Mar 09, 2010, 07:29 PM // 19:29
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#21
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Jungle Guide
Join Date: Sep 2005
Guild: nn
Profession: N/
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2 Minutes is mad... I usually do like 4 mins. My skill 1-4 and 8 are the same, then I have Crystal Wave, Cry of Pain and Ether Nightmare. It's not the killing that's slow it's gathering them. I usually have to do it in 2 groups because I lose aggro with some of the southern mobs. Care to make a video or explain some more?
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Mar 09, 2010, 10:56 PM // 22:56
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#22
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Academy Page
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Quote:
Originally Posted by Riot Narita
I was thinking of leaving a character from my second account at the portal as a doorman. Near-instant rezone when the run is over, saves a chunk of time. And my times are getting better with practice anyway.
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That sounds great in theory, but I reckon you'd end up having to run your second account inside to collect the drops assigned to him, making each run longer. I love the idea, but a stack of Merchant Summoning Stones may be easier, and in any case, I just zone back to Longeye's. It's not like the run to Jaga Moraine is hard or long.
@Sethellington: As I've said earlier, I personally dislike the Ether Nightmare / Cry of Pain combo for an Elementalist. Given the tools an elementalist has to reduce recharge times, it seems wisest to exploit them. You already have Glyph of Swiftness, so Spec 4 points into Air Magic so it can be used on Crystal Wave / Teinai's Crystal. It recharges quickly enough that you can use it once in between Obsidian Flesh casts to make your damage skills recharge even faster. Hell, even bring a cheap 40/40 set to swap to, you'll be amazed at how often it'll trigger.
Compare that to the Ether / Cry setup: You'll be hitting for minimal amounts of Armor-ignoring damage while keeping the enemy at -10 degen. The skill recharge items you've access to are doing you zero good because of the degen cap.
Also, if you're wearing Geomancer's Insignias (as you should) you don't need the Mantra of Earth for survival, just for energy management. So you spec only enough points to give you a duration you're comfortable with, and put the rest into Energy Storage. That way you can maintain Storm Djinn's Haste even with the way Obsidian Flesh reduces your mana regen.
I've found it best to wait the extra few seconds for them all to cluster around you before starting the attack chain. That way they all die at once, you don't have to deal with stragglers, and they never run away.
Oh, when you gather them, are you trying to get all 60 at once? Don't. Kill them in two groups. I usually begin with the south first, but that's just habit at this point. I can't see it making an appreciable difference.
Good luck!
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Mar 10, 2010, 12:38 AM // 00:38
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#23
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Jungle Guide
Join Date: Sep 2005
Guild: nn
Profession: N/
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Quote:
Originally Posted by Magragoc
That sounds great in theory, but I reckon you'd end up having to run your second account inside to collect the drops assigned to him, making each run longer. I love the idea, but a stack of Merchant Summoning Stones may be easier, and in any case, I just zone back to Longeye's. It's not like the run to Jaga Moraine is hard or long.
@Sethellington: As I've said earlier, I personally dislike the Ether Nightmare / Cry of Pain combo for an Elementalist. Given the tools an elementalist has to reduce recharge times, it seems wisest to exploit them. You already have Glyph of Swiftness, so Spec 4 points into Air Magic so it can be used on Crystal Wave / Teinai's Crystal. It recharges quickly enough that you can use it once in between Obsidian Flesh casts to make your damage skills recharge even faster. Hell, even bring a cheap 40/40 set to swap to, you'll be amazed at how often it'll trigger.
Compare that to the Ether / Cry setup: You'll be hitting for minimal amounts of Armor-ignoring damage while keeping the enemy at -10 degen. The skill recharge items you've access to are doing you zero good because of the degen cap.
Also, if you're wearing Geomancer's Insignias (as you should) you don't need the Mantra of Earth for survival, just for energy management. So you spec only enough points to give you a duration you're comfortable with, and put the rest into Energy Storage. That way you can maintain Storm Djinn's Haste even with the way Obsidian Flesh reduces your mana regen.
I've found it best to wait the extra few seconds for them all to cluster around you before starting the attack chain. That way they all die at once, you don't have to deal with stragglers, and they never run away.
Oh, when you gather them, are you trying to get all 60 at once? Don't. Kill them in two groups. I usually begin with the south first, but that's just habit at this point. I can't see it making an appreciable difference.
Good luck!
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Yeah I switched to the Echo/Crystal/Teinai's build. The reason I was getting stragglers is because I was trying to gather all 60. But how on earth can you gather 2 groups and kill them separately in 2 mins!?
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Mar 10, 2010, 01:22 AM // 01:22
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#24
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Academy Page
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Quote:
Originally Posted by Sethellington
Yeah I switched to the Echo/Crystal/Teinai's build. The reason I was getting stragglers is because I was trying to gather all 60. But how on earth can you gather 2 groups and kill them separately in 2 mins!?
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How do you get to Carnegie Hall? Practice man, practice. Keep Storm Djinn's Haste up whenever you're running, and with the faster skill recharges from the 4-spec Glyph of Swiftness and/or your staff/wand/focus ....you'll be killing them very quickly.
I get burnt out very quickly, which is why I'm a horrible farmer, but doing a few runs and experimenting with routes helps a ton. You'll learn how to get your aggro bubble to barely brush a Vaettir to bring his mob over. That's one of the great things about this build compared to the Assassin one: barring lag or missing a cast, you cannot die. So go crazy trying to find the route that's easiest for you. Oh, and always keep moving to avoid bodyblocks. I end up sidestepping like a fiend.
EDIT: Oh, and don't get too hung up on the "/age" thing, it's misleading. It just means in this instance your runs will be anywhere from 2 minutes to 2:59. Anytime you see a screenshot with an "/age", it'll most likely be on the end of that timeframe. Still faster than the A/Me in my opinion, but nothing to get hung up on.
Last edited by Magragoc; Mar 10, 2010 at 01:26 AM // 01:26..
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Mar 10, 2010, 03:36 AM // 03:36
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#25
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Krytan Explorer
Join Date: Dec 2006
Location: Texas
Guild: [clap]
Profession: E/
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I learned this fairly easy. Hardest part was learning the run since I am completely new to this. I normally kill like 36 of them.. is there another group of them somewhere where I am missing? And I thought I was doing it fast by killing them in 2 mins haha..
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Mar 10, 2010, 03:45 AM // 03:45
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#26
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Lion's Arch Merchant
Join Date: Jan 2007
Location: Pennsylvania
Profession: E/
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Quote:
Originally Posted by Shrimz
I learned this fairly easy. Hardest part was learning the run since I am completely new to this. I normally kill like 36 of them.. is there another group of them somewhere where I am missing? And I thought I was doing it fast by killing them in 2 mins haha..
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There is groups to the left and the right, there is 60 in total.
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Mar 10, 2010, 09:20 AM // 09:20
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#27
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Desert Nomad
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Quote:
Originally Posted by Magragoc
That sounds great in theory, but I reckon you'd end up having to run your second account inside to collect the drops assigned to him, making each run longer.
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Not a problem - the killing will happen out of the doorman's range. Doorman will get no drops.
Quote:
Originally Posted by Magragoc
I love the idea, but a stack of Merchant Summoning Stones may be easier, and in any case, I just zone back to Longeye's. It's not like the run to Jaga Moraine is hard or long.
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I want to use a doorman to save time rezoning at the end of each run. The muling idea was somebody else. It's something of a benefit, but I favour merch summoning stones myself.
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Mar 10, 2010, 01:43 PM // 13:43
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#28
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Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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Quote:
Originally Posted by Riot Narita
The muling idea was somebody else. It's something of a benefit, but I favour merch summoning stones myself.
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The two are not mutually exclusive. Why would I want to sell dyes, for example, to the summoned merchant? But I also don't want to have 5-10 slots of my pack filled up with different colors after an hour or so, making me stop and merch more often. Thus, I pass those off to the doorman to hold. Same with tomes, useful weapon mods, mats, and other items worth keeping. And the doorman can hold the summoning stones, leaving one more slot open for farming.
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Mar 10, 2010, 02:34 PM // 14:34
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#29
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: Rt/N
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Any tips on holding aggro? I used to Keg Farm this, so never tried it with an ele. However when I tried some AoE spells with an A/E they tended to scatter as soon as the second spell hit. How would you prevent that when you are going to be casting 3 AoE spells on them?
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Mar 10, 2010, 03:02 PM // 15:02
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#30
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Desert Nomad
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Quote:
Originally Posted by Akimb0
Any tips on holding aggro? I used to Keg Farm this, so never tried it with an ele. However when I tried some AoE spells with an A/E they tended to scatter as soon as the second spell hit. How would you prevent that when you are going to be casting 3 AoE spells on them?
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Using Crystal Wave/Tenai's, they don't seem to scatter when I aggro/kill one half of the Vaettirs, then the other half (ie. do north/south groups separately)
If I aggro all 60 Vaettirs, then hit them with 3 crystal waves in rapid succession... then sometimes half the Vaettirs will return to their side of the map (not quite the same as scattering). Dont quite know how to stop that other than pausing between casts, or wanding them to try and bring them back.
Quote:
Originally Posted by BrettM
The two are not mutually exclusive. Why would I want to sell dyes, for example, to the summoned merchant?
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Good point - if the doorman is there, may as well make the best use of him.
The dyes are a bad example though - personally I do indeed sell dyes to the summoned merch, unless they're red/blue/silver/white/black... the other colours are just not worth the time spent moving them around, and visiting the dye merch.
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Mar 12, 2010, 04:10 PM // 16:10
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#31
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: Rt/N
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I seem to be missing half the vaettir there. Any idea why?
Nevermind, need to do Blood Washes Blood I think.
Last edited by Akimb0; Mar 12, 2010 at 04:13 PM // 16:13..
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Mar 13, 2010, 02:52 AM // 02:52
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#32
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Ascalonian Squire
Join Date: Mar 2010
Profession: E/
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Quote:
Originally Posted by Akimb0
I seem to be missing half the vaettir there. Any idea why?
Nevermind, need to do Blood Washes Blood I think.
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I have the same problem. I just finished Blood Washes Blood but there are barely any Vaettir there.
Edit: I am running on normal mode, but there are less than 25 mobs total which seems really low.
Last edited by johnan meker; Mar 13, 2010 at 03:07 AM // 03:07..
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Mar 13, 2010, 03:35 AM // 03:35
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#33
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Academy Page
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Quote:
Originally Posted by johnan meker
I have the same problem. I just finished Blood Washes Blood but there are barely any Vaettir there.
Edit: I am running on normal mode, but there are less than 25 mobs total which seems really low.
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That's your problem. This is for Hard Mode only. In Hard Mode there'll be 60 Vaettir, and their increased attack speed just makes your life easier by keeping you swimming in Energy.
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Mar 13, 2010, 03:54 AM // 03:54
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#34
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Ascalonian Squire
Join Date: Mar 2010
Profession: E/
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Quote:
Originally Posted by Magragoc
That's your problem. This is for Hard Mode only. In Hard Mode there'll be 60 Vaettir, and their increased attack speed just makes your life easier by keeping you swimming in Energy.
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Thanks for pointing that out. The farm does work in normal mode, but the drops are horrendous, and getting the energy regen is tough at the start.
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