Mar 25, 2007, 07:57 PM // 19:57
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#41
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Lion's Arch Merchant
Join Date: Jun 2005
Location: royaume de la lumière :D
Guild: LOGW
Profession: E/Me
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the grasplings always scatter
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Mar 25, 2007, 08:17 PM // 20:17
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#42
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Frost Gate Guardian
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Its not slower if you pull more than one group of smites at a time. since travelling to the next group after that just about is enojugh to cooldown your MS. Anyway when casting the fire spells its also possible to switch to a 40/40 weapon set for firemagic (wand + offhand)
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Mar 25, 2007, 10:42 PM // 22:42
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#43
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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This build does work fine yeah, but tbh i don't think its faster by a long shot on a regular run. If the mobs are really far apart and won't be lured together its just gonna take ages.
Sure it has a 100% success rate if you get the order right... most mobs stay till death vs Sandstorm anyway, very few flee.
I don't get the point in not using Mantra of Earth/Striker. You get twice the energy, it pays for itself very quickly gaining 2 energy a hit and doesn't strip you of 1 regen inbetween mobs.
PS... my droprate for ectos has gone up this weekend... this is bizarre.
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Mar 26, 2007, 01:27 AM // 01:27
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#44
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Frost Gate Guardian
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His point is that to go Mantra of earth and striker, you would need to add points into inspiration magic... and if you did that you wouldn't be able to max out fire and earth... To me the main flaw of the sandstorm run is in killing the graspings... This build has a much higher chance of survival than E/Me vs grasping. I guess it would be possible to totally not have anything in energy storage for mantra of earth, or reduce a point in firemagic. Since a Mo/E can use the same build it shows that you don't really need 16 in firemagic..
I think a point spread of:
13earth
14fire
4energy storage
8inspiration
This should be a pretty good spread as with 16firemagic the damage is really overkill already. Recovery time from after getting stripped with stone striker is faster, since its only a 1/4second cast...
Last edited by Blightfire; Mar 26, 2007 at 01:31 AM // 01:31..
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Mar 26, 2007, 01:49 AM // 01:49
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#45
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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No you don't. A 30 second Mantra of Earth is plenty. Its better than Balth Spirit in every single way. You don't lose 1 regen, you gain more energy. After 10 attacks the skill pays for itself. They attack more than 10 times in 30 seconds... try it, its better.
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Mar 26, 2007, 05:21 AM // 05:21
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#46
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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the fire ele is safer but slower.
if the spawn was ideal everytime then the MS recharge would not be a problem. however thats never true.
i've done this run enough times that i can time SS+EQ+AS perfectly that the smites will die trying to run away and the graspings are a joke once you get their pattern down.
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Mar 26, 2007, 12:04 PM // 12:04
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#47
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Academy Page
Join Date: Mar 2006
Guild: UNI
Profession: W/E
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First, thanks for this great build!
Secondly, I've just submitted a variant for an A/E build on wiki, please check it, try it and discuss!
http://gw.gamewikis.org/wiki/Build:A/E_UW_Farmer
Heng.
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Mar 26, 2007, 12:39 PM // 12:39
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#48
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Wilds Pathfinder
Join Date: Feb 2006
Guild: No guild
Profession: A/E
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Quote:
Originally Posted by R Langdon
the fire ele is safer but slower.
if the spawn was ideal everytime then the MS recharge would not be a problem. however thats never true.
i've done this run enough times that i can time SS+EQ+AS perfectly that the smites will die trying to run away and the graspings are a joke once you get their pattern down.
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No its not. The earth ele is a lot more safer AND a lot more faster.
But i like this build better, its less annoying and fire spells have the best animation ^^
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Mar 26, 2007, 12:44 PM // 12:44
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#49
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: [HodK] Holy Order of Dwaynas Knights
Profession: Mo/Me
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and also if they try n nerf some of the skills in this bar theres alot more variation than the earth ele
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Mar 26, 2007, 01:01 PM // 13:01
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#50
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Pre-Searing Cadet
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Thanks for posting this build. I sometimes have trouble with the Graspings on the E/Me build. I ran this about 15 times this weekend and was never killed by the graspings and never had a Smite get away. It may be a little slower waiting for metor recharge in the initial chamber but I find it much easier.
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Mar 26, 2007, 03:31 PM // 15:31
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#51
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Old School Nub
Join Date: Jun 2005
Location: ABQ, NM
Guild: Guildless
Profession: Mo/Me
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Used this build on my Monk this past weekend and had a little sucess. Thank god there was no UW fees! I failed in the chamber the first 8-9 times. Just wierd aggro things like stubborn bulls and popped nightmares being grouped with bulls that I just couldn't seem to kill w/o aggroing the bulls as well. Or not aggroing quick enough to cast my offensive sequence before the Glyph wore off. Started to learn by trial and error though and finally made it to the smites ~10th try.
Smites were a cakewalk. The first group I aggroed dropped an ecto. Second group near the 1st cold patrol dropped a 2nd ecto. I then ran down the hill and got three groups together and wiped them in one shot...Rare Drop. Then I went back up the hill, waited for the colds to clear, ran down the slope and wiped a single group in between the cold patrols...a 3rd ecto. The next group I got a little brave and aggroed a group of colds so it was GG. So 3 ectos and a rare drop and I didn't even kill all the smites (think I had three groups left).
Now keep in mind I haven't been to UW since the old days (pre-prot bond/pre-aoe nerf) so I was prime to get some good drops.
Did about 10 more runs after that and was still having problems in the chamber. I only made it to the smites once during those 10 attempts but I died again before I could clear 1/2 the smites (again not paying attention to colds). I got a ruby on that run though.
Obviously I'm a little rusty in UW. Oh how times have changed. I watched the videos of aggroing the graspings and I think I'm running too far up the stairs. Also I'm used to the Nightmares actually dying when they rend me (since they are normally rending monk enchants) so that's part of the problem as well. Lastly I was using my laptop and I seem to have "control" issues with the laptop keyboard vs a normal keyboard so I'd blame half of the failures on that...
Anyways if the OP or some other UW "pro" wouldn't mind taking the time to let me observe 3-4 runs on how to properly do the chamber pulling that would be great. I'll offer to pay 1/2 the entrance fees and all drops are yours. Or I can just spec as a 55 SB and run off somewhere and die. I'd rather die since then I can watch...Shoot me a PM here or Levi Garett I/G. Thanks in advance.
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Mar 26, 2007, 09:43 PM // 21:43
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#52
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Riding the Gravy Train
Join Date: Oct 2005
Location: Chicago Area
Guild: Servants of Fortuna [SoF]
Profession: W/
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I've been playing around with this build for the past few days, and I have to say that it's pretty awesome.
The hardest part is indeed the chamber, since one bad dying nightmare spawn can ruin your day. I usually pre-cast balthazaar's spirit and agro the aatxes, usually a nightmare will spawn close to them and rend. At that point I cast flame djinn's haste and break agro. Now that I can see the nightmare, I treat him to a nice savannah heat before starting the quest and agroing the graspings. Works 80% of the time, provided the nightmare doesn't spawn too far behind the aatxes.
Smites are really a joke. It takes a while to round up a nice big group but it gives your meteor shower plenty of time to recharge. I can think of 1 time where I had to wait for meteor shower to recharge...that's because a group of 3 smites spawned very far away from the rest. Also I have noticed that they tend to follow you further if you are slowed by armor of earth.
my biggest agro so far...
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Apr 06, 2007, 11:15 AM // 11:15
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#54
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Frost Gate Guardian
Join Date: Sep 2006
Guild: [FAL]
Profession: W/
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Quote:
Originally Posted by David Spooky
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OMG hwo stupid I didn't see that.... Ahh well I got both now
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Apr 06, 2007, 01:53 PM // 13:53
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#55
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Academy Page
Join Date: Nov 2005
Guild: [Oink]
Profession: Me/
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I tried with my mesmer and its work like a charm.
12 Fire
12 Earth
7 Inspiration
I just need to find a shield with +10 armor vs earth damage, they do little damage as you can see on the first screenshot. Currently using a shield -5/20% +30 and a +5 +20% axe.
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Apr 06, 2007, 10:23 PM // 22:23
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#57
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Academy Page
Join Date: Aug 2006
Profession: W/Mo
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noob underworld question.....I've only tried the underworld a few times solo, so pardon if this is an old question. When I try to grab the graspings, it seems I always also bring in a couple of aataxes (sp) as well. How do I avoid bringing those as well. I've tried a bow, etc and couldnt bring the graspings down by themselves. Thanks.
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Apr 06, 2007, 10:59 PM // 22:59
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#58
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Academy Page
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Quote:
Originally Posted by Kelly G
noob underworld question.....I've only tried the underworld a few times solo, so pardon if this is an old question. When I try to grab the graspings, it seems I always also bring in a couple of aataxes (sp) as well. How do I avoid bringing those as well. I've tried a bow, etc and couldnt bring the graspings down by themselves. Thanks.
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You walk up to the graspings and the second you aggro them you do a 180 (press x to 180) and hit your speed buff. But for this build before you aggro you activate Flame Djinn's Haste, Stoneflesh Aura then glyph of concentration in that order. You then run to the graspings and the second you aggro you 180 (press x to 180) and run to Gwen's mother (usually the safest distance to shake off aataxes) and start your casting chain.
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Apr 07, 2007, 12:00 AM // 00:00
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#59
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Grotto Attendant
Join Date: Mar 2006
Guild: Thanks to all the guru [mods]
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W00t
Friend of mine
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Apr 16, 2007, 10:51 PM // 22:51
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#60
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Frost Gate Guardian
Join Date: Mar 2007
Guild: We Still Got It [MOJO] Leader
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Quote:
Originally Posted by onerabbit
W00t
Friend of mine
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22 Nice pull
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