Jan 21, 2008, 08:34 PM // 20:34
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#1
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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E/Mo Nm/HM Solo MOST (lol) FoW (The actual guide)
Yup, so, Im gonna skip all the crap and throw that on the bottom!
(Exept for this)
Table of Contents:
Build 1
Build 2
Build 3
Disclaimer ( )Community help/testing etc. (post notes/things you've noticed and ill put them here)
Important stuff (stuff that will be hard for all 3 builds)
BUILD 1
HP: 55
Enrg: X
Runes/Mods/Inscrips
-Sup Earth Magic Rune
-Earth Magic Headgear
-20% Mod
-Sup runes on all armor peices
-50 HP Cesta (Get it Here)
Atributes:
11 Prot
16 Earth (12+3+1)
Rest in E-Storage
[skill]Protective Spirit[/skill] [skill]Shield of Absorption[/skill] [skill]Stoneflesh Aura[/skill] Glyph of Swiftness [skill]Obsidian Flesh[/skill] [skill]Sliver Armor[/skill] Optional [skill]Balthazar's Spirit[/skill]
USAGE
This one is the simplest (thats why its #1), basically cast
prot spirit ~~> Stoneflesh Aura
ALWAYS CAST PROT SPIRIT BEFORE STONEFLESH AURA!!!!
a second before these 2 are about too run out (should be about the same time) cast Shield of Absorption, then immediately recast prot spirit, and follow that up with stoneflesh. Rinse and repeat.
Obby flesh should of course be maintened this entire time aswell.
BUILD 2
HP: 145
Enrg: X
Runes/Mods/Inscrips
-Sup Earth Magic Rune
-Earth Magic Headgear
-20% Mod
-Sup Runes on all armor 4 armor pieces
-Major rune on 1 armor peice
Attributes
16 Earth Magic (12+3+1)
11 Prot
Rest in E-Storage
[skill]Protective Spirit[/skill] [skill]Shielding Hands[/skill] [skill]Stoneflesh Aura[/skill] Glyph of Swiftness [skill]Obsidian Flesh[/skill] [skill]Sliver Armor[/skill] Optional [skill]Balthazar's Spirit[/skill]
Usage
Same idea as the last one, exept it gets a bit more complicated when stone/PS is about to run out:
Stone ~~> PS
(when they're about to run out)
Cast:
PS ~~> Shielding ~~> Stoneflesh
OR
PS ~~> Sheilding ~~> PS ~~> Stoneflesh
Obby flesh should of course be maintened this entire time aswell.
BUILD 3
HP: 55
Enrg: X
Runes/Mods/Inscrips
-Sup Earth Magic Rune
-Earth Magic Headgear
-20% Mod
-Sup runes on all armor peices
-50 HP Cesta (Get it Here)
Attributes
16 Earth Magic (12+3+1)
8 Healing (You may want to modify for yourself)
Rest in Prot (should be around 9/10)
(This build the attributes -not earth magic- can be modded for your own personal taste)
[skill]Protective Spirit[/skill] [skill]Healing Breeze[/skill] [skill]Stoneflesh Aura[/skill] Glyph of Swiftness [skill]Obsidian Flesh[/skill] [skill]Sliver Armor[/skill] Optional [skill]Balthazar's Spirit[/skill]
Usage
Instead of stopping damage entirely for the 2 seconds recasting stoneflesh, you simply 55 for those 2 seconds, so it goes:
PS ~~> Stoneflesh ~~> Wait 5 secs ~~> Healing Breeze
when PS/Stoneflesh are about to run out, simply recast the above. You'll be 55'ing for about 2 seconds
Obby flesh should be maintained this entire time aswell.
Now heres the disclaimer! ()
This has not been tested in the entire FoW, nor have all the builds been tested with all posible casting orders or in all areas, if it doesnt work in X place, please make a post/PM me about, and i'll try to help, but dont flame.
Community testing results/helps/tips
Got alot to do, ill work on making the FirstPost a bit pretty'er tomorrow
Quote:
Originally Posted by Archaic
You know, the forest can be done with just a simple spell - Stone Striker, it negates Iron Mist, and renders you invincible.
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Quote:
Originally Posted by bart123
If ur going to do this in NM how's about a running skill?
to get past groups with a monk in em or past the first group so they don't agro to rastagin?
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Quote:
Originally Posted by MrSlayer
So I have an issue, and it's confusing me. I'm experienced with terratanking and watching timings but...how the HELL do I time these right? Whatever I try, I end up with either no Stoneflesh Aura or no Obsidian Flesh for long enough to kill me, since it means I haven't had chance to cast prot spirit/soa, or my prot has been removed.
I need to go try this somewhere outside the FoW >.>
Edit: Got it, I think. Although someone phoned when I was busy dodging mobs to get down to the beach, and I died :/
Works nicely I take Intensity (Glyph of Elemental Power would work also) to boost Sliver's damage.
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Quote:
Originally Posted by Xylia
Maybe you could bring a PvE skill in the optional slot to give you that extra boost to take out the monk. Here are some thoughts:
[wiki]Intensity[/wiki]: If you cast this before Sliver Armor, would it increase the damage for the duration of the enchantment?
"You Move Like a Dwarf!": KD and cripple, could be used as an interrupt to get that final push
[wiki]Ebon Vanguard Assassin Support[/wiki]: The assassin has some KD and/or interrupt skills, and an extra attacker could be beneficial to speed things up in other situations.
[wiki]Brawling Headbutt[/wiki]: Damage + KD, might be useful as an interrupt for that final push. Probably not as good as most of the others listed.
[wiki]Technobabble[/wiki]: Damage + Daze, use after casting all your spells so you can actually whack them a few times for interrupts before casting again.
[wiki]Club of a Thousand Bears[/wiki]: Damage + KD
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Quote:
Originally Posted by =DNC=Trucker
Finish Him! or shell shock - cracked armor and sliver armor is like peanut butter and jelly (especially against pesky W or R)
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Important Stuff
-- ALWAYS cast PS before stoneflesh.
-- Bypass any shadow army groups that have a monk in them, the WoH spam is really hard to get by, unless you've got a MASSIVE aggro.
Difficult areas for all 3 builds:
The trapper rangers in the great battle field have distracting shot, shouldnt be too bad but keep an eye on them, and avoid them if you can.
The armored cave spiders have savage shot, it doesnt disable skills so its less of a problem then distracting, but it recharges in 5 sec. watch out for it.
Forest of the wailing lord: Dont even go there
Anything that causes degen without using a spell (lava in the lake of fire) will be a problem (especially for builds 1 and 2), fortunately I haven't found much of that on the wiki.
I STRONGLY suggest taking whichever build you plan to use to anywhere (with decent sized mobs) in HM, to get used to the casting orders, how it works etc. Dont wanna waste you're 1k's
Last edited by dasullybear; Jan 25, 2008 at 08:18 PM // 20:18..
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Jan 21, 2008, 08:37 PM // 20:37
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#2
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Ascalonian Squire
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woohoo just saw ur other thread and was waiting for this to come out gj.
first comment tooXD
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Jan 21, 2008, 08:40 PM // 20:40
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#3
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Me/
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Screenshots?
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Jan 21, 2008, 08:42 PM // 20:42
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#4
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Quote:
Originally Posted by Mr.Kotte
Screenshots?
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Waiting on my testers (only have 1 atm)
Ill work on some though as soon as I get rid of this headache from staring at this screen for an hour
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Jan 21, 2008, 09:23 PM // 21:23
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#5
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Frost Gate Guardian
Join Date: Jul 2006
Guild: The Pond [pond]
Profession: N/Me
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Quote:
Originally Posted by dasullybear
-- Bypass any shadow army groups that have a monk in them, the WoH spam is really hard to get by, unless you've got a MASSIVE aggro.
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Is it possible to do Tower of Courage without fighting any of the monk groups? I know one of the two groups that threatens Rastigan the Eternal at the beginning has a monk in it.
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Jan 21, 2008, 09:26 PM // 21:26
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#6
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Quote:
Originally Posted by Xylia
Is it possible to do Tower of Courage without fighting any of the monk groups? I know one of the two groups that threatens Rastigan the Eternal at the beginning has a monk in it.
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I dont think so, rastigan is likely to piss off everything in the area (when you activate the quest), that means clearing everything in the area, and sliver armor (unfortanatly) targets the highest AL (this means warriors that the monks can easily heal). The 2 groups at the beginning dont have that many monks, but theres a TON of monks in the surrounding groups, and to get enough aggro you need to aggro those groups, which totals to about 4-6 monks I believe, it might be possible but it'd take forever, be really hard, and wouldnt be worth it IMO
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Jan 21, 2008, 09:38 PM // 21:38
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#7
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Frost Gate Guardian
Join Date: Jul 2006
Guild: The Pond [pond]
Profession: N/Me
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Quote:
Originally Posted by dasullybear
I dont think so, rastigan is likely to piss off everything in the area (when you activate the quest), that means clearing everything in the area, and sliver armor (unfortanatly) targets the highest AL (this means warriors that the monks can easily heal). The 2 groups at the beginning dont have that many monks, but theres a TON of monks in the surrounding groups, and to get enough aggro you need to aggro those groups, which totals to about 4-6 monks I believe, it might be possible but it'd take forever, be really hard, and wouldnt be worth it IMO
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Right, so how can you clear the mobs near Rastigan so that he won't get killed while you're out farming? If he dies, you go home and lose your 1k.
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Jan 21, 2008, 09:40 PM // 21:40
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#8
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Krytan Explorer
Join Date: Jan 2007
Location: Michigan
Guild: Blades of Burning Shadows [GoDT]
Profession: R/
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I'm getting around to testing the build, I'll try to post my results later.
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Jan 21, 2008, 09:42 PM // 21:42
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#9
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Quote:
Originally Posted by Xylia
Right, so how can you clear the mobs near Rastigan so that he won't get killed while you're out farming? If he dies, you go home and lose your 1k.
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the mob on the left rarely gets anywhere close to him, and you can take out the mob on the right (no monk) as long as you dont aggro one of the nearby groups that does have a monk,
ive also found even if you leave em all alive it takes awhile before they get in aggro of him
although ill admit I overlooked npcs, ive made it quite far without any deaths (that werent my fault :P), ill look into something to better deal w/ it though
Last edited by dasullybear; Jan 21, 2008 at 10:04 PM // 22:04..
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Jan 21, 2008, 10:50 PM // 22:50
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#10
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Frost Gate Guardian
Join Date: Jul 2006
Guild: The Pond [pond]
Profession: N/Me
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Maybe you could bring a PvE skill in the optional slot to give you that extra boost to take out the monk. Here are some thoughts:
[wiki]Intensity[/wiki]: If you cast this before Sliver Armor, would it increase the damage for the duration of the enchantment?
"You Move Like a Dwarf!": KD and cripple, could be used as an interrupt to get that final push
[wiki]Ebon Vanguard Assassin Support[/wiki]: The assassin has some KD and/or interrupt skills, and an extra attacker could be beneficial to speed things up in other situations.
[wiki]Brawling Headbutt[/wiki]: Damage + KD, might be useful as an interrupt for that final push. Probably not as good as most of the others listed.
[wiki]Technobabble[/wiki]: Damage + Daze, use after casting all your spells so you can actually whack them a few times for interrupts before casting again.
[wiki]Club of a Thousand Bears[/wiki]: Damage + KD
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Jan 21, 2008, 11:24 PM // 23:24
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#11
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Krytan Explorer
Join Date: Apr 2006
Guild: TLA
Profession: Me/
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Quote:
Originally Posted by Xylia
Maybe you could bring a PvE skill in the optional slot to give you that extra boost to take out the monk. Here are some thoughts:
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Finish Him! or shell shock - cracked armor and sliver armor is like peanut butter and jelly (especially against pesky W or R)
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Jan 21, 2008, 11:56 PM // 23:56
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#12
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Wilds Pathfinder
Join Date: Jun 2006
Location: Way to Cold at Home:Illnois and School:Iowa.
Guild: We Trip Hard On [AcID]
Profession: N/
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only thing it might not solo in FoW is the Forest. With Natural Rewenal that will hurt badly on you.
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Jan 22, 2008, 12:36 AM // 00:36
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#13
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Fantastic tips on the optional slot & killing the monks, guys, all those look really good. Techobabble looks especially effective.
"Finish Him!" also looks great.
Thanks for the help!
Last edited by dasullybear; Jan 22, 2008 at 12:56 AM // 00:56..
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Jan 22, 2008, 02:20 AM // 02:20
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#14
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Wilds Pathfinder
Join Date: Nov 2006
Location: Surrey, BC
Guild: [DL] Desolation Lords
Profession: A/
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Bookmarked this thread, I'll wait till it's tested properly. Wish I could help you with the testing, but I have too much things to do for now. You have me cheering for this tho. Goodluck!
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Jan 22, 2008, 02:23 AM // 02:23
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#15
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IGN: J C A C H E
Join Date: Sep 2006
Location: 843
Guild: [Liar]
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So far so good, and I greatly appreciate you posting it up. Nice work, and nice follow up from other members trying to help. I'll be trying it once I see a more solid build that can perhaps take down those monks as well.
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Jan 22, 2008, 02:42 AM // 02:42
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#16
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Quote:
Originally Posted by macie28
Bookmarked this thread, I'll wait till it's tested properly. Wish I could help you with the testing, but I have too much things to do for now. You have me cheering for this tho. Goodluck!
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Quote:
Originally Posted by shrouded^god
So far so good, and I greatly appreciate you posting it up. Nice work, and nice follow up from other members trying to help. I'll be trying it once I see a more solid build that can perhaps take down those monks as well.
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Thanks for the support!
Last edited by dasullybear; Jan 22, 2008 at 02:53 AM // 02:53..
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Jan 22, 2008, 05:01 AM // 05:01
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#17
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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To me I don't see any Anti-Interrupt, Anti-KD, along with not being able to outdamage heals...
I cant really think of any areas of Fow that this completely farm except for mabye skeleton army (not even the Skeleton Impalers). Shadow army has like 2 groups without monks, Beach you can farm skales but they dont drops shards, and thats about it.
Could you tell me which, if any, quests you can actually complete with this build?
Sorry to be the pessimist here but those are reasons that I don't think this build will work. I appreciate the attempt but i think it would be best to stick with duoing or 3-man the fow as you can complete most of the fow. Soloing there is no way to prevent KD, Interrupts, Spells (in general), and do plenty of damage while keeping youself alive. (Shadowform is the only exception that comes to mind).
Last edited by tuna-fish_sushi; Jan 22, 2008 at 05:03 AM // 05:03..
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Jan 22, 2008, 05:11 AM // 05:11
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#18
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Frost Gate Guardian
Join Date: Nov 2007
Location: You're basement, eating a ham sandwhich
Profession: Mo/
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Quote:
Originally Posted by tuna-fish_sushi
To me I don't see any Anti-Interrupt, Anti-KD, along with not being able to outdamage heals...
I cant really think of any areas of Fow that this completely farm except for mabye skeleton army (not even the Skeleton Impalers). Shadow army has like 2 groups without monks, Beach you can farm skales but they dont drops shards, and thats about it.
Could you tell me which, if any, quests you can actually complete with this build?
Sorry to be the pessimist here but those are reasons that I don't think this build will work. I appreciate the attempt but i think it would be best to stick with duoing or 3-man the fow as you can complete most of the fow. Soloing there is no way to prevent KD, Interrupts, Spells (in general), and do plenty of damage while keeping youself alive. (Shadowform is the only exception that comes to mind).
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1: only KD's require 10 adrenaline to use, theres only a few of npcs that have said KD, the other kd's require blocking, but you wont be using it against them (most likely) and if you do you can cast enchants ahead of time
2: Interupts are light, and the interupts that there are are in concentrated, avoidable areas
3: outdamaging the heals is what we're trying to work on right now
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Jan 22, 2008, 07:07 AM // 07:07
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#19
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Lion's Arch Merchant
Join Date: Oct 2007
Profession: E/Me
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A couple things:
This is very similar to my 55ish Elementalist build. If going with the 2nd build you mention.....you don't need the -50hp Cesta. In fact, it would work much better without it...since then you can handle Degen and life stealing better (though not sure how much there is in all of FoW).
Since yesterday....my 55ish Elementalist looks like so....
16 Earth
6 Energy Storage
12 Protection Prayers
(any weapon will do, my advice would be an insiteful earth staff of enchanting to lengthen enchants and provide extra energy). Conveniently, this is probably the same staff you're already using if you have an earth ele.
Just make sure you HP is at or below 150.
[skill]Glyph of Renewal[/skill] [skill]Sliver Armor[/skill] [skill]Aura of Restoration[/skill] [skill]Essence Bond[/skill] [skill]Protective Spirit[/skill][skill]Shielding Hands[/skill][skill]Stoneflesh Aura[/skill][skill]Balthazar's Spirit[/skill]
Wouldn't be helpful without a vid of it in action.
http://www.youtube.com/watch?v=yhtKUxH3S8U
EDIT: just noticed you said most of that already, lol.
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Jan 22, 2008, 10:21 AM // 10:21
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#20
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Jungle Guide
Join Date: Feb 2007
Location: Serbia-Belgrade
Profession: W/
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Maybe Just Glyph of Swiftness?
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