I think it depends on their opening actions. Sometimes they'll chase after me, sometimes they'll slap an Empathy on me, sometimes they just attack. It *might* depend on how close you get to them, afterall enemies will try to get ahead of you when you have a speed boost skill in effect. It's not something I put much thought into; sometimes I can stop to heal sometimes I have to keep on running.
W/X FoW Spider Farmer
53 pages • Page 25
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Noticed that too, they also don't use healing spring every 20 seconds anymore.. Sometimes they don't use it at all.
And the knockdown animation is pretty funny if 5 do it at once
It has not gotten harder, almost died cause I was waiting for their healing spring to activate.. It's a bit more chaotic now but easier to spot due to their knockdown animation when they start using it
And the knockdown animation is pretty funny if 5 do it at once

It has not gotten harder, almost died cause I was waiting for their healing spring to activate.. It's a bit more chaotic now but easier to spot due to their knockdown animation when they start using it

Quote:
Originally Posted by Racthoh
Okay.... they did something to this area, at least in the run I just did it was messed up. See the image... the spider was doing it's knocked over animation when it was using Apply Poison or Healing Spring.
Actually I noticed the same thing on Charr Hunter's when they're using Ignite Arrow.
It looks like all of the Ranger mobs now use that animation while using a prep.
It looks like all of the Ranger mobs now use that animation while using a prep.

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Would this work (W/Me)? I don't want to waste my money testing...
Flurry / Executioner's Strike / Power Attack / Epidemic / Physical Resistance / Healing Signet / Dolyak Signet
Alright. So the Spider's got Melandru's and that's all dandy. But it only gives them 2 health regeneration. Poison is 4 health degeneration, so the Spider's around you would all get poisoned for 2 health degeneration. Not the greatest, but it is still helpful. Also, Physical Resistance proves high defense for a long period of time if only a few points are invested. And since there aren't many elemental attacks in the Spider farming area, you can sacrafice the elemental resistance.
I don't know... just thinking.
Flurry / Executioner's Strike / Power Attack / Epidemic / Physical Resistance / Healing Signet / Dolyak Signet
Alright. So the Spider's got Melandru's and that's all dandy. But it only gives them 2 health regeneration. Poison is 4 health degeneration, so the Spider's around you would all get poisoned for 2 health degeneration. Not the greatest, but it is still helpful. Also, Physical Resistance proves high defense for a long period of time if only a few points are invested. And since there aren't many elemental attacks in the Spider farming area, you can sacrafice the elemental resistance.
I don't know... just thinking.
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Physical Resistance and Flurry are both stances, you cannot use them at the same time.
Epidemic spreads conditions from target FOE to adjacent FOES, so you would need to poison them to spread poison.
So in short, this would not work.
If you want a W/Me:
Sprint
Sever Artery
Gash
Wild Blow
Victory is Mine {E}
Watch Yourself!
Healing Signet
Physical Resistance
This build is good for beginners because it is easy to run.
Epidemic spreads conditions from target FOE to adjacent FOES, so you would need to poison them to spread poison.
So in short, this would not work.
If you want a W/Me:
Sprint
Sever Artery
Gash
Wild Blow
Victory is Mine {E}
Watch Yourself!
Healing Signet
Physical Resistance
This build is good for beginners because it is easy to run.
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Quote:
Originally Posted by Racthoh
Okay.... they did something to this area, at least in the run I just did it was messed up. See the image... the spider was doing it's knocked over animation when it was using Apply Poison or Healing Spring.
Yes, it messes me up sometimes. All the rangers that use apply poison, like skeleton rangers, all do that. Another thing I noticed, the spiders don't use healing spring as much when I am fighting the one right next to it.
Much easier, I don't have to pay attention to the second one to use cyclone axe. So the one i like to hurt first gets all the cleaves it can handle 
Much easier, I don't have to pay attention to the second one to use cyclone axe. So the one i like to hurt first gets all the cleaves it can handle 
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Quote:
Originally Posted by Rhuobhe
Physical Resistance and Flurry are both stances, you cannot use them at the same time.
Epidemic spreads conditions from target FOE to adjacent FOES, so you would need to poison them to spread poison.
So in short, this would not work.
If you want a W/Me:
Sprint
Sever Artery
Gash
Wild Blow
Victory is Mine {E}
Watch Yourself!
Healing Signet
Physical Resistance
This build is good for beginners because it is easy to run. Yeah, I was entirely aware Phys Resist and Flurry were both Stances. As for Epidemic, didn't read it entirely. I thought it passed your condition onto all adjacent foes. My mistake
Now. I look at that build... the spiders will use Melandru's because of the dual conditions (maybe tripple). They will still have degen, albeit too little for any real impact. ViM... Uh-huh. I don't know. Racthoh's original build is still working for me.
Epidemic spreads conditions from target FOE to adjacent FOES, so you would need to poison them to spread poison.
So in short, this would not work.
If you want a W/Me:
Sprint
Sever Artery
Gash
Wild Blow
Victory is Mine {E}
Watch Yourself!
Healing Signet
Physical Resistance
This build is good for beginners because it is easy to run. Yeah, I was entirely aware Phys Resist and Flurry were both Stances. As for Epidemic, didn't read it entirely. I thought it passed your condition onto all adjacent foes. My mistake

Now. I look at that build... the spiders will use Melandru's because of the dual conditions (maybe tripple). They will still have degen, albeit too little for any real impact. ViM... Uh-huh. I don't know. Racthoh's original build is still working for me.
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Quote:
Originally Posted by Rape of Faith
Yeah, I was entirely aware Phys Resist and Flurry were both Stances. As for Epidemic, didn't read it entirely. I thought it passed your condition onto all adjacent foes. My mistake 
Now. I look at that build... the spiders will use Melandru's because of the dual conditions (maybe tripple). They will still have degen, albeit too little for any real impact. ViM... Uh-huh. I don't know. Racthoh's original build is still working for me. Well, the idea behind the build that I posted is that you bleed and deep wound a spider, then wild blow him when he uses Resiliance. Bye-bye stances.
Wild Blow is a pretty sucky skill due to losing all adrenaline, but you use it right after a combo (hence all adrenaline is already gone)
This way they recieve 20% less health from Healing Spring and have -3 degeneration. Not to mention ViM will heal you for an instand ~150 and give you 10 energy
This build is not as fast as killing as the original one posted because it is not "hit heavy" and builds up adrenaline relatively slower. It is by far a lot SAFER though and that's why I reccomend it to spider-newbies
With ViM as an insta-heal and Healing sig to follow up if you are in trouble, it becomes harder to die. Not to mention that effectivly, Physical Resistance = Dolyak without the slowdown so if you are in trouble you can make a quick getaway.
I switch my builds around a lot, since I don't like sticking to 1 thing. Experimenting is loads of fun

Now. I look at that build... the spiders will use Melandru's because of the dual conditions (maybe tripple). They will still have degen, albeit too little for any real impact. ViM... Uh-huh. I don't know. Racthoh's original build is still working for me. Well, the idea behind the build that I posted is that you bleed and deep wound a spider, then wild blow him when he uses Resiliance. Bye-bye stances.
Wild Blow is a pretty sucky skill due to losing all adrenaline, but you use it right after a combo (hence all adrenaline is already gone)
This way they recieve 20% less health from Healing Spring and have -3 degeneration. Not to mention ViM will heal you for an instand ~150 and give you 10 energy
This build is not as fast as killing as the original one posted because it is not "hit heavy" and builds up adrenaline relatively slower. It is by far a lot SAFER though and that's why I reccomend it to spider-newbies

With ViM as an insta-heal and Healing sig to follow up if you are in trouble, it becomes harder to die. Not to mention that effectivly, Physical Resistance = Dolyak without the slowdown so if you are in trouble you can make a quick getaway.
I switch my builds around a lot, since I don't like sticking to 1 thing. Experimenting is loads of fun

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