W/X FoW Spider Farmer
Racthoh
*Updated May 30th 2006 - Fixed out of date Spider fighting technique
*Updated July 11th 2006 - W/Mo Build Added
*Updated August 16th 2006 - Link to the Dragon Slash build posted
http://files.filefront.com/The_Spide.../fileinfo.html to see it in action.
Do not kill the Ancient Skales under any circumstance unless you're looking for a challenge afterwards.
If you're confused about running to them, download this:
http://files.filefront.com/Runningwm.../fileinfo.html
Regarding another build that I posted using the monk secondary, a build recommended for more advanced players:
http://files.filefront.com/Time_Tria.../fileinfo.html
There are far too many warrios in ToA that sit there endlessly spamming "LFG" so it's about time we put them to good use.
Sprint
Flurry
Hundred Blades
Watch Yourself!
Galrath Slash
Final Thrust
Healing Signet
Dolyak Signet
EDIT: My original attributes were 11 strength, 13 sword and 12 tactics. However using a Superior Swordsmanship Rune allows you to achieve 12 strength, 13 sword, and 12 tactics.
Strength: 11 + 1
Sword: 10 + 3
Tactics: 11 + 1
Zealous and of Defense/Shelter sword upgrades. You need the bonuses to defense because you will be taking a lot of hits. Any stance equipment is optimal since well, you won't be enchanted and your health will dip above and below 50% with some frequency. Gladiator's Armour (or the new Legionnaires Armour) is the best choice.
You appear in FoW, Sprint to the group on the right and run past them up to where a group of 2 warriors and a monk will be coming down. Take a break, and healing if nothing is chasing if you got hit by a fireball or something along those lines. Once they get close enough, run up to the path to the beach. Make the three patrols that are in that valley come up. With where you are standing, there should be a tall mountain which you will need to circle around should anything be following you. Once you start your path down to the beach you're home free. Use Sprint to break off any patrols, if you're a droknar runner I'm sure this sort of tactic is probably familiar to you.
Once at the entrance, kill the group of driftwood there and the dryder. Move down as far as possible without aggroing any of the skales. This is probably the most difficult part since you have to watch behind for the shadow patrols, and ahead for the skales without much room to run. Once they're dead, wait for a patrol of driftwood to come within bow range. Hit once with a bow pulling them to your location, then get ready to run. You should typically be doing this in the first safe spot here:
The second safe spot is usually clear aside from a patrol of driftwood that makes their way there. From the first safe spot, hold ctrl (or whatever button you've assigned to locate enemies) to see if that spot is safe from a skale spawn. If it is inhabited, hug the other wall and sprint that way. Just use your best judgement, there isn't much else to say.
Examine the groups in the next little area to determine where it is safe to run to next. At this part, watch for the patrols and clear them (learning the patterns will come in time).
Now, you're at the tunnel. Pull the two closest dryders back. Under no circumstance should your aggro bubble touch where they were standing otherwise you release the spiders. They tend to be relucant to move too far out, but a longbow works just fine in this situation. Once they're dead, do the same thing on the last one.
Once they're dead. Run into the tunnel until three spiders appear. Then, run back luring the spiders with you (if they don't follow no big deal). Pull them along the wall until you're a fair distance from the entrance but not too far that you're aggroing skales. While engaged with these first group, the rest of the spiders will emerge from the cave and come out onto the beach.
Now, the tricky part.
Fighting them can be annoying, and you need to use a lot of strategic movements to get them to position themselves just right. When you're pulling them back they will bunch up together and use Healing Spring every so often. You can't compete against 3 healing springs in terms of damage. As such, when you're pulling them back watch your radar closely. When one of them hangs back slightly (because it will be using Healing Spring or Apply Poison) it will separate from it's comrades. At that point, turn around and run to the group of two and start fighting IF the lone spider decides not to move. Since they have a long range with their shot it shouldn't be too difficult to achieve this result, so as long as you're in it's range it will not move.
Because of an update not so long ago, bunching them up no longer presents the problem of having to focus on interrupting healing springs. As long as you are within attacking range, they will not attempt to use Healing Spring.
Now, this deals with the first group you pulled. When dealing with the next lot, simply pluck an arrow into one and it will pull three spiders towards you. If it pulls multiple spiders, don't worry. The build can maintain multiple spiders at once.
Once you clear the beach, note that every dryder afterwards has 6 armoured spiders that will spawn. One group from behind once the dryder is in your aggro bubble, the other after a certain period of time has passed. Deal with these annoyances in the similar pattern as before.
Remember:
Use healing signet when Dolyak Signet and Watch Yourself are up. If you need to, settle with one or the other, but using it while neither is up is foolish.
July 11th Update
-----------------------------------------------------------------------------------------------
If you are highly experienced with the run, then I propose an alternative build that can be taken in baby steps (to an extent). The -> indicates a change in skill that you can make once you become more comfortable with the run to speed things up.
Sprint
Flurry -> Frenzy
Watch Yourself
Galrath Slash
Final Thrust
Live Vicariously
Balthazar's Spirit -> Silverwing Slash (Factions Skill)
Healing Hands {E}
Healing Prayers: 10
Strength: 2 + 1
Swordsmanship: 12 + 3 + 1
Tactics: 8 + 1
My tactics level is 9 because of the shield I use, which has -2 damage while enchanted and -2 damage while in stance. I highly recommend the use of such a shield for these runs. I would also suggest the use of the Legionnaries armour (should you have access to it) for an additional +10 AL. This build also requires that you understand how to pull every group of dryders properly without causing the spiders to come out:
This is with a longbow class bow equipped as your pulling weapon:
1. Make sure you're well out of range, even out of the range of firing an arrow.
2. With the bow on, attack the dryder.
3. Rotate the screen as you run into range so you're looking at the front of your character.
4. Once your character is about to release the arrow, hold W (if you still have the default WASD setup) to move back towards the entrance of the cave.
5. Continue to hold down W until the dryder starts to move on your radar screen. At this point, rotate the screen back, and walk backwards (default s) until the dryder uses a spell on you. At this point, it has been pulled back far enough as to not walk into the trigger point for the spiders. As such, walk up to it and attack.
The running process is what makes this run most difficult since you can't stop and use Healing Signet. So here are some tips when running on the beach:
1. In the event you have to aggro some skales, run into a stopping point for one of the driftwood's patrol paths. This requires that you have prior knowledge of the run and know where all of the groups stop. Also, you can't aggro any dryders unless you want to cancel Wastrel's with Frenzy to prevent that damage.
2. After running, remove whatever armour you have with your superior rune for 75 more health. When the degen stops and you're well about 75 health, throw the armour back on.
3. +health armour (Factions only) and the denravi helm.
-----------------------------------------------------------------------------------------------
August 16th Update
Factions build using Dragon Slash by Foo - the Dragon Slash W/Me Build.
-----------------------------------------------------------------------------------------------
In case there is anything I didn't cover, Ubermancer has provided another guide that is rather lengthy, but answers a lot of questions that you would have to sift through the numerous pages here to discover. http://p3.forumforfree.com/here-vp845-rfe.html#845
*Updated July 11th 2006 - W/Mo Build Added
*Updated August 16th 2006 - Link to the Dragon Slash build posted
http://files.filefront.com/The_Spide.../fileinfo.html to see it in action.
Do not kill the Ancient Skales under any circumstance unless you're looking for a challenge afterwards.
If you're confused about running to them, download this:
http://files.filefront.com/Runningwm.../fileinfo.html
Regarding another build that I posted using the monk secondary, a build recommended for more advanced players:
http://files.filefront.com/Time_Tria.../fileinfo.html
There are far too many warrios in ToA that sit there endlessly spamming "LFG" so it's about time we put them to good use.
Sprint
Flurry
Hundred Blades
Watch Yourself!
Galrath Slash
Final Thrust
Healing Signet
Dolyak Signet
EDIT: My original attributes were 11 strength, 13 sword and 12 tactics. However using a Superior Swordsmanship Rune allows you to achieve 12 strength, 13 sword, and 12 tactics.
Strength: 11 + 1
Sword: 10 + 3
Tactics: 11 + 1
Zealous and of Defense/Shelter sword upgrades. You need the bonuses to defense because you will be taking a lot of hits. Any stance equipment is optimal since well, you won't be enchanted and your health will dip above and below 50% with some frequency. Gladiator's Armour (or the new Legionnaires Armour) is the best choice.
You appear in FoW, Sprint to the group on the right and run past them up to where a group of 2 warriors and a monk will be coming down. Take a break, and healing if nothing is chasing if you got hit by a fireball or something along those lines. Once they get close enough, run up to the path to the beach. Make the three patrols that are in that valley come up. With where you are standing, there should be a tall mountain which you will need to circle around should anything be following you. Once you start your path down to the beach you're home free. Use Sprint to break off any patrols, if you're a droknar runner I'm sure this sort of tactic is probably familiar to you.
Once at the entrance, kill the group of driftwood there and the dryder. Move down as far as possible without aggroing any of the skales. This is probably the most difficult part since you have to watch behind for the shadow patrols, and ahead for the skales without much room to run. Once they're dead, wait for a patrol of driftwood to come within bow range. Hit once with a bow pulling them to your location, then get ready to run. You should typically be doing this in the first safe spot here:
The second safe spot is usually clear aside from a patrol of driftwood that makes their way there. From the first safe spot, hold ctrl (or whatever button you've assigned to locate enemies) to see if that spot is safe from a skale spawn. If it is inhabited, hug the other wall and sprint that way. Just use your best judgement, there isn't much else to say.
Examine the groups in the next little area to determine where it is safe to run to next. At this part, watch for the patrols and clear them (learning the patterns will come in time).
Now, you're at the tunnel. Pull the two closest dryders back. Under no circumstance should your aggro bubble touch where they were standing otherwise you release the spiders. They tend to be relucant to move too far out, but a longbow works just fine in this situation. Once they're dead, do the same thing on the last one.
Once they're dead. Run into the tunnel until three spiders appear. Then, run back luring the spiders with you (if they don't follow no big deal). Pull them along the wall until you're a fair distance from the entrance but not too far that you're aggroing skales. While engaged with these first group, the rest of the spiders will emerge from the cave and come out onto the beach.
Now, the tricky part.
Fighting them can be annoying, and you need to use a lot of strategic movements to get them to position themselves just right. When you're pulling them back they will bunch up together and use Healing Spring every so often. You can't compete against 3 healing springs in terms of damage. As such, when you're pulling them back watch your radar closely. When one of them hangs back slightly (because it will be using Healing Spring or Apply Poison) it will separate from it's comrades. At that point, turn around and run to the group of two and start fighting IF the lone spider decides not to move. Since they have a long range with their shot it shouldn't be too difficult to achieve this result, so as long as you're in it's range it will not move.
Because of an update not so long ago, bunching them up no longer presents the problem of having to focus on interrupting healing springs. As long as you are within attacking range, they will not attempt to use Healing Spring.
Now, this deals with the first group you pulled. When dealing with the next lot, simply pluck an arrow into one and it will pull three spiders towards you. If it pulls multiple spiders, don't worry. The build can maintain multiple spiders at once.
Once you clear the beach, note that every dryder afterwards has 6 armoured spiders that will spawn. One group from behind once the dryder is in your aggro bubble, the other after a certain period of time has passed. Deal with these annoyances in the similar pattern as before.
Remember:
Use healing signet when Dolyak Signet and Watch Yourself are up. If you need to, settle with one or the other, but using it while neither is up is foolish.
July 11th Update
-----------------------------------------------------------------------------------------------
If you are highly experienced with the run, then I propose an alternative build that can be taken in baby steps (to an extent). The -> indicates a change in skill that you can make once you become more comfortable with the run to speed things up.
Sprint
Flurry -> Frenzy
Watch Yourself
Galrath Slash
Final Thrust
Live Vicariously
Balthazar's Spirit -> Silverwing Slash (Factions Skill)
Healing Hands {E}
Healing Prayers: 10
Strength: 2 + 1
Swordsmanship: 12 + 3 + 1
Tactics: 8 + 1
My tactics level is 9 because of the shield I use, which has -2 damage while enchanted and -2 damage while in stance. I highly recommend the use of such a shield for these runs. I would also suggest the use of the Legionnaries armour (should you have access to it) for an additional +10 AL. This build also requires that you understand how to pull every group of dryders properly without causing the spiders to come out:
This is with a longbow class bow equipped as your pulling weapon:
1. Make sure you're well out of range, even out of the range of firing an arrow.
2. With the bow on, attack the dryder.
3. Rotate the screen as you run into range so you're looking at the front of your character.
4. Once your character is about to release the arrow, hold W (if you still have the default WASD setup) to move back towards the entrance of the cave.
5. Continue to hold down W until the dryder starts to move on your radar screen. At this point, rotate the screen back, and walk backwards (default s) until the dryder uses a spell on you. At this point, it has been pulled back far enough as to not walk into the trigger point for the spiders. As such, walk up to it and attack.
The running process is what makes this run most difficult since you can't stop and use Healing Signet. So here are some tips when running on the beach:
1. In the event you have to aggro some skales, run into a stopping point for one of the driftwood's patrol paths. This requires that you have prior knowledge of the run and know where all of the groups stop. Also, you can't aggro any dryders unless you want to cancel Wastrel's with Frenzy to prevent that damage.
2. After running, remove whatever armour you have with your superior rune for 75 more health. When the degen stops and you're well about 75 health, throw the armour back on.
3. +health armour (Factions only) and the denravi helm.
-----------------------------------------------------------------------------------------------
August 16th Update
Factions build using Dragon Slash by Foo - the Dragon Slash W/Me Build.
-----------------------------------------------------------------------------------------------
In case there is anything I didn't cover, Ubermancer has provided another guide that is rather lengthy, but answers a lot of questions that you would have to sift through the numerous pages here to discover. http://p3.forumforfree.com/here-vp845-rfe.html#845
striderkaaru
not bad, racthoh. very nice guide.
as for an axe variant, you could probably just switch out the sword attacks for equivalent axe attacks. it most likely won't matter as much since survivability with this build is independent of the offense.
take out:
hundred blades
galrath slash
final thrust
replace it with something like:
eviscerate
executioner's strike
penetrating blow/power attack
use power attack if you don't like having 4 adrenal skills on the skill bar. otherwise, the build is solid. very good work.
as for an axe variant, you could probably just switch out the sword attacks for equivalent axe attacks. it most likely won't matter as much since survivability with this build is independent of the offense.
take out:
hundred blades
galrath slash
final thrust
replace it with something like:
eviscerate
executioner's strike
penetrating blow/power attack
use power attack if you don't like having 4 adrenal skills on the skill bar. otherwise, the build is solid. very good work.
Racthoh
Thanks Strider, I'm still thinking if hammer could do it, but I think it would add quite a bit of time onto it since you would have to heal more often.
Pesky thing I've noticed is that the armoured cave spiders use Melandru's Resilience, but I'm sure that the 20% from deep wound would compensate for that.
Pesky thing I've noticed is that the armoured cave spiders use Melandru's Resilience, but I'm sure that the 20% from deep wound would compensate for that.
axe
AWESOME I am going to try this tonight.
I dont use swords though, but I will hopefully cap Hundred blades tonight from Rurik. One thing I want to ask/suggest as a sword warrior couldnt you use an interupt (savage slash? Im not familiar with sword skills so forgive me if this isntright) instead of Galrath slash? to stop the healing spring?
I dont use swords though, but I will hopefully cap Hundred blades tonight from Rurik. One thing I want to ask/suggest as a sword warrior couldnt you use an interupt (savage slash? Im not familiar with sword skills so forgive me if this isntright) instead of Galrath slash? to stop the healing spring?
striderkaaru
Quote:
Originally Posted by Racthoh
Thanks Strider, I'm still thinking if hammer could do it, but I think it would add quite a bit of time onto it since you would have to heal more often.
Pesky thing I've noticed is that the armoured cave spiders use Melindru's (Sp?) Resistance, but I'm sure that the 20% from deep wound would compensate for that. since i play a hammer warrior most of the time, i could try to come up with something. the knockdowns might make up for the lack of 16 extra armor from a shield, but we'll see. counter blow is a spammable kd that works well for things that attack. can't really say until it's tried and tested though.
for axe warriors, the deep wound might be bad if the spiders have melandru's resilience. it might be worth it to bring cleave, which is an ultra spammable nuke, instead of eviscerate then.
@axe
healing spring is a trap and the spiders are easily interrupted while casting it. as long as you hit them in the middle of their cast, you will interrupt them. no real need for savage.
Pesky thing I've noticed is that the armoured cave spiders use Melindru's (Sp?) Resistance, but I'm sure that the 20% from deep wound would compensate for that. since i play a hammer warrior most of the time, i could try to come up with something. the knockdowns might make up for the lack of 16 extra armor from a shield, but we'll see. counter blow is a spammable kd that works well for things that attack. can't really say until it's tried and tested though.
for axe warriors, the deep wound might be bad if the spiders have melandru's resilience. it might be worth it to bring cleave, which is an ultra spammable nuke, instead of eviscerate then.
@axe
healing spring is a trap and the spiders are easily interrupted while casting it. as long as you hit them in the middle of their cast, you will interrupt them. no real need for savage.
Racthoh
Well, since Melandru's Resilience only give 2 pips of regen from a deep wound, I think the spike from Eviscerate more than makes up for it.
Savage Slash would be interesting if you decide to kill the Ancient Skales, which is possible with the current build, but it's scary as hell. Hundred Blades isn't necessary, I used to use Charge! until I realized that Sprint was enough. You can replace it with pretty much anything you want.
The spots I posted that are to safe to stand in are usually your best bet. Sometimes though the Ancient Skales like to wander so just keep an eye out for them.
Savage Slash would be interesting if you decide to kill the Ancient Skales, which is possible with the current build, but it's scary as hell. Hundred Blades isn't necessary, I used to use Charge! until I realized that Sprint was enough. You can replace it with pretty much anything you want.
The spots I posted that are to safe to stand in are usually your best bet. Sometimes though the Ancient Skales like to wander so just keep an eye out for them.
Sentao Nugra
for the hammer you could use:
earth shaker
belly smash
aftershock
yes it is energy heavy and would require glads armour (for the initial hit)
atts would be so
strength 10 +1(helm) (could be dropped to 9 +1(helm) if need be)
hammer 10 +3(sup rune)
tactics 11 +1(minor rune)
and the rest into earth magic
earth shaker
belly smash
aftershock
yes it is energy heavy and would require glads armour (for the initial hit)
atts would be so
strength 10 +1(helm) (could be dropped to 9 +1(helm) if need be)
hammer 10 +3(sup rune)
tactics 11 +1(minor rune)
and the rest into earth magic
gou
regarding the healing springs would distracting blow speed things up?
http://www.guildwarsguru.com/skill/95-distracting-blow
it interrupts foes adjacent to your target as well, so if you notice the spider you are not attacking stops firing, merely slam it on your current target.
This skill has no linked attribute so will work with any weapon, it deals no damage but it has a fast recharge
and any mesmer will tell you :group interruption is fun
http://www.guildwarsguru.com/skill/95-distracting-blow
it interrupts foes adjacent to your target as well, so if you notice the spider you are not attacking stops firing, merely slam it on your current target.
This skill has no linked attribute so will work with any weapon, it deals no damage but it has a fast recharge
and any mesmer will tell you :group interruption is fun
Racthoh
I'm not sure if it would speed things up since it doesn't deal any damage and simply interrupts. As long as you take note to how long it's been since the spider attempted a Healing Spring you should be fine. The animation is different from Apply Poison, so if they're close enough a Hundred Blades will do the trick just as well since Healing Spring is easily interrupted.
Plus, it would mean you have to take out either Hundred Blades, Galrath Slash, or Final Thrust. Prehaps if you wanted to kill the Ancient Skales with a little more ease but I never attempt them until the tunnel is cleared because they're quite scary alone.
Plus, it would mean you have to take out either Hundred Blades, Galrath Slash, or Final Thrust. Prehaps if you wanted to kill the Ancient Skales with a little more ease but I never attempt them until the tunnel is cleared because they're quite scary alone.
Sentao Nugra
tried this out last night, but had a few rough spots witht the first 6 spiders, i couldnt keep up with the degen from poison and attacking at the same time, any pointers?
Melkor of ZoSo
What's the Shard drop rate? Get one every 2 or 3 runs?
Racthoh
Typical run nets me 2-4 shards, gold item here and there, occasional key and lots of spider legs (they usually cover the cost of the run). Think my best run so far included a rare chaos axe, a black dye, and 3 shards.
When you have Dolyak Signet and Watch Yourself up the spiders themselves should be doing 0 or 1 damage on you. Sometimes there is the off 3-4 in there I pay little heed to that however. Even when using Healing Signet with Dolyak Signet and Watch Yourself in effect the spiders hit for less than 10. I find if I do try to take on a lot at a time that I'm spamming Healing Signet.
If you're just starting out, I would suggest only taking on one group of 3 at a time. Make sure when you're pulling them the easiest way to ensure you only get one group is to hit the closest spider on the radar with an arrow. Then once they've followed you back far enough engage.
If you're doing this:
With some ease, then you've got the build down pretty well.
When you have Dolyak Signet and Watch Yourself up the spiders themselves should be doing 0 or 1 damage on you. Sometimes there is the off 3-4 in there I pay little heed to that however. Even when using Healing Signet with Dolyak Signet and Watch Yourself in effect the spiders hit for less than 10. I find if I do try to take on a lot at a time that I'm spamming Healing Signet.
If you're just starting out, I would suggest only taking on one group of 3 at a time. Make sure when you're pulling them the easiest way to ensure you only get one group is to hit the closest spider on the radar with an arrow. Then once they've followed you back far enough engage.
If you're doing this:
With some ease, then you've got the build down pretty well.
Sentao Nugra
thanks racthoh, when i get some more money to go back down ill try that..
knives
Axe Variant:
Eviscerate in for galrath
Cyclone axe in for hundred blades (aoe damage that will interrupt the springs like HB)
Executioners strike in for final, because it kind of does act like a final with deep wound.
Hmm..I should try this. Only thing is, I am not as familiar with FoW as I am with UW.
Eviscerate in for galrath
Cyclone axe in for hundred blades (aoe damage that will interrupt the springs like HB)
Executioners strike in for final, because it kind of does act like a final with deep wound.
Hmm..I should try this. Only thing is, I am not as familiar with FoW as I am with UW.
Anarion Silverhand
Does this build still work after the update? Feel kinda dumb for asking
jonnybegood
it should since there are no spells of aoe, maybe a biy easier since they dont follow you as much when u start.
Racthoh
I've noticed that they generally still follow the same amount, but as a natural result to the speedbuff of Sprint is the reason they break off.
Also if anyone is having trouble getting it to work, I'll gladly show you how to use it. Just PM me here or contact me ingame.
Also if anyone is having trouble getting it to work, I'll gladly show you how to use it. Just PM me here or contact me ingame.
damkel
Thought of adding warrior's endurance in there? Elite skill. For every successful hit, you gain 3 energy. Its a stanceand should last 19 seconds with 12 strength put in.
Using this you would be able to spam some skills and get some extra damage in. Along with a zealous upgrade, you would be in spamming heaven!!
Using this you would be able to spam some skills and get some extra damage in. Along with a zealous upgrade, you would be in spamming heaven!!
RotteN
nice one, might just try the axe variant when i don't get a group next time we have favour
Sentao Nugra
ive been trying to try the axe variant, but it seems as since the update that the group on the right that you run to likes to go and kill rastigan. so when i figure out a way around this, ill get started
Anarion Silverhand
I havent seen them trying to kill him when i was down there.
Racthoh
Warrior's Endurance is a stance like Flurry and you can only have one stance in effect at a time. Statisically, Flurry works out to an increase in damage, not to mention that you'll be getting adrenaline 33% faster. Final Thrust and Galrath Slash are the hardest hitting sword attacks available.
If Rastigan is dying, the only thing I could suggest would be to make sure as soon as you enter you go right away. You'll notice as soon as you enter that the group starts all bunched up, so there is a chance depending on where they spawn that you can simply avoid them. Otherwise, just make sure that Rasitgan is not in your aggro circle when you run past them.
If Rastigan is dying, the only thing I could suggest would be to make sure as soon as you enter you go right away. You'll notice as soon as you enter that the group starts all bunched up, so there is a chance depending on where they spawn that you can simply avoid them. Otherwise, just make sure that Rasitgan is not in your aggro circle when you run past them.
karunpav
Wow. I tried that and it worked FLAWLESSLY. Great job with the build, got a gold shadow shield and 2 shards, so it was a pretty good run. One thing though: Do you think substituting "Shields Up!" for "Watch Yourself!" would work? Because you'll mostly be fighting ranged creatures, and "Shields Up!" works better against ranged.
Racthoh
Wow, never thought about that. More defense that Watch Yourself, chance to block... seems like a much better solution. There would be 12 seconds inbetween cool downs, so that would be the right time to use Dolyak Signet.
The only problem I could see is that the bulk of the damage comes from the poison and not their actual attacks. I always try hardest to heal when I have both Dolyak Signet and Watch Yourself in effect so I still have +14AL. Shield's Up would still be +10 with the chance to block, but during the times when you have Dolyak up you'll be at -6. Although having both on at the same time would be really nice although you're looking at a small timeframe. You could always drop HB if you're using a sword (like I said, I use to use Charge! anyway) so you wouldn't have to heal as often.
It would be worth testing to see what combination would work better.
The only problem I could see is that the bulk of the damage comes from the poison and not their actual attacks. I always try hardest to heal when I have both Dolyak Signet and Watch Yourself in effect so I still have +14AL. Shield's Up would still be +10 with the chance to block, but during the times when you have Dolyak up you'll be at -6. Although having both on at the same time would be really nice although you're looking at a small timeframe. You could always drop HB if you're using a sword (like I said, I use to use Charge! anyway) so you wouldn't have to heal as often.
It would be worth testing to see what combination would work better.
IIIPowerIII
I tried this build. I killed some Dryder, Tried 3 scale, but their degen hurt too much. I'm getting 10 degen and theyre getting 10 regen... I died at ent of tunnel. The spider was interupting my signet too much. How are you killing 5-6 spiders in 1 time?
Zephyr Jackson
Good one i might have to have you show this to me sometime
Faye Ballsmasher
First off, let me say that I love this build! I never knew dolyak signet was that useful for tanking... i've always thought it was extremely useless but now i've learned something new.
Anyhow, i've been trying for days and days, and the most i can do is clear the dryders and driftwoods (no problem at all), but the SPIDERS are what really kill me. Before I even get the chance to kill the first 3, at LEAST another 3 (if not 6-9 more) spiders would have spawned and I'm unable to isolate the first 3 such that I'm taking on small groups at a time. I'm also having difficulties killing just ONE spider. Today i managed to kill only one (my very first!) while 5 others were attacking me. I tried doing exactly what you said, by having 2 in a group instead of 3, but the problem is that the extra spiders spawn out of the tunnel so quickly...
I'd be really grateful if you could show me how it's done! Thanks!
Anyhow, i've been trying for days and days, and the most i can do is clear the dryders and driftwoods (no problem at all), but the SPIDERS are what really kill me. Before I even get the chance to kill the first 3, at LEAST another 3 (if not 6-9 more) spiders would have spawned and I'm unable to isolate the first 3 such that I'm taking on small groups at a time. I'm also having difficulties killing just ONE spider. Today i managed to kill only one (my very first!) while 5 others were attacking me. I tried doing exactly what you said, by having 2 in a group instead of 3, but the problem is that the extra spiders spawn out of the tunnel so quickly...
I'd be really grateful if you could show me how it's done! Thanks!
Racthoh
If you plan to fight the skales, it's basically a matter of spamming Healing Signet so I don't recommend it until after you've killed everything and are just looking for a few extra drops (bang for your buck).
The Armoured Cave Spiders have only done Savage Shot against me when my health is in the 50s or so, thus interrupting the Healing Signet. Make sure to use the healing signet well in advance.
Best bet if you're just starting is to as I recommended, is to pull a group of 3 at a time to get the feel for it. A simple longbow is all you need, and they should pull easily enough even with the recent update. If you accidently aggro a second or third group of three, just kill one, turn on sprint and run back. The SS I posted probably isn't the best example of what to do, as you really should pull back a lot furthur than that. The entrance to the cave should be near the edge of your radar.
The Armoured Cave Spiders have only done Savage Shot against me when my health is in the 50s or so, thus interrupting the Healing Signet. Make sure to use the healing signet well in advance.
Best bet if you're just starting is to as I recommended, is to pull a group of 3 at a time to get the feel for it. A simple longbow is all you need, and they should pull easily enough even with the recent update. If you accidently aggro a second or third group of three, just kill one, turn on sprint and run back. The SS I posted probably isn't the best example of what to do, as you really should pull back a lot furthur than that. The entrance to the cave should be near the edge of your radar.
IIIPowerIII
How can you kill Avicara in mineral spring? They got some Wise with ineptitude?
I can kill troll, Giant, Avicara Brave and fierce near forge, but the Wise kill me with their blind... I like that build, now i'm looking for more thing to solo
I can kill troll, Giant, Avicara Brave and fierce near forge, but the Wise kill me with their blind... I like that build, now i'm looking for more thing to solo
Racthoh
Quote:
Originally Posted by IIIPowerIII
How can you kill Avicara in mineral spring? They got some Wise with ineptitude?
I can kill troll, Giant, Avicara Brave and fierce near forge, but the Wise kill me with their blind... I like that build, now i'm looking for more thing to solo Double-check my first post. Brave and Fierce only, there are quite a few groups consisting of just those two enemies that are easy enough to take on.
I can kill troll, Giant, Avicara Brave and fierce near forge, but the Wise kill me with their blind... I like that build, now i'm looking for more thing to solo Double-check my first post. Brave and Fierce only, there are quite a few groups consisting of just those two enemies that are easy enough to take on.
Murder In China
On the first run i killed around 20 of those infernal Armored Spiders, took me around 45 mintues because I accidently had all of them spawn at thesame time so I had to pull small groups, and no shards...Must be bad luck.
IIIPowerIII
Thx alot for showing how to do it. When you did it, it looked like a piece of cake, but when I tried, I forgot my bow...
Racthoh
The bow is crucial, annoying to have a few extra enemies attacking you.
In the run I did tonight embarking the how-tos of the build to a few, the lot that spawned from the cave entrance failed to drop anything decent as did the other enemies on the beach. Not shortly after going into the cave however did two golds drop, so make sure to kill everything. If you can handle the ones that come from the entrance to it, clearing the rest of the tunnel shouldn't be a problem.
Edit: Also I think someone from here messaged me while I was showing this to the group tonight, and I failed to respond to their question. I meant to message you back, but when I checked my conversation log and it was too far back in the history for me to retrieve the name. So if you see this, sorry about that... hope I didn't give you the wrong impression.
In the run I did tonight embarking the how-tos of the build to a few, the lot that spawned from the cave entrance failed to drop anything decent as did the other enemies on the beach. Not shortly after going into the cave however did two golds drop, so make sure to kill everything. If you can handle the ones that come from the entrance to it, clearing the rest of the tunnel shouldn't be a problem.
Edit: Also I think someone from here messaged me while I was showing this to the group tonight, and I failed to respond to their question. I meant to message you back, but when I checked my conversation log and it was too far back in the history for me to retrieve the name. So if you see this, sorry about that... hope I didn't give you the wrong impression.
damkel
Anyone tried to use mending here? Or an axe variant. use mending to counter poison (1 pip degeneration left). disrupting chop to stop healing spring. The rest is self explanatory.
W/Mo
disrupting chop
Executioners strike
shields up
dyolak signet
Battle rage (E)
Mending
Heal signet
Sprint
Warrior necro. use plague touch to send poison back. then desperation blow to give bleeding. spider will have 7 health degen, which is same as doing 14 damage per second. use victory is mine to gain health and energy when spider has bleed and poison on him.
W/N
disrupting chop
Shields up
dyolak signet
Victory is mine (E)
Desperation blow
Plague touch
Sprint
Heal signet
Just a few ideas. enjoy.
W/Mo
disrupting chop
Executioners strike
shields up
dyolak signet
Battle rage (E)
Mending
Heal signet
Sprint
Warrior necro. use plague touch to send poison back. then desperation blow to give bleeding. spider will have 7 health degen, which is same as doing 14 damage per second. use victory is mine to gain health and energy when spider has bleed and poison on him.
W/N
disrupting chop
Shields up
dyolak signet
Victory is mine (E)
Desperation blow
Plague touch
Sprint
Heal signet
Just a few ideas. enjoy.
Azn D
O man i can tell already next update, nerf... It works for me instead of the sword moves i used cleave cyclone axe and executioners strike. Also i switched flurry for watchful spirit b/c i couldnt remember to use it and my damage went from 60 something to 6 on those driftwood losers...
Nice post Racthoh you gave me something else to do while we have favor
Nice post Racthoh you gave me something else to do while we have favor
Racthoh
Well given the recent blow to the PvE community, and the pluther of insults I'm sure they received, the myriad of petitions... I don't think it would be in Anet's best interest to give us something else to complain about. At least that's what I'm banking on. If not, I could proudly say that I'm the reason the drops suck in FoW.
Just remember Damkel that you don't need Disrupting Chop to interrupt their Healing Spring as it is an easily interruptable attack. If you're using it to add another 20 seconds onto the recharge, you don't really need that as I find by the time one starts to use another spring it's only a few attacks away from death.
I'm not sure what level their Wilderness Survival is, but they do use Melandru's Resilience so for some amount of time against the poison and bleeding they would have some defense against it. Also note that Desperation Blow will also give other conditions, which only aids their stance.
Just remember Damkel that you don't need Disrupting Chop to interrupt their Healing Spring as it is an easily interruptable attack. If you're using it to add another 20 seconds onto the recharge, you don't really need that as I find by the time one starts to use another spring it's only a few attacks away from death.
I'm not sure what level their Wilderness Survival is, but they do use Melandru's Resilience so for some amount of time against the poison and bleeding they would have some defense against it. Also note that Desperation Blow will also give other conditions, which only aids their stance.
Zephyr Jackson
Quote:
Originally Posted by Racthoh
I could proudly say that I'm the reason the drops suck in FoW. .
Thanks, Thanks a lot.
it isnt too bad, My FoW group last night got 7 shards as a whole. more money than i have basically seen in my whole life.
it isnt too bad, My FoW group last night got 7 shards as a whole. more money than i have basically seen in my whole life.
Murder In China
Quote:
Originally Posted by Racthoh
Edit: Also I think someone from here messaged me while I was showing this to the group tonight, and I failed to respond to their question. I meant to message you back, but when I checked my conversation log and it was too far back in the history for me to retrieve the name. So if you see this, sorry about that... hope I didn't give you the wrong impression.
I think that was me, I asked you how many spiders you usually kill during the run and I never got an answer back.
damkel
Quote:
Originally Posted by Racthoh
...Just remember Damkel that you don't need Disrupting Chop to interrupt their Healing Spring as it is an easily interruptable attack. If you're using it to add another 20 seconds onto the recharge, you don't really need that as I find by the time one starts to use another spring it's only a few attacks away from death.
I'm not sure what level their Wilderness Survival is, but they do use Melandru's Resilience so for some amount of time against the poison and bleeding they would have some defense against it. Also note that Desperation Blow will also give other conditions, which only aids their stance. WOW. looks like you have thought of everything. thanks for that. havent actually tried ur run yet, classes and work severly cut into GW game time. will give it a go and then post the results. thanks again Racthoh, ur the best
I'm not sure what level their Wilderness Survival is, but they do use Melandru's Resilience so for some amount of time against the poison and bleeding they would have some defense against it. Also note that Desperation Blow will also give other conditions, which only aids their stance. WOW. looks like you have thought of everything. thanks for that. havent actually tried ur run yet, classes and work severly cut into GW game time. will give it a go and then post the results. thanks again Racthoh, ur the best
Racthoh
Quote:
Originally Posted by Murder In China
I think that was me, I asked you how many spiders you usually kill during the run and I never got an answer back.
Ah, sorry about that.
Anyway... 6 spiders per dryder. 3 at the cave entrance, 18. Then I... believe it's 6 after that, so 36 more so we're looking at 54 spiders in all.
Also in my efforts to aid those trying the run, could anyone recommend a video capture program other than fraps? I've fiddled with the settings for that program but no matter what I do it just goes waaaaaay too slow.
Edit: Found a program.
Anyway... 6 spiders per dryder. 3 at the cave entrance, 18. Then I... believe it's 6 after that, so 36 more so we're looking at 54 spiders in all.
Also in my efforts to aid those trying the run, could anyone recommend a video capture program other than fraps? I've fiddled with the settings for that program but no matter what I do it just goes waaaaaay too slow.
Edit: Found a program.