the charr... we all despised them... now we are all able to own them...
why farm nolani???
1. charr carvings used for holiday items!
2. black dyes.
3. for getting back at those charr bastards!
i open this thread so we can all share our strategies for farming nolani, in the most low-cost, high-speed way.
my build:
R/* (i am ele...)
1. barrage
2. troll
3. predatory season
4. favorable winds
5. edge of extinction
6. (enter secondary-specific skill here)
7. (enter secondary-specific skill here)
8. (enter secondary specific skill here)
secondary specific skills can be self-heal skills, enchantements for symbiosis or anything you choose.
you enter the mission, drop the spirits near the lever, pull the lever.
go to the front door, apply armor enhancing/health regening/blah blahing skill and let the charr swarm you.
barrage X5 and all the charr are dead.
time = 1-1.5 minutes!
farming nolani!
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Standard W/Mo is this:
Healing Breeze
Shield Of Judgement
Smite Hex
Cyclone Axe
Sprint
Rush (for picking shit up after battle)
Bal's Spirit (energy)
Start mission. Put on Bal's. Run to lever. Once lever is triggered, sprint to entrance. target the boss. Throw up SoJ, Cyclone, Healing breeze if needed (you should be fine really). By now, Boss is dead, SoJ is automatically recharged. All the charr warriors should be dead by the time SoJ wears off. Wave of archers come in, throw SoJ up again. Pick up whatever items you want while archers kill themselves.
Restart mission.
Gargoyles are far better for getting shards and xmas collector items though. I rarely got a shard with Charr, but with Gargs just north of nolani, I was getting AT LEAST 1 shard per run.
Healing Breeze
Shield Of Judgement
Smite Hex
Cyclone Axe
Sprint
Rush (for picking shit up after battle)
Bal's Spirit (energy)
Start mission. Put on Bal's. Run to lever. Once lever is triggered, sprint to entrance. target the boss. Throw up SoJ, Cyclone, Healing breeze if needed (you should be fine really). By now, Boss is dead, SoJ is automatically recharged. All the charr warriors should be dead by the time SoJ wears off. Wave of archers come in, throw SoJ up again. Pick up whatever items you want while archers kill themselves.
Restart mission.
Gargoyles are far better for getting shards and xmas collector items though. I rarely got a shard with Charr, but with Gargs just north of nolani, I was getting AT LEAST 1 shard per run.
Quote:
Originally Posted by toastgodsupreme
Standard W/Mo is this:
Healing Breeze
Shield Of Judgement
Smite Hex
Cyclone Axe
Sprint
Rush (for picking shit up after battle)
Bal's Spirit (energy)
Start mission. Put on Bal's. Run to lever. Once lever is triggered, sprint to entrance. target the boss. Throw up SoJ, Cyclone, Healing breeze if needed (you should be fine really). By now, Boss is dead, SoJ is automatically recharged. All the charr warriors should be dead by the time SoJ wears off. Wave of archers come in, throw SoJ up again. Pick up whatever items you want while archers kill themselves.
Restart mission.
Gargoyles are far better for getting shards and xmas collector items though. I rarely got a shard with Charr, but with Gargs just north of nolani, I was getting AT LEAST 1 shard per run.
That is pretty much it! With Balthazars spirit, I use Mending( I have a vampiric axe haft so I need it), Vig spirit(not that they really hurt me), SoJ, Judges Insight and Cyclone...yeah it takes seconds to Farm them in the beggining and then start it all over again. lol...easy as pie.
Healing Breeze
Shield Of Judgement
Smite Hex
Cyclone Axe
Sprint
Rush (for picking shit up after battle)
Bal's Spirit (energy)
Start mission. Put on Bal's. Run to lever. Once lever is triggered, sprint to entrance. target the boss. Throw up SoJ, Cyclone, Healing breeze if needed (you should be fine really). By now, Boss is dead, SoJ is automatically recharged. All the charr warriors should be dead by the time SoJ wears off. Wave of archers come in, throw SoJ up again. Pick up whatever items you want while archers kill themselves.
Restart mission.
Gargoyles are far better for getting shards and xmas collector items though. I rarely got a shard with Charr, but with Gargs just north of nolani, I was getting AT LEAST 1 shard per run.
That is pretty much it! With Balthazars spirit, I use Mending( I have a vampiric axe haft so I need it), Vig spirit(not that they really hurt me), SoJ, Judges Insight and Cyclone...yeah it takes seconds to Farm them in the beggining and then start it all over again. lol...easy as pie.
k
f
C
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[Speculative_Build]
I'll try it later today, but it ought to work nicely:
Curses 10+3+1
Beast Mastery 11
Wilderness Survival 10
Edge of Extinction (40 damage/death)
Muddy Terrain
Winnowing (+4 damage per physical hit)
Mark of Pain (+38 damage AoE per physical hit)
Barbed Trap (53 physical damage AoE)
Flame Trap (26 damage AoE)
Spike Trap (53 physical damage AoE)
Serpent's Quickness
Barbed/Spike trap causes physical damage, so Winnowing will make it worse, and Mark of pain will spread it around. Muddy Terrain is to keep the Charr from scattering as MoP is cast, or as the first trap is hit. These should be timed to coincide.
Hit SQ, lay traps, when they recharge, lay them again. Run up and open the gate. Mark of pain on the guy in the lead just a bit before he hits the Barbed/Spike Trap.
140 on the lead guy, assuming he gets hit by all three types of traps once (Barb+Spike+Flame+Winnowing(2x)) and 216 (add MoP(2x)) to everyone surrounding him. Add 3 seconds of fire while knocked down, and you should get a few dead Charr. And that's pretty much it... Let the Charr kill themselves on the traps -- there should be no faster way to set off EoE, and it will do the rest.
[/Speculative_Build]
I'll try it later today, but it ought to work nicely:
Curses 10+3+1
Beast Mastery 11
Wilderness Survival 10
Edge of Extinction (40 damage/death)
Muddy Terrain
Winnowing (+4 damage per physical hit)
Mark of Pain (+38 damage AoE per physical hit)
Barbed Trap (53 physical damage AoE)
Flame Trap (26 damage AoE)
Spike Trap (53 physical damage AoE)
Serpent's Quickness
Barbed/Spike trap causes physical damage, so Winnowing will make it worse, and Mark of pain will spread it around. Muddy Terrain is to keep the Charr from scattering as MoP is cast, or as the first trap is hit. These should be timed to coincide.
Hit SQ, lay traps, when they recharge, lay them again. Run up and open the gate. Mark of pain on the guy in the lead just a bit before he hits the Barbed/Spike Trap.
140 on the lead guy, assuming he gets hit by all three types of traps once (Barb+Spike+Flame+Winnowing(2x)) and 216 (add MoP(2x)) to everyone surrounding him. Add 3 seconds of fire while knocked down, and you should get a few dead Charr. And that's pretty much it... Let the Charr kill themselves on the traps -- there should be no faster way to set off EoE, and it will do the rest.
[/Speculative_Build]
F
People are forgetting one thing if they are going to just farm the charr army coming in from the lever.
You have roughly ~12 seconds before the army outside "gets bored" when you open gate.
So if you waste too much time, You can open the gate - and most of the charr will turn and run the other way into nowhere.
I was doing it with 2 spirits, like EoE and Pred, but I noticed that if I wasted 10 secs sitting spirits I had maybe a 50% success rate with getting all the Charr to come thorugh the door. If I sit 3 spirits they'd NEVER all come thorugh the door.
So I just started sitting EoE, pulling lever, and just using Armor of Earth (/e) as the charr come in. Now They are all coming in at a 99% success rate.
You have roughly ~12 seconds before the army outside "gets bored" when you open gate.
So if you waste too much time, You can open the gate - and most of the charr will turn and run the other way into nowhere.
I was doing it with 2 spirits, like EoE and Pred, but I noticed that if I wasted 10 secs sitting spirits I had maybe a 50% success rate with getting all the Charr to come thorugh the door. If I sit 3 spirits they'd NEVER all come thorugh the door.
So I just started sitting EoE, pulling lever, and just using Armor of Earth (/e) as the charr come in. Now They are all coming in at a 99% success rate.
K
I've confirmed what Former Ruling said and encountered an additional problem, so I altered my build slightly:
Edge of Extinction (40 damage/death)
Mark of Pain (+38 damage AoE per physical hit)
Barbed Trap (53 physical damage AoE)
Flame Trap (26 damage AoE)
Spike Trap (53 physical damage AoE)
Ignite Arrows (+14 fire damage, doesn't change base type)
Dual Shot
Serpent's Quickness
I removed the two other spirits. The extra 8 damage from Winnowing wasn't doing much for me, and until I removed them, the Charr were just hanging out. Once I got rid of Muddy Terrain they charged in without problems, but they often ran over the traps too quickly and didn't set them off. Sometimes it did the damage, but didn't Cripple or Knockdown. So I added IA and Dual Shot.
I lay EoE next to the lever, run down, hit SQ and lay 2 sets of traps (I end up having to wait about 6 seconds on the last trap for energy to regen). I run back up and pull the lever, hitting IA at the same time. Run back down and get in their way. I put MoP on one of the Blade Warriors and when he hits the traps, I Dual Shot him. --- Just once.
I don't know if anyone else is having this problem, but a lot of the builds presented here require them to attack you. Roughly 75% of the time they run past me to the Flame Mage and on up into the Academy. For this build, you just need a group of 3-4, and no one has to attack you.
Edge of Extinction (40 damage/death)
Mark of Pain (+38 damage AoE per physical hit)
Barbed Trap (53 physical damage AoE)
Flame Trap (26 damage AoE)
Spike Trap (53 physical damage AoE)
Ignite Arrows (+14 fire damage, doesn't change base type)
Dual Shot
Serpent's Quickness
I removed the two other spirits. The extra 8 damage from Winnowing wasn't doing much for me, and until I removed them, the Charr were just hanging out. Once I got rid of Muddy Terrain they charged in without problems, but they often ran over the traps too quickly and didn't set them off. Sometimes it did the damage, but didn't Cripple or Knockdown. So I added IA and Dual Shot.
I lay EoE next to the lever, run down, hit SQ and lay 2 sets of traps (I end up having to wait about 6 seconds on the last trap for energy to regen). I run back up and pull the lever, hitting IA at the same time. Run back down and get in their way. I put MoP on one of the Blade Warriors and when he hits the traps, I Dual Shot him. --- Just once.
I don't know if anyone else is having this problem, but a lot of the builds presented here require them to attack you. Roughly 75% of the time they run past me to the Flame Mage and on up into the Academy. For this build, you just need a group of 3-4, and no one has to attack you.


