How do you get past the group of Enchanged Swords/Bows/hammers (spawns vary) right outside Dunes, before the teleporter? I'm running your build on my W/Mo, with platemail armor, but I can't seem to make it past them. (Tried running, but the swords have hamstring...)
They are such a nuisance, no? I kill them off then teleport. If it's more than 2 Bows, I just rezone because it's not worth the time. 1 or 2, then no problem. Always directly attack the Bows. Your Ripostes and Gladiator's Defense will take care of the hammers and swords passively. The Bows have to get in your face to Throw Dirt anyway, so they'll put themselves in melee range. Just keep Dolyak up, heal as necessary, and use Mend Ailment to get rid of the blindness. If they get in a lucky shot and daze you, then just keep healing till it goes away. It's a good idea to have a second sword so you can switch and (slowly) regen energy while you're blind.
Quote:
Originally Posted by Katari
Ripoiste
Desperation Blow (Mostly for the +42 damage)
Deadly Riposte
Gash (Just to make sure you apply a Deep Wound)
Glad's Defense
Bonett's
Dolyak Sig
Heal Sig
Fear not, when a patrol of Sand Elementals sneaks up on you while you're fighting Sand Wurms, you'll really, really see why Mend Ailment makes all the difference in the world.
Quote:
Originally Posted by Marcello99
You make good money off of this?
Yes and no. There are faster ways to make money (Fissure spider runs come to mind), but this is just a fun challenge for me. You can get 20 shells in a day if you're willing to put in a few hours, and the market for bleached shells will always be there. They pretty much sell themselves.
how long does it take for your warrior build to kill these wurms? my altered-invincimonk build can kill them in 1-2 minutes. curious as to which is quicker
~ not to mention i can tank as many other creatures as long with the wurms, makes it even easier :]
My 55hp monk generally takes about 1 1/2 minutes like yours. 30% Divine boon, 18% enchantment mod on the sword, 16 smiting prayers, 2 casts of Shield of Judgement finishes them off, regardless of the size of the group. For my Warrior, well... 1 takes about the same amount of time. 2 takes closer to 2 1/2 to 3 minutes, since the Riposte damage only affects one at a time. 3 is impossible with this build, as I just found out the hard way by getting my ass thoroughly kicked. There's not enough damage to go around, and it really hurts when you get hit unprotected 3 times in that 2 seconds of downtime for Dolyak Signet. In that case Bonetti's would be good for staying alive, but there's still no way to concentrate enough damage on one single enemy to bring it down. But a group of 3 is very rare (only the 3rd or 4th time I've ever hit that many at once), rare enough to not mind re-zoning.
Monk farming has its advantages, for sure. If you know what I know, you probably have over 20 gold hammers filling up your inventory like I do. But I like to make Warrior builds, because Etterwyn will always be my fave.
Fear not, when a patrol of Sand Elementals sneaks up on you while you're fighting Sand Wurms, you'll really, really see why Mend Ailment makes all the difference in the world.
Ah, I just avoid the Sand Eles. I don't think my build would survive two Wurms without the Bonetti's, and getting attacked by two Wurms is more common than an un-avoidable Sand Ele. Altough... Mend Ailment would help speed things up vs those cursed Enchanted Bows.
In that case, I suspose you could use Plague Touch instead.
Think this is one of the best farming builds ever, for sveral reasons:
1. Easy to use without even the cheap recommended equipment.
2. Great for beginners, I sometimes forget to activate dolyak signet after it recharges and still make it.
3. Think we have found a way of farming that Anet most likely will not nerf.
Dont Feel No Pain recommended me to try Illusionary Weaponry with this build, so I've been expreimenting with that this morning. This is tentative, more tweaking will be needed.
Cyclone is excellent for the mob of Enchanteds at the teleporter, as well as spreading the love with more than one Wurm. Energy management is a bit of a problem, but I'm still working on it...
Illusion of Weakness is a good fallback because you cast it at the start of the run and don't worry about it again, and it'll save your ass if you get into trouble. Flurry didn't really do me much good, since it cancelled out my Physical Resistance. With Dolyak and PR up, worms were only doing 3 or 4 damage to me per hit. Very, very nice. But, more to come...
here is what im running on my W/Mo
15 strength hat +1 + sup rune
8 axe mastery +minor rune
14 in tactics +sup rune
sup absorbtion
knights boots
thorgalls shield
vampiric battlepick of defense
max dam req 8
+13 while enchanted
3-1 vamp
+4 armor all the time
i have 1 15 point attribute quest done this leaves 2 points unused.
skills
1.watchfull spirit
2.healing signet
3.dolyak signet
4.bonetti's defense
5.desperation blow
6.dismember
7.axe rake (this 1 can be changed)
8.gladiators defense (elite)
with 15 in strength i can keep dolyak up all the time so even with 371 heath the worms dont even get me more that 50% under max heath and i can still farm hydras, griffons,trolls and tundra giants. if i get lucky and the worm stars bleding i can take 1 in under 40 secs if not no more than 1 1/2 minutes with this build. edit just took on 2 wurms at once i had to keep on the heals nut i go it done in about 3 1/2 minutes.
kvndoom how do u deal with the sand giants grubby necro hands stealing you're heath? i can't take more than 2 and i have to spam heal sig to do it.
Last edited by elric dragonsblood; Dec 19, 2005 at 06:17 PM // 18:17..
here is what im running on my W/Mo
15 strength hat +1 + sup rune
8 axe mastery +minor rune
14 in tactics +sup rune
sup absorbtion
knights boots
thorgalls shield
vampiric battlepick of defense
max dam req 8
+13 while enchanted
3-1 vamp
+4 armor all the time
i have 1 15 point attribute quest done this leaves 2 points unused.
skills
1.watchfull spirit
2.healing signet
3.dolyak signet
4.bonetti's defense
5.desperation blow
6.dismember
7.axe rake (this 1 can be changed)
8.gladiators defense (elite)
with 15 in strength i can keep dolyak up all the time so even with 371 heath the worms dont even get me more that 20 under max heath and i can still farm hydras, griffons,trolls and tundra giants. if i get lucky and the worm stars bleding i can take 1 in under 40 secs if not no more than 1 1/2 minutes with this build.
kvndoom how do u deal with the sand giants grubby necro hands stealing you're heath? i can't take more than 2 and i have to spam heal sig to do it.
here is what im running on my W/Mo
15 strength hat +1 + sup rune
8 axe mastery +minor rune
14 in tactics +sup rune
sup absorbtion
knights boots
thorgalls shield
vampiric battlepick of defense
max dam req 8
+13 while enchanted
3-1 vamp
+4 armor all the time
i have 1 15 point attribute quest done this leaves 2 points unused.
skills
1.watchfull spirit
2.healing signet
3.dolyak signet
4.bonetti's defense
5.desperation blow
6.dismember
7.axe rake (this 1 can be changed)
8.gladiators defense (elite)
with 15 in strength i can keep dolyak up all the time so even with 371 heath the worms dont even get me more that 20 under max heath and i can still farm hydras, griffons,trolls and tundra giants. if i get lucky and the worm stars bleding i can take 1 in under 40 secs if not no more than 1 1/2 minutes with this build.
kvndoom how do u deal with the sand giants grubby necro hands stealing you're heath? i can't take more than 2 and i have to spam heal sig to do it.
dont feel no pain and I teamed up today to do a couple of runs. I showed him the run outside of Dunes and he showed me the Heroes run. From Heroes it's a straight shot, but only 1 worm each time. On our Dunes run, we encountered 5, and got 2 shells out of the 5. I think the chance of getting shells is higher from Dunes because there are more Worms spawning in the area. The Enchanteds really aren't that hard to get past, if you use a build to counter them. That's why I pick the builds I have. If it weren't for the armors guarding the teleporter I could bring more damage skills, but I have to account for them to get to the Wurm Farm. And the harvest is getting good!
NOTHING can come between me and my shells now. MWAHAHAHAHAHAAAA!
The Chalice I got from a collector in Maguuma, it's the only 5/45 based on Illusion magic in the whole game. Illusion of Weakness meets the "while enchanted" requirement. Not a bad idea to keep a shield handy to switch over when your health gets low, to reduce damage. For the most part I was fine with just the chalice, but better safe than sorry. Illusionary Weaponry is the cure for blindness. Them godforsaken Bows can throw dirt all they want and it makes no difference in their asses getting kicked. A 20% enchantment mod on me sword would totally OWN, because IW would only have 4 seconds downtime ever. Of course if you have one of those 40% axes, ouch. By the way, Cyclone Axe works with IW, so if you DO happen to have a +enchant axe, you can take out the Enchanteds even faster. For the Wurms though, Riposte and Deadly Riposte are a good way to keep the damage going until IW recharges. Flurry isn't really necessary, but I still haven't found a good 8th skill. Maybe I will Survive again, since my energy problems are fixed. Gladiator's armor is HIGHLY recommended.
Thanks again to Dont Feel No Pain for recommending the IW build!
Last edited by kvndoom; Dec 20, 2005 at 12:24 AM // 00:24..
3. Clumsiness nice dmg i little bit better than riposte and usuable during IW.
10 energy, 10 recharge. That's a little energy intensive for a warrior IMO. Flurry + Riposte fills it every few seconds dishing out 63 damage (16 tactics) whereas at most clumsiness is 76.
Thanks Kvn, I didn't know you could click on it to see where it was. (I'm retarded) I'm about | | this close to figuring out your build, I just need to get up to CAP SoJ. I have all the armor/weapon/shield.