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Old Jan 06, 2006, 08:10 PM // 20:10   #401
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You will face Nature's Renewal in the forest, which will... well, suck.
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Old Jan 06, 2006, 08:20 PM // 20:20   #402
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Right, Nature's Renewal is found throughout the forest. Just remember that it only affects long casting time enchantments and enchants with an upkeep.

Also remember that Physical Resistance will get you owned by the Spirit Shepherds. (~-24 armor vs. elemental)

Last edited by Rhuobhe; Jan 06, 2006 at 08:23 PM // 20:23..
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Old Jan 07, 2006, 01:25 AM // 01:25   #403
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Quote:
Originally Posted by Murder In China
I find using Physical Resistance really cuts down your killing speed.
But does it reduce your killing consistency? If I had a build that took twice as long to kill the Spiders but did so 100% of the time, I'd use it.

Also, if you're saying what I think you're saying and PR speeds up the killing, what do you replace for it?
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Old Jan 07, 2006, 02:02 AM // 02:02   #404
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In my build i like going as /Me so I can use Physical Resis. I usually take ele resis with me now as well, so after the spiders and select pickings from shadows army (usually beasts/abyssals and rangers) I go to the forest and kill the spiritwoods (by luring out of NR), then taking out worms a few at a time etc and then shepherds.

It's a little slow though. Probably better maybe to come up with a Forest Only build.

Great fun though!
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Old Jan 07, 2006, 06:02 PM // 18:02   #405
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any idea of using Shield Of Judgement on the runs?
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Old Jan 07, 2006, 06:26 PM // 18:26   #406
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Quote:
Originally Posted by Rhuobhe
Do you mean that using Resistance makes it faster to kill spiders or slower?

Looks like you're saying it's slower WITH Physical Resistance, which I find to be opposite of my own experience
I meant Physical Resistance makes killing the spiders slower IMO, because it's a stance and you can't use Flurry to increase your attack speed which speeds up getting adrenaline.

Don't get me wrong, Physical Resistance is great, but it makes killing the spiders slow compare to using flurry.
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Old Jan 08, 2006, 06:54 AM // 06:54   #407
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Quote:
Originally Posted by xxreaper008
any idea of using Shield Of Judgement on the runs?
1 second cast time, you're standing right in front of a target with a .25 second interrupt. If you're going to rely on it for killing it would be far too risky.
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Old Jan 09, 2006, 01:30 AM // 01:30   #408
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How about using a vamp mod to speed up the killing and help keep your health up? Has anyone already tried this before I go investing in one tonight?
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Old Jan 09, 2006, 01:52 AM // 01:52   #409
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If you're using Flurry, you'll need the Zealous upgrade to maintain it constantly. A vampiric mod won't really keep your health up since it's one attack every 1.33 seconds, and having that one pip of degen is 2 health a second you lose. Not much of a gain there. Being able to maintain the Flurry gives a higher damage output than not having it, plus the extra adrenaline.
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Old Jan 09, 2006, 02:10 AM // 02:10   #410
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I've currently ditched Flurry & Dolyaks in place of Physical Resistance & Endure Pain, and as you've mentioned above am now missing the extra adrenaline and trying to find some ways to compensate the damage. Plus using an axe instead of a sword, energy has never been a problem (even now with Physical Resistance) so I have no need of a zealous upgrade.
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Old Jan 09, 2006, 02:14 AM // 02:14   #411
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ummm ok it took me a while to download it but otherwise its cool =)
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Old Jan 09, 2006, 04:13 AM // 04:13   #412
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Racthoh I just want to thank you for posting this here....It works really great
I only tried 2 runs, and didn't clear the whole cave both times but I did get a Ruby, a Shard and a couple of gold items....and like a few uselles chaos axes

So thanks again, I'll check it out again when I have time.
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Old Jan 09, 2006, 08:28 AM // 08:28   #413
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Would also like to thank Racthoh for posting this build. Now after several failed runs and some minor refinements I've finally managed to avoid all of the skale patrols and get to the end of the damn tunnel.

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Old Jan 09, 2006, 03:22 PM // 15:22   #414
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Hmm.. I've having trouble actually getting to the forest or even the undead plains area. It seems like I first have to slip by 2 elementals and a mesmer from the dark army right into the loving arms of a big undead group. the only way I could do it was with sprint charge and elemental resisist.

I tried tanking the 2 elementalists and mesmers.. almost worked. The one time I made it to the shepards, they owned me.. forgot about the armor penetration on most lightning skills. Would mantra of lightning work better here?
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Old Jan 09, 2006, 03:41 PM // 15:41   #415
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Last group before the plains will start fighting with the skeleton army more often then not so..

Rest can easily be gotten rid of by hitting sprint when you are nearly passed them.

Skeleton plains are kinda tricky, forest is impossible for running, burning forest is "doable" but a dead end?
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Old Jan 09, 2006, 04:58 PM // 16:58   #416
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Quote:
Originally Posted by King's Spectre
I tried tanking the 2 elementalists and mesmers.. almost worked. The one time I made it to the shepards, they owned me.. forgot about the armor penetration on most lightning skills. Would mantra of lightning work better here?
The contrast between Elemental Resistance and Mantra of Lightning is an interesting one.

The +40 armor is effectivly +30 (due to 25% reduction) and +30 armor reduces damage by about 41% It also reduces your physical armor a bit, which isn't a huge deal if you're already wearing glad's armor.

Mantra of Lightning: For a comparable damage reduction you would need to spend 9 points in insiration, quite expensive. I think 5 ot 6 is a more reasonable amount to invest in inspiration. At 6, it would reduce damage vs lightning by 36% and last 54 seconds. It also gives 1 energy every time you take lightning damage - a nice feature as we will see.

To be fair, if you invest 6 into inspiration Elemental Resistance only reduces physical armor by 19. If nothing is invested in ER, it reduces physical armor by 24.

It's pretty clear to me that Mantra of Lightning is the way to go here. Primal Echo's will ruin your day if you rely on healing signet (10 energy to use) so the extra energy from MoLightning is certainly welcome. If you pair up MoL with Dolyak, you've got a pretty good chance of getting through the forest. Watch Yourself! will make it a little bit easier, of course you still need to invest in skills to kill the monsters

MoL has the added advantage of making mixed group battles a little bit easier.
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Old Jan 09, 2006, 05:50 PM // 17:50   #417
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What kind if interrupts are we looking at for the forest? None for the casters (?) but to the trees have something?

If you've got energy coming in from MoL, you could go zero tac and use Feast for healing. Ooo.. free strength-based energy attacks!

*wanders off thinking about Domination/Strength/Inspiration warriors.. mutter muter*
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Old Jan 09, 2006, 06:11 PM // 18:11   #418
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The only interrupts in FoW are Distracting Shot from the Skeleton Impalers, Cry of Fristration from the Ether Breaker, Maelstrom from Icehand, and Savage Shot from the Armoured Cave Spiders.
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Old Jan 09, 2006, 08:21 PM // 20:21   #419
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I've now been running this solo farm for about a week, and every run is a success these days. I've adapted it to 15 str for permanent Dolyak, use Cleave, Penetrating Blow, and Endure pain instead of Racthoh's 3 sword attack spells. Endure Pain gives me a bigger safety margin and a panic button (I'm not as good as him). Also, I find Shields Up to be better than Watch Yourself, especially while pulling and running away.

With this build (stats with runes is 15, 11, 11, with str being 15) I can kill an Armored Cave Spider in 25-30 seconds (Only have to interrupt Healing Spring once), and can tank indefinite numbers of them forever. They just never do damage, as I only use Healing Signet under both Dolyak and Shields Up!, which means called shot still does -0.
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Old Jan 09, 2006, 09:51 PM // 21:51   #420
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how much would 1 shard be sold for?
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