Apr 24, 2007, 01:20 AM // 01:20
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#1
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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Dervish Ids farming
With all the grief coming from the ids farming thread, i decided to make my own build.
Stats and Skills:
Vicorius and vital are optional, I like them for health gain but you don't really need it.
Armour:
Full max windwaker armour.
Runes:
Sythe Headpiece with minor or major sythe mastery
Major myticism
Vigor
any others are optional, i suggest minor earth prayrs and some vitae/attunement runes.
Weapon:I use dwayna's grace, but any 20% enchant sythe works fine.
You need henchmen to get to the cave, as you can't solo any of the enemies on the path. When you clear all the birds (avica) from the entrance, flag away your henchmen.
The imps are fairy easy. Put on mystic regen, essence bond, Intervention, and Vow and run up to the imps. Put up Conviction and start spamming the attacks, and as soon as vow comes down refresh mystic regen then vow again. If you do this right, they will get very few spells through. Even if they do, you should be fine, especially from maelstrom as it is a 2 second cast time.
If you meet up with any trolls or Ice golems, don't fear. The Golems arent any worse than the imps. The troll can do a good amount of damage, but they go down pretty quickly.
Heres a pic of some of the action.
If you have any questions please pm me at Alysha Windsweeper.
Good Luck imp slaying
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Apr 24, 2007, 02:37 AM // 02:37
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#2
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Academy Page
Join Date: Jan 2007
Guild: Haters Gonna Hate
Profession: Mo/Me
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I use sinething very similar. I just use MoF for e management. Its basically the other build. This is a good idea too though. Maybe put in pious haste or some run skill?
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Apr 24, 2007, 09:48 AM // 09:48
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#3
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Jungle Guide
Join Date: Nov 2005
Location: Europe
Guild: Keepers of Chaos
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Just one question, are IDSs affected by loot scale?
They're blue items, I'm able to clear the cave with a W/E build with flagged away henchies, but I haven't tried new runs after the update.
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Apr 24, 2007, 11:15 PM // 23:15
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#4
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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Ids are blue, so probably affected by the lute scale, but on they other hand they are 15^50 while blue, kinda making them unique.
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