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Old Dec 06, 2005, 02:45 PM // 14:45   #1
Grotto Attendant
 
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Default My Ettin Farming build

Basically - This is what I use to Ettin Farm.

Ranger/*

Expertise: 13 (10+3)
Wilderness: 16 (12+3+1)
Marks: 1 (0+1)
Beast: 6 i think (5+1) (What ever makes EW last as long as your first trap [so you can keep it as reference when you run out to aggro])
Rest in Whatever for offhand's base energy if you like, you'll have enough for a 6.
[If your worried about 2 Sup Runes, you can drop the Sup Expertise, keeping in mind this will increase overall energy use]

Now skills, and explanation.

Barbed
Flame
Dust
Serpent
QZ
Energizing
Escape
Troll/Storm Chaser (usally storm for me)

Gear: I use:Fires in the East staff.

If I have some extratime and low on energy, I'll swith to the +15 energy -1degen items.

Druids

Its alittle different (less effective for that propose) than normal trapper build.

First You'll notice the the running skill(s) - this is because of the track through Nebo Terrance. And the fact that other trapping related elites are just not needed.

I run from Bettletun through the Mergoyles, and Tengu, then get on the other side of the ettins.

Take out any lynx in the area. Then I set up Energizing Wind/QZ.

Then start setting traps, put Serpent up too. Just set them as they recharge. Serpent can stay up all the time because its recharge is reduced to ~30 secs under Energizing and QZ.

I set traps as they recharge til QZ falls (alittle over 40 secs), Then I know its time to round up ettin and get them to the traps

This number of Traps happens to be the perfect number of traps set to Drop an Ettin in 2 secs no problem (dont have a chance to run from AoE).

I've done 2-3 groups of ettins before. (Which is good considering the most in 1 area is 3-4 groups).

The Lvls and skills are basically because they HAPPEN to drop at about the right time to tell me I have exactly enough traps to kill the ettins.

EDIT IN: If you have an energy management thing you can throw in, like if your /necro, You can Drop EW, and just go under serpent and QZ, this will make your traps recharge even faster- but at a great burden to your energy [a reason we brought hidden backup energy] - so if you can get your energy up you can go that route.

Last edited by Former Ruling; Dec 13, 2005 at 02:21 AM // 02:21..
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Old Dec 06, 2005, 05:28 PM // 17:28   #2
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Join Date: Apr 2005
Location: Yorkshire, UK
Profession: R/Me
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heh i actually tried almost this exact build last night. it was great to take out mergs, but i got my behind handed to me by the ettins. However I had a couple of skills different (didnt take QZ or energising though) so i may give this one a go tonight
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Old Dec 06, 2005, 11:07 PM // 23:07   #3
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When I first tryed farming Ettin with the basic trapper set I had same problem.

I bet this is what happens: You setup a pile of traps - get the ettins over there, and the Starting Blow of hitting the traps dont kill them fully, and they get healing Sig off, right? Then once that happens you should basically run. because once blind wears off they will start pounding you (Irres. Blow hits through stances) - and your traps will NEVER keep up with their healing sigs at that point.

Thats how I tweaked it little by little to get to this setup and lvls.

The spirits act in two ways for me together: First they make Serpent where I can recast it right as it wears off, and second, when they die, I know I have enough traps set to kill any ettins that hit the initial zone of the traps (and take the barbed dmg).

If its giving you problems - You can very well Just continue to set traps after the spirits die (make sure Energizing doesnt last too much longer than Quickening - or your setting will be slower from then on) just under Serpent and the short time after - thats a good 4-6 more traps.

Another thing that you could consider is Spike Trap instead of Barbed, and loss Escape (have to) for just Storm Chaser or have Dodge there. The Knockdown will guarentee that they stay for more of the Pulses of flame and dust. It doesnt take but 1-2 more pulses of either in that situation to down anyone.
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Old Dec 07, 2005, 12:25 AM // 00:25   #4
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yeah i'll try to remember what i took. I actually modified it from a build i saw here yesterday.

Spike Trap
Barbed Trap
Flame Trap
Energising
serpents
troll
Dryders
Empathy

I can set a good 12 - 15 traps before i go for them. But then, as you say, they healing sig. I kept trapping using dryders to stop them interupting me but they'd kill me too fast in the end. Also tried using physical resistance (mes spell) and even taking greater conflagration + elemental resistance. I just took way too much damage if they got past the traps (which they did) or i would run an dhave to do it all over again. But i'll give this one a go
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Old Dec 07, 2005, 12:49 AM // 00:49   #5
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Looks like a solid trap build to me I don't like trapping though, I can't get the timing down, I find it's too slow when I do it.


Quote:
Originally Posted by Pevil Lihatuh
yeah i'll try to remember what i took. I actually modified it from a build i saw here yesterday.

Spike Trap
Barbed Trap
Flame Trap
Energising
serpents
troll
Dryders
Empathy

I can set a good 12 - 15 traps before i go for them. But then, as you say, they healing sig. I kept trapping using dryders to stop them interupting me but they'd kill me too fast in the end. Also tried using physical resistance (mes spell) and even taking greater conflagration + elemental resistance. I just took way too much damage if they got past the traps (which they did) or i would run an dhave to do it all over again. But i'll give this one a go
Cool someone actually read my thread!
(Greater conflag / elem resistance + Drakescale armor thing)

http://www.guildwarsguru.com/forum/s...ad.php?t=86575

Did you use one of the builds I posted there exactly though? They have no problem healing through the ettin attacks. The final build there takes down a mob of 3 in < 1 minute if you're quick!
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Old Dec 07, 2005, 03:00 AM // 03:00   #6
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Join Date: Oct 2005
Location: Cedartown, Georgia
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This build is, I admit, pretty much designed JUST for this area of farming. But like many other builds, it can be tweaked to go different places.

Ettins are just a horrible choice to try to stance trap because of Irres. Blow and Healing Sig spamming. Thats why your Dryner's didnt help too much - Their Irres. Blow goes through stances.

Their better to One stop kill rather than plan for a fight. Thats why Troll isn't needed/included most of the time for myself (I use Storm Chaser to get there faster).

I'll count the number of traps It needs later. Also I found that if you have slackers come up (Ettins that didn't crowd you when you aggroed them, and come along later and only hit some of the pulses) then placing a few of the traps a few steps back can solve that, as you can pul lthem thorugh the original, and make them hit the further back traps once the first wave is dead ( which is like in 2 secs of hitting the traps).

And In the End - dont worry if like 1 ettin comes out and healing sigs the dmg away - 1 ettin isnt gonig to make me cry, I'll just run to the next group, or rezone if that was the last of them.
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