Jun 28, 2006, 10:13 PM // 22:13
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#1
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Academy Page
Join Date: Jun 2006
Location: Norfolk, England
Guild: [TOPW]
Profession: W/Mo
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Totem axe farm help
Please could i have guidelines on totem axe farming for a build including weapons etc as I try searching forums for the farming and something stopping me doing it. thanks
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Jun 28, 2006, 10:15 PM // 22:15
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#2
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: GWFC
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Profession?
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Jun 28, 2006, 10:29 PM // 22:29
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#3
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Academy Page
Join Date: Jun 2006
Location: Norfolk, England
Guild: [TOPW]
Profession: W/Mo
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sorry, yeah warrior monk
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Jun 29, 2006, 02:55 PM // 14:55
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#4
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Academy Page
Join Date: Jun 2006
Location: Norfolk, England
Guild: [TOPW]
Profession: W/Mo
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no one has a build for me yet i see
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Jun 30, 2006, 01:29 AM // 01:29
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#5
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Lion's Arch Merchant
Join Date: Nov 2005
Location: UK
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Totem W/Mo solo build suggestion
Hi Tobin,
I just fetched myself 2 totem axes in one run before being overrun by Wind Riders... This was my first attempt with these skills after I had less luck with an axe-based skill bar. This is by no means a perfect build, and I welcome constructive criticism.
My W/Mo was packing the following...
Skill Bar
Healing Breeze
Sprint
Mend Ailment
Sever Artery
Gash
Distracting Blow
Mending
Balthazar's Spirit
Attributes
Heal 9
Smite 8
Protection 3
Strength 10
Axe 0
Hammer 0
Sword 9 (+3 superior rune)
Tactics 0 (+1 minor rune)
Weapon : Barbed Falchion of Defense (+15% enchanted, lengthens Bleeding, Armor +5)
Armour : Except for helm, I wore a gladiator set until I encountered the Jungle Skale then switched to Plate from thereon. I used a Lieutenant's Helm from HoD throughout.
Shield : Thorgall's Shield
You can choose to run or fight through the 2 maps to The Falls, either way you should not die unless you stop amongst too many scarabs in Reed Bog or forgot to start the enchantments .
Once in The Falls, I just took each group at a time and fought if there were spiders using 'Pindown'. I would target any nearby Redwoods first to prevent energy-losing spikes then the spiders are simple. Get a few of the spiders bleeding at once to speed things up. The trouble only started when I got to the Jungle Skale.
I ran past all skale when possible, but one spawn was too close to a behemoth to avoid. The behemoth was closest to me, so I lured out the Life Pods to a safe distance to kill them. Attacking the behemoth would aggro the skale, so I cancelled my enchantments and just ran straight to the skale instead, attacked one and then ran back out to safety to regen. Repeat until done. Used the sword skills and Mend Ailment only when fighting them. Thankfully, the behemoth dropped a Totem .
Next up were the Wind Riders.. I hate them...
Ended up using the same tactic as for the skales, but it was not without some trouble. I died twice finding out it was a good idea to repeat the skale tactic which made me grateful for 'Sprint' to repeat the journey.
This build did not get me very far past the actual Water Falls but a set of 3 behomeths just north of the Falls was where I got the other Totem. The main problem there was the number of Life Pods and the fact that the behomeths were all attacking constantly. I found that sometimes they would go back to resting when I attacked the Life Pods, but not so much here for whatever reason. Enchantments back on... I kept switching target between Life Pods until I found one that didn't get healed as much as the others and then finished that one off before doing the same for the other Life Pods. With the Pods out of the way the behomeths are easy.
Beyond this point, heading north, were more Wind Riders, including a boss, and it's here I died for the last time before giving up.
I don't think I'll bother with the HoD helm next time, and will use the glad's or plate helm with the respective armour.
Hope this sparks someone's interest enough to develop it further, or suggest an alternative.
Cheers,
Phin.
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Jun 30, 2006, 06:27 AM // 06:27
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#6
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Jungle Guide
Join Date: Feb 2006
Location: London
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The worst part of totem farming was the run through the annoying crip spiders and energy stealing trees (just pesky enough to piss you off)...and the fact that it took like 4 trips of killing everything in sight to get 1 axe while all my guildmates were like "oh we went once and got one for everyone and then some!" bah hum bug. Once you are there pretty much anything works. Just load up on damage and beat the poop out of the bloody healing plants and then smash the roots. I think I borrowed something from another post (too tired to dig the link...srry )for the run and added some high damage stuff. I think it was something like this...
Silverwing
Galrath
Sun moon
Final Thrust
Flurry/Tigers/Frenzy/to the limit whatever
Troll Ung
Melendru's Resilience {E} (nice for killing the other stuff with ease)
Sprint
swd 16
wilderness 9
str 11
I wish you much better luck than i had. You can use sever/gash instead if u want, but it triggers the roots IWS. The stances (flurry etc not melendrus since u don't need that up vs roots) are a problem since they get broken by wild blow, so use something else there if you like. I was too lazy to change them once I saw how easy it was when you got there anyway.
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Jun 30, 2006, 10:01 AM // 10:01
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#7
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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the build, and the idea isnt really from me, found this some time ago in the farming section, but i cant find the post right now and i must have deleted my bookmark. if the original poster reads this, credit is all to you, and very nice build/ guide
warrior/ranger
1. sever artery
2. gash
3. apply poison
4. melandru's resilience {elite}
5. troll unguent
6. sprint
7. tiger stance or flurry
8. endure pain
armor, weapon, doesnt really matter, anything max armor and damage will do. what you do need is a long/ flatbow. stats dont matter, only something with the range of a long/ flatbow. poisoner's string might help, but not really needed. i did not find the run that hard. if sprint runs out, use resilience to get some regen from the spiders poison/ cripple, debilitating shot from the the shepherds is annoying, but to no extend are they as dangerous/ annyoing as shirkoen ranger's, if you ever ran through the palace
when you get there kill the wind riders and make your way to the behemothes. apply poison and engage the riders. when fighting wind riders, keep up melandru's resilience as much as you can, it will lower the degen considerably and make you last longer. on your first run i would only try to kill 1-2 riders, sprint away for regen, go in again. takes some time but once you get used to it its quite easy. do not try to heal/ apply poison when fighting wind riders, wont do you any good.
once you get in range of the behemoths, pull out your bow, apply poison and shoot at the behemothes. if possible get on the higher ground, and they won't even hit you. let them die from the degen, i will survive will not save em. when you manage to kill them from outside the aggro bubble, you dont have to worry about the life pods popping up here and there making it much easier imho.
when the behemoths drop, go in and kill the life pods, 2 is easy, 3 already gets annoying. always remenber to heal yourself, retribution hurts, especially with an ias. thats also why i wouldnt recommend frenzy. the ias also helps when fighting the riders, gives them a harder time to rupt your attack skills, which they are actually good at
Last edited by wilson; Jun 30, 2006 at 02:34 PM // 14:34..
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Jun 30, 2006, 02:22 PM // 14:22
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#8
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Jungle Guide
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I was going to send my warrior back in there (had cleared the place twice without one :b) but they've gotten cheap. Was going to hold out for 5k but saw one for 8k recently so I bought it. Avoiding time waster in the falls ftw. Even though I normally like to get my own stuff (solo'd IDS etc) knocking it all out for nil with people dripping with them was a bit too much.
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Jul 01, 2006, 08:40 PM // 20:40
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#9
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Ascalonian Squire
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I did it with my w/mo with a generic axe build. Only important part of the build was sprint and mending to get past the spiders. After that, the build isn't all that important, the fights are very simple. As long as you kill 1 wind rider at a time and then sprint away and heal, you shouldn't have trouble with anything else.
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Jul 01, 2006, 09:23 PM // 21:23
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#10
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Ascalonian Squire
Join Date: Apr 2006
Guild: gRoy
Profession: W/
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http://rapidshare.de/files/23823721/...ing-h.wmv.html
try this one ... why always playing w/mo ? ... i only did it once and "healing" ... well ... sig is all i ever needed
tell me if you have any questions... i already wrote a tutorial for this but only in german so if some people want to have more information i can post a translated version
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Jul 02, 2006, 08:07 AM // 08:07
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#11
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Desert Nomad
Join Date: Apr 2006
Location: Scotland
Profession: W/N
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You can do it without a Wammo build. It's so bleeding easy.
You can even smack the wind riders around if you know what you are doing (requires HEAVY pulling).
Whirling Axe (factions) is your best choice for an elite here.
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Jul 13, 2006, 12:37 AM // 00:37
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#12
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Academy Page
Join Date: Jul 2005
Profession: N/Mo
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fresh_morgoth thanks for the video it was fun to watch.
I have to dodge the damn wind riders and I felt good seeing
someone pound on them
I do this run with a ranger and have a ball its just plain fun.
sparks
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Jul 13, 2006, 01:58 AM // 01:58
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#13
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Frost Gate Guardian
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I found soloing the whole of the falls very easy with my general build:
15 axe, 13 strength, 9 tactics (2x sup)
Berserker armour, sup. abs, +30/-5 shield, zealous 15^50 +30 axe
450 health, 20 energy
Shield stance
Triple Chop
Cyclone Axe
Executioner's Strike
Watch yourself
Healing Signet
Dolyak Signet
Sprint
You could easily lose "Watch yourself" but it's nice against the trolls
Triple chop and cyclone axe are what it's about here, group enemies up and kill them all at once. if you're fighting 4 or more, triple chop and cyclone axe gives you an immediate executioners.
Spiders are easy as long as you kill Primal echoes
Trolls are find, shield stance gives you 15 seconds to kill as many as possible, troll unguent doesn't help them. Don't take on more than 10 at once.
Centaurs are easy, just heal sig through their traps
Scales are easy, only thing they do is disease
Wind riders you need to go in and kill two, then run out and heal sig. When there are only two left it's easy to get them to both use cry and heal sig up a bit
Life pods can be nasty, but the damage will cuth them up, careful with holy wrath & retribution
That's all! I got three totem axes in one run the otehr day; I've cleared the whole area three times, there are some nice drops there.
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Sep 14, 2006, 07:26 AM // 07:26
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#14
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Frost Gate Guardian
Join Date: Nov 2005
Profession: W/Mo
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That build dont work i made it to the first one then died instantly is there something els your doing?
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Sep 14, 2006, 08:22 AM // 08:22
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#15
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Frost Gate Guardian
Join Date: Aug 2006
Guild: [XoO]
Profession: E/
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Quote:
Originally Posted by U.B.C.S.
That build dont work [...]
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darwin award...
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Sep 14, 2006, 07:19 PM // 19:19
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#16
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Academy Page
Join Date: Jul 2006
Guild: The Phoenix Followers
Profession: W/Mo
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Havent tried the totem axe farming build, seems theres a lot around, might get around to it someday. What is more effective for the axe farm? W/mo or W/r
Cheers!
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Sep 14, 2006, 09:54 PM // 21:54
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#17
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Forge Runner
Join Date: Jul 2005
Location: Arizona
Guild: Wizardry Players Guild, http://4guildwars.7.forumer.com
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If you go wa/mo just remember that enchantments will get stripped by skales and wind riders so you're better off making a build that doesn't rely upon them. I usually just use Endure Pain and Healing Signet and that is fine with my Sentinels armor + 16 from shield.
I haven't tried the wa/ra Melandru's Resilience build yet (but plan to) so won't compare them, but a pure warrior build will work. I can see the wa/ra build being good as it is regen to offset the conditions and hexes without using an enchantment.
Strength: 13 (11+2)
Axe Mastery: 13 (10+3)
Tactics: 11 (10+1)
- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +36 damage.
Adrenaline:8
- Penetrating Blow (Axe Mastery)
If this attack hits, you strike for +18 damage. This axe attack has 20% armor penetration.
Adrenaline:5
- Penetrating Chop (Axe Mastery)
If this attack hits, you strike for +18 damage. This axe attack has 20% armor penetration.
Adrenaline:5
- Sprint (Strength)
For 13 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20
- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 9 seconds.
Adrenaline:4
- Defy Pain [Elite] (Strength)
For 12 seconds you have an additional 272 Health and an additional 20 armor.
Adrenaline:6
- Endure Pain (Strength)
For 17 seconds you have an additional 272 Health.
Energy:5 Cast:0 Recharge:30
- Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
Designed for Sentinel’s Armor. Carry a fiery axe for extra damage vs the Life Pods.
The degen from the Wind Riders can be too much, thus the health increasing skills. Often I kill 1-2 of them then sprint away to regen, then another 1-2 until they are dead. You generally can't use the healing signet without them interrupting it, although you could bring another skill to "lure" the interrupt out of them, perhaps a 1 second monk spell or something.
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Sep 15, 2006, 01:22 AM // 01:22
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#18
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Summit of Human Evolution
Profession: W/
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You all realize applying conditions is pointless and counter-productive right?
Life pods use Mend Condition and Root Behemoth's use 'I Will Survive!".
You're all making it harder for yourselves.
If you are using a vamp sword, the life pods heal themselves and eachother MUCH less. If you don't pack a zealous sword and any energy ATTACKS, the Redwood Shepards won't use Debilitating Shot.
I use the Melandru's build, but my skills are:
Galrath, Silverwing, Sun and Moon, Final, Melandru's, Troll Ungent, Healing Sig, Sprint.
Easy as pie.
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Sep 22, 2006, 08:37 AM // 08:37
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#19
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Academy Page
Join Date: Aug 2005
Profession: W/E
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hi all... i think a warrior build is far less effective than the build i use.
i solo thbat areas with my MM... skills:
BotM
animate bone fiend
flesh golem {E}
deathly swarm
dark bond
heal area
heeling breeze
well of suffering (optional, better >> bitter chill)
death 16
soul reaping 10
healing 9
blood 3 (lef overs)
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Oct 13, 2006, 09:56 PM // 21:56
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#20
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Pre-Searing Cadet
Join Date: Oct 2006
Guild: reveng of the death [roft]
Profession: W/E
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Quote:
Originally Posted by goefNL
hi all... i think a warrior build is far less effective than the build i use.
i solo thbat areas with my MM... skills:
BotM
animate bone fiend
flesh golem {E}
deathly swarm
dark bond
heal area
heeling breeze
well of suffering (optional, better >> bitter chill)
death 16
soul reaping 10
healing 9
blood 3 (lef overs)
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yes in the falls it would be quicker but running there would take a bit longer unlike a warrior necromancers cant run there otherwise nice build for necromancers
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