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Old Sep 11, 2006, 06:32 PM // 18:32   #1881
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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.
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Old Sep 12, 2006, 11:25 AM // 11:25   #1882
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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.
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Old Sep 12, 2006, 11:26 AM // 11:26   #1883
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btw i noticed that some of you are using the axe way + cycloon axe. wont that trigger healing spring?
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Old Sep 12, 2006, 12:46 PM // 12:46   #1884
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if you are in attack range, they wont use spring
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Old Sep 12, 2006, 01:42 PM // 13:42   #1885
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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.
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Old Sep 12, 2006, 01:42 PM // 13:42   #1886
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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).
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Old Sep 12, 2006, 02:55 PM // 14:55   #1887
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Default Hamer build

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.

Last edited by squan; Sep 12, 2006 at 03:13 PM // 15:13..
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Old Sep 12, 2006, 03:10 PM // 15:10   #1888
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nice one tried it last nite got 3 shards. Not bad really
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Old Sep 12, 2006, 05:49 PM // 17:49   #1889
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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.
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Old Sep 12, 2006, 05:54 PM // 17:54   #1890
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nice. got 2 shards in one run.

Last edited by untitled2005; Sep 12, 2006 at 06:11 PM // 18:11..
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Old Sep 12, 2006, 09:38 PM // 21:38   #1891
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Question W/Mo?

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
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Old Sep 13, 2006, 06:39 AM // 06:39   #1892
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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?
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Old Sep 13, 2006, 05:10 PM // 17:10   #1893
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@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
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Old Sep 13, 2006, 10:09 PM // 22:09   #1894
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Quote:
Originally Posted by 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
Today i did 1 run, and died at the spider's because i taked to much spiders, i think about 16 spiders.... but still purple max dmg chaos axe and 2 shards

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
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Old Sep 13, 2006, 10:13 PM // 22:13   #1895
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To the best of my knowledge, the only way to get dual -2's is on gold shields.
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Old Sep 13, 2006, 10:32 PM // 22:32   #1896
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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
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Old Sep 13, 2006, 10:51 PM // 22:51   #1897
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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?
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Old Sep 13, 2006, 11:54 PM // 23:54   #1898
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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.
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Old Sep 14, 2006, 12:04 AM // 00:04   #1899
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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.....

Last edited by richdaddy; Sep 14, 2006 at 12:22 AM // 00:22..
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Old Sep 14, 2006, 12:05 AM // 00:05   #1900
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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
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