Jan 20, 2007, 01:41 PM // 13:41
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#1
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: E/
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New ELE UW solo build after nerf update
Hi
After the last update of January 19th, many skill was nerfed a lot.
So i test and verified a new build for solo ele uw farm, and it works.
So, this is the build:
Elementarist/Mesmer
Mantra of Earth
Stone stiker
Stoneflesh Aura
Storm Djin's Haste
Sympathetic Visage
Ancestor's Visage
Unsteady Ground
Aftershock
Attribute
Illusion 12
Earth Magic 16
Energy storage 4
Weapons: i use a galigord's staff. All weapons with 20% ench are ok, like totem axe for example.
Armor: I use a classic +60 Earth armor
Strategy:
- pull the graspins after you used all your enchants. I i use mantra, stonestriker, stoneflesh, strom djinn, Sympathetic Visage.
1-U must run back so aataxe not follow u.
2-Wait for graspins try to interrupt, then use Ancestor visage.
3-U need have SV or AV up all time (with illusion at 12, 9 sec+20% time u can have it up).
4- Use Unsteady Ground, wait for 3 shot damage (3 second), cast aftershock, then graspin run out.
5-Cast av or sv, mantra, stone and aura, then wait for graspins and repeat from point 2.
With 2-3 cicle u kill the 1 graspin group.
Nightmare... try to stay away from they ^-^
Repeat for all grasping group.
Now the room is clear, time to run to Smite area.
Make sure the grasping patrol in the second room is away u can safely run past them. Aataxe don't follow u if u use Storm Djin's Haste
Smites are really easy. I suggest to kill one group at time you can find in the area; put your enchants up and when they are all on you, put your visage on. Use Unsteady Ground, wait for 3 shot damage (3 second), cast aftershock, then smite run out.
Cast aura and wait for smite and repeat.
With 2-3 cicle u can kill an smite group.
Don't try to take out coldfires... away from they ^-^.
Run Time: 20-25 min
Have Fun
Aurora
Last edited by Aurora Dreamsnight; Jan 21, 2007 at 11:27 AM // 11:27..
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Jan 20, 2007, 01:56 PM // 13:56
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#2
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: Knights And Heros [Beer]
Profession: W/
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Wow, talk about a quick post. ^^ I love the other build and it works fine for me still. I'll have to try this one out.
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Jan 20, 2007, 03:23 PM // 15:23
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#3
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Ascalonian Squire
Join Date: Sep 2006
Location: The Netherlands
Guild: Teh Flying Dutch[ManS]
Profession: Mo/
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might be nice though the old build is still working.
they only hard part is in starting chamber atm, but if u lure in groups of 1 and cast SV after the Db's ull do fine
But the main Question is ofcourse: how long does a run take you, i did 12-15 min with old build now it takes longer because of the grasps i think 15-20 min
plz note ur time
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Jan 20, 2007, 03:24 PM // 15:24
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#4
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Frost Gate Guardian
Join Date: Aug 2006
Location: The Netherlands
Guild: OBE
Profession: R/
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Yeah I also read the other build still works. And this seems slower, but maybe it's more save, I don't know. I'll try it sometime, if I'm having to much trouble with the original one.
Greetz TeeJay
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Jan 20, 2007, 05:51 PM // 17:51
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#5
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: E/
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Yes, it is little slow, max 5min more than the other build.
But i never died with this (if i don't make a mistake, like cast sv to npc, or coldfires fight me ).
I try some test and report run time.
cheers
auro
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Jan 20, 2007, 06:55 PM // 18:55
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#6
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Academy Page
Join Date: Jun 2006
Guild: PURE PHOENIX
Profession: R/
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well I just did a run with this build, was slower than the other because smites didnt get killed so just ran and healed to 3/4 hp. Took about 25 mins i think but I did get 3 ectos
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Jan 20, 2007, 07:34 PM // 19:34
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#7
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Krytan Explorer
Join Date: Apr 2006
Location: New Jersey
Profession: Mo/
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I just had an insane idea. Graspings can't interrupt if they're blinded, right? ERUPTION! Buffed, causes blind with each hit, and more damage, so just wait for the first interrupts to hit, cast that, and you should have a lethal spike.
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Jan 20, 2007, 07:39 PM // 19:39
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#8
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Frost Gate Guardian
Join Date: Oct 2006
Location: Finland
Guild: Order Of The Broken Lockpick [Loot]
Profession: A/
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You might have already noticed but the "nerf update" is only for this weekend. But i have a bad feeling that arenanet will later make permanent update which nerfs some good skills/build....anyway nice build =D
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Jan 20, 2007, 07:44 PM // 19:44
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#9
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Ascalonian Squire
Join Date: Dec 2006
Location: USA
Guild: Fading Twilight [dusk]
Profession: Mo/Me
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I see more buffs than nerfs in this update...
As far as this modified version of the E/Me solo build, great work! This is definitely slower than the other one (which still works, BTW) but still works quite well.
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Jan 21, 2007, 11:19 AM // 11:19
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#10
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Ascalonian Squire
Join Date: Sep 2006
Location: The Netherlands
Guild: Teh Flying Dutch[ManS]
Profession: Mo/
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eruption could be nice, if u would blind em first could we remove av/sv? but its aoe dam so they might scatter to early.
I think both builds work but with this nerf its only harder i would rather have something to counter DNM before they caster the ripskill (1sec atm ) if they nerf SS we might need unsteady ^^
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Jan 21, 2007, 02:48 PM // 14:48
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#11
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Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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Well, honestly, I ran the old build last night a few runs and I didn't really notice a darn bit of difference. A 10s SV(8 + enchant mod, bump Illusion up to 9) was plenty enough to drain the large mobs, and for the smaller ones, if one ran away, the fact that the recharge was reduced to 20s made it so that you could SV him almost right away once he came back. It looks like a nice build, but I really didn't have any trouble with the old one. >_> Nice job, anyway. I'll test it if I get around to capping Unsteady Ground(only have it on PvP).
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Jan 21, 2007, 04:08 PM // 16:08
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#12
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Academy Page
Join Date: Oct 2005
Location: Netherlands
Guild: The Combine
Profession: Rt/Me
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i have tried this build, and im an experienced ele tanker, and this build really sucks so does the older build. they run after one attack spell if they daze you you are as good as dead
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Jan 21, 2007, 05:03 PM // 17:03
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#13
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Frost Gate Guardian
Join Date: Sep 2005
Location: Enschede, Holland
Profession: W/
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my solution is better imo:
take the old ele UW solo build with hero's to kill graspings..
12min runs ...
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Jan 21, 2007, 05:07 PM // 17:07
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#14
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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I hate how you said "nerf update".
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Jan 21, 2007, 08:17 PM // 20:17
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#15
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Frost Gate Guardian
Join Date: Sep 2005
Location: Serbia
Guild: We Never Sleep [ZzzZ]
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Quote:
Originally Posted by Yanman.be
I hate how you said "nerf update".
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I have to agree with you on that one. Just because they made it more difficult, doesent mean its nerfed. Simply more interesting
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Jan 21, 2007, 08:47 PM // 20:47
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#16
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Quote:
Originally Posted by laurson
my solution is better imo:
take the old ele UW solo build with hero's to kill graspings..
12min runs ...
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Just imagine all those black dyes and phantom keys your heroes are snagging from you by doing this. I bet they love you.
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Jan 21, 2007, 08:58 PM // 20:58
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#17
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Ascalonian Squire
Join Date: May 2005
Location: Texas
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Edit: Removed my comment which wasn't exactly towards the benefit of the thread
Bringing a hero would take away from several benefits of soloing, such as the gold intake, as you would split the income with your hero(s)
Last edited by RadeonDJ9600; Jan 21, 2007 at 09:05 PM // 21:05..
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Jan 21, 2007, 10:29 PM // 22:29
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#18
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Wilds Pathfinder
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As long as the heros are far away from you, they receive no drops. The only drops they would steal would be the drops from the graspings.
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Jan 22, 2007, 12:43 AM // 00:43
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#19
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I don't see whats wrong with the old build?
Just means you'll have to cast SV once you've agroed, not before. Which probably slows down any hope of been able to take 2 mobs of Grasping at once due to the really high risk factor.
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Jan 22, 2007, 04:42 AM // 04:42
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#20
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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The real problem isnt the SV/AV debuff its about the 1 second rend enchantments now when i aggro i hit a nm and it strips my running skill leaving me 10 seconds of slow running = grasping + axxte ownage. I really hope they dont decide to keep the rend enchantments permanent.
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