Dec 03, 2006, 07:57 PM // 19:57
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#1
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Ascalonian Squire
Join Date: Oct 2006
Guild: Last Sun Rise
Profession: Rt/A
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ele/derv invincable farming build idea
Last night while i was in RA, our team had finished off all but 1 of the opposing team. He was an ele/dervish, a seemingly easy target. But when we started nuking the heck outa him, we noticed he wasnt taking any damage. This went on for 5 minutes until our mesmer interupted obsidian flesh and finally drained all his energy. After he died, i wrote down the spells he used and figured out why we couldn't kill him. The spells i could see him using was kinetic armor, armor earth, silver armor, stoneflesh aura, and MYSTIC REGENERATION. What he was doing was keeping himself as armored as possible but also having max regeneration. What mystic regeneration does is you get +3 health regeneration for each enchantment you have. Anyway, i then made a pvp only elementalist and tried out this build. I added a couple more skills and this is what i had.
Attributes: Earth magic: 10+1 minor rune
Energy Storage: 10+1 head peice
Earth Prayer: 11
SKILLS: Obsidian Flesh, Earth Attunment, Armor earth, Sliver armor, Stoneflesh aura, Mystic regeneration, Glyph of lesser energy, and rez signet.
Health: 550 Energy: 80
I forget what equipment and runes i used but i know i had a superior rune of vigor
When i tried out in the arenas, i found out that i wouldnt die! Silver armor helped kill ppl from when i ran into a firestorm of area of effect attack or when i was directly attack. And even when i was getting nuked by countless eles, big zeros were contently popping up above my character. When the rest of my team died, i usually had to leave after a while because i wouldnt die and my rez signet was used up. If only dervished or elementalists had a reusable resurection spell, because then he would be great from bringing my team back. Not to mention my energy wouldnt run out and even with an E-denial mesmer, i could still last for a long time.
Anyway, i was wondering if this would make a great build for farming, like a 55hp monk. I know they nerfed farming, but perhaps if i ran in quick enough at a boss surrounded by enemys, i could kill him very quikly with silver armor. The best thing about this build is that you can keep it going forever, and you cant die. Having only a vengenful rit for farming , and not a 55hp monk due to the fact i dont have prophecies, im very eager about this build.
I dont know if this build is already around, but I want people to give me some advice on how to make this a farming build, if it can at all.
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Dec 03, 2006, 08:35 PM // 20:35
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#2
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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looks exactly like a terra tank build suited for pvp with mystic regeneration. Also looks to me like when obsidian flesh is down you can be easily enchantment stripped by any dervish or mesmer or necro and be beaten easily. Though alot of random arena people dont bring enchant strips unless they are mesmers.
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Dec 03, 2006, 08:55 PM // 20:55
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#3
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Ascalonian Squire
Join Date: Nov 2006
Location: Findlay, OH
Guild: Angels of the Silver Wind [silv]
Profession: E/Mo
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I put this in the other dup thread but here's my thoguhts on the PVE end of things:
Only problem I can see with this is there's no way to do any kind of damage at all except through the weapon. Scratch that, Silver armor helps with the damage dealing, but it has a 30 sec recharge time. If you bump it up with a major or sup rune on the Ele Earth att. you get an extra second and more damage and more block percentage.
Bumping up the Ele Earth also bumps up how long Stoneflesh works on you as well as reduction so that by the time it recharges you have it ready to cast again. So upping the Earth helps a bit in protection and how much your doing when you can keep silver up.
I may have to try this one with my ele. I'd throw a Sunspear res on it for group runs though or swap out the res for the solo build with something that can do damage but won't drag your energy down like Aura of Thorns or Stone Daggers. I think Aura of Thorns would work a little better as it gives you another enchantment.
Definitely something to play around with though.
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Dec 03, 2006, 11:38 PM // 23:38
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#4
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Frost Gate Guardian
Join Date: Jan 2006
Profession: E/Me
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this is me farming, i think i dont need to say more; the pics say enough
PS: i know its in german language, but i think its obvious were i was with my char
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Dec 04, 2006, 02:43 AM // 02:43
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#5
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Forge Runner
Join Date: Nov 2005
Location: Spiral of The Red Rose, Kryta (Columbus, IN)
Guild: Heros of Titans Realm [HotR]
Profession: E/
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Actually for me it's difficult to figure it out. I'm wanting to say Trolls, but they look fairly more evil so I don't think their the loveable Shiverpeakers.
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Dec 04, 2006, 02:49 AM // 02:49
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#6
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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Well apparently something works with this. I wonder what spell he's using for damage.
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Dec 04, 2006, 02:57 AM // 02:57
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#7
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Sliver armor?
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Dec 04, 2006, 06:11 AM // 06:11
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#8
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Ascalonian Squire
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wow tahts awesome , its in realm of torment and he's tearing them up
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Dec 04, 2006, 11:27 AM // 11:27
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#10
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Frost Gate Guardian
Join Date: Jul 2006
Profession: E/
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Quote:
Originally Posted by Z'ha'dum
this is me farming, i think i dont need to say more; the pics say enough
PS: i know its in german language, but i think its obvious were i was with my char
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Actually, I found it to be a big riddle also; without tballz's comment, I'd probably still be trying to figure it out. Kudos for finding the farm and sharing it, but a little more info next time, please.
In any event, these are the the demons that spawn in the Domain of Fear just outside the Gate of Secrets, if I'm correct. They are mostly Rains of Terror (Water Elementalists), but there are various other types there, as well. If I remember correctly, the Heralds of Nightmares break enchantments and Arms of Insanity use Debilitating Shot; so, these aren't pictured.
Stoneflesh Aura, Armor of Earth, and Mystic Regeneration are enough to stay alive against them, leaving you five slots for damage and utility. Sliver Armor works well against them, as you can pull a pretty good-sized group. In fact, I'm not so sure Glyph of Renewal plus Sliver Armor isn't the way to go. The annoying thing is that you get hammered by Water Magic hexes that slow you down while you are trying to aggro groups. Obsidian Flesh might be worthwhile here just to get around these -- 50% slower feels like a sprint next to 90% from Mind Freeze.
The thing I'm still trying to figure out is how to deal with the inevitable Calls to the Torment that come up. At a certain point, the demons will be able to live long enough to duplicate themselves, and you end up getting nowhere. I'm thinking Z'ha'dum used Ebon Hawk, along with some other spells, possibly Stoning, either to spike them to death before Call to the Torment completed or to knock them down while they were activating the skill. I'm not too sure about the knockdown idea, however, because the skill description says that the demons have to kneel to activate it anyway.
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Dec 04, 2006, 11:54 AM // 11:54
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#11
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Frost Gate Guardian
Join Date: Jan 2006
Profession: E/Me
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Quote:
Originally Posted by Nechtan Thaumaturge
The thing I'm still trying to figure out is how to deal with the inevitable Calls to the Torment that come up. At a certain point, the demons will be able to live long enough to duplicate themselves, and you end up getting nowhere. I'm thinking Z'ha'dum used Ebon Hawk, along with some other spells, possibly Stoning, either to spike them to death before Call to the Torment completed or to knock them down while they were activating the skill. I'm not too sure about the knockdown idea, however, because the skill description says that the demons have to kneel to activate it anyway.
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thats the trick, yes
here are some pics in english for you
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Dec 04, 2006, 12:07 PM // 12:07
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#12
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Banned
Join Date: Mar 2006
Guild: KoA
Profession: N/Mo
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Sorry but i am bit confused now. What do u have to keep up to take no dmg?? Cos all i can see is that some of those recharge time dont match the uptime of the enchantments. Can someone plz enlighten me plz.
Thanks a lot
Tane
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Dec 05, 2006, 01:24 AM // 01:24
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#13
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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Yep.. My ele is at bastion, I need to get her all the way now. lol
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Dec 05, 2006, 09:52 AM // 09:52
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#14
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Frost Gate Guardian
Join Date: Jul 2006
Profession: E/
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Quote:
Originally Posted by tane_stelzer
Sorry but i am bit confused now. What do u have to keep up to take no dmg?? Cos all i can see is that some of those recharge time dont match the uptime of the enchantments. Can someone plz enlighten me plz.
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Basically, you need to keep Armor of Earth, Stoneflesh Aura, and Mystic Regeneration up 100% of the time, more or less; the other skills are there for damage or utility purposes. The durations of Armor of Earth and Mystic Regeneration are sufficient to cover their recharge times without doing anything special. For Stoneflesh Aura, you'll need to have at least 9 in Earth Magic and a +20% enchantment duration weapon modifier, although you want to put as many points into Earth Magic as possible.
You won't take zero damage in all cases, but most attacks and spells will not hurt you and whatever damage leaks through is easily healed with Mystic Regeneration. It is usually beneficial to run one or two additional enchantments to offset bleeding and other sources of health degeneration.
Referring now to the Realm of Torment build, I've been playing around with this a bit lately, and I'm eager to compare notes. Here's what I'm running currently:
Conviction
Mystic Regeneration
Lightbringer's Gaze
Sliver Armor
Obsidian Flame
Stoneflesh Aura
Armor of Earth
Master of Magic {E}
Earth Magic: 16 (12 + 3 + 1)
Energy Storage: 12 (9 + 3)
Earth Prayers: 9
Sliver Armor is responsible for doing the heavy lifting, damage-wise, and Obsidian Flame is in there to spike down the later Demons as they are casting Call to the Torment -- it's good for 272 damage in that scenario. I decided to run Master of Magic for my energy source, mostly because it's a single-skill solution but also because it doesn't require as much attention as Ether Prism. Ether Renewal doesn't seem appropriate either, as most spells here have long cast or recharge times. The decision to use Master of Magic prompted the inclusion of Conviction. Although it's a nice skill, the extra armor is probably unnecessary here; however, bringing it practically guarantees that the Earth Magic skills will return four energy under Master of Magic (By the way, does anyone remember that game? It was truly awesome)
I originally brought Lightbringer's Gaze to deal with Call to the Torment, but, incredibly, Lightbringer's Gaze doesn't seem to do anything to it. I can't help but think that this is an oversight and that it will be corrected eventually -- incidentally, ever notice how the Demon Hunt blessing doesn't actually double your XP? -- but perhaps that's how the skill was designed to work. In any event, it's at least a cheap skill that helps to power Master of Magic.
So, despite all this tweaking, my run times have not been all that great -- ten minutes plus just to take out the four groups near the entrance portal. The main problem is moving from group to group while hexed with Ice Spikes or Mind Freeze, although a little more damage would be nice. Also, at this point, I just leave the last two or three demons because the amount of time it takes to kill them is excessive.
I also wanted to mention that I tried out Sand Shards. It initially seemed like a good idea, since the Rains of Terror hex you with Blurred Vision. Unfortunately, it caused scattering, which is a big problem when you are slowed and your build relies on Sliver Armor.
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Dec 05, 2006, 03:17 PM // 15:17
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#15
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Frost Gate Guardian
Join Date: Apr 2006
Profession: W/Mo
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He's at domain of fear, from my experience as shrieking spear farming, there is little enchant stripping there, most mob is made up of rain of terror, word of madness and arm of insanity, you rarely see herald of nightmare there.
I 55 there with no sweet.....
Oh btw, you can keep up Obsidian flesh indefinitely because of the hmm what is that skill called again? spirit of quick zap? quicken zyphery? quick something right?
BTW KD does work, I tested out with my hammer warrior
Last edited by sage tank; Dec 05, 2006 at 03:21 PM // 15:21..
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Dec 05, 2006, 03:30 PM // 15:30
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#16
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Jungle Guide
Join Date: Nov 2005
Location: New Mexico < PUKE >
Guild: Elite Rogues Inc. [ER]
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i was farming there a couple of days ago but used a e/mo instead. drops from the torments bite though. Dmg taken is all zero's.
Ebon Hawk
Stoning
Sliver armor
Glyph of Renewal
Aura of Restoration
Stoneflesh Aura
Kinetic Armor
Balthazars Spirit
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Dec 05, 2006, 09:04 PM // 21:04
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#17
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: MxG
Profession: N/Mo
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What weapons are you guys using for this?
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Dec 06, 2006, 12:12 AM // 00:12
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#18
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Forge Runner
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Quote:
Originally Posted by sage tank
Oh btw, you can keep up Obsidian flesh indefinitely because of the hmm what is that skill called again? spirit of quick zap? quicken zyphery? quick something right?
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Serpent's Quickness
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Dec 12, 2006, 01:05 PM // 13:05
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#19
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Frost Gate Guardian
Join Date: Jul 2006
Profession: E/
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Quote:
Originally Posted by Hexum
What weapons are you guys using for this?
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Just about anything of Enchanting ought to be good enough. I use a Totem Axe with a +45 health and -2 damage (while enchanted) shield.
I also wanted to mention that this build works pretty well against the Djinns in the Hidden City of Ahdashim, as well. I use a variant of my previously posted build, but I don't see why the others wouldn't work as well.
Mystic Regeneration
Glyph of Lesser Energy
Crystal Wave
Teinai's Crystals
Sliver Armor
Stoneflesh Aura
Kinetic Armor
Master of Magic {E}
Earth Magic: 15 (11 + 3 + 1)
Energy Storage: 12 (11 + 1)
Earth Prayers: 8
The Roaring Ethers have to be taken out fairly quickly because they deal armor-ignoring damage and steal your energy; so, target them first. Then, either take out the Diamond Djinns next or leave them entirely because their AL and healing means it takes a long time to kill them. Also, you have to keep the aggro down somewhat with Diamond Djinns around because if your health drops below 50% they will throw a Deep Wound on you and try to spike you to death.
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Dec 14, 2006, 05:52 AM // 05:52
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#20
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: E/
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I've been farming there a few days ago also. What I've used is as follow:
E/D
Earth Magic 16 (12+3+1)
Energy Storage 11 (10+1)
Earth Prayers 8
Glyph of Elemental Power
Sliver Armor
Obsidian Flame
Stoneflesh Aura
Obsidian Flesh {E}
Earth Attunement
Armor Of Earth
Mystic Regeneration
Position: Domain of Fear, just outside Gate Of Fear
Use a +20% enchant one-hand weapon and a 20/20 off-hand.
Cast Glyph of Elemental Power before using the earth enchantments, especially Silver Armor.
Cast Obsidian Flesh when you want to move so that you can get rid of Ice Spikes.
Avoid Arm of Insanity and Herald of Nightmares otherwise you are doomed.
Good place for farming LB points also.
The drops from torment creatures aren't that good though...Perhaps I'm unlucky
Happy farming!
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