W/X FoW Spider Farmer
Katari
Quote:
Originally Posted by Witte Was
Next time I should replace Sever Artery with Hundred Blades
Sever only has any net effect at all if you happen to bring Wild Blow, even then, the effect is only worthwhile if you have Gash as well. You'd do better if you replaced Power Attack with something like Standing Slash. Power Attack just sucks up energy, and Hundred Blades would charge adrenal attacks nicely.
Of course, if you're going W/Me, you're proabably better off using Axes, for Tripple Chop.
Of course, if you're going W/Me, you're proabably better off using Axes, for Tripple Chop.
squan
since 2 days i tried the beach farm, its not that hard. wasted 5k, but it was a good invesment. now i can do this easy.
but why do some players play with 15 tactics. its just a waste of your superior rune and of 75 health.
healing signet
tactics 13 = 137 healing
tactics 15 = 152 healing
only 15 extra healing
shields up
tactics 13=18 sec
tactics 15=20 sec
only 2 sec extra since when your health goes under 200 just start shields up and you can use healing signet 2 times even 3 times.
watch yourself
tactics 13= 10 sec
tactics 15= 11 sec
only 1 sec thats nothing.
so my conclusion is that its a waste of 75 health. just use a minor rune. so you dont have to heal that much because you will have a extra 75 health. and trust me it can be a lifesaver if you need to run if you agro skales.
Personaly i like shields up more, because it also blocks and it has more armor. so i can heal up with ease. and i dont know what the range of earshot is, so it could be possible that some hits will not have the extra armor. only problem could be the 10 energy that it costs, but i got a +5 energy sword, i only use it when i have no energy, then i switch back to my kanaxai edge.
but why do some players play with 15 tactics. its just a waste of your superior rune and of 75 health.
healing signet
tactics 13 = 137 healing
tactics 15 = 152 healing
only 15 extra healing
shields up
tactics 13=18 sec
tactics 15=20 sec
only 2 sec extra since when your health goes under 200 just start shields up and you can use healing signet 2 times even 3 times.
watch yourself
tactics 13= 10 sec
tactics 15= 11 sec
only 1 sec thats nothing.
so my conclusion is that its a waste of 75 health. just use a minor rune. so you dont have to heal that much because you will have a extra 75 health. and trust me it can be a lifesaver if you need to run if you agro skales.
Personaly i like shields up more, because it also blocks and it has more armor. so i can heal up with ease. and i dont know what the range of earshot is, so it could be possible that some hits will not have the extra armor. only problem could be the 10 energy that it costs, but i got a +5 energy sword, i only use it when i have no energy, then i switch back to my kanaxai edge.
squan
btw i noticed that some of you are using the axe way + cycloon axe. wont that trigger healing spring?
mathijn
if you are in attack range, they wont use spring
Anarion Silverhand
Not true.
When I farm them (using Sever Artery, Gash and Wild Blow) they will use it right after Melandru's Resilience. I do not know if it's the conditions that trigger it.
When I farm them (using Sever Artery, Gash and Wild Blow) they will use it right after Melandru's Resilience. I do not know if it's the conditions that trigger it.
foo
Quote:
Originally Posted by squan
so my conclusion is that its a waste of 75 health. just use a minor rune. so you dont have to heal that much because you will have a extra 75 health. and trust me it can be a lifesaver if you need to run if you agro skales.
when you are compitent enough, you do not need to have high hp anymore. as long as you dont take a break every 3 spiders, every point of damage and poison, is a point to heal, so you don't heal less if you got more hp, you can only wait a bit more before healing, but eventualy, you WILL heal that loss. agroing skales could be done with higher hp for more ease, but that's why you should have doubles for some of your armor pieces.
I always use sup swordsmanship and sup tactics, and I've even done this run with all sup runes -> 305hp. I hope it shows the point that hp is not that important.
(same imo goes for shield. +30hp is nice for running, but for constant running damage reduction or extra armor are far better).
I always use sup swordsmanship and sup tactics, and I've even done this run with all sup runes -> 305hp. I hope it shows the point that hp is not that important.
(same imo goes for shield. +30hp is nice for running, but for constant running damage reduction or extra armor are far better).
squan
It’s kind of fun to try out stuff, so I tried to do this with a hammer build, and I must say its fun.
This is the build I used;
Hammer mastery 16
Tactics 13
Rest in strength
SKILLS
Devastating hammer (ELITE)
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 5...17 seconds.
7 adrenaline
Crushing blow
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
5 energy 10 sec recharge
Fierce blow
If Fierce Blow strikes a foe suffering from Weakness, you deal +42 damage. Otherwise, you deal +21 damage if it hits.
7 adrenaline
Epidemic
Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
10 energy ¼ casting time 5recharge
Physical Resistance
For 30 seconds, you gain +40 armor against physical damage, but you lose 24 armor against elemental damage.
10 energy 20 recharge
"Shields Up!"
For 18 seconds, you and all allies within earshot gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks.
10 energy 30 sec recharge
Healing Signet
You gain 137 Health. You have -40 armor while using this skill.
2 sec casting 4 sec recharge
Sprint (10 seconds).
sec 20 recharge
A normal Hammer but modded, just a normal one, a +15 in stance, since you will always be in a stance +7 armor vs piercing and zealous cause you have some skills that really needs energy.
I don’t think that there is a green hammer like that.
Problem with this build is the that you wont have a shield so you will miss the 16 armor. That is why I have Devastating because of the weakness (reduces the damage of attacks by 66%) and the deep wound of Crushing blow also helps.
Because of these 2 conditions i choose to bring epidemic, so the armor wont be such a problem. Since hamer skills do good damage it can be interesting.
Well first run I died, because of the skales. Second run I had bad luck cause the stupid ghost died, but third run I made it. Had 3 shards and some crap colds, 2 drops 1 chest. i could have gotten more, but i died because of nooby mistake.
i need some practice with this build, but it can be done, only takes a bit longer. Main problem is the energy. Because the high cost of energy for Physical Resistance, "Shields Up!" and epidemic all 10 energy. And the 5 Crushing blow it can be a bit hard with your energy, that is why I use zealos.
But it can be done. Next time I gonna try it without epidemic and I will take
Auspicious Blow
If Auspicious Blow hits, you strike for +21 damage. If it hits a foe suffering from Weakness you gain 8 Energy.
Good for some energy management. Since you have high cost skills.
This is the build I used;
Hammer mastery 16
Tactics 13
Rest in strength
SKILLS
Devastating hammer (ELITE)
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 5...17 seconds.
7 adrenaline
Crushing blow
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
5 energy 10 sec recharge
Fierce blow
If Fierce Blow strikes a foe suffering from Weakness, you deal +42 damage. Otherwise, you deal +21 damage if it hits.
7 adrenaline
Epidemic
Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
10 energy ¼ casting time 5recharge
Physical Resistance
For 30 seconds, you gain +40 armor against physical damage, but you lose 24 armor against elemental damage.
10 energy 20 recharge
"Shields Up!"
For 18 seconds, you and all allies within earshot gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks.
10 energy 30 sec recharge
Healing Signet
You gain 137 Health. You have -40 armor while using this skill.
2 sec casting 4 sec recharge
Sprint (10 seconds).
sec 20 recharge
A normal Hammer but modded, just a normal one, a +15 in stance, since you will always be in a stance +7 armor vs piercing and zealous cause you have some skills that really needs energy.
I don’t think that there is a green hammer like that.
Problem with this build is the that you wont have a shield so you will miss the 16 armor. That is why I have Devastating because of the weakness (reduces the damage of attacks by 66%) and the deep wound of Crushing blow also helps.
Because of these 2 conditions i choose to bring epidemic, so the armor wont be such a problem. Since hamer skills do good damage it can be interesting.
Well first run I died, because of the skales. Second run I had bad luck cause the stupid ghost died, but third run I made it. Had 3 shards and some crap colds, 2 drops 1 chest. i could have gotten more, but i died because of nooby mistake.
i need some practice with this build, but it can be done, only takes a bit longer. Main problem is the energy. Because the high cost of energy for Physical Resistance, "Shields Up!" and epidemic all 10 energy. And the 5 Crushing blow it can be a bit hard with your energy, that is why I use zealos.
But it can be done. Next time I gonna try it without epidemic and I will take
Auspicious Blow
If Auspicious Blow hits, you strike for +21 damage. If it hits a foe suffering from Weakness you gain 8 Energy.
Good for some energy management. Since you have high cost skills.
Sam Stormwind
nice one tried it last nite got 3 shards. Not bad really
Dreikki
squan, don't conditions give the spiders regen because they use Melandru's Resilence? You make them suffer from weakness and deep wound giving them +4 health regen.
untitled2005
nice. got 2 shards in one run.
jbwarrior
Racthoh or anyone that is a pro in Spider Run FoW,
Question: I did today for the very first time a "good" solo run with the spiders, but died, because i aggroed about 20 spiders
The build I use:
W/Me
Inspiration: 3
Strenght: 11
Axe: 13
Tactics: 12
(with runes of course)
* Triple Chop
* Cyclone Axe
* Executioner's Strike
* Sprint
* Healing Signet
* Endure Pain
* Physical Resistance
* Watch yourself
I want to try:
W/Mo
Healing: 10
Strenght: 12
Axe: 12
Tactics: 11
(with runes of course)
* Cyclone Axe
* Executioner's Strike
* Flurry / Tiger Stance / Berserker Stance / Frenzy (witch one is the best you can use?)
* Dolyak Signet
* Watch yourself
* Healing Signet
* Healing Hands
* Sprint
Witch build is the best for the Spider Run in FoW? So, witch one is easier?
Thanks for the answer btw.
Jorgen
Question: I did today for the very first time a "good" solo run with the spiders, but died, because i aggroed about 20 spiders
The build I use:
W/Me
Inspiration: 3
Strenght: 11
Axe: 13
Tactics: 12
(with runes of course)
* Triple Chop
* Cyclone Axe
* Executioner's Strike
* Sprint
* Healing Signet
* Endure Pain
* Physical Resistance
* Watch yourself
I want to try:
W/Mo
Healing: 10
Strenght: 12
Axe: 12
Tactics: 11
(with runes of course)
* Cyclone Axe
* Executioner's Strike
* Flurry / Tiger Stance / Berserker Stance / Frenzy (witch one is the best you can use?)
* Dolyak Signet
* Watch yourself
* Healing Signet
* Healing Hands
* Sprint
Witch build is the best for the Spider Run in FoW? So, witch one is easier?
Thanks for the answer btw.
Jorgen
squan
Quote:
Originally Posted by Dreikki
squan, don't conditions give the spiders regen because they use Melandru's Resilence? You make them suffer from weakness and deep wound giving them +4 health regen.
hmmm ok, that could explain why it took so long
well lets do the sword run then, fasted way anyway. only doing it for 4 days now. is a run of 50 minutes a long, average or short run?
well lets do the sword run then, fasted way anyway. only doing it for 4 days now. is a run of 50 minutes a long, average or short run?
Katari
@Jorgen, what gear are you using?
Ideal gear is:
Zealous Weapons are vital for many builds, cetainly for W/Mo.
+5vs all or +7vs phys weapon mod
Tactics req shield with -2 damage while stanced for W/Me. Enchanted or dual damage reduction shield for a W/Mo.
Knight's or Legionare's Armor set.
Rune of Absorbion, Superior is 410g as of typing this.
A +1 Axe/Sword helm would help stat points the most
Ideal gear is:
Zealous Weapons are vital for many builds, cetainly for W/Mo.
+5vs all or +7vs phys weapon mod
Tactics req shield with -2 damage while stanced for W/Me. Enchanted or dual damage reduction shield for a W/Mo.
Knight's or Legionare's Armor set.
Rune of Absorbion, Superior is 410g as of typing this.
A +1 Axe/Sword helm would help stat points the most
jbwarrior
Quote:
Originally Posted by Katari
Ideal gear is:
Zealous Weapons are vital for many builds, cetainly for W/Mo.
+5vs all or +7vs phys weapon mod
Tactics req shield with -2 damage while stanced for W/Me. Enchanted or dual damage reduction shield for a W/Mo.
Knight's or Legionare's Armor set.
Rune of Absorbion, Superior is 410g as of typing this.
A +1 Axe/Sword helm would help stat points the most
Ok, today i bought a zealous upgrade for my sword. Now i need only an upgrade for my sword, an defense or shelter +7
At this time i use as follow:
W/Me
Skills:
* Galrath slash
* Final Trust
* 100 Blades
* Healing Signet
* Sprint
* Physical Resistance
* Watch Yourself
* Endure Pain, i do not now witch other skill is better it helps sometimes with the skales...
Armor:
Head is Platemail +1 strenght +1 Strenght (rune)
Chest is Knight's + superiour absorbtion
Leggings is Platemail +1 Tactics
Gloves is Platemail + superior Vigor
Boots is Platemail +3 swordmanship
Attributes:
Strenght: 9
Tactics: 13
Swordmanship: 14
Inspiration: 4
Weapon/Shield:
Sword;
Zealous Longsword (collectors with upgrade)
15-22 dmg (req 9 swordmanship)
+15% while in stance
Energy gain on hit +1
Energy Regen by -1
Shield;
16 armor (req 9 tactics)
+45hp while in stance
reduces dmg by -2 while in stance
Where do i get this shield: Enchanted or dual damage reduction shield for a W/Mo. or only a shield with -2 while enchanted?
thanks for the answers
Racthoh
To the best of my knowledge, the only way to get dual -2's is on gold shields.
mathijn
my best agro was around 18 spiders without dying or running, but it was with the old W/Me build and over protecting(Shields up+watchyourself+physical res)
now i use mainly W/Rt, little bit harder, but also a little bit faster and funnier
now i use mainly W/Rt, little bit harder, but also a little bit faster and funnier
Dr Ripley
I went into the cave last night and pretty much aggroed everything (not entirely on purpose). I overequipped some protection skills as well (dolyak + physical resistance + watch yourself + heal sig). Overkill, but entertaining if you like to be hit by a gajillion projectiles at once (never died). Takes forever to kill critters with only 3 attack skills though... Funny experiment nonetheless. Going to try a hammer build next for shits n giggles. Would blindness cause them to use Melandru's Resilience as well?
Lichtenberg
Quote:
Originally Posted by jbwarrior
Today i did 1 run, and died at the spider's because i taked to much spiders, i think about 16 spiders
the w/me build i use i can take all the spiders at entrance with really no prob, ill post the equip i use in a bit, really isnt hard.
richdaddy
Just wanted to put my 2 cents in;
Class:
W/ME
Skills:
Cleave
Cyclone Axe
Executioners Strike
Watch Yourself
Dolyak Sig
Heal Sig
Physical Resistance - Stance Skill
Sprint
Points:
I put all points into tact and axe, maybe 4 in mes skill.
Armor:
FoW Tactics Helm w/ major tact rune
Glads Armor w/ Sup absorb, Sup vigor, rest minor
Weapons:
Victos Axe.....
Collector Shield: -2 dmg in stance & +45hp in stance (physical resistance - stance skill). Also a note on the factions end game green -5 dmg w 20% chance shield, my collector shield was still better, I got higher dmg numbers from the factions shield.
Hit the beach like you guys know already, the dagwoods (or w/e they are called, the walking toothpicks) can drop shards, and the spiders do as you know (not dryder spider, never got one from them). Make sure you look for chests too and bring keys.
When you get to the cave entrance, you will lhave 3 dryders, use a bow and pull the two on the left, and kill them. Now bow the last one on the right, try to pull him out...He will trigger a few armored cave spiders to drop, try to kill the dryder. Now use sprint and run back to the water and up the shore a bit so you let the spiders spread out.
Take on single spiders first, using physical resistance, watch yourself and dolyak sig. When you get up close to them they will try to use healing spring, it's an easy interupt skill, so normal attack will interupt it. when you have groups of 3 or more get in the middle of them, use cyclone axe to disrupt them from using healing spring.
When using cyclone axe make sure you are aware of when your physical resistance skill needs to be hit again and that you have enough energy to do it lol....yeah sometimes you get carried away and forget.
When you clear the large group at the entrance it's a cake walk from there, just attack the next dryder in the cave, he will spawn 2 groups of 3 cave spiders, clear, and move down....
Just avoide the skales, and remembr that 2/5 runs will pay out well, sometimes the spawn is just fudged from the get go, and it's hard just getting to the cave.
For the last 6 months i've pulled over 150 shards, black dye and other colors, saphires, and good chest drops. Just started sucking after christmas when they made the skales roam around more....
Their is also a FoW ranger build i saw but i never tried it, was for the woods area.
Hope that helps, I know it's not a sword setup, axe is just my taste.....
Class:
W/ME
Skills:
Cleave
Cyclone Axe
Executioners Strike
Watch Yourself
Dolyak Sig
Heal Sig
Physical Resistance - Stance Skill
Sprint
Points:
I put all points into tact and axe, maybe 4 in mes skill.
Armor:
FoW Tactics Helm w/ major tact rune
Glads Armor w/ Sup absorb, Sup vigor, rest minor
Weapons:
Victos Axe.....
Collector Shield: -2 dmg in stance & +45hp in stance (physical resistance - stance skill). Also a note on the factions end game green -5 dmg w 20% chance shield, my collector shield was still better, I got higher dmg numbers from the factions shield.
Hit the beach like you guys know already, the dagwoods (or w/e they are called, the walking toothpicks) can drop shards, and the spiders do as you know (not dryder spider, never got one from them). Make sure you look for chests too and bring keys.
When you get to the cave entrance, you will lhave 3 dryders, use a bow and pull the two on the left, and kill them. Now bow the last one on the right, try to pull him out...He will trigger a few armored cave spiders to drop, try to kill the dryder. Now use sprint and run back to the water and up the shore a bit so you let the spiders spread out.
Take on single spiders first, using physical resistance, watch yourself and dolyak sig. When you get up close to them they will try to use healing spring, it's an easy interupt skill, so normal attack will interupt it. when you have groups of 3 or more get in the middle of them, use cyclone axe to disrupt them from using healing spring.
When using cyclone axe make sure you are aware of when your physical resistance skill needs to be hit again and that you have enough energy to do it lol....yeah sometimes you get carried away and forget.
When you clear the large group at the entrance it's a cake walk from there, just attack the next dryder in the cave, he will spawn 2 groups of 3 cave spiders, clear, and move down....
Just avoide the skales, and remembr that 2/5 runs will pay out well, sometimes the spawn is just fudged from the get go, and it's hard just getting to the cave.
For the last 6 months i've pulled over 150 shards, black dye and other colors, saphires, and good chest drops. Just started sucking after christmas when they made the skales roam around more....
Their is also a FoW ranger build i saw but i never tried it, was for the woods area.
Hope that helps, I know it's not a sword setup, axe is just my taste.....
jbwarrior
Quote:
Originally Posted by sickkk
the w/me build i use i can take all the spiders at entrance with really no prob, ill post the equip i use in a bit, really isnt hard.
Thanks, but i didn't mentioned that it was only mine 5th time i did the solo run
But very nice if you put your stats in this thread, u know skills/attributes/runes/weapons/shield...
tnx
But very nice if you put your stats in this thread, u know skills/attributes/runes/weapons/shield...
tnx
jbwarrior
Quote:
Originally Posted by richdaddy
Hit the beach like you guys know already, the dagwoods (or w/e they are called, the walking toothpicks) can drop shards Indeed i had 2 shards in a run (untill the spiders) from those drifwoods
richdaddy
Quote:
Originally Posted by jbwarrior
Indeed i had 2 shards in a run (untill the spiders) from those drifwoods
Thats it lol Driftwoods (aka toothpicks)
Katari
@Jorgen
With the wammo build, you'll be enchanted continously (except when fighting dryers, but that dosn't matter) so go with a -2 enchanted shield. If you can get your hands on a -2/-2 stance/tactics shield, you'll be even better off.
Back in the day, before the knight's armor fix, the standard was weapon helm, knight's boots, legionare's (many just used glad's) rest. You almost got a feww -2 damage reduction just from the boots. Now that isn't the case, and the W/Mo build is really somewhat borderline when fighting that huge mob at times, so the loss of damage reduction was a hit. Apparently Legionare's works fine, but I've been using Full Knight's (weapon helm still, of course) since I figure (without actually test, I must admit) that -3 damage reduction is better than +10 armor. +10 armor is better than nothing of course, so you'll really want to get one of those two sets. It would definatly help to get a Tactics shield (-2 stanced, since you're a w/me) and trade the +1 strength helm for a +1 swords helm. I think there's a collector for +1 sword helms in Amoon Oasis.
With the right gear, you should only need Healsig, Physical Resistance, "Watch Yourself!," and Sprint as defensive skills. Dolyak Sig and "Sheilds Up!" are more than a W/Me should need.
With the wammo build, you'll be enchanted continously (except when fighting dryers, but that dosn't matter) so go with a -2 enchanted shield. If you can get your hands on a -2/-2 stance/tactics shield, you'll be even better off.
Back in the day, before the knight's armor fix, the standard was weapon helm, knight's boots, legionare's (many just used glad's) rest. You almost got a feww -2 damage reduction just from the boots. Now that isn't the case, and the W/Mo build is really somewhat borderline when fighting that huge mob at times, so the loss of damage reduction was a hit. Apparently Legionare's works fine, but I've been using Full Knight's (weapon helm still, of course) since I figure (without actually test, I must admit) that -3 damage reduction is better than +10 armor. +10 armor is better than nothing of course, so you'll really want to get one of those two sets. It would definatly help to get a Tactics shield (-2 stanced, since you're a w/me) and trade the +1 strength helm for a +1 swords helm. I think there's a collector for +1 sword helms in Amoon Oasis.
With the right gear, you should only need Healsig, Physical Resistance, "Watch Yourself!," and Sprint as defensive skills. Dolyak Sig and "Sheilds Up!" are more than a W/Me should need.
jbwarrior
Quote:
Originally Posted by Katari
@Jorgen
With the wammo build, you'll be enchanted continously (except when fighting dryers, but that dosn't matter) so go with a -2 enchanted shield. If you can get your hands on a -2/-2 stance/tactics shield, you'll be even better off.
Back in the day, before the knight's armor fix, the standard was weapon helm, knight's boots, legionare's (many just used glad's) rest. You almost got a feww -2 damage reduction just from the boots. Now that isn't the case, and the W/Mo build is really somewhat borderline when fighting that huge mob at times, so the loss of damage reduction was a hit. Apparently Legionare's works fine, but I've been using Full Knight's (weapon helm still, of course) since I figure (without actually test, I must admit) that -3 damage reduction is better than +10 armor. +10 armor is better than nothing of course, so you'll really want to get one of those two sets. It would definatly help to get a Tactics shield (-2 stanced, since you're a w/me) and trade the +1 strength helm for a +1 swords helm. I think there's a collector for +1 sword helms in Amoon Oasis.
With the right gear, you should only need Healsig, Physical Resistance, "Watch Yourself!," and Sprint as defensive skills. Dolyak Sig and "Sheilds Up!" are more than a W/Me should need. Ok thanks for the tips.
Do u know where i can get a shield with -2/-2 tactics?
With the wammo build, you'll be enchanted continously (except when fighting dryers, but that dosn't matter) so go with a -2 enchanted shield. If you can get your hands on a -2/-2 stance/tactics shield, you'll be even better off.
Back in the day, before the knight's armor fix, the standard was weapon helm, knight's boots, legionare's (many just used glad's) rest. You almost got a feww -2 damage reduction just from the boots. Now that isn't the case, and the W/Mo build is really somewhat borderline when fighting that huge mob at times, so the loss of damage reduction was a hit. Apparently Legionare's works fine, but I've been using Full Knight's (weapon helm still, of course) since I figure (without actually test, I must admit) that -3 damage reduction is better than +10 armor. +10 armor is better than nothing of course, so you'll really want to get one of those two sets. It would definatly help to get a Tactics shield (-2 stanced, since you're a w/me) and trade the +1 strength helm for a +1 swords helm. I think there's a collector for +1 sword helms in Amoon Oasis.
With the right gear, you should only need Healsig, Physical Resistance, "Watch Yourself!," and Sprint as defensive skills. Dolyak Sig and "Sheilds Up!" are more than a W/Me should need. Ok thanks for the tips.
Do u know where i can get a shield with -2/-2 tactics?
Katari
Quote:
Originally Posted by jbwarrior
Do u know where i can get a shield with -2/-2 tactics?
Quote:
Originally Posted by Racthoh
To the best of my knowledge, the only way to get dual -2's is on gold shields.
Fun Fact: Quotes do not count towards the minimum post length. jbwarrior
sorry
Thanks Lichtenberg
W/Me
Attributes: Inspiration 4 tactics 9+1+1 strength 11+1 swords 10+3 Equipment: Gladiator armor (i have ascalon helmet, but -2 isnt global no more so u can also use glad helmet) Sword = Zelous 1/1 +15(stance) +5AL (i use defense cause i use for other purposes ) Shield +45stance -2stance (collectors crimson carpace is ideal and cheap ) Skills: Heal signet Sprint Physical resistance "I will survive" "Watch yourself" Standing Slash Final Thrust Hundred Blades the run should already be explained in this thread i dont know if it says here, but after finishing cave and all, u can run out other end and try to get all the pop up shadow beast, they pretty much kill themselves by using dark pact ( u must have less hp than them for them to use it) when its to low for them to use it again without suicide, just take em out in a couple of hits theres usually around 10-15 shadow beast u can get as pop ups, just try to bring them to a corner where u wont aggro any other mobs my record..Snarling+spiders+beast = 10shards in 1 run jbwarrior
Quote:
Originally Posted by sickkk
W/Me
Attributes: Inspiration 4 tactics 9+1+1 strength 11+1 swords 10+3 Equipment: Gladiator armor (i have ascalon helmet, but -2 isnt global no more so u can also use glad helmet) Sword = Zelous 1/1 +15(stance) +5AL (i use defense cause i use for other purposes ) Shield +45stance -2stance (collectors crimson carpace is ideal and cheap ) Skills: Heal signet Sprint Physical resistance "I will survive" "Watch yourself" Galrath Slash Final Thrust Hundred Blades the run should already be explained in this thread i dont know if it says here, but after finishing cave and all, u can run out other end and try to get all the pop up shadow beast, they pretty much kill themselves by using dark pact ( u must have less hp than them for them to use it) when its to low for them to use it again without suicide, just take em out in a couple of hits theres usually around 10-15 shadow beast u can get as pop ups, just try to bring them to a corner where u wont aggro any other mobs my record..Snarling+spiders+beast = 10shards in 1 run An idea, Instead of Galrath slash, you could take Standing Slash, because in stance you do the same amount of damage as galrath slash. Diffrence is: Galrath Slash: 8 Adrenaline Standing Slash: 6 Adrenaline | |--> so you can use it more often. Lichtenberg
Quote:
Originally Posted by jbwarrior
An idea,
Instead of Galrath slash, you could take Standing Slash, because in stance you do the same amount of damage as galrath slash. Diffrence is: Galrath Slash: 8 Adrenaline Standing Slash: 6 Adrenaline | |--> so you can use it more often. did not notice that, and it actually does +1 more dmg than galrath ill edit it now jbwarrior
Quote:
Originally Posted by sickkk
did not notice that, and it actually does +1 more dmg than galrath
ill edit it now No problem, that's where we are for, thinking with each other squan
well i allways go with 4 attack skills. i never tried it with dolyak, because in the cave Physical Resistance is more then enough, and with "Shields Up!" you will have more then enough armor to use healing signet. btw you wont need dolyak when you are running from skales you should know why
Dragon Slash {e} If Dragon Slash hits, you strike for +42 damage and gain 5 strikes of adrenaline. 10 adrenaline Standing Slash If it hits, Standing Slash deals +21 damage plus an additional 21 damage if you are in a Stance. 6 adrenaline Galrath Slash This attack strikes for +43 damage if it hits. 8 adrenaline Silverwing Slash This attack strikes for +43 damage if it hits. 8 adrenaline Healing Signet You gain 137 Health. You have -40 armor while using this skill. 2 sec casting 4 sec recharge "Shields Up!" For 18 seconds, you and all allies within earshot gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks. 10 energy 30 sec recharge Physical Resistance For 30...78 seconds, you gain +40 armor against physical damage, but you lose 24...14 armor against elemental damage. 10 energy 20 recharge Sprint (12 secodns). 5 energy 20 recharge for my next run (will take a while, i am at my work ) i will try to replace Silverwing Slash for final thurst. and i will use it when i used my third attack skill. after that you wont have any adrenaline left so you need to build up again. but still its a +100 hit when health is under 50%. i just wanna see if it goes quiker or not. mostly i do a run in 50 minutes with this build oh btw attribute points are swords 16 tactics 13 rest in strength i dont use a superior rune for tactics. 13 is enough. only difference if you use 15 tactics are -75 health, +15 health with healing signet and +2 sec for shields up. its just your choise if you wanna use 13 or 15 tactics. i choose for 13. i use a kanaxai edge (not custimized) and a green tactics shield (faction endgame reward). i am farming for a green shield +10 armor piercing damage, but i have some bad luck i got a fellblade +15 in stance +30 req 12 in storage, but not using it yet, till i got a mod for extra defence vs piercing damage. how much is a defence mod these days? damaster275
Seems like everyone uses the sword build besides me . Killing the few shadow beasts that opoup at the end of the cave is very worthwhile
Poison Ivy
^squan
Take out Shields Up for Watch Yourself, you won't need that much armor. Oh and the attrabutes can use some tweaking: 16 Swords 12 Tactics 7 Strength 2 Insp. squan
Quote:
Originally Posted by Poison Ivy
^squan
Take out Shields Up for Watch Yourself, you won't need that much armor. Oh and the attrabutes can use some tweaking: 16 Swords 12 Tactics 7 Strength 2 Insp. hmmmm ok i could do that, but i only use watch yourself for the extra armor when i need some healing and watch yourselfe has less armor. and btw it costs adrenaline, and since shields up costs 10 energy and i never have energy problems, cause i got 25 energy, (i dont have a full set of knights armor). 7 strength could be ok 11 sec sprint is allways ok, but thats only 1 sec longer then what i have now. or is there a other reason why i should run with this build? mathijn
99 variations on 1 original build, the W/Me build with sword/axe stats have been explained about 100 times.
start 2 find out other builds W/A or something scamPOR
Try customizing your sword... it will help some.
Koning
Quote:
Originally Posted by mathijn
99 variations on 1 original build, the W/Me build with sword/axe stats have been explained about 100 times.
start 2 find out other builds W/A or something /agree SnipiousMax
Quote:
Originally Posted by Poison Ivy
^squan
Take out Shields Up for Watch Yourself, you won't need that much armor. Shields Up > Watch Yourself It's not the additional armor, it's the chance to block arrows. You don't need it up all the time, and you only need to heal while you have it up. Akuma
Anybody know if Geoffer's Bulwark would be a better choice than the 45/-2 shield?
Overtanking wins, don't tell anybody not to dolyaks+PR!!! mathijn
-2 seems to be better, and overprotting means less speed -> less cash 1 hour
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