Oct 27, 2006, 12:21 AM // 00:21
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#61
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Frost Gate Guardian
Join Date: Jul 2006
Guild: [xHWx]
Profession: Mo/
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i think a Mo/R and E/Mo "dragon moss" farming still work
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Oct 27, 2006, 03:49 AM // 03:49
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#62
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by lord_seafood
I've been messing with the Imps outside of Ice Caves as well. I find this seems to work well too.
Mo/Me
Inspiration 6
Healing 13
Smiting 16
Protection 7
Divine 7
Protective Spirit
Breeze
Shield of Judgement
Zealots Fire
Mantra of Resolve
Essence Bond
Mending
Balthazars Spirit
I find I can take about 5 or 6 Imps at a time. Just keep Mantra of Resolve up and watch for the drop in energy everytime you cast in a Malestrom thing. Its probably beneficial to stay in the Malestrom thingies as you'll be getting 2 energy every hit. So you'll find energy isn't a problem. Most of the time Zealots will be useless, however if you get one Imp on its own it makes it a hell of a lot quicker so I choose to bring it. I also run out and take out the Ice Golems in the frozen river thingie, theres more Imps further north. Probably wise to bring some keys too, I saw three chests on one run.
Also if you just let yourself die and throw on a major rune, it become rediculously easy to take on more Imps if you like.
Financially I don't think its worth it. I did a run taking out a fair few Golems and Imps, probably 20minutes and got 3K off it after selling everything. Best drop I got was a Silver Dye BTW, however I only did one run.
EDIT: I did forget to mention many thanks to Ubermancer, this is pretty much his Titan Farming build modified slightly by myself.
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When I did this I use inspired hex as wel to gain some energy back and the blessed signet.I wonder what new idea Tsunami will come up with next.
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Oct 27, 2006, 07:45 AM // 07:45
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#63
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Wilds Pathfinder
Join Date: Apr 2006
Location: Kokkola, Finland
Profession: Mo/
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Quote:
Originally Posted by Ali33
i think a Mo/R and E/Mo "dragon moss" farming still work
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Yes, just tried it and it works good as before.
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Nov 03, 2006, 06:38 PM // 18:38
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#64
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Pre-Searing Cadet
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so are any of these places still valid after the AI change to mobs? I mean i can still do hydras and such but takes so dreadfully long and is a real pain. Is there any better builds out there i can base my 55mokno off of to farm. Really hate this patch. Barley had time to use my 55 before this occured.
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Nov 04, 2006, 01:32 AM // 01:32
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#65
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Pre-Searing Cadet
Join Date: Nov 2006
Location: That small green isle on the far West side of Europe!
Guild: Army Of Ascalon [AoA]
Profession: Mo/W
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Quote:
Originally Posted by canadian_mofo
so are any of these places still valid after the AI change to mobs?
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Yes, as far as I know these locations still work.
The principles of 55ing are still the same, it just takes a bit longer, what with the fleeing enemies.
I've been farming Talus Chute Troll Cave for the past few days without SoJ and though they run away if I spam or their health goes too low, they return in a few seconds and do not constantly run if you chase them.
Groups with a lot of healers are often a problem though, as they keep running. I find a good solution to this is to kill the warriors, they don't seem to run when they are alone.
I've heard that if you delay by 2 seconds with AoE attacks the enemies don't run. This doesn't seem to work for me, but as trolls don't heal it doesn't really matter.
Edit: When i said "trolls don't heal" i meant "Troll's dont use healing skills". They DO heal, just like any creature, when not in battle. However you can kill them quite quickly once they rejoin combat. (I've been using Zealot's and Kirin's/Symbol of Wrath, with lots of RoF spamming)
SoJ as a matter of fact HAS been decreased in effectiveness drastically:
Guildwiki: After the October 25th, 2006 update, melee creatures being struck by Shield of Judgement now recognise it as an AoE effect, and will flee from the enchanted ally and will not head back to attack until they have healed past 50% health.
This by no means makes it useless, but it will have to be used with other skills. Once an enemy reaches 50% you should be able to release a flurry of attacks and spike it to death.
Last edited by kiliki; Nov 04, 2006 at 03:14 AM // 03:14..
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May 07, 2007, 09:56 AM // 09:56
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#66
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: none
Profession: P/
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i use this build :
prot spirit
shield of absorbtion
mystic regeneration
SoJ
fleeting stability
balthazars spirit
essence bond
blessed aura
atts:
prot 14 (sup rune)
smiting 15 (sup rune +headgear)
earth prayers 8
rest into divine (use a sup)
you try to get either 55 or 105 but no more... the point in this build is that because of the SoA nerf you have exactly 1 second where you can take loads of damage. i counter that with mystic regen making it longer for u to die.
i also use this build in uw and other places.
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