Apr 25, 2011, 09:42 AM // 09:42
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#21
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Wilds Pathfinder
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Quote:
Originally Posted by Huiboo
It just never happens if you pull right!
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You sound way too confident. I can guarantee I'd fubar that, if it was up to me...
His name is *FUZZY TACO*. Time for some credit, already.
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Apr 28, 2011, 09:08 AM // 09:08
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#22
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Ascalonian Squire
Join Date: Mar 2011
Location: Italy
Guild: HeLL
Profession: Mo/
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Quote:
Originally Posted by Huiboo
Thats the build i came up with:
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I like that but I prefer to drop dolyak signet and put stand your ground on the paragon, that way I have one extra slot in the bar that can be filled with finish him (can be useful if you make a mistake with the aggro, nobody is perfect).
dropping dolyak signet also allows me to keep strenght attribute very low, raising curses to 12.
And I dont gey why tactics should be at 10, I have it at 9 to get max AR from the shield and 4 sec lasting stances.
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btw what I dont like in general of the 2x mop builds is that if you have a lucky aggro you are too fast and have to run around a bit waiting for mop to recharge (really annoying for me).
For that reason I sometimes change build and put ebon vanguard standard of honor instead of finish him, and use that instead of the second mop.
My vanguard rank is only 4 and works fine even without finish him.
Last edited by lucaa_tlw; Apr 28, 2011 at 09:14 AM // 09:14..
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Apr 28, 2011, 05:55 PM // 17:55
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#23
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Academy Page
Join Date: Oct 2008
Guild: AofT
Profession: E/
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My paragon already hast stand your ground, so dolyak signet is only in there to make it extra save.
Theres no need to get curses as high as 12 - at 9 you can still kill rekoff with as little as 25 raptors.
I got tactic at 10 to have a 5sec wary stance - no real need for that but it just felt saver and i dont need the attribute points anywhere else so why not.
The vanguard standart sounds like a good option since i sometimes run into the same problem you have.
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Apr 28, 2011, 11:22 PM // 23:22
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#24
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Wilds Pathfinder
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Dolyaks is a totally wasted skill - I can run ranger/ele/assn/dervs with 100b, and they don't need it (x/W non-boss kill). It also makes it a real pain in the @$$ when you get that 1 run in 9 where the chest pops, and you have to gimp towards it. If you really want extra armor, I'd go with I Am Unstoppable - saves you 9 str and the gimp effect.
PS - why no incoming on your paragon runner? I guess you come close enough to the cave that it's not needed, but I like to zip the paragon into the nearest MOB to die... I've heard odd aggro stories about having multiple 33% speed boost shouts, but haven't noticed it in any runs ever.
PPS - so what's better to use on a shield - -2/stance, or +10/slashing?!? Prolly moot point, since if you're not above ~50-65% health after you WW, you're doing something seriously wrong. (16al tactics shield and +7al shelter sword mod)
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Apr 29, 2011, 07:59 AM // 07:59
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#25
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Ascalonian Squire
Join Date: Mar 2011
Location: Italy
Guild: HeLL
Profession: Mo/
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@Huiboo: It's true that with a double mop the dmg dealt is so high that you dont need 12 curses, I'm not sure about that with the standart variant
If you have dolyak you dont need stand your ground because of the armor bonus capped at 25 or at the highest bonus that a single skill gives.
What I've noticed is that I can survive easily with stand your ground only (and if I have to move a bit to pick up loot I dont have to wait 10 seconds to reach it :P)
@Coney: Technically incoming is better than fall back because of its lower energy cost (but if the runner has a +15/20 energy staff (or an high asura rank) that wont be a problem).
If you have vocal was sogolon you dont need to bring both incoming and fall back, because if you reach the cave and have 2x 33% IMS on you, you will not be able to ball them up, they will lose aggro pretty fast. (that's not an odd story, it's true
What i usually do is: make paragon cast 1 2 3, run until fall back (or incoming, up to you ) is running out, then make him cast 4 5 6. With sogolon and enduring harmony you will have plenty of time to run safely without problems.
As a shield I prefer to use the -2 while in stance inscription.
Last edited by lucaa_tlw; Apr 29, 2011 at 08:02 AM // 08:02..
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Apr 29, 2011, 04:09 PM // 16:09
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#26
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Academy Page
Join Date: Oct 2008
Guild: AofT
Profession: E/
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I tested it and you are right, dolyak signet is not needed.
But i still think IAU can be a good option instead of Dolyak, since there is a bug that makes is so that the +AR from IAU do stack with the +AR from stand your ground so you gain a total of +48AR.
Sure, both are not nessesary but as i cant find any skill that would make the run faster id choose the one that makes it even saver and thats IAU.
Or you could combine mine and Coneys builds and put necroisis in the freed slot to make 100% sure you can kill the boss even you fail at balling them up.
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Apr 29, 2011, 06:12 PM // 18:12
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#27
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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@thread,
Thanks for all the work you do, this has been a great thread to read. I haven't done any raptor farming since the BUH change and am looking forward to getting back into it.
I was wondering about how you could compress/compact the build to an absolute minimum of hero micromanagement? Maybe keep it down to a maximum of 2 hero skills you have to manually activate?
My hands don't work as good as they used to, and heavy hero micro is hard for me to do.
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Apr 29, 2011, 06:15 PM // 18:15
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#28
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Ascalonian Squire
Join Date: Mar 2011
Location: Italy
Guild: HeLL
Profession: Mo/
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@Huiboo:
Well I didn't know that there was such a bug, this makes things interesting.
I had no idea of what to put in the free slot, I tried with feel no pain but it's really not needed, probably IAU is the right choice.
The YMLAD + necrosis is another good option, but with a good balling it shouldn't be needed.
@Ghull Ka:
The hero skills that you absolutely need are Make haste! and cant touch this, and enduring harmony is highly recommended. (if you dont bring stand your ground, dolyak signet or iau will be a must)
without harmony you should get very close to the cave entrance before casting the others shouts and should kill everything in 20 seconds, and that's not easy if you are unlucky with the spawn.
What I suggest you is to assign hotkeys to the hero skills so that you can make him cast his skills with the keyboard easily.
Last edited by lucaa_tlw; Apr 30, 2011 at 07:21 AM // 07:21..
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May 05, 2011, 03:54 AM // 03:54
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#29
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Krytan Explorer
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Food for thought :
I basically only use FH instead of BuH, does the work for me (might need a high norn rank).
IAU > Dolyak when running stand your ground, because IAU bypasses the 25 AR limit from skills.
On my paragon hero, I run Shadow of haste + dash, so when I get to the cave I cast Make Haste, Cant Touch This, Stand Your Ground and Dash in 1 go, then I have some time to flag him whenever I want to. ( I also bind those 4 skills to 4 keys on my num pad, makes it faster).
Running a Necro instead of a warrior can make the dmg output better, but sacrifices some of the defense (tbh on my warrior I'm always at 90% + HP, doesnt matter much).
For the same reasons, I only run 5 tactics (break point to get 3 sec on wary stance)- only 8 AR lost-, 11 swords, 12 curses (rest in str).
I have never liked the idea of double casting MoP or using Honor, which is why I do those tweaks to get more dmg out of my initial spike. I have r3 Norn and almost always kill the boss. Some work on that title could help hehe
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May 05, 2011, 12:32 PM // 12:32
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#30
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Academy Page
Join Date: Oct 2008
Guild: AofT
Profession: E/
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I have r5 Norn and tried it with same attributes you have and rekoff never died from Finisch him.
I even brought YmlaD but he still never died (i aggroed all 33 raptors).
Dont know if im doing something wrong or if your just lieing.
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May 05, 2011, 05:38 PM // 17:38
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#31
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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Quote:
Originally Posted by myths of fury
Running a Necro instead of a warrior can make the dmg output better, but sacrifices some of the defense (tbh on my warrior I'm always at 90% + HP, doesnt matter much).
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Haven't done much with my warrior post-update but I've been farming fairly predictably with the necro. If you get just about every raptor in the cave, even a single MoP cast will get the Broodmother down enough to finish her of with "Finish Him!". Otherwise, rolling that 2nd cast of MoP into your chain will for sure clear her if she gets hit by both of them. Otherwise the 2nd cast of MoP is never 100% predictable since it occasionally does get interrupted. I don't find the lack of defense to be any significant issue. The only time I really die is if the wild strike now and then gets through my dual blocking skills (which it will now and then, nothing you can do about it) or I'm really bad as drawing the final group so that they run the long way around the rock and make me stand there too long.
Last edited by Voodoo Rage; May 05, 2011 at 05:41 PM // 17:41..
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