Kassad's IDS Ranger/Mes Farmer
Curlyfry
wow, thats a real solid build there...no more 55 healthers with monk primary or secondary for me
Oren The Destroyer
after 20 tries i finaly got one!! woo hoo i rule
pi!!ow
Quote:
Originally Posted by Yolanda Kai
Thought it might be worth mentioning, there's a quest reward bow with 10% dmg in stance and -2 dmg taken in stance. It's 26 dmg I think, but not a huge deal if you're doing a DoT build with Poison Arrow and Kindle being your main sources of damage anyway. Mod up the bow however you want, and you should be in really good shape. Their little wand attacks and stuff should be nothing but a cloud of -0's and even stuff like Maelstrom is taken down considerably by this.
I've never seen a bow with that particular mod before; would you happen to know in what quest is it awarded?
TheRanger
Quote:
hyro yamaguchi
Why not replace escape with melandrus ressilience?
I don't know if it works but couldnt that get you past the darn heretics?
I don't know if it works but couldnt that get you past the darn heretics?
Anarion Silverhand
Escape is used to outrun the Avicara. Tasca's Demise is the easy part.
primitiveworker
Excellent guide, thank you very much. My wife now has an IDS. 
My build is slightly different, but much like some of the others here.
Poison Arrow [E] (cycle through all targets, keep them all poisoned)
Distracting Shot (trident and spear and maelstrom)
Kindle Arrows (keep it up, it's your only source of damage aside from poison)
Whirling Defense (useful ONLY for trolls, but worth the slot due to its effectiveness)
Storm Chaser
Dodge
Troll Ungent (keep it up during fights)
Elemental Resistance (keep it up against golems/imps)
Expertise 10+3+1
Wilderness 11+1
Marks 8+1
Inspiration 6
I went and got the blankets bow, added a poison string and +5 armor defense grip and everything's just peachy. What fun! With such a low req bow (6) it might be worth shuffling attribute points around.
If you're more comfortable kiting the trolls then you may as well change Whirling for Dual Shot for the extra damage spike.
For me, the only tricky bit is between the two Avarica bridges. Sometimes some of those birds don't want to break aggro. I usually end up dying a horrible death with nowhere to run. But not to worry. After a few practice runs, the whole route becomes very easy to repeat.
And I often end up with a few imps who want to stay in my aggro circle. I have found no way to train them to get out of it. But while I'm kiting the whole group slowly down the hill, I just keep them poisoned and by the time we're at level ground those few are dead.
If more than 2 imps are in spellcasting range, it's better to just poison them if you have the time, and run away to start a fresh aggro cycle.
Thanks Kassad!

My build is slightly different, but much like some of the others here.
Poison Arrow [E] (cycle through all targets, keep them all poisoned)
Distracting Shot (trident and spear and maelstrom)
Kindle Arrows (keep it up, it's your only source of damage aside from poison)
Whirling Defense (useful ONLY for trolls, but worth the slot due to its effectiveness)
Storm Chaser
Dodge
Troll Ungent (keep it up during fights)
Elemental Resistance (keep it up against golems/imps)
Expertise 10+3+1
Wilderness 11+1
Marks 8+1
Inspiration 6
I went and got the blankets bow, added a poison string and +5 armor defense grip and everything's just peachy. What fun! With such a low req bow (6) it might be worth shuffling attribute points around.
If you're more comfortable kiting the trolls then you may as well change Whirling for Dual Shot for the extra damage spike.
For me, the only tricky bit is between the two Avarica bridges. Sometimes some of those birds don't want to break aggro. I usually end up dying a horrible death with nowhere to run. But not to worry. After a few practice runs, the whole route becomes very easy to repeat.
And I often end up with a few imps who want to stay in my aggro circle. I have found no way to train them to get out of it. But while I'm kiting the whole group slowly down the hill, I just keep them poisoned and by the time we're at level ground those few are dead.
If more than 2 imps are in spellcasting range, it's better to just poison them if you have the time, and run away to start a fresh aggro cycle.
Thanks Kassad!
lifesux006
hey, is a storm bow considered a long bow

Valerius
Quote:
Originally Posted by lifesux006
hey, is a storm bow considered a long bow
yeah
http://www.guildwarsguru.com/content...ies-id1092.php

http://www.guildwarsguru.com/content...ies-id1092.php
lifesux006
heh thanks i also found out when an ids dropped for me 
great jod man now i can pay the peeps who i owe money back...back.

dont ask

great jod man now i can pay the peeps who i owe money back...back.


dont ask


Kassad
I thought this thread died months ago.. heh. I'm glad it's helped you people. Woot, most viewed ranger thread after the stickies. I have not done this run for a while, so if its not working anymore, sorry. I'm going to do a run on the weekend and see if anything needs updating. Enjoy!
Sprites
nice topic ...
i've made it but no IDS for 1st time
i'll have to redo it a few ^^
and i always die on heretics on 1st map
i've made it but no IDS for 1st time

i'll have to redo it a few ^^
and i always die on heretics on 1st map
Huntmaster
I did 1 run.
R/Me
Poison Arrows, Kindle, Savage, Dodge, Storm, Troll, Elem Res, Phys Res... (My FoW build)
I had 2 IDS' drop, gave em to guildies.
R/Me
Poison Arrows, Kindle, Savage, Dodge, Storm, Troll, Elem Res, Phys Res... (My FoW build)
I had 2 IDS' drop, gave em to guildies.
Pi_Numurian
Quote:
Originally Posted by Anarion Silverhand
I am having trouble getting the ice imps to use their wands only and not ice spears. They kill me with their ice spears. Any tips??
very nice
Sprites
i'm just unlucky or drop rate is very low?
no sword in 8-10 runs (don't remember exact number)
no sword in 8-10 runs (don't remember exact number)
legless_the_elf
Whats blankets bow?
sumasage
would like to know the drop rate.....
Omnidragon42
Quote:
Originally Posted by legless_the_elf
Whats blankets bow?
Modded with a poison string and a defense grip.
I love you:
Modded with a poison string and a defense grip.
I love you:
P!zza
Can someone please post a video of how he gets there?
Because I always die when the first Ice-Golem arrives. He uses knockdown and slow-down spells for the kill.
Because I always die when the first Ice-Golem arrives. He uses knockdown and slow-down spells for the kill.
Anarion Silverhand
Quote:
Originally Posted by Pi_Numurian
very nice
I am not proud of my previous statement..

onerabbit
ha ha this build looks wicked, what armour do i use? i have droids and studded(droids more nrg)
jus gotta WAIT 4 MY BRO TO GET OF THE COMP NOW LOL
glad i made a r/me for fow solo
jus gotta WAIT 4 MY BRO TO GET OF THE COMP NOW LOL
glad i made a r/me for fow solo
Omnidragon42
I use the Fur-Lined armor, +15AL vs cold.
Masochistic Maniac
I just started doing this run with my little ranger a few weeks ago. After playing with both Mantra of Frost and Elemental Resistance, it was clear that E.R. was much better, going from 4dmg per wand hit with MoF down to 2dmg per hit. Much much better.
Also, I cant believe how much easier it is with the "Blankets Bow." Like others have said, I just get a cloud of 0's from all the wand attacks, and 3's from the Maelstorms now. I tried out how long I could stand under a whole group of imps' maelstorms and was pretty impressed, but even with +10 from troll, I still couldn't stay alive more than 45 seconds (just a test/worst case senario).
My largest problem is still (unfortunately) getting there! Plus, it seems like every third spawn I run into has avicara's in the middle of the first set of imps outside the cave. What do most of the spawns look like for everyone else? Very annoying when all I want to kill are imps, especially when there's an Ardent mixed with them.
No IDS yet, as it seems I have been cursed with bad farming luck. Did anyone ever make sense of the rumour: "IDS's drop more frequently when you have favor" ??

My largest problem is still (unfortunately) getting there! Plus, it seems like every third spawn I run into has avicara's in the middle of the first set of imps outside the cave. What do most of the spawns look like for everyone else? Very annoying when all I want to kill are imps, especially when there's an Ardent mixed with them.
No IDS yet, as it seems I have been cursed with bad farming luck. Did anyone ever make sense of the rumour: "IDS's drop more frequently when you have favor" ??
P!zza
How does one avoid knockdown and slowdosn from the Ice-Golems?
pi!!ow
if you're dealing with golems...
you should have elem. resistance or your mantra of frost up.
the siege ice golems cast 'Water Trident.' this is the spell that knocks you down.
'Water Trident' will only knock down a moving foe.
To deal with the siege golems, normally I would lure the imps in their tiny groups, keeping your mantra or resistance up _AND_ troll up at all times.
lure until you have a manageable amount of imps/golems _OR_ they are at a distance where you can poison them w/o being bombarded too often by ice spears/maelstrom. If you are caught in a maelstrom _MOVE_ out of its AoE.
If you encounter a troll, _LURE_ it away. Poison it once, run away, run back, Poison it again, until it dies.
My kill priority on this is as follows ('cara if there are any before the cave - trolls - golems - imps). This does not include the Azures or Ice Beast.
gl.
you should have elem. resistance or your mantra of frost up.
the siege ice golems cast 'Water Trident.' this is the spell that knocks you down.
'Water Trident' will only knock down a moving foe.
To deal with the siege golems, normally I would lure the imps in their tiny groups, keeping your mantra or resistance up _AND_ troll up at all times.
lure until you have a manageable amount of imps/golems _OR_ they are at a distance where you can poison them w/o being bombarded too often by ice spears/maelstrom. If you are caught in a maelstrom _MOVE_ out of its AoE.
If you encounter a troll, _LURE_ it away. Poison it once, run away, run back, Poison it again, until it dies.
My kill priority on this is as follows ('cara if there are any before the cave - trolls - golems - imps). This does not include the Azures or Ice Beast.
gl.
P!zza
Hmm.. but still, my main problem are the Siege Golems that are along the way that needs to be runned, still in Tasca's
Omnidragon42
Quote:
Originally Posted by P!zza
Hmm.. but still, my main problem are the Siege Golems that are along the way that needs to be runned, still in Tasca's
If you take the right route, there arent any.
pi!!ow
Quote:
Originally Posted by Omnidragon42
If you take the right route, there arent any.
The southern pass? Sure, but then you run into something i consider even worse than Golems. Giants. And lots of them..
I think your best bet in taking care of that small collection (normally 1 or 2, with a posse of imps) is to waste them really quick using the strat you'd use to normally take care of them @ the cave.
Who knows, an IDS may drop right then and there.
Your other options is to bypass them altogether.. [Southern pass]..
I think your best bet in taking care of that small collection (normally 1 or 2, with a posse of imps) is to waste them really quick using the strat you'd use to normally take care of them @ the cave.
Who knows, an IDS may drop right then and there.
Your other options is to bypass them altogether.. [Southern pass]..
Masochistic Maniac
Quote:
Originally Posted by pi!!ow
The southern pass? Sure, but then you run into something i consider even worse than Golems. Giants. And lots of them..
I think your best bet in taking care of that small collection (normally 1 or 2, with a posse of imps) is to waste them really quick using the strat you'd use to normally take care of them @ the cave.
Who knows, an IDS may drop right then and there.
Your other options is to bypass them altogether.. [Southern pass].. I just got back from another IDS run with my guild leader (both R/Me's thanks to the OP
). We decided to take the northern route, and after choosing the southern route many times, I can't see why anyone would want to go the southern route. That small group on the northern route is nothing compared to what's in the cave, so it's good practice to wipe them out. Plus, after completing a full extinction of imps in the cave, you'll be rez at the portal near the tundra's anyways, just as if you ran the south route (at least for me anyways).
Btw, WHOOT! I got my first IDS!! WOOT WOOT!
Gave it to my Guild Leader as a late X-Mas present.
I think your best bet in taking care of that small collection (normally 1 or 2, with a posse of imps) is to waste them really quick using the strat you'd use to normally take care of them @ the cave.
Who knows, an IDS may drop right then and there.
Your other options is to bypass them altogether.. [Southern pass].. I just got back from another IDS run with my guild leader (both R/Me's thanks to the OP

Btw, WHOOT! I got my first IDS!! WOOT WOOT!



Gave it to my Guild Leader as a late X-Mas present.

Maria The Princess
werd, i noramlly go south pass... i tried north way but i dont like the bridge part. when you get to giants, hit escape so you "evede" the flying rocks. actually me too i have a problem keeping imps out of my aggro range, how you do it?
Dr. Fire
Well, I don't know what I am doing wrong here, but I followed your instructions to a T. I made it to Mineral Springs, but once there, it took me several tries to get through several choke points loaded up with Avacari. The Mesmer boss at the bridge really gave me fits. Once I finally made it to the cave, there were aprox 20 ice imps and Trolls right inside the entrance. I used a Flatbow to try and pull a few, but got the entire bunch of em. I am not talking a few groups here, I am talking 1 giant freaking group!!! Needless to say I was totally pwned. Unless you can tell me how the heck to deal with this giant group, I am not going to waste anymore candy canes on this pipe dream!
Silent Elvin Ranger
Not sure if any 1 noticed but this build is so much like the forest of FoW build that i would only have to switch 1 skill (mantra of frost for mantra of lightning) and change my armor from frost to studded. (i bought a set of all armor and druids 15k for fun and they all are the exact same runes, i just change masks for different superior effect(i also have each mask superiored with its mask counterpart eg. expertise mask w/ superior expertise)) Haven't tried this run yet...my new comp is busted and this heep is to slow to...nvm...might get banned...
EDIT:2 VERY noob questions here. #1. where is ascalon settlement? and is it an outpost or like a place in the middle of no where? (like that town outside...beacons or bergos or sumthing like that) and #2. Whats the quest called and does it take any requirements to do?
EDIT:2 VERY noob questions here. #1. where is ascalon settlement? and is it an outpost or like a place in the middle of no where? (like that town outside...beacons or bergos or sumthing like that) and #2. Whats the quest called and does it take any requirements to do?
Silent Elvin Ranger
nvm i used the legendary search button. =p
Dr. Fire
Ok, I am going to whine one more time, and if anyone would like to tell me what I am doing wrong I would appreciate it. I have pretty much got the run to the ice cave down pat. I can pretty much tell when I get the bad spawns and either work around them or just start over. But, here is the problem. 12 times in a row I have made it to the last large group of Avacari that are right before the Ice Cave. When I run by them 2-3 Avacari Wise will not stop chasing me. All of the other Avacari pretty much stop chasing about the time they are supposed to, but these 2-3 Wise are relentless. I even ran back past the rest of the Avacari and took the narrow path at the far end of Mineral Springs and those 2-3 Avacari continue chasing, they NEVER give up. I can handle 1, but not 2-3 hexing, and conditioning me constantly. Has Arena.net nerfed this or am I just unlucky 12 times in a row? By the way, the 12 times in a row is starting over from Granite Citadel 12 times in a row.
Faer
Quote:
Originally Posted by Dr. Fire
Ok, I am going to whine one more time, and if anyone would like to tell me what I am doing wrong I would appreciate it. I have pretty much got the run to the ice cave down pat. I can pretty much tell when I get the bad spawns and either work around them or just start over. But, here is the problem. 12 times in a row I have made it to the last large group of Avacari that are right before the Ice Cave. When I run by them 2-3 Avacari Wise will not stop chasing me. All of the other Avacari pretty much stop chasing about the time they are supposed to, but these 2-3 Wise are relentless. I even ran back past the rest of the Avacari and took the narrow path at the far end of Mineral Springs and those 2-3 Avacari continue chasing, they NEVER give up. I can handle 1, but not 2-3 hexing, and conditioning me constantly. Has Arena.net nerfed this or am I just unlucky 12 times in a row? By the way, the 12 times in a row is starting over from Granite Citadel 12 times in a row.
I get this problem often. It's not just these Avacara, it's mobs in general (specifically, caster-types).
When they are trying to cast on you, the chances of you breaking aggro are like, 1/10000. I had one Wise chase me clear back to the zone (no freakin' lie) one time... Ugh!
All you have to do (theoretically) to get them to stop following you is stand still, let one finish his hex/spell/etc on you, then haul ass again. Repeat as many times as needed.
When they are trying to cast on you, the chances of you breaking aggro are like, 1/10000. I had one Wise chase me clear back to the zone (no freakin' lie) one time... Ugh!
All you have to do (theoretically) to get them to stop following you is stand still, let one finish his hex/spell/etc on you, then haul ass again. Repeat as many times as needed.
Dr. Fire
Hmmm, I'll give that a try. But, several of the above mentioned times I managed to get it down to only 1 chasing me. I then stop to kill him and sure enough here comes the other 1-2 to help him. They can even be completely out of my compass view, and will still agro to me once I take on the 1. I am really beginning to think that this really isn't worth the time and effort just to get a sword that now only sells for around 30k.
Masochistic Maniac
Last night I ran into that little ANET bug they put into that specific group again, with the advice in mind that Avaith Faer just mentioned. In my case it was two that wouldn't stop chasing me, so I stopped, let one cast on me and started running again. Didn't work. What did end up working is letting all of them get a cast on me. The mesmers usually stand around for a little bit (like an idiot, not even wanding), then they throw a hex on ya. Once you see this, you're home free.
Nivryx
I've been using this quite a bit, works great, but after first time I discovered (like others have) that dodge suits just fine instead of escape. it lasts 7 seconds longer than storm chaser at 9 expertise, and 3% difference in chance to dodge, but it gives you a total of 29 seconds running and frees up your elite slot. My skill bar goes as follows:
Nature's Renewal, Apply Poison, Punishing Shot, Distracting Shot, Mantra of Frost, Troll Unguent, Storm Chaser, Dodge.
Nature's Renewal, Apply Poison, Punishing Shot, Distracting Shot, Mantra of Frost, Troll Unguent, Storm Chaser, Dodge.
Dr. Fire
I think you are either a bit confused or you got your skills backward. At no point does Dodge have a longer duration than either SC or Escape. With 13 in Exp., Dodge has a 69% chance to "evade" (6% less than Escape) and that only applies to incoming arrows. At 9 Exp, and 9 WS Dodge lasts for 9 secs and SC for 15 total 24 secs. At 13 Exp, and 12 WS Dodge lasts 10 secs, and SC lasts 18 secs. total 28 secs. So, for just running that is acceptable. But at no time, imho, is Dodge better than Escape, except in the context of not being an elite.
samurai snack
I use Kassad's original build(all except for 1 skill change) and it works perfect:
(\_ATTRIBUTES_/)
14 expertise(10+3+1)
9 marksmanship(8+1)
12 wilderness survival(11+1)
6 inspiration magic
(\_EQUIPMENT_/)
Armour: Frostbound(+15AL VS. ice)
Weapon: Forgerunner(Fire dmg=15-28, +15%dmg while in a stance, +30hp, Longbow) obtained from Sorrow's Furnace.
(\_SKILLS_/)
1.Power Shot(Xtra firepower)
2.Distracting Shot(to stop the ice spear attacks)
3.Troll Unguent(healing)
4.Pin Down(to slow the trolls)
5.Apply Poison(to start the DoT cycle)
6.Storm Chaser(getting past mages and easy foes)
7.Escape(get past large groups of foes)
8.Mantra Of Frost(protect against imp/ice golem dmg)
(\_PROBLEMS_/)
1.Problem=The build never makes it past the heretics at the mineral springs portal if they enter the aggro circle.
1.Solution=When u die, the resurrection shrine is already active so you can just sprint to the portal after resurrection.
2.Problem=You can only aggro up to 4imps at 1 time
2.Solution=If u pull too many, just Apply poison, hit and run(kiting)
3.Problem=Mind freeze can screw you up severely at the ice cave when running from trolls.
4.Solution=Try your best to stay out of the imp's aggro but if u do get hit from mind freeze, just quick turn(default X), keep mantra on and run as soon as mind freeze wears off.
5.Problem=this build can severly be screwed up if tampered with the elite skill! dodge is a much worse skill than escape as it only evades arrows and escape evades any attack.
5.Solution=DO NOT change escape to another elite skill! keep it AS IS if you want to be succesful!
(\_SPECIAL THANKS TO_/)
Kassad, for making such a wonderful build
Myself, for...everything
And i'd like to thank all the little people for holding me back from making it this far.
(\_ATTRIBUTES_/)
14 expertise(10+3+1)
9 marksmanship(8+1)
12 wilderness survival(11+1)
6 inspiration magic
(\_EQUIPMENT_/)
Armour: Frostbound(+15AL VS. ice)
Weapon: Forgerunner(Fire dmg=15-28, +15%dmg while in a stance, +30hp, Longbow) obtained from Sorrow's Furnace.
(\_SKILLS_/)
1.Power Shot(Xtra firepower)
2.Distracting Shot(to stop the ice spear attacks)
3.Troll Unguent(healing)
4.Pin Down(to slow the trolls)
5.Apply Poison(to start the DoT cycle)
6.Storm Chaser(getting past mages and easy foes)
7.Escape(get past large groups of foes)
8.Mantra Of Frost(protect against imp/ice golem dmg)
(\_PROBLEMS_/)
1.Problem=The build never makes it past the heretics at the mineral springs portal if they enter the aggro circle.
1.Solution=When u die, the resurrection shrine is already active so you can just sprint to the portal after resurrection.
2.Problem=You can only aggro up to 4imps at 1 time
2.Solution=If u pull too many, just Apply poison, hit and run(kiting)
3.Problem=Mind freeze can screw you up severely at the ice cave when running from trolls.
4.Solution=Try your best to stay out of the imp's aggro but if u do get hit from mind freeze, just quick turn(default X), keep mantra on and run as soon as mind freeze wears off.
5.Problem=this build can severly be screwed up if tampered with the elite skill! dodge is a much worse skill than escape as it only evades arrows and escape evades any attack.
5.Solution=DO NOT change escape to another elite skill! keep it AS IS if you want to be succesful!
(\_SPECIAL THANKS TO_/)
Kassad, for making such a wonderful build
Myself, for...everything

And i'd like to thank all the little people for holding me back from making it this far.