Apr 04, 2006, 08:15 PM // 20:15
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#21
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Academy Page
Join Date: Mar 2006
Location: America, Illinois
Guild: Brotherhood Of Immortal Kings [BK]
Profession: R/
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lol i thought the edenial was very creative for a ranger to handle :O
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Apr 04, 2006, 10:21 PM // 22:21
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#22
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Academy Page
Join Date: Apr 2005
Location: Cincinnati
Guild: Governors of Destruction [GOD]
Profession: R/
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I think something may have changed today...If I'm elevated or on a flat surface with my long bow I get imps charging into my aggro circle.
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Apr 04, 2006, 10:51 PM // 22:51
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#23
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Academy Page
Join Date: Mar 2006
Guild: Arthur
Profession: E/Mo
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I ran the Ice Imps/Golum run a few times. Here are some additional pointers:
1. Use Savage Shot instead of distracting shot. Since the only reason to have an interrupt is to stop Maelstrom, and maelstrom is a spell, Savage shot does +28 damage, which should get rid of that pesky close Ice Imp faster. Also on this run, having a group of 5 or 6 to shoot at is just as common as having a group of 1 or 2, and savage shot can be used to bring those soloers you occasionally face down faster.
2. Flatbow is definitely the bow of choice, though longbow works too. Flatbows have the same range as longbows, but they fire faster and the arrows have a bigger arc and take longer to hit. This is usually a disadvantage, but for this farm run it is an advantage. To draw a mob fire a single shot at the closest baddie then run. With a flatbow, you can be well out of range before the arrow even hits. (The Ascalon Flatbow given by Mag Ironwall outside Port Sledge is perfect, and +15% damage while enchanted -- and you will have two: LV and EB -- is an added bonus)
3. Some of you have had trouble pulling these off, the patroling 6 imps at the beginning are far and away the most difficult to deal with in the whole run as they will definitely rush you as soon as they see you. The only time they will not rush you is if you shoot them clean while they have stopped at the end of the bridge. Once you rid yourself of the patrol, the Ice Golums are a piece of cake.
4. Dont bother going to the left on the frozen river. It is really narrow, and too many obstructions. Besides the 6 groups of Golums, followed by the 3 groups of Imps at the second bridge on the right side path will more than likely fill up your inventory before you get around to going to the left.
5. If the group you are firing at is too spread out for Barrage to be effective, try backing up a few steps (when you are not in tar or mind freeze), the mob should follow you and form a tighter group as they do.
6. Dont sell frozen hearts or stone summit badges for gold. The collector outside Ice Caves will trade you 40g worth of frozen hearts for something worth 125 in trade. The collector in Droknars will give you the same deal for your stone summit badges.
Quote:
Originally Posted by Bu7ch
I think something may have changed today...If I'm elevated or on a flat surface with my long bow I get imps charging into my aggro circle.
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Nope, normal. Imps wouldn't be imps if they didn't misbehave every once in a while.
Besides the threat of imminent disaster is what makes this run fun!
Last edited by ArianeB; Apr 05, 2006 at 12:01 AM // 00:01..
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Apr 05, 2006, 12:10 PM // 12:10
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#24
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Forge Runner
Join Date: Nov 2005
Profession: R/
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I actually found that it's more worth my time to just skip the patroling imps since they are usually more trouble then they are worth. If they would stay still when you attacked them like the other imps, it would be different.
Oh yea, another thing I found was that a while a fiery bow is best for Golems, a vamp bow will do the best dmg to imps.
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Apr 05, 2006, 01:44 PM // 13:44
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#25
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Ascalonian Squire
Join Date: Dec 2005
Profession: R/Mo
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The imps and golems drop pretty quick with firey bow sting and it is really easy to make money i made 70k im less then a week and half for 15k armour and materials.
I haven't tried the minotaur run but overall the site is best i've seen for us rangers
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Apr 05, 2006, 04:45 PM // 16:45
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#26
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Quote:
Originally Posted by Yanman.be
he kinda stole my edenial signet idea..although i run some more inspiration skillz too
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Ye, and Anet kinda stole my idea of different proffesions.
_____________
The Imps is a great way to get lots of Experience, and i usually get a gold by the golems. Make sure to clear ALL of your inventory. The run will definately fill up your inventory - If not more.
I wouldn't suggest Keys, since they tend to be crappy purples.
ArianeB also had some good suggestions, but Distaction will help more than Savage Shot against the Ice Imps, because you can use it to interrupt their Ice Spear(Which is easy with some practice).
If an Imp beging to cast Maelstrom at you, they are in casting range(/doh). Just take some steps back before it is done with the Maelstrom, and it will most likely not cast anymore spells.
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Apr 06, 2006, 05:14 PM // 17:14
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#27
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Academy Page
Join Date: Mar 2006
Guild: Arthur
Profession: E/Mo
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Another advantage of distraction over savage is that if maelstrom is distracted, it takes an additional 20 seconds to recharge. Its an either/or choice.
The least needed power in the build is Storm Chaser. It is there not for its run speed, but that it will give you additional energy per hit over EB when your energy gets low. Skipping an occasional barrage shot will do the same thing.
So if you want, drop Storm and take something else, like a big damage dealing arrow for stragglers, or "fun with fire traps", or some other you find fun or useful. (Farming, does not have to be boring.)
Every imp and golem gives you 168XP. While farming enough gold to get my 15K Druid Armor, I also earned 4 skill points.
This could be a good way to PL a new pet actually (like the cool tigers and what not in Factions). Throw Charm Animal in for Storm Chaser, the pet will probably die on the first imp group, but pets gain XP even when they are dead.
Last edited by ArianeB; Apr 06, 2006 at 05:45 PM // 17:45..
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Apr 07, 2006, 03:14 AM // 03:14
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#28
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Academy Page
Join Date: Mar 2006
Guild: Leather Rebels [LR]
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I had trouble with the imps at first too, when I started doing this a few weeks ago, but I discovered flat elevation is the best. When you are at a significantly lower elevation, you are forced to run up to them to barrage them. When you are at a significantly higher elevation, they are forced to run up to you to wand you and thus enter your aggro circle.
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Apr 07, 2006, 05:59 AM // 05:59
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#29
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by ArianeB
Another advantage of distraction over savage is that if maelstrom is distracted, it takes an additional 20 seconds to recharge. Its an either/or choice.
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I ran dist. shot at first, but I have since switched to savage shot. Since Maelstrom takes so long to recharge as it is, the additional 20 seconds really isn't needed. The lower recharge time also makes it easier to inter multiple imps should the need arise. The one disadvantage does come in not being able to interupt ice spear with the additional 20 second recharge, but that's really inconsequential.
Really either dist or savage shot works fine.
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Apr 07, 2006, 06:02 AM // 06:02
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#30
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by Veron
I had trouble with the imps at first too, when I started doing this a few weeks ago, but I discovered flat elevation is the best. When you are at a significantly lower elevation, you are forced to run up to them to barrage them. When you are at a significantly higher elevation, they are forced to run up to you to wand you and thus enter your aggro circle.
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I'm not sure how a flatbow could be better than a longbow. The increased refire rate is really negligible since your refire rate is essentially limited by Barrage's recharge time. Also it seems like it would just make interuptions harder with the slower flight time.
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Apr 07, 2006, 03:51 PM // 15:51
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#31
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Academy Page
Join Date: May 2005
Guild: Infection X [HacK]
Profession: Mo/
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Quote:
Originally Posted by XvArchonvX
I'm not sure how a flatbow could be better than a longbow. The increased refire rate is really negligible since your refire rate is essentially limited by Barrage's recharge time. Also it seems like it would just make interuptions harder with the slower flight time.
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Flat elevation meaning flat land. Also the person who was advocating the flatbow's use some posts up was saying so because of the higher shot arc. In other words gives you more time to position yourself.
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Apr 08, 2006, 04:24 PM // 16:24
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#32
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Banned
Join Date: Oct 2005
Location: Cali!!!
Guild: cdxx/the420th.com
Profession: Mo/N
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cool site, much props! Good Job!
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