W/X FoW Spider Farmer
geminisaga
this build works good got 40 shards in 3 days , very easy to use and if u a runner u easily pass those shadow and ancient skale. to kil em its not hard at all they do completly 0 dmg only the posion that hurt u that all
Racthoh
Quote:
Originally Posted by Fallen_Angel
If this is the one I'm thinking of (there are three at the entrance and then a fourth one a little further into the tunnel), the fourth one always makes the initial spider groups spawn for me. Once I attack this initial groups is when the whole lot then spawn.
I usually ignore this last dryder until after the spiders are all dead and then take it out when entering the tunnel. It just means that you have to be more careful of it there if you stay around the tunnel entrance, although that's not really a hassle as I usually run back near the ghost to pick off individual groups of spiders. After reading what I wrote I realized that it can be somewhat confusing. I never say "Kill the three dryders", I just pull the first two and finish off the next. I didn't exactly specify which one of the two the last refers to. Oops...
I usually ignore this last dryder until after the spiders are all dead and then take it out when entering the tunnel. It just means that you have to be more careful of it there if you stay around the tunnel entrance, although that's not really a hassle as I usually run back near the ghost to pick off individual groups of spiders. After reading what I wrote I realized that it can be somewhat confusing. I never say "Kill the three dryders", I just pull the first two and finish off the next. I didn't exactly specify which one of the two the last refers to. Oops...
knoll
Once i get Enough money to just fool around with this build in Fow I will but for now I just spent my money on Getting FoW helm and weapons to use this build with.
Rhuobhe
Quote:
Originally Posted by Racthoh
After reading what I wrote I realized that it can be somewhat confusing. I never say "Kill the three dryders", I just pull the first two and finish off the next. I didn't exactly specify which one of the two the last refers to. Oops...
Just FYI - the 3rd dryder can be pulled without aggrovating the spiders.
The trick (as I believe was previously stated) is to pull him from a perpendicular angle to the cave mouth / beach. That is, don't pull from the same spot as you pull the first 2, go a little further and pull. You shouldn't have a problem. This way, only the skales pose a potential threat No more -65 WW's out of nowhere
The trick (as I believe was previously stated) is to pull him from a perpendicular angle to the cave mouth / beach. That is, don't pull from the same spot as you pull the first 2, go a little further and pull. You shouldn't have a problem. This way, only the skales pose a potential threat No more -65 WW's out of nowhere
Taeka
My major concern is not dryders nor spiders but how those Ancient Scales are spawned. I got burned couple times because of underestimating the range of the patrolling Scales. The worst case was having my Dolyak Signet on while one of the Scales caught up to me.
Nater
I don't know if its been noted yet, but anyone else notice the Spiders aren't using Healing Spring anymore when you've already engaged(adjacent and whacking) them? I notice they kick it on as you run up to them, but once you're there only victim's buddies are casting it.
My first few runs they were always trying to use it as I was beating on them.
My first few runs they were always trying to use it as I was beating on them.
MoNo
why do u even take dol sig i never under stood why people take watch yourself and dol sig
sprint
VIM
heal sig
sever art
gash
final thrust
wild blow
phy res u could sub any of the attacks
i use a vamp drok's sword with +24 fortitude a + def would work better i guess just more reason to drop dol sig and wy but i want to try fur instead of vamp
final thrust i use on evey other spider it seems
and wild blow after they use MR
sprint
VIM
heal sig
sever art
gash
final thrust
wild blow
phy res u could sub any of the attacks
i use a vamp drok's sword with +24 fortitude a + def would work better i guess just more reason to drop dol sig and wy but i want to try fur instead of vamp
final thrust i use on evey other spider it seems
and wild blow after they use MR
Blade Rez
I just did a farm and the spider never used MR. Also, if you bring physical resistance you cant bring flurry, which means adrenaline willl charge slower
Avarre
Quote:
Originally Posted by MoNo
why do u even take dol sig i never under stood why people take watch yourself and dol sig
They are the two best armor bonusing skills a warrior has in its skill line, and because neither require energy or the sacrifice of the stance slot, you can keep flurry up for additional damage.
And doing anything as a pure-class is always cool, hence the 'W/X farmer'
But sure, phy res would give a slightly lower but roughly equal defensive capability.
And doing anything as a pure-class is always cool, hence the 'W/X farmer'
But sure, phy res would give a slightly lower but roughly equal defensive capability.
Racthoh
Quote:
Originally Posted by Taeka
My major concern is not dryders nor spiders but how those Ancient Scales are spawned. I got burned couple times because of underestimating the range of the patrolling Scales. The worst case was having my Dolyak Signet on while one of the Scales caught up to me.
Are you using Dolyak Signet when you're fighting the Snarling Driftwood? If so, my advice would be not to. They don't do a whole lot of damage (at least they shouldn't be) and in the event that you have to Sprint away you can.
Rhuobhe
Quote:
Originally Posted by Blade Rez
I just did a farm and the spider never used MR. Also, if you bring physical resistance you cant bring flurry, which means adrenaline willl charge slower
They only (and always) use MR if you hit them with conditions and/or hexes
Taeka
Quote:
Originally Posted by Racthoh
Are you using Dolyak Signet when you're fighting the Snarling Driftwood? If so, my advice would be not to. They don't do a whole lot of damage (at least they shouldn't be) and in the event that you have to Sprint away you can.
Yes. Thanks for the information again, Racthoh. Sometimes, it was tough for me to take 2 groups of Driftwood in a tight spot between one stationary and one patrolling Scale groups.
Hmm....may be I should Sprint away from the Driftwood as well.
Hmm....may be I should Sprint away from the Driftwood as well.
Shaun
Awseome job,working on this, hopefully I can get it down soon.
Ari
Hiya,
Kinda new here in the forums, not in GW though. I'm one of those girls who likes to play games, and well.. one of the things I pride myself on is playing warrior and necro in ways you wouldn't think you could.
I saw this and thought, wow this is cool. Tried it and failed multiple times til I got the hang of it, but I found that this build I made myself increased my odds of clearing everything but skales and shadows of course.
Runes: Superior in Strength, Tactics, Abs., and Vigor and Major Swords
My Stats:
Strength: 12 (9 + 3 rune)
Tactics: 14 (10 + 1 helm + 3 rune)
Swords: 12 (10 + 2 rune)
Inspiration: 7
Armor: Gladiators full set with Ascalon Helm
Shield: Collectors' +45 HP Stance, -2 damage in Stance (found in desert)
Extra: The Denravi Hex Helm (Lieutenants') - I only use it if I have to aggro skales when running down the beach
Sword: Icy Dragon Sword of Defense (just one I farmed a while back, customized and added +4 defense hilt - would be better with a +7 vs physical and a different sword without the icy, but the 15>50 I like because with this, I rarely drop below 50%)
W/Mesmer <-- you must be warrior/mesmer
Skills:
Sprint
Charge (E)
Sever Artery
Gash
Wild Blow (cancels the spider's melandru's resilience)
Dolyak Signet
Healing Signet
Physical Resistance (mes)
Strategy:
This is a build based around stance for defense, the shield upping your defense as long as your stances are going. You r main stance is physical resistance which lasts for 58 seconds before needing reuse with this setup. Sever Artery and Gash are your damage dealers, and when used on spiders that use melandru's resilience, simply cancel their stance with wild blow. Sprint and Charge give me the best options for escape or avoiding, since I'm a runner at heart (and always have been).
Comments are welcome, this has been tested several times clearing the cave successfully.
Kinda new here in the forums, not in GW though. I'm one of those girls who likes to play games, and well.. one of the things I pride myself on is playing warrior and necro in ways you wouldn't think you could.
I saw this and thought, wow this is cool. Tried it and failed multiple times til I got the hang of it, but I found that this build I made myself increased my odds of clearing everything but skales and shadows of course.
Runes: Superior in Strength, Tactics, Abs., and Vigor and Major Swords
My Stats:
Strength: 12 (9 + 3 rune)
Tactics: 14 (10 + 1 helm + 3 rune)
Swords: 12 (10 + 2 rune)
Inspiration: 7
Armor: Gladiators full set with Ascalon Helm
Shield: Collectors' +45 HP Stance, -2 damage in Stance (found in desert)
Extra: The Denravi Hex Helm (Lieutenants') - I only use it if I have to aggro skales when running down the beach
Sword: Icy Dragon Sword of Defense (just one I farmed a while back, customized and added +4 defense hilt - would be better with a +7 vs physical and a different sword without the icy, but the 15>50 I like because with this, I rarely drop below 50%)
W/Mesmer <-- you must be warrior/mesmer
Skills:
Sprint
Charge (E)
Sever Artery
Gash
Wild Blow (cancels the spider's melandru's resilience)
Dolyak Signet
Healing Signet
Physical Resistance (mes)
Strategy:
This is a build based around stance for defense, the shield upping your defense as long as your stances are going. You r main stance is physical resistance which lasts for 58 seconds before needing reuse with this setup. Sever Artery and Gash are your damage dealers, and when used on spiders that use melandru's resilience, simply cancel their stance with wild blow. Sprint and Charge give me the best options for escape or avoiding, since I'm a runner at heart (and always have been).
Comments are welcome, this has been tested several times clearing the cave successfully.
Avarre
I'd think you'd be best dropping Charge, sever and gash for 100 blades, galrath and final thrust. Then again, I don't play warrior.
Whatever works is a good build, I suppose.
Whatever works is a good build, I suppose.
temp
got tot he spiders, but i just couldnt keep up with all of them, I cant seem to lure jsut one group any hints?
lauratos landof
Hm, i think you need a long bow. And then go backwards a long time. They´ll follow you far enough
Rhuobhe
A couple comments
Quote:
Originally Posted by Ari
Quote:
Your best bet is to craft a +15% stance sword. The sword actually looks pretty cool, it's the "Rinblade" skin. This is available at either the Droks' weapon smith or outside dunes of despair (I forgot)
Since you're ALWAYS in a stance, for this run a +15% stance sword is better than a 15^50
Quote:
Originally Posted by Ari
Skills:
Sprint Charge (E) Sever Artery Gash Wild Blow (cancels the spider's melandru's resilience) Dolyak Signet Healing Signet Physical Resistance (mes) As stated above, you don't need Charge, but if that makes the run more comfortable then by all means use it. If you do switch out Charge, give Victory is Mine! some serious consideration. With high tactics and 2 conditions, it will heal around 150 and give you 10 energy every 15 seconds. A comment though about Dolyak + Physical resistance. I find with Phys (or Dolyak @40 armor) with Watch Yourself! that I very rarely take 1 damage when not using healing signet, and never more. I suppose that the extra 20 armor from the dolyak/Phys will help out when using healing signet, but I don't think it's necessary. (Just for the record, I'm using sup abs, -2 stance shield with +7 armor vs peircing, and other wise full glads with knights boots and a +5 defence pommel) I think one of the points of using Physical Resistance is so that you are not tied down b the 75% slowness that Dolyak imparts on you. So, there are 2 reasons to switch out Dolyak actually, at 12 Strength it will not be up all the time, and it slows you down. WY! will last very long with the 14 in Tactics If you do this, I'd suggest switching out the sup strength as it will only help you when running. I hope these comments are seen as constructive and prove to be helpful Rhuobhe
I thought I'd say that I had my best run ever last night. 5 shards, 2 keys, and about 5K cash from the run.
That works out to about 25K in under an hour. I wish it were like that all the time. Anyway, I think I have a pretty solid idea for killing everything on the beach, including the skales. Before I try it though, does anyone have a solid scale killing idea? If so I'd like to hear it, if not, expect me to post it once it's tried and prooven to work Queto
Dunno if this idea has been posted already, but I think Mantra of Inscriptions + Dolyak Signet should work. At 1 Insp and 11 Str, you can keep dolyak up all the time.
Anarion Silverhand
I don't think it's worth it. Once you get the hang of it, you can easily keep yourself alive with dolyak only lasting 18 or 17 seconds.
Rhuobhe
Quote:
Originally Posted by Queto
Dunno if this idea has been posted already, but I think Mantra of Inscriptions + Dolyak Signet should work. At 1 Insp and 11 Str, you can keep dolyak up all the time.
That would be a complete waste of a skill slot, IMO.
Avarre
Quote:
Originally Posted by Queto
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Quote:
Originally Posted by Rhuobhe
Anyway, I think I have a pretty solid idea for killing everything on the beach, including the skales.
Before I try it though, does anyone have a solid scale killing idea? If so I'd like to hear it, if not, expect me to post it once it's tried and prooven to work Racthoh has already shown in 'Warrior' (one of his videos on gwg) that the same build he uses for spider farming can be used to kill the ancient skales. Fight them how you would fight anything else, but wear denravi helm and spam healing signet to make up for the -10 degen. Ajantis
Idd, at first it's hard, but after a while you get a few seconds where they can't cast curses on you.. 3 is doable for sure
Just spam healing sig every time it's available Racthoh
Quote:
Originally Posted by Avarre
Racthoh has already shown in 'Warrior' (one of his videos on gwg) that the same build he uses for spider farming can be used to kill the ancient skales. Fight them how you would fight anything else, but wear denravi helm and spam healing signet to make up for the -10 degen.
1 health and -3 degen is not a viable strategy... the Denravi helm would help for sure.
Also, using Mantra of Inscriptions would allow you to have a lower strength but maintain Dolyak Signet forever, but the +AL boost would be significantly lower. Physical Resistance would also hurt in this situation since the Ancient Skales attack is magical, not physical. Rhuobhe
Yeah, I'm looking for a >50% success rate vs. the scales :P
And I think this would give about 80% or more. I'd be willing to share it with you Racthoh, in PM if you want to help test or critique it. Damned things have 2 elites though, not fair!! Racthoh
Denravi Helm + Skull Crack... gg skales. Plus, as I mentioned way back I used both Sprint and Charge!, so the use of an elite skill isn't required for the spiders. Well... if you're using a sword (like a good protege ). With Flurry you can interrupt Grenth's Balance if they're dazed (as was proven in our 3 man FoW expeditions). Life Siphon... Life Transfer... Rend Enchantments... each one so deliciously easy to interrupt.
Also, shooting for higher than 12 tactics would also help. If I can stay alive spamming Healing Signet at a +130, anything higher would increase your chance of survival that much more. Queto
I just did my first (succesful) run:
1 Rare max dmg Chaos axe (req. 11) 2 Shards And some junk Rhuobhe
Yes, although the problem with skull crack is it is somewhat a waste of an elite, at least it's not one you can use against the spiders.
The elite I had in mind could be used pretty much everywhere.. And I was thinking about a sword and axe build.. The axe seems slightly better for its superior interrupt Although Final Thrust might kill them faster, we'll see. Racthoh
The one key thing to remember when fighting the Ancient Skales is that you have a 10 second timeframe from when it does Grenth's Balance to kill it. If your health is too high; it'll get healed too much. If your health is too low, you're going to die anyway. It's tricky to get around, but exhilirating.
Rhuobhe
Okay, ok, I'm just going to post the build.
Unfortunatly it is my wifes Time-of-the-month so I'm distracted, to say the least. The build works, I think, I just haven't had the concentration to really work with it. Besides, I'll start a new thread for the Forest of the Wailing Lord farming, once I have that done Here are the skills I used. On my first try, with distractions I got the scale down to about 10%. Unfortunatly my reflexes are not as good as they used to be, so I attribute my death in part, to that. From left to right, Sprint, Disrupting Chop, Penetrating Blow, Power Strike, Melandu's Resiliance, Troll Unguent, Healing Signet, Dolyak Signet. My hope is that the FoW warrior farming community will be able to work with this as a base and either perfect the build or verify that it works. Sorry, Racthoh, I used an axe. However, the good news is that the attack skills are the only unimportant skills in the build Try to replace distracting with savage or something, and Penetrating with something else. Keep in mind that with M. Resiliance, you have 1 or 2 extra energy regeneration, so you will want to make use of it... If any of you use this as an idea, please keep the rest of us updated Nater
I've killed quite a few skales...and none of them drop anything. Zilch. Zero. Nada.
Rhuobhe
not even shards?
Ajantis
Who cares?
Inventory is filled anyway, only thing I go killing afterwards are the nightmarish creatures since they tend to drop shards alot lauratos landof
Nightmarish creatures?
Racthoh
Quote:
Originally Posted by lauratos landof
Nightmarish creatures?
Shadow Beasts.
That's the one problem with the current run. For me anyway, it does fill my inventory and there is usually already a few items I can't pick up even if I had the room. Skales is more for the fun of it. BBoy_Manchild
im waiting for Racthoh to come up with a new underworld solo warrior build, that would be the most difficult thing i could think of to solo cause of the mob unique skills
Murder In China
No one can solo Tombs, not you not me not even the all mighty Racthoh.
Racthoh
I have tried... repeatedly. But Blind + Energy Surge + Mind Wrack... and the occasional Cry of Frustration when I try to heal... can't get by it.
dont feel no pain
the fact is that the new uw is completly balanced on proffesion and anti warrior , ele , monk , necro , ranger , mesmer
they have made it so that the aggroing player needs support , in time im sure 2 man will be done , 1 something , and 1 support something |