclone Axe (to keep them interested in me and not in the eles)
One of your El/Me should also bring Deep Freeze and use it for the opening salvo. DF does a fantastic job of keeping those Carvers interested in the tank, so that they don't switch targets to the casters. If you see one "break away", all of the casters simply sprint backwards for a few seconds for the carvers to re-engage.
Numa Pompilius
Quote:
Originally Posted by simakosmos
mesmer do like this:
Devona, Cynn, Mhenlo, and Lina LOL! That's exactly how my mesmer farms SF/GF! Although I echo shatter hex a lot - 2x125 damage armor-ignoring ftw!
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick.
Devona, Cynn, Mhenlo, and Lina LOL! That's exactly how my mesmer farms SF/GF! Although I echo shatter hex a lot - 2x125 damage armor-ignoring ftw!
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick.
kelvanor
My 5 man farm build for SF//
my mo/mes
2 war henchies
1 ele hench
1 menlo
my mo/mes
2 war henchies
1 ele hench
1 menlo
saphir
because i prefer playing necro for SF/FA.
i farm w/
1 minion necro w/ lvl 19 minions/fiends (20%)
1 war
1 ele nuker / 2 mo OR 2 nukers / 1 mo
after a few fights and you've got your army of 16-30+ undead behind you the monks get pretty bored =)
i've also tried farming FA w/ Devona, Mhenlo, Cynn, and Lina out of curiousity about drops w/ henches. for one thing they out performed the avg farming groups. Devona never dropped, Lina never complains about energy, Cynn never needed a water break, and Mhenlo always kept me healed. And there was no waiting around for everyone to be ready =)
the drops though were no better and no worse than w/ regular people. i got some pretty nice greens.
i farm w/
1 minion necro w/ lvl 19 minions/fiends (20%)
1 war
1 ele nuker / 2 mo OR 2 nukers / 1 mo
after a few fights and you've got your army of 16-30+ undead behind you the monks get pretty bored =)
i've also tried farming FA w/ Devona, Mhenlo, Cynn, and Lina out of curiousity about drops w/ henches. for one thing they out performed the avg farming groups. Devona never dropped, Lina never complains about energy, Cynn never needed a water break, and Mhenlo always kept me healed. And there was no waiting around for everyone to be ready =)
the drops though were no better and no worse than w/ regular people. i got some pretty nice greens.
2_fingers
Just out of curiousity, has it been proven that 5 man builds actually get more greens then say 8 man? there was this 1 5man group i was in where we like cleared the whole of sf and only 1 green droped out of the what 10 bosses inside and the 3 outside?
Lorien of Mandos
It has been proven that you will get more fo the drops ina 5 person team vs an 8 persona team. Every kill yields a drop, so with fewer players in group there are better odds it will be assigned to you. Whether or not these drops are greens is a different story....
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Think of the minions as an investment - not a lot of damage initially, but after a few skirmishes look out. I use curses to compliment my minions so I can do a fair amount of damage in the early fights before I raise an army of fiends. As time goes by though and the army grows, my damage output easily equals if not surpasses that of an elementalist.
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
With Mark of Pain and Spiteful Spirit on the right target, plus minions, we are talking MAJOR damage in a very short amount of time to multiple targets. Spells such as faintheartedness and shadow of fear insure that the opposing mob is not dealing as much damage as it could be, due to slowed attack speed, which lightens the burden on the monks. Maybe an echo nuker is capable of the same kind of damage output or even more, but don't underestimate the value of a minion master in your SF farm group. If you are going shorthanded, why would you pass on the option to have one of your party members summon more allies for the battles??
P.S. Comments and suggestions are always welcome, your thoughts on this build?
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Think of the minions as an investment - not a lot of damage initially, but after a few skirmishes look out. I use curses to compliment my minions so I can do a fair amount of damage in the early fights before I raise an army of fiends. As time goes by though and the army grows, my damage output easily equals if not surpasses that of an elementalist.
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
With Mark of Pain and Spiteful Spirit on the right target, plus minions, we are talking MAJOR damage in a very short amount of time to multiple targets. Spells such as faintheartedness and shadow of fear insure that the opposing mob is not dealing as much damage as it could be, due to slowed attack speed, which lightens the burden on the monks. Maybe an echo nuker is capable of the same kind of damage output or even more, but don't underestimate the value of a minion master in your SF farm group. If you are going shorthanded, why would you pass on the option to have one of your party members summon more allies for the battles??
P.S. Comments and suggestions are always welcome, your thoughts on this build?
Banebow
Quote:
Originally Posted by simakosmos
mesmer do like this:
Devona, Cynn, Mhenlo, and Lina Sounds exactly like what I take down
Though I use different skills than the ones you listed.
I always laugh a bit when the "perfect farming group" turns out to be a warrior, monk, and elementalist combination
Devona, Cynn, Mhenlo, and Lina Sounds exactly like what I take down
I always laugh a bit when the "perfect farming group" turns out to be a warrior, monk, and elementalist combination

seraphite86
Quote:
Originally Posted by Banebow
I always laugh a bit when the "perfect farming group" turns out to be a warrior, monk, and elementalist combination
I second that. What about the other classes? Farming with a mesmer and/or ranger makes things not only interesting but almost effortless.

2_fingers
Quote:
Originally Posted by Lorien of Mandos
It has been proven that you will get more fo the drops ina 5 person team vs an 8 persona team. Every kill yields a drop, so with fewer players in group there are better odds it will be assigned to you. Whether or not these drops are greens is a different story....
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
P.S. Comments and suggestions are always welcome, your thoughts on this build? Shhhh... That's the best kept secret in SF! With a minonmaster, monks actually get bored and their mana regens to full!
My mm is different
Bonefiend
Bonehorror
Well of Power {e}
Cry of Frustration
Bloood of the master
Verata Sacrifice
Life Siphon
Res sig
16 death
10 SR
9 Blood
Prefer to use wop because there are times when u can spare a body and relieve the monks. Cry of Frustration is to stop the gnashers from stealing my body. Grrrrr.
I dun use spite because i think its a waste to use spite if u dun max out ur curses. spite + arcane echo = dead mobs in 5 eyeblinks. Also dead IWAY
Perhaps the saddest thing is that mm tend to be NOT called for farming even though we deal the most damage and reduce damage dealt to many players by alot.
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
P.S. Comments and suggestions are always welcome, your thoughts on this build? Shhhh... That's the best kept secret in SF! With a minonmaster, monks actually get bored and their mana regens to full!
My mm is different
Bonefiend
Bonehorror
Well of Power {e}
Cry of Frustration
Bloood of the master
Verata Sacrifice
Life Siphon
Res sig
16 death
10 SR
9 Blood
Prefer to use wop because there are times when u can spare a body and relieve the monks. Cry of Frustration is to stop the gnashers from stealing my body. Grrrrr.
I dun use spite because i think its a waste to use spite if u dun max out ur curses. spite + arcane echo = dead mobs in 5 eyeblinks. Also dead IWAY

Perhaps the saddest thing is that mm tend to be NOT called for farming even though we deal the most damage and reduce damage dealt to many players by alot.
Lorien of Mandos
I agree, my life as an mm is certainly easier if I or someone else brings some kind of interupt skill to stop the binders from raising wells of suffering on party. Ive been experimenting with taking soul feast or consume corpse to use the corpses before they get a chance. For the most part though, I find that if I am paying enough attention I can usually cast a summon fast enough that it casts before the binder even starts his well. I have to disagree about spiteful only being useful if curses is maxed, I still hits target and nearby enemies for 25 each time target uses skill or attacks - add this to the dmage from minions and mark of pain and it is considerable.
IllusiveMind
My best farming experiences are those when i go full water only and the other nuker is fire. Deep Freeze is an awesome spell but it drains a lot of mana, so be ready with a Glymph of Energy and Water Attunement. My personal pure/full water build is:
Shard Storm
Ice Spikes
Deep Freeze
Maelstorm
Swirling Aura/Armor of Mist/Blurred Vision (BV help a lot for the kegger)
Conjure Frost (extra dmg while recharging)
Water Attunement
Glymph of Energy
I dont like to hybridize my skills and i use a Flint's Fleshcleaver for extra HP and EP.
Shard Storm
Ice Spikes
Deep Freeze
Maelstorm
Swirling Aura/Armor of Mist/Blurred Vision (BV help a lot for the kegger)
Conjure Frost (extra dmg while recharging)
Water Attunement
Glymph of Energy
I dont like to hybridize my skills and i use a Flint's Fleshcleaver for extra HP and EP.
RobotMULE
I prefer to go:
1 W keg holder (who can sustain lots of dmg with stances etc)
1 Heal/Smite Mo
1 Prot/Smite Mo
1 Nuker
Optional +one (E, N, R, Me)
But there are plenty of 4-5 person combos that work well.
1 W keg holder (who can sustain lots of dmg with stances etc)
1 Heal/Smite Mo
1 Prot/Smite Mo
1 Nuker
Optional +one (E, N, R, Me)
But there are plenty of 4-5 person combos that work well.
Esuna
Quote:
Originally Posted by Numa Pompilius
LOL! That's exactly how my mesmer farms SF/GF! Although I echo shatter hex a lot - 2x125 damage armor-ignoring ftw!
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick. Echo'ing shatter hex is actually how my domination mesmer farms/skill caps in Peridition Rock. The damage is crazy if you get a good tank, especially when flesh golems hexs the tanks every 5 seconds
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick. Echo'ing shatter hex is actually how my domination mesmer farms/skill caps in Peridition Rock. The damage is crazy if you get a good tank, especially when flesh golems hexs the tanks every 5 seconds

Zegorzalek
I keep seeing the ele/mes "echo nuker" pop up in this thread... i have worked in SF fairly comptently as a glyph/malestrom nuker... using glyph to double up on meteorstorm/firestorm and mark of rod, or glyphing maelstrom for a full 20 sec interrupt on bosses... keeping aware of the situation and which skill may prove most useful. Is there any reason ppl are not using this? I know it is not an original build....
Zeg
Zeg
2_fingers
Quote:
Originally Posted by Zegorzalek
I keep seeing the ele/mes "echo nuker" pop up in this thread... i have worked in SF fairly comptently as a glyph/malestrom nuker... using glyph to double up on meteorstorm/firestorm and mark of rod, or glyphing maelstrom for a full 20 sec interrupt on bosses... keeping aware of the situation and which skill may prove most useful. Is there any reason ppl are not using this? I know it is not an original build....
Zeg Because they cant think? Same reason y Mms are ignored even though they can ease the burden on monks alot. Alot of the time these people do not want to even think about builds and build effective builds
Zeg Because they cant think? Same reason y Mms are ignored even though they can ease the burden on monks alot. Alot of the time these people do not want to even think about builds and build effective builds
Kula
I don't mind inviting Me/E's in farm groups. Most of them are good at nuking and have great energy management of their own. I just haven't seen too many of them s'all. Probably because of what the above poster said.