W/X FoW Spider Farmer
Racthoh
You will face Nature's Renewal in the forest, which will... well, suck.
Rhuobhe
Right, Nature's Renewal is found throughout the forest. Just remember that it only affects long casting time enchantments and enchants with an upkeep.
Also remember that Physical Resistance will get you owned by the Spirit Shepherds. (~-24 armor vs. elemental)
Also remember that Physical Resistance will get you owned by the Spirit Shepherds. (~-24 armor vs. elemental)
Jedit
Quote:
Originally Posted by Murder In China
I find using Physical Resistance really cuts down your killing speed.
But does it reduce your killing consistency? If I had a build that took twice as long to kill the Spiders but did so 100% of the time, I'd use it.
Also, if you're saying what I think you're saying and PR speeds up the killing, what do you replace for it?
Also, if you're saying what I think you're saying and PR speeds up the killing, what do you replace for it?
Pyrea
In my build i like going as /Me so I can use Physical Resis. I usually take ele resis with me now as well, so after the spiders and select pickings from shadows army (usually beasts/abyssals and rangers) I go to the forest and kill the spiritwoods (by luring out of NR), then taking out worms a few at a time etc and then shepherds.
It's a little slow though. Probably better maybe to come up with a Forest Only build.
Great fun though!
It's a little slow though. Probably better maybe to come up with a Forest Only build.
Great fun though!
xxreaper008
any idea of using Shield Of Judgement on the runs?
Murder In China
Quote:
Originally Posted by Rhuobhe
Do you mean that using Resistance makes it faster to kill spiders or slower?
Looks like you're saying it's slower WITH Physical Resistance, which I find to be opposite of my own experience I meant Physical Resistance makes killing the spiders slower IMO, because it's a stance and you can't use Flurry to increase your attack speed which speeds up getting adrenaline.
Don't get me wrong, Physical Resistance is great, but it makes killing the spiders slow compare to using flurry.
Looks like you're saying it's slower WITH Physical Resistance, which I find to be opposite of my own experience I meant Physical Resistance makes killing the spiders slower IMO, because it's a stance and you can't use Flurry to increase your attack speed which speeds up getting adrenaline.
Don't get me wrong, Physical Resistance is great, but it makes killing the spiders slow compare to using flurry.
Racthoh
Quote:
Originally Posted by xxreaper008
any idea of using Shield Of Judgement on the runs?
1 second cast time, you're standing right in front of a target with a .25 second interrupt. If you're going to rely on it for killing it would be far too risky.
Fallen_Angel
How about using a vamp mod to speed up the killing and help keep your health up? Has anyone already tried this before I go investing in one tonight?
Racthoh
If you're using Flurry, you'll need the Zealous upgrade to maintain it constantly. A vampiric mod won't really keep your health up since it's one attack every 1.33 seconds, and having that one pip of degen is 2 health a second you lose. Not much of a gain there. Being able to maintain the Flurry gives a higher damage output than not having it, plus the extra adrenaline.
Fallen_Angel
I've currently ditched Flurry & Dolyaks in place of Physical Resistance & Endure Pain, and as you've mentioned above am now missing the extra adrenaline and trying to find some ways to compensate the damage. Plus using an axe instead of a sword, energy has never been a problem (even now with Physical Resistance) so I have no need of a zealous upgrade.
Illusion
ummm ok it took me a while to download it but otherwise its cool =)
berko
Racthoh I just want to thank you for posting this here....It works really great
I only tried 2 runs, and didn't clear the whole cave both times but I did get a Ruby, a Shard and a couple of gold items....and like a few uselles chaos axes
So thanks again, I'll check it out again when I have time.
I only tried 2 runs, and didn't clear the whole cave both times but I did get a Ruby, a Shard and a couple of gold items....and like a few uselles chaos axes
So thanks again, I'll check it out again when I have time.
Fallen_Angel
Would also like to thank Racthoh for posting this build. Now after several failed runs and some minor refinements I've finally managed to avoid all of the skale patrols and get to the end of the damn tunnel.
King's Spectre
Hmm.. I've having trouble actually getting to the forest or even the undead plains area. It seems like I first have to slip by 2 elementals and a mesmer from the dark army right into the loving arms of a big undead group. the only way I could do it was with sprint charge and elemental resisist.
I tried tanking the 2 elementalists and mesmers.. almost worked. The one time I made it to the shepards, they owned me.. forgot about the armor penetration on most lightning skills. Would mantra of lightning work better here?
I tried tanking the 2 elementalists and mesmers.. almost worked. The one time I made it to the shepards, they owned me.. forgot about the armor penetration on most lightning skills. Would mantra of lightning work better here?
Ajantis
Last group before the plains will start fighting with the skeleton army more often then not so..
Rest can easily be gotten rid of by hitting sprint when you are nearly passed them.
Skeleton plains are kinda tricky, forest is impossible for running, burning forest is "doable" but a dead end?
Rest can easily be gotten rid of by hitting sprint when you are nearly passed them.
Skeleton plains are kinda tricky, forest is impossible for running, burning forest is "doable" but a dead end?
Rhuobhe
Quote:
Originally Posted by King's Spectre
I tried tanking the 2 elementalists and mesmers.. almost worked. The one time I made it to the shepards, they owned me.. forgot about the armor penetration on most lightning skills. Would mantra of lightning work better here?
The contrast between Elemental Resistance and Mantra of Lightning is an interesting one.
The +40 armor is effectivly +30 (due to 25% reduction) and +30 armor reduces damage by about 41% It also reduces your physical armor a bit, which isn't a huge deal if you're already wearing glad's armor.
Mantra of Lightning: For a comparable damage reduction you would need to spend 9 points in insiration, quite expensive. I think 5 ot 6 is a more reasonable amount to invest in inspiration. At 6, it would reduce damage vs lightning by 36% and last 54 seconds. It also gives 1 energy every time you take lightning damage - a nice feature as we will see.
To be fair, if you invest 6 into inspiration Elemental Resistance only reduces physical armor by 19. If nothing is invested in ER, it reduces physical armor by 24.
It's pretty clear to me that Mantra of Lightning is the way to go here. Primal Echo's will ruin your day if you rely on healing signet (10 energy to use) so the extra energy from MoLightning is certainly welcome. If you pair up MoL with Dolyak, you've got a pretty good chance of getting through the forest. Watch Yourself! will make it a little bit easier, of course you still need to invest in skills to kill the monsters
MoL has the added advantage of making mixed group battles a little bit easier.
The +40 armor is effectivly +30 (due to 25% reduction) and +30 armor reduces damage by about 41% It also reduces your physical armor a bit, which isn't a huge deal if you're already wearing glad's armor.
Mantra of Lightning: For a comparable damage reduction you would need to spend 9 points in insiration, quite expensive. I think 5 ot 6 is a more reasonable amount to invest in inspiration. At 6, it would reduce damage vs lightning by 36% and last 54 seconds. It also gives 1 energy every time you take lightning damage - a nice feature as we will see.
To be fair, if you invest 6 into inspiration Elemental Resistance only reduces physical armor by 19. If nothing is invested in ER, it reduces physical armor by 24.
It's pretty clear to me that Mantra of Lightning is the way to go here. Primal Echo's will ruin your day if you rely on healing signet (10 energy to use) so the extra energy from MoLightning is certainly welcome. If you pair up MoL with Dolyak, you've got a pretty good chance of getting through the forest. Watch Yourself! will make it a little bit easier, of course you still need to invest in skills to kill the monsters
MoL has the added advantage of making mixed group battles a little bit easier.
King's Spectre
What kind if interrupts are we looking at for the forest? None for the casters (?) but to the trees have something?
If you've got energy coming in from MoL, you could go zero tac and use Feast for healing. Ooo.. free strength-based energy attacks!
*wanders off thinking about Domination/Strength/Inspiration warriors.. mutter muter*
If you've got energy coming in from MoL, you could go zero tac and use Feast for healing. Ooo.. free strength-based energy attacks!
*wanders off thinking about Domination/Strength/Inspiration warriors.. mutter muter*
Racthoh
The only interrupts in FoW are Distracting Shot from the Skeleton Impalers, Cry of Fristration from the Ether Breaker, Maelstrom from Icehand, and Savage Shot from the Armoured Cave Spiders.
Alexandria Kotov
I've now been running this solo farm for about a week, and every run is a success these days. I've adapted it to 15 str for permanent Dolyak, use Cleave, Penetrating Blow, and Endure pain instead of Racthoh's 3 sword attack spells. Endure Pain gives me a bigger safety margin and a panic button (I'm not as good as him). Also, I find Shields Up to be better than Watch Yourself, especially while pulling and running away.
With this build (stats with runes is 15, 11, 11, with str being 15) I can kill an Armored Cave Spider in 25-30 seconds (Only have to interrupt Healing Spring once), and can tank indefinite numbers of them forever. They just never do damage, as I only use Healing Signet under both Dolyak and Shields Up!, which means called shot still does -0.
With this build (stats with runes is 15, 11, 11, with str being 15) I can kill an Armored Cave Spider in 25-30 seconds (Only have to interrupt Healing Spring once), and can tank indefinite numbers of them forever. They just never do damage, as I only use Healing Signet under both Dolyak and Shields Up!, which means called shot still does -0.
Illusion
how much would 1 shard be sold for?
Racthoh
Shards sell for about 3.5k.
Illusion
hey iv tried this and i cant finish first part of run like gettin to cave if u have a vid cud u plz post it i like the build tho u really can solo stuff thx
Jedit
Quote:
Originally Posted by Illusion
Racthoh
That video actually just shows the running up to the driftwoods. After that point, it is too random to record something that would work 100% of the time.
Azn D
Quote:
Originally Posted by Rhuobhe
How so? If you're going to say Savage Shot, I made that mistake also. They only throw SS when you're low on health. If you're talking about the run to the cave, well, it's not easy. Just be patient and you'll eventually be able to get by them.
Or was the nerf something else? Want to know an easy way to never get a savage shot thrown your way? never let your health go below below 400 or 450 poison w/o watchful spirit is fast degen so you will be using healing signet a lot. I never let my health drop below 450 since i have 591 health
Or was the nerf something else? Want to know an easy way to never get a savage shot thrown your way? never let your health go below below 400 or 450 poison w/o watchful spirit is fast degen so you will be using healing signet a lot. I never let my health drop below 450 since i have 591 health
Murder In China
^ Actually, with careful mangement, you should be using Healing Signet everyone time you interrupt a spider's healing springs or after you kill a spider.
ubermancer
Eternal Shield, req 10
Armor +8 vs Pierce
Recieved damage -3 (hexed)
I recently came across that beauty in LA - and immediatly decided I would farm Spiders while letting the Dryders live. (until the end, at least)
Not one to back away from a (self imposed) challange, I decided I would take up spider farming. So, I upgraded my sword and now I have
Zealous Wingblade Sword of Shelter, r8 (customized)
Dmg +20% (hexed)
Zealous 1/-1
Shelter +7
I intentionally picked the while hexed mods so that I could best utilize my shield. This of course requires me to A) not use any enchantments B) spam the hell out of skills. Ive gotten pretty good at that, but getting to the Spiders is now very slow.
The shield and sword Ive been using until I actually get to the Spiders is
Icy Dragon Sword of Defense (customized)
Armor +5
Ornate Buckler, r7
-2 Stance
-2 Enchant
Ive been using a customized IDS of Defense +5 to wail on the Driftwood, but Ive found that using a build without enchantments results in them hitting me for something other then -0, and me having to heal alot... and being unable to take too many at a time.
Ive considered using a bow to Barrage the Spiders (no healing spring for you!), since there is a bow (somewhere out there, its a reward in Maguuma) with -2 stance. There is also a quest reward sword (low req, low dmg) with an inherant +5 armor (enchanted) Ive been thinking about, but seeing as how the whole point behind this is to fight the Spiders while allowing the Dryders to live, I am unsure of what the benefits of bringing an enchant would be.
I can also of course switch to Axes if there should be some reason for it.
Any suggestions on how I should go about doing this? How should I heal while killing them, as Savage Shot seems certain to overcome my Healing Signet.
Armor +8 vs Pierce
Recieved damage -3 (hexed)
I recently came across that beauty in LA - and immediatly decided I would farm Spiders while letting the Dryders live. (until the end, at least)
Not one to back away from a (self imposed) challange, I decided I would take up spider farming. So, I upgraded my sword and now I have
Zealous Wingblade Sword of Shelter, r8 (customized)
Dmg +20% (hexed)
Zealous 1/-1
Shelter +7
I intentionally picked the while hexed mods so that I could best utilize my shield. This of course requires me to A) not use any enchantments B) spam the hell out of skills. Ive gotten pretty good at that, but getting to the Spiders is now very slow.
The shield and sword Ive been using until I actually get to the Spiders is
Icy Dragon Sword of Defense (customized)
Armor +5
Ornate Buckler, r7
-2 Stance
-2 Enchant
Ive been using a customized IDS of Defense +5 to wail on the Driftwood, but Ive found that using a build without enchantments results in them hitting me for something other then -0, and me having to heal alot... and being unable to take too many at a time.
Ive considered using a bow to Barrage the Spiders (no healing spring for you!), since there is a bow (somewhere out there, its a reward in Maguuma) with -2 stance. There is also a quest reward sword (low req, low dmg) with an inherant +5 armor (enchanted) Ive been thinking about, but seeing as how the whole point behind this is to fight the Spiders while allowing the Dryders to live, I am unsure of what the benefits of bringing an enchant would be.
I can also of course switch to Axes if there should be some reason for it.
Any suggestions on how I should go about doing this? How should I heal while killing them, as Savage Shot seems certain to overcome my Healing Signet.
Racthoh
Driftwood hitting for more than 0? Are you using the same defensive skills or have you opted for Shields Up! like some have? Using Gladiator's Armour? Seems odd that the driftwood would be causing problems since I find I only use my Healing Signet if I was moving and they hit me with a Protector's Strike or two.
For the spiders themself, I have done a run since the most recent patch and Savage Shot has hit to hit one of my Healing Signets. They will only use it should your health dip below 50ish. At least that's the only time they've hit me with it.
My original build doesn't involve the use of any enchantments, and I still use it to this date. I don't see any reason why that wouldn't work if you opted for while hexed equipment instead. Although, how far does 5% extra damage go, along with that -1 damage?
For the spiders themself, I have done a run since the most recent patch and Savage Shot has hit to hit one of my Healing Signets. They will only use it should your health dip below 50ish. At least that's the only time they've hit me with it.
My original build doesn't involve the use of any enchantments, and I still use it to this date. I don't see any reason why that wouldn't work if you opted for while hexed equipment instead. Although, how far does 5% extra damage go, along with that -1 damage?
ubermancer
Shh... Im running without any sleep.
Im notorious for not making any sense and generally making an ass out of things I should know, when I am sleepy.
Ill try it out. My armor is almost full Gladiators (FOW) my waist is still 15k Dragon though.
Im notorious for not making any sense and generally making an ass out of things I should know, when I am sleepy.
Ill try it out. My armor is almost full Gladiators (FOW) my waist is still 15k Dragon though.
Rhuobhe
Quote:
Originally Posted by Azn D
I am considering another build that uses:
Mending
Healing Hands
I recon with HH's fast casting time that it won't be interrupted, and along with mending (+3 regen) it should be hard to die.
At least that's what I think. Still not tested yet. Might not even need Healing signet anymore.
EDIT:
I was thinking about a new build for the FoW spider run. The build is untested, but I am excited that it might work real well.
Healing Hands {E}
Mending
Shields Up!
Sprint
Flurry
3 Attack skills of your choice (4 if you don't want flurry)
Just remember that for each condition, spiders get health and energy regeneration, so keep that in mind if you choose to lay conditions on.
I will be using superior runes when I get to the spiders for added power. Keep in mind that you will want a -2/+X sheild while enchanted.
I suggest alternating between Shields Up and Healing Hands.
The biggest advantage to this build would be very little (if any) downtime due to slow movement or using skills with long casting time. It also has the added advantage of not needing to worry too much about healing.
Comments please! Am I forgetting something? It seems like this build would be too easy, but again I have not tried it yet.
axe
Hey the healing hands build. It looks pretty sweet. The only problem I see with it, is energy management. I run watchful instead of mending and my energy is terrible. I have to wait for energy to use an attack, wait, use attack, etc. It may not be enough just having a zealous mod, but I could be wrong.
But the instant healing from Healing Hands does sound pretty sweet, much better than spaming heal sig and not attacking the whole time.
I have been using VIM for health and energy management and it is working out very well since its a shout you dont have to stop attacking.
I have also heard good things about balths spirit + cleave. But if you run into energy problems, you could add in balths spirit as well and take away 1 attack. I may have to give this a try, especially since I have been dying to test out my new shield.
One more thing for everyone reading this thread. Rahctoh was kind enough to spill the beans on this build. He used it until he was satisfied then he shared it. The other day I was in TOA and a guy was charging 30K to teach fellow warriors how to solo the FOW. If you see this please just point everyone to this thread. There is no reason someone should be making money this way. If he wants to make money off of this build/thread he should farm like the rest of us. I am just asking that everyone keep an eye out for these ppl and just let them know we are watching
But the instant healing from Healing Hands does sound pretty sweet, much better than spaming heal sig and not attacking the whole time.
I have been using VIM for health and energy management and it is working out very well since its a shout you dont have to stop attacking.
I have also heard good things about balths spirit + cleave. But if you run into energy problems, you could add in balths spirit as well and take away 1 attack. I may have to give this a try, especially since I have been dying to test out my new shield.
One more thing for everyone reading this thread. Rahctoh was kind enough to spill the beans on this build. He used it until he was satisfied then he shared it. The other day I was in TOA and a guy was charging 30K to teach fellow warriors how to solo the FOW. If you see this please just point everyone to this thread. There is no reason someone should be making money this way. If he wants to make money off of this build/thread he should farm like the rest of us. I am just asking that everyone keep an eye out for these ppl and just let them know we are watching
Rhuobhe
Well I love HH. It is a beautiful skill, one of the better (not best) farming elites out there. 5 energy every 25 seconds for what I am assuming will be a full heal with about 10-12 seconds of "protection". It's casting time is 1/4 of a second - impossible to interrupt except by luck.
Shields Up! Is a shout and costs 10 energy. Now it's safe to say that interrupts are not a problem with my build (unless for some reason you decide to cast mending while fighting spiders )
Exploring energy management... lets say you use HH and SU! at every earliest opportunity, then in 150 seconds you use 5 SU!'s and 6 HH's for an energy cost of 80.
In 150 seconds with 1 pip of energy regen, you will have 50 energy from regen alone. Accounting for the other 30 energy with a zealous sword should be no problem at all.
The only issue I see is if you use flurry. I don't see a constant flurry being maintainable.
Swords/Axes attack once every 1.33seconds or 3 times every 4 seconds. 33% faster means 4 attacks every 4 seconds, or 1 per second. Constant flurry would eat up energy regen. If you allow for 3 strikes between flurrys (which can be used for adrenal skills) and you're looking at 3 energy gain from zealous every 9 seconds. In 150 seconds you would be gaining about 50 energy.
We said we needed 30 from the zealous, so that leaves 20 energy to play with. I'd say if you dont use flurry or if you use it as described above, energy is not an issue.
Shields Up! Is a shout and costs 10 energy. Now it's safe to say that interrupts are not a problem with my build (unless for some reason you decide to cast mending while fighting spiders )
Exploring energy management... lets say you use HH and SU! at every earliest opportunity, then in 150 seconds you use 5 SU!'s and 6 HH's for an energy cost of 80.
In 150 seconds with 1 pip of energy regen, you will have 50 energy from regen alone. Accounting for the other 30 energy with a zealous sword should be no problem at all.
The only issue I see is if you use flurry. I don't see a constant flurry being maintainable.
Swords/Axes attack once every 1.33seconds or 3 times every 4 seconds. 33% faster means 4 attacks every 4 seconds, or 1 per second. Constant flurry would eat up energy regen. If you allow for 3 strikes between flurrys (which can be used for adrenal skills) and you're looking at 3 energy gain from zealous every 9 seconds. In 150 seconds you would be gaining about 50 energy.
We said we needed 30 from the zealous, so that leaves 20 energy to play with. I'd say if you dont use flurry or if you use it as described above, energy is not an issue.
dont feel no pain
i just did a few runs my current build
suprior tactics
suprior axe(i change to my minor stregnth boots while running)
10 earth magic
13 axe
15 tactics
flurry
pentrating blow
executioners strike
watchyourself
armor of the earth (its +48 armor w00t!)
healing sigit
charge
sprint.
works a treat so far.
suprior tactics
suprior axe(i change to my minor stregnth boots while running)
10 earth magic
13 axe
15 tactics
flurry
pentrating blow
executioners strike
watchyourself
armor of the earth (its +48 armor w00t!)
healing sigit
charge
sprint.
works a treat so far.
Rhuobhe
Quote:
Originally Posted by dont feel no pain
flurry
pentrating blow
executioners strike
watchyourself
armor of the earth (its +48 armor w00t!)
healing sigit
charge
sprint.
works a treat so far. IMO Charge! while making the running portion a lot easier is a waste of a skill (unless you chest run after or something)
Armor of Earth is also a waste, (again IMO) because you need to devote a lot of att points just to use 1 skill effectivly. Are you planning to solo other areas of FoW as well? Because that might be reason enough to take AoEarth
Also, +68 armor is a lot - perhaps too much. I know MoNo does the run w/o Dolyak or WY!
It's important for us each to be in our comfort zone, but trying to shrink that zone down from time to time always helps
Just some friendly advice
pentrating blow
executioners strike
watchyourself
armor of the earth (its +48 armor w00t!)
healing sigit
charge
sprint.
works a treat so far. IMO Charge! while making the running portion a lot easier is a waste of a skill (unless you chest run after or something)
Armor of Earth is also a waste, (again IMO) because you need to devote a lot of att points just to use 1 skill effectivly. Are you planning to solo other areas of FoW as well? Because that might be reason enough to take AoEarth
Also, +68 armor is a lot - perhaps too much. I know MoNo does the run w/o Dolyak or WY!
It's important for us each to be in our comfort zone, but trying to shrink that zone down from time to time always helps
Just some friendly advice
King's Spectre
I've used a W/E AoE build other places and thought about it here too. You're basically taking the points you'd put into Str to keep sig going and putting them into earth instead.
I suspect that Charge is helpful because sprint is going to be painfully short with no str. If you could drop one of your "run faster" skills, is there a good fast cast earth spell to use for a little more damage umph?
I'm pretty addicted to physical resist. The runs are a little slower but I have more room to goof. Maybe I'll try PE + sig for armor and drop "watch yourself" in favor of "for great justice".
I suspect that Charge is helpful because sprint is going to be painfully short with no str. If you could drop one of your "run faster" skills, is there a good fast cast earth spell to use for a little more damage umph?
I'm pretty addicted to physical resist. The runs are a little slower but I have more room to goof. Maybe I'll try PE + sig for armor and drop "watch yourself" in favor of "for great justice".
kanuks
Hey guys, thinking about it. This build having only 3 spells that costs 5 mana each, and having the energy bar almost always full because of the zealous sword, would it be better using a sword that have +15% damage always and -5 to energy? Would it hurt the build?
Racthoh
Quote:
Originally Posted by kanuks
Hey guys, thinking about it. This build having only 3 spells that costs 5 mana each, and having the energy bar almost always full because of the zealous sword, would it be better using a sword that have +15% damage always and -5 to energy? Would it hurt the build?
For my build personally I am always in stance, so there is no need to sacrifice 5 energy. The other popular build seems to be with Physical Resistance, yet another stance. If you're not using a stance, then by all means the -5 energy weapon would be best suited since your health bar tends to dip above and below 50%. Although some players also use Watchful Spirit, so enchanted would probably be best there.
So basically... it comes down the build.
So basically... it comes down the build.
kanuks
Are you always in a stance using flurry? I mean i try to use galrath and final thrust when im not on flurry so that they do plain damage. Should i just not matter and flurry everytime i attack? Or do u use sprint during combat since its a stance?
Racthoh
The +damage bonus granted from Galrath and Final Thrust are unaffected by the 25% reduction in damage. Just your base damage is affected.
Murder In China
The +xx damage from Galrath and Final Thrust are armor ignoring which is nice.