Oct 05, 2006, 08:29 PM // 20:29
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#1
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Godlike Satan's Solo FoW Necro
** You will need prophecies And factions skills for this build
So here it is, as promised. The solo fissure of woe necro guide. I will try to get in-depth with this build and the area, so it will probably be a work in progress. Most of you are probably already familiar with the old build. And with one of the few good things to come out of factions, spirit bond, the build has been made slightly more dependable.
Armor
Face scar Curses +1 60 AL
Shing jea monastery Cabalists
Chest 15 AL
Gloves 15 AL
Leggings 15 AL
Boots 15 AL
You are now going to place 5 superior attribute runes in your Shing Jea Monastery armor, these runes are cheap and you can use w/e combo of them in your armor to reach these attributes listed below.
Another Full set of 60 AL or more armor. (Everyone should already have this I hope.) You should have 400 or more health when wearing this to be safe.
There are a couple types of monsters that you do not want to take on with low hps or have to rely on enchants to survive. Luckily these are easily dispatched. I will tell you when to switch for which types of enemies later on.
Attributes
Blood magic: 5
Death magic: 0
Curses: 16
Soul reaping: 4
Healing prayers: 8
Protection prayers: 10
So now that you've placed 5 superior skill attribute runes from your primary profesion into your Shing Jea Monastery armor and reached these numbers you will have 105 health. And of course with the -50 cesta you will have 55 health.
Skills
Protective Spirit
Spirit Bond
Healing Breeze *update 10/26/06
Spiteful Spirit (E)
Insidious Parasite
Essence Bond
Balthazar's Spirit
Mending
Again another hybrid spirit bond build. And like I stated before for the UW guide if you wish to use a higher amount of health with spirit bond, remove mending and replace with life attunement, and dispense attribute pts at will. Mending is more reliable IMO due to the amounts of enemies that don't trigger spirit bond. Combine that with low health and the unreliable 60+ damage spikes and your trusty 21 life steal per hit insidous parasite and you can live indefinitely the majority of the time until spirit bond get's triggered to fill your health back up.
* Update 10/26/06 made enemies flee from ALL AoE spells. Spirit bond took major hit as well requiring the need to place healing breeze into the skill bar. Shadow army tested and confirmed as still soloable. Everything else should still be a guaranteed solo as well, I will confirm as testing continues.
Weapons
Flatbow/Longbow of enchanting.
^Rarely used except in a few places for aggroing extra enemies.
Customized max damage 20/20 curse req. wand and a 12 energy 20/20 bone idol curse req. 105 Health when equipped.
^As of 10/26 update too risky to use 105 health. Use this combo at your own risk.
20/20 curse wand and -50 life cesta. 55 health when equipped.
^This is what you will be using for those most situations. Abyssals, wailing lord forest, anything with mesmers in the groups. This combo will put in the most work for you.
Fiery flame spitter of enchanting 20%, or totem axe, any melee based weapon with a 20% enchant mod, and -50 life cesta. 55 health when equipped.
^Used mostly for pulling to involve less casting of enchants while getting enemies arranged.
The 20/20 curses wand is available in factions at Leviathon pits, or the Vasburg armory at the weapon crafter. It costs 5 plat + materials to craft.
The 20/20 curses offhand is available in prophecies and factions.
-Prophecies collector is located outside elona's reach ( not collector at door, a little farther out toward center of desert area.) Old skin
-Factions collector is located inside altrumn ruins. New skin
-Can also be crafted at same weapon crafter that you craft your 20/20 wand. Cost is 5 plat + materials.
So now it's time to enter the Fissure of Woe. I highly suggest before you even load FoW to press your walk backwards button ("S" key) repeatedly in case of a bad spawn so you will walk backwards against the wall upon entering. It happens frequently.
Tower of Courage/ Shadow army
10/26/06* confirmed as still soloable, must take smaller groups then what is listed in this guide if scattering occurs while attempting this run.
Now enchant yourself you know the routine. You can take the first quest from rastigan or not, it doesn't trigger him to run off and get killed like urban legend states. There is a group of monsters that triggers him to run forwards when they are slain. We'll get into that later. DO NOT AGGRO ANYTHING WITH RASTIGAN IN YOUR BUBBLE! This is what gets him killed, it isn't taking the Tower of Courage quest from Rastigan .
I always proceed to the left of rastigan. There will be a shadow monk, 2 shadow warriors, another shadow beast stationed statically in front of you. There will be a patrol of 1 shadow warrior and 1 shadow beast and another 2 monks and 2 beasts on the ledge directly above them. Aggro them all, dragging all the monks up onto the ledge. Carefully pull the monks until they are all in a tight group. Be careful to not get stuck while pulling all these enemies, 10 in total, as it can put a damper on your killing speed of the monks. Once you snatch them all up it will look like this:
Proceed to place spiteful on the warriors, desecrate at will, insidious parasite on the monks. They should drop pretty fast if you spam spiteful as soon as it recharges on different shadow warriors. Collect your drops, proceed to next group consisting of 2 shadow ele's ,1 shadow mesmer, and 1 shadow warrior. There is also another shadow beast that pops up if you head towards the towers backside. Don't worry about it, the beast will get dispatched while fighting the rangers and abyssals.
Now this is going to be your trial as to whether or not you can avoid a shatter enchantment on protective spirit. It's only one shadow mesmer so it shouldn't be a problem.
Shatter enchantment has a 25 second recharge time You should easily be able to keep a basic count in your head up to 20 seconds and then refresh Protective spirit FIRST, and then cover it with spirit bond. You can also use insidous parasite as a timer, it recharges in 20 seconds, adjust accordingly if faster recharge kicks in. I do the count thing it is dependable and requires no thought.
* 10/26/06 update: Added healing breeze to skill set up so now you have 2 guaranteed cover enchants against mesmers as long as you keep spirit bond maintained since it ends in 10 hits at 60 or more damage. Adjust your preparations for the shatter enchant accordingly.
So what are you going to cast on yourself before aggroing the shadow mesmer?
You are going to cast Protective spirit then apply spirit bond after, next proceed to aggro the next group. The shadow mesmer will usually shatter on sight, and if he doesnt it it's coming in a few seconds so just hold your ground until it happens. Just make sure to keep spirit bond refreshed and covering protective spirit. Maintain insidious parasite on the warrior, then Spiteful and desecrate the shadow mesmer and shadow ele's after you lure them towards you to bunch them up like so:
You will at max only have to survive 2 shatter enchantments against a mesmer with no monk support. Make sure to either watch the mesmers skill display for the cast of shatter enchantment or keep an eye on your enchants for Spirit Bond's removal. You cannot slack off against any of the mesmers in the fissure, and we're not even to the hard ones yet
So now proceed along the same ledge towards the group on Rastigan's righthand side. The group with the shadow mesmer and 2 shadow eles, warrior, beast, and a 2 ele patrol. You are going to use the terrain to group your enemies up once again. Pull them all if you feel comfortable, or leave 2 ele patrol until last. Of course I aggro them all like so and proceed to drag them up onto the ledge. You must pull them a certain distance so the 2 shadow monks above them will not come to their aid, and not so far that you break aggro. Cast from range as shown to keep your warrior and beast alive. Of course try to maintain insidious parasite on the warrior for the duration of the fight as it will save you when shatter enchantment happens and you are burning from incendiary bonds from the ele's.
Now all those casters should be dead fairly quickly. Lead your beast and shadow warrior to the next monk and 2 shadow warriors positioned across from the 2 monks and 1 mesmer that were just above the group you just killed. Kill the shadow monk and try to keep the warriors alive....All of them, you will need them to take out the next group with the 2 monks and 1 mesmer. Be careful to not run to far up or else you will trigger shadow patrols from the tunnel leading to the beach.
Now that you have killed the monk and maybe the beasts in the group you just fought it's time to take on the most aggravating group in the first area. The 2 shadow monk, shadow mesmer, warrior group positioned exactly where rastigan has to run past. This group just acts strange for some reason compared to all the other groups of monks. You normally would lead the melee to them and let SS finish them off, however the shadow warriors with you for some reason are not tied to these monks and the monks will invest little to no energy healing the warriors. So now these warriors become your portable battery to fuel your hexes to eliminate these 3 casters.
You will aggro the group with the mesmer by hexing the mesmer first, the mesmer will proceed to cast shatter enchantment shortly thereafter. By this point in time I am not going to remind you anymore to keep your spirit bond over your protective spirit while dealing with mesmers. You will have to survive ALOT of shatters against this group but with constant pressure the mesmer will die first and then the monks go into self preservation mode. Soon they will no longer have the energy to spam heal area, or maintain zealots fire on themselves. By constantly keeping 2 SS's going on the monks and IP on the shadow mesmer the mesmer drops fairly easy. As always spam desecrate as often as possible. Be careful to not get caught in mid-cast, and spirit bond goes down around the 20 second mark. You could get shattered.
* updated with video showing which warriors to save and how to kill the duo monk, 1 mesmer group. Group is properly set up at 2:40 seconds in, dead at 5:20. Enjoy.
http://files.filefront.com/2_shadow_.../fileinfo.html
Once you kill that annoying group, kill off the 3-4 warriors wailing away on you. Next your going to go and trigger the patrols from the tunnel like so:
Let the 2 ele, mesmer patrol go in their seperate direction and aggro the other 2 groups consisting of 2 monks, 2 beasts, 2 warriors total. Be careful to not go to far forward otherwise you will trigger the driftwood's and they will get killed by the shadow army, we want to save them for ourselves
Kill this group of 6 same as the first group, pull, line up monks, take melee to monks and hex away. By the time you kill this group the patrol with the 2 ele's and 1 mesmer will be pretty close to looping back through their patrol pattern. Get rdy and ambush them as they come through the pass to my left in the screenshot posted above. When they die and it's time to clear the last of the shadow army from rastigan's path before going to kill the rangers and abyssals. These are located in the gulley below the first group of rangers and 1 abyssal. The group consists of 1 shadow monk, 2 warriors, and there's 2 beasts that will pop from the gulley and if you're lucky another one from other end of gulley. Pull all these back up onto your killing fields that you've cleared already and proceed to slay them like the previous shadows.
Now the fun part, clearing the tower.
I advise to go around the backside of the tower and clear from that direction.
If you continue and head straight to the tower from the last group in the gulley that you just killed and kill the first group of rangers and 1 abyssal you will trigger Rastigan to run forwards even if you didn't take the quest, thus endangering him to abyssals and shadow rangers. If he dies, guess what, game over.
So go back to where you killed your first mesmer upon starting the run. Only aggro 1 abyssal at a time. You can tank 2 if you like perma knockdown, I don't so I kill each abyssal 1 by 1, don't worry about the rangers they are your batteries. Just make sure to use the tower itself to avoid hits if you have alot of them firing away at you. Dual shot spike with no spirit bond up= you're dead. If you over aggro run back towards where you started the abyssals and rangers will not follow too far.
Abyssals are pretty easy as long as you fight 1 vs 1, you wont always have this option but we can work around it. So you're going to aggro your first abyssal, hex it with spiteful as soon as it is aggro'd, get a fresh version of prot spirit up as he is inbound towards you. You will be knocked down repeatedly. There is a trick. If you get up and the knockdown animation isnt finished yet you wont get knocked down the next hit, You will stand up get hit and not get knocked down, this is when you cast. Some ppl like to chain the cast when they are knocked down, you can still be interrupted doing it this way. Use this window to refresh PS, SB if needed, or cast a hex off on the abyssal. Refresh PS as often as possible, every 5-8 secs if need be, things can go seriously wrong here and you're better safe then sorry. It will only take 1 Spiteful spirit and 1 insidious parasite to kill an abyssal, sometimes you may have to throw in a couple wand hits, no biggie.
So you've got all the abyssals slain and 8-10 rangers firing on you now to kill them all in one big group.
Use the tower to bunch them up, switch to your 105 dual 20/20 combo and proceed to nuke them necro style. Now you're gonna have to go get Rasti if you're planning on attempting the 5k exp quest and chance at rare skin purple loot. Run forward until you can spot him, he will run towards you to the tower. Follow him to the gate and listen to him blabber shortly then he will open the gate and 2 abyssals and 1 shadow beast spawns inside. Make sure you don't cast Protective spirit on Rastigan instead of yourself.....same deal as lost soul in the UW.
You must act quickly, otherwise the abyssals will run thru the gate and own Rastigan. You must body block the door like so by standing in the corner part of the doorway:
* I know I'm silly with the sig cap
If you are too close to Rastigan he will die from mark of pain from the shadow beast and abyssals pounding on you. If you perform this correctly as shown in the picture you will only have 1 abyssal hitting you while the other is body blocked. Focus on the abyssals first, if you kill the shadow lord rasitigan will run forward, get body blocked and die from mark of pain and abyssal hate.
There are 2 more shadow army patrols that circle around the 4 monks located at the bottom below the tower. You can pick the patrols off with similar tactics used per make up of the group as done before.
The 4 monk group has 3-4 shadow beasts that will spring from their area, run in there and aggro them, lure beasts away from monks and kill them. Shadow beasts wont trigger spirit bond so if you're health gets questionable put a parasite on one of them and the problem is solved. Really unless you have ALOT of time, don't bother trying to kill the 4 monk group, yes it can be done by combining them with the last stationary group before hitting the last 2 ele's and mesmer guarding entrance to the plains.
After clearing the first area and completing the quest you are now left with a couple options, these options will vary upon each entrance to the FoW.
---------------Continued-----------------
Last edited by Kcp; Oct 26, 2006 at 08:20 PM // 20:20..
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Oct 05, 2006, 08:33 PM // 20:33
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#2
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Option #1 Skeleton plains/battlefield:
Accessible everytime if you can kill 2 ether breakers and 3 icehands alone. Or accessible sometimes if you can manage to run past this group guarding the plains. Not always possible to sneak past. The Ether Breakers are the worst mesmers in the Fissure of Woe, making the Shadow mesmers look like apprentices. Most of the time with patience there will be an opening in their patrol allowing you to sneak past if you wish to avoid them. Sometimes as well the shadow mesmer and two shadow ele's will battle with the skeleton group guarding the entrance. If this happens take advantage and run past both groups. Always maintain spirit bond over protective spirit in case they throw a shatter enchant your way....since there will be 3 copies of shatter enchant you need to be careful. Or run through with your regular armor and regular life.
If all else fails and you must battle this group they are very tricky. This is the best strategy I have found dealing with this group. I aggro with spiteful on an ether breaker ( this will be the focus of the group for now.) Make sure the ether breakers are not lined up on your aggro bubble otherwise you will not be able to get spirit bond back up after the first shatter. So make sure they are a good distance from one another when you do aggro them. You will keep count on the first shatter and adjust accordingly for the second shatter. So If the 2nd shatter comes a few seconds after the first one you know you must refresh spirit bond after it is shattered a 2nd time. Use maelstorms for energy gain, but don't camp in them stay moving, only using the outer edges of the maelstorm to gain energy, step out cast. Get a parasite on the initial breaker that you aggrod and throw a few wand hits at it when possible. It will die from the SS , insidious combo.
Once you kill off the first ether breaker the second one isnt hard by itself. They can cry of frustration 1/4 second skills easily and regularly. So if energy permits refresh PS before it starts blinking allowing yourself added time to re-cast it.
I know the above group is extremely hard, I survive maybe 50% of the time whenever I have to fight them. So I made a video to show you how I normally do it, I just dumped 20k to balthazar practicing on these bastards so I hope it helps.
http://files.filefront.com/2_ether_b.../fileinfo.html
Now the rest of the skeleton army, minus the lich, are a piece of cake. Just be careful around the impalars that randomly pop up because they will use distracting shot, so you will have to be conservative with casting around them and bait out their interrupts with maintained enchantments if need be. Take notice of the make ups of the large wandering skeleton patrols. They all have 3 beserkers, and 2 bonds but they will randomly be assigned an Ether Breaker or a Skeletal Icehand as their parties designated caster. Use the Beserkers for batteries and focus on taking out the Breaker or Icehands first. The bond monks wont attack until you kill a couple of their team. Focus on bonds or lead beserkers to the bonds if they have spellbreaker up. Desecrate is godlike vs the skeletons since bonds place enchants on their allies. Use your wand vs the bonds too, they can somewhat be a pain at times with live vicariously so every bit of damage helps.
There is also a small assortment of shadows at the entrance to the forgemaster and by the tents. Do not mess with all the monks and mesmers at the door to the forgemaster if you desire to take them out try to lure the abyssal shadow warriors away so the skeleton patrol doesn't engage the shadow army's melee warriors. Kill the shadows yourself, focusing on the abyssals first, and keeping yourself alive through the KD's. Like before, 1 SS and 1 iP will drop an abyssal, and just like the groups with 2 ether breakers, killing one of the duo will guarantee your victory.
If you manage to kill the shadow warriors and abyssals some shadow beasts spawn, Keep parasite on them as often as possible since they don't deal enough damage you need everybit of life u can get. After killing them try to lure the Skeleton patrol that would have fought with the group of abyssals to the shadow monks and mesmers and pray they weed some of them out otherwise no getting into tower for you. Not that there's any need to get in there with those 2 monk 2 mesmer groups anyways.
You can leave the 2 Ether Breaker and 3 Icehand groups alone or until last if you wish. They really are risky. However You may have to clear some for the wailing lord quest if you wish to attempt it. Don't mess with the Mahgo Hydra and the monks accompanying it at the entrance to the burning forest. If you thought shadow monks were bad have fun with these. I shouldn't have to tell you to leave the lich's alone should I?
After clearing the skeletons and whatever shadows you could out here you can now head to the wailing lord's forest.
Option #2 Wailing lord forest
Many people should already be familiar with soloing the forest with their ranger. Obviously the forest is only accessible anytime you can sneak past or kill the group guarding the skeleton plains. The entrance to the forest is guarded by Rock Borer's. They are just stationary ranger worms that are packing some nasty interrupts. They use choking gas, concussion shot, and pin down( all threats to a caster.) They are not to be played around with while wearing 15 AL armor. So this is where you are going to change your armor to your 60AL or more with 400 or more health while equipped ( your normal armor.)
You will walk forward along either wall and spring each group seperately. Walk forwards slowly so you only spring 1-2 of the worms from the ground at a time. Immediately when one appears target closest and begin casting SS. The worm will be in process of activating choking gas and even if you are under the effects of nature's renewal you should get the cast off before getting interrupted. If you can get a parasite on the same one go for it, otherwise strafe side to side to avoid the arrows with choking gas, If you have a window of opportunity where choking gas goes down on a borer fire off another hex. Keep mending up while doing this if you wish. You more then likely will be in the radius of nature's renewal but it's no problem.
If you get pegged with concussion shot run.....they worms can't chase you or anything although the do have some nice range. If you need to heal, run, and if you need them to drop aggro on you so you can safely re-hex, you guessed it run.
So now the path is open for you to go inside and abuse some plants. Notice in the above screenshot the patrol coming towards me with the 3 shephards and 1 spirit wood. These guys will be your batteries to combat that nasty nature's renewal. Maintain mending and Balth's spirit, this will cancel out all your energy regen. Aggro the spirit shephards when they get to where the 2 spirit woods are located at. Once you're taking enough damage to keep your energy up get essence bond back on yourself ( your essence bond will take 4 seconds to cast so make sure you refresh protective spirit and spirit bond before attempting to re-apply essence bond. This will give you -2 energy degen with nature's renewal up. It is important that you keep as surplus of energy with the -2 degen to allow for casting spells so you don't lose any of your maintained enchantments. Try to stay at 55 health while doing this. Weapon switching to 105 hps can save your life if you are about to die. Then spirit bond is triggered your health will refill then switch back.
Always stay within spellcasting range of the 3 spirit shephards, for some reason they will not move fowards to cast spells if you get out of spellcasting range and will just wand you. The wand hits will rarely heal you so you need to be taking the air spikes to stay alive. Now focus on the spirit woods. Spam SS on both of them as often as possible, and like with casting essence bond make sure PS and SB were refreshed before trying to cast SS with nature's renewal in effect. Spam parasite and desecrate on the spirit woods as well. Get rid of all 3 spirit woods and now it's time to go get more shephards and kill off the cave spiders that pop up.
Cave spiders are really easy. Whenever they spawn they automatically activate apply poison and healing spring. Interrupt the healing spring with your wand, hex with parasite, let shephards feed you nrg, and try to get a SS cast off on the spider whenever possible. They use savage shot so you will catch interrupts but it really isnt a big deal with a 10 sec recharge skill. Make sure to constantly interrupt the springs. You will usually know when it's coming when parasite recharges. Repeat this process for the other 2 spiders. then head over to the spirit woods on top of the hill in front of you keeping your little army of spirit shephards with you of course.
Kill the spirit woods first of course, then slay your batteries. Be careful as you start killing them the spikes will not come as steady as before to trigger spirit bond. If you think you arent going to get healed fast enough switch offhands to your dual 20/20's for the 105 health and wait on the spirit bond heal to switch back. Keeping a parasite or two on the shephards as you begin to kill them is a good idea just in case.
After clearing the shephards, and woods there will be 3 more of those worms, switch armor, spring them, kill them same as before. After killing them switch back to 55 health, re-enchant, and kill the skeletons. There are impalars as well so dont over aggro.
Kill the rest of the shephards, woods, spiders and worms in the remainder of the forest in the same identical fashion as outlined above. Be careful to not spring the worms while engaged with the others, if you do retreat.
Head back to the bridge and finish clearing the remainder of the skeletons there. There are some impalars that pop from the end of the bridge, no big deal kill them, trigger the rest of the skeletons then pull them back across the bridge clumping up the icehands, dodge the maelstorms of course and proceed to kill the rest of them. If you have the quest activated the banshees will be there waiting. They don't hit very hard so keep parasite on them. And of course dont kill the wailing lord, he can be easily mistaken due to his name lit in red.
( The order in which you kill these last groups of skeletons and banshees will vary if you took the quest or not for the wailing lord.)
In my pic I forgot to take the quest to activate the wailing lord and had to come back for the banshees and chest.
After killing all the banshees grab the chest,and take quest from wailing lord if you cleared the skeletons on the plains or don't take it, it's up to you. By taking the wailing lord's quest you will be given some griffons that you cannot allow to die on their return to the tower of courage. Also more skeletons spawn in the path that you must take these griffons. I advise clearing these groups that spawned from taking the quest before grabbing the griffons out of the corner. The skeleton groups spawn with random skeletons, always guaranteed with a bond, a beserker, and impalars. Completing this quest is hard solo, I have not managed it yet. If I complete I will post a pic. I'm almost postive it can be completed solo.
If griffons die it's game over. So don't attempt unless you've cleared the 2 breaker 3 icehand groups before accepting the quest from the lord that guard the route you must take back to the tower.
Last edited by Kcp; Oct 17, 2006 at 12:49 AM // 00:49..
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Oct 05, 2006, 08:34 PM // 20:34
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#3
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Option #3 Beach/spider tunnel
Everyone should be familiar with soloing spiders with their warrior. The Beach and spider tunnel are accessible anytime you can manage to sneak past skale patrols/guard points. And yes everything except the skales can and will be killed by your necro.
So first thing on the list is the 3 snarling driftwoods in the tunnel. Two spiteful's will do them in just stand there and renew protective spirit w/e the need arises .After the driftwoods there will be a lone doubter's dryder patroling back and fourth. They have 2 forms of enchant removal so we're not going to 55hp them or use any enchants while facing them. Once again as with the worms you are going to switch to your regular 60 AL+ armor. Hex the dryder with spiteful as it is walking away from you, then immediately cast parasite on it. Stand there and wand the dryder, the only damage it is going to cause you is from wastrel's worry and it's wand. Don't try to cast an offensive spell while hexed with "guilt" from the dryder it will fail and you lose 14 energy.
So with those 4 enemies gone we are going to sneak past the skales ( if possible.)
Observe where the skales are positioned. This alone will tell you if you are wasting your time trying this. If this is the last area you have left to solo and can't get past a certain group of skales just kill the patrols of driftwoods in the beach area until life transfer gets ya. Skales spawn in random locations and do different things each game in regards to remaining stationary or patrolling the beach.
So in this picture it is clear I can get farther onto the beach by sneaking past the skales. You don't have any speed increase so you must wait patiently for an opening. Be careful running past the skales if there are driftwoods. They could hamstring you and a skale could possibly get you if you're not paying attention. You should be able to gather 9 driftwoods together in 1 spot during a good spawn, otherwise you may have to pick them off by 3's while dodging the skale patrols. Continue to eliminate the patrolling dryders after killing off the driftwoods. Now weasel your way through the last part of the beach, take out the last 3 driftwoods and head to the spider cave entrance.
So now there's 3 dryders camping the entrance to the cave, you know the routine, switch armor and remove enchants, hex them and pull them till they group together like the above picture. If you can kill the last dryder before the spiders come through the mouth of the cave do it, otherwise fall back and re-enchant and get ready for the spiders.
Same deal as the wailing lord forest except you will be dealing with alot more spiders at once. Try to aggro ALL of the spiders while they are spread out, careful not to aggro the dryder if it is still alive. This will eliminate those pesky healing springs healing nearby spiders. Do not pull and clump together. If you find spiders are too close and can't outdamage the multiple springs fall back and let them break off aggro. Re-aggro when they are more spaced out and continue killing. Use your 105 health dual 20/20 set up against the spiders. The fast cast trigger on SS is a must have here due to the constant barrage of savage shot. Always maintain insidious parasite on 1 or more spiders.You can set up right next to the spiders and healing spring isnt a big deal, but then you have no distance between yourself and the savage shots to dependably get your casts off.
So in other words stay in your maximum spellcasting range of your target. I shouldn't have to mention to interrupt heal spring on your target and/or nearby spiders. As the spiders #'s start to decrease you may have to switch back to the 55 hp combo to increase the effeciency of your insidous parasite, as you will have to start being conservative with your energy when dealing with 4 or less at a time. Using insidious at this point negates the need to use spirit bond since you gain 21 life, thus negating a total of 4 hits @ -5 damage. If you catch an interrupt to parasite, use spirit bond but be careful you may have to switch offhands back and fourth.
* Armoured cave spiders can spike you down, so you must remain active in terms of casting to get the guaranteed spirit bond trigger called savage shot. Yes interrupts suck, but thats why you have a dual 20/20 set up to minimize the threat of interruption. Wand cast, wand cast, try to get into this rhythm while fighting them. It keeps everything refreshed in case of interruption and also interrupts the springs on your target.
So now you've cleared the entrance of spiders and dryders. Now there are lone dryders spaced throughout the cave. Same deal pick the dryder off by itself, carefully falling back while it is wanding you to avoid spiders dropping on your head w/o your enchants up. Once the dryder is dead re-enchant and get ready for the spiders. Each dryder has 6 accompanying spiders that fall from the ceiling. Rinse and repeat this process until you clear the tunnel. Pretty easy. Now you're left with an entire new area filled with shadows to farm.
Option #4 Tower of strength area/End of spider tunnel
Accessible if you finish option #3 and clear spiders, and dryders from the tunnel. More shadows to farm, more territory to conquer............
Will update when I get more pics of new build in action. All my original build pics were lost in a reformat. So stay tuned.
Last edited by Kcp; Oct 19, 2006 at 06:32 PM // 18:32..
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Oct 05, 2006, 08:58 PM // 20:58
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#4
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Ascalonian Squire
Join Date: May 2005
Location: Texas
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wow, I guess I'll be dusting off my necro and be trying this out later tonight, amazing
btw, a video would be nice...no matter how large they are, your soloing videos will always have a place on my hard drive
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Oct 05, 2006, 08:59 PM // 20:59
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#5
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Frost Gate Guardian
Join Date: Aug 2006
Location: Portugal
Guild: Cold Black Eyes
Profession: W/
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Damn, this is a kickass fool-proof guide to FoW pwnage! Even i can do it now! (or at least try :P )
Thanks alot Kcp/GodlikeSatan!
He has a video of his old build on his filefront space (Link is in UW thread, i think)
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Oct 05, 2006, 09:03 PM // 21:03
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#6
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Banned
Join Date: May 2005
Guild: I'm currently looking for a PvP guild
Profession: W/
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wow... I am making a necro just because of this and the uw build... great job
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Oct 05, 2006, 09:53 PM // 21:53
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#7
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Jungle Guide
Join Date: Sep 2005
Location: Canada/Quebec
Profession: N/
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OMG...Very nice guide dude...thats just awesome
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Oct 05, 2006, 10:20 PM // 22:20
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#8
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Michigan
Guild: None Currently
Profession: W/
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Wow nicely done, you now have your third bookmark in my book :]
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Oct 05, 2006, 11:12 PM // 23:12
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#9
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Ascalonian Squire
Join Date: Sep 2006
Profession: W/
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The build works well as always
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Oct 06, 2006, 12:10 AM // 00:10
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#10
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Academy Page
Join Date: Oct 2006
Location: Bilbao
Guild: Looking for guild
Profession: Mo/
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this is really amazing...
you have gained alot of respect from almost everybody
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Oct 06, 2006, 12:23 AM // 00:23
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#11
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Academy Page
Join Date: Dec 2005
Location: Cincinnati
Guild: Sleepless Farmers
Profession: W/E
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I tried to solo fow a while ago with a mo/me but I died alot because spirit bond didn't always trigger. A hybrid is definetly a good idea though, so I definetly need to try this with my mo/N.
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Oct 06, 2006, 12:42 AM // 00:42
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#12
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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oooh KCP
/kneel
like always Excellent and detailed guide!
Geez how many shards have you gotten?
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Oct 06, 2006, 12:59 AM // 00:59
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#13
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Who really counts the shards at this point anymore. Sometimes I forget to pick them up accidently. I've just farmed enough shards and ectos in case I want fissure armor for paragon or dervish and sell the rest off and buy rubies and sapphires just in case
Maybe I'll crank out some new FoW videos for the forest or past the spiders. It's hard sometimes, I get owned.
Thanks for all the compliments everyone, enjoy all those easy shards and keys
Let me know how far you guys get.
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Oct 06, 2006, 02:57 AM // 02:57
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#14
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The Greatest
Join Date: Feb 2006
Profession: W/
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I'm going to try this out...right now. Let's see how I do
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Oct 06, 2006, 03:09 AM // 03:09
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#15
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Frost Gate Guardian
Join Date: Mar 2006
Guild: We are all pretty [Ugly]
Profession: Mo/Me
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Very well written..now to get my necro to 20 :P
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Oct 06, 2006, 03:12 AM // 03:12
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#16
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
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im speechless, the only error i see, is WHERE ARE YOU GONNA PUT ALL THE DROPS !?!?!?!?! 1 run = almost 8 full inventories worth of items if you do ALL of this, WOW
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Oct 06, 2006, 03:13 AM // 03:13
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#17
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Banned
Join Date: May 2005
Guild: I'm currently looking for a PvP guild
Profession: W/
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will this work with a mo/n?
I am making a necro anyways but im curious
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Oct 06, 2006, 03:14 AM // 03:14
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#18
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Academy Page
Join Date: Dec 2005
Location: Great White North
Guild: TEOS
Profession: E/N
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I am New at 55 nerco so can I try this build on some less expensive area.
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Oct 06, 2006, 03:53 AM // 03:53
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#19
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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I don't know what to do with all the drops during a good run. Sometimes you gotta pick the good ones and toss the purple junk. Sometimes you get brutally robbed and come out with nothing but junk. Thats how farming goes though.
You can find a lot of guides for solo necro farming here Artfull just look around and a bunch will turn up.
Just jump right into the fissure it only costs 1 plat and if you get 1 shard per run before dying, pick up all the 60 gold stackable remains, salvage or sell all drops you will easily make your money back + some as you pick up on the build. The thrill alone of killing those annoying shadow monks is enough for me.
People reported using a Mo/N with my old build with limited success as far as I recall. So yes it will work but the monks will be a pain to outdamage their heals.
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Oct 06, 2006, 04:19 AM // 04:19
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#20
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Leather Rebels, (LR)
Profession: W/
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im curious to MAX xp you could ever get in just 1 run, killing as much as you can completeing whichever quests, i mean the whole shibang to whatever is possible with it
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