May 26, 2007, 05:56 PM // 17:56
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#21
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Ascalonian Squire
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I was referring to the high energy required for dropping the traps, in reference to why other classes besides Elementalist could probably not do it. Yes we all know that E/R has no echos. The post before yours says E/R can do it with a few tweaks.
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May 26, 2007, 06:04 PM // 18:04
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#22
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Academy Page
Join Date: Mar 2006
Location: Aberdeen, Scotland
Guild: Liars, Cheats and Thieves [LIAR]
Profession: R/
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Yeah this works with both R/Me and E/R ...
I find that unless you put the spirit as close to the vampires as possible and against the wall the Thought Stealers sometimes get their suicide skill off and you don't get the exp. Make sure to place the spirit right every time and 3,000XP a run is yours.
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May 27, 2007, 03:11 AM // 03:11
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#24
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Desert Nomad
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Quote:
Originally Posted by porkchopjr
.......take a couple of minutes instead of a couple of seconds....
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That is exactly the part I don't like, the rest is good!
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May 27, 2007, 08:35 AM // 08:35
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#25
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Wilds Pathfinder
Join Date: Nov 2006
Location: At Home
Profession: E/
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I've been trapping these guys for sometime now and i haven't got a gold drop yet. Gotten a few purples and whites, but none zodiacs yet. Just wondering if they still drop zodiac weapons or not?
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May 27, 2007, 09:26 AM // 09:26
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#26
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Ascalonian Squire
Join Date: Jun 2006
Guild: Archons Ascendant
Profession: Mo/
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i've gotten a number of drops doing it today, about a dozen purples and golds, 2 lock picks, one tome and 40 or so fangs. Heres some of the skins i've gotten
2 or 3 zodiac shields
2 zodiac bows
1 vertebreaker
1 gavel of the nephilim
3 or 4 Exalted Aegis'
2 ceremonial daggers
1 ironwing flatbow
I think that covers at least one from all the categories of 'elite mission only' drops.
Also; i'm having some issues keeping the Thought Stealers from getting their suicides off on my spirit during the second group. I keep loosing all of them, every once in awhile I kill em all but i mostly mess it up. I've tried dropping my spirits as far up and as far back on the door/wall as I can, trapped on my spirits, just before the spirits, and a mix of spikes in front and dusts/trips on the spirits (to add cripple onto the mob first so trip KDs em and stops their suicides) but i still get mixed results, can someone give me some more details on the best place to trap and spirit at the doorway, possibly with references points on the triangle 'grid' pattern of the door i can't quite tell on the video.
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May 28, 2007, 06:38 AM // 06:38
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#27
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Banned
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Quote:
Also; i'm having some issues keeping the Thought Stealers from getting their suicides off on my spirit during the second group. I keep loosing all of them, every once in awhile I kill em all but i mostly mess it up.
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I am having the same problem. Have done 20+ runs and same thing, so I have not gotten a single purple or gold weapon, just a few blues and fangs.
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May 28, 2007, 08:53 AM // 08:53
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#28
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Pre-Searing Cadet
Join Date: May 2007
Guild: mad guards
Profession: W/
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Yep, the ranger build works pretty good and is not difficult, thanx a lot for posting it.
However, this run can not be considered as a source of income, rather as a test of your luck. Golds do drop, but rarely and 90% of them are just 250 g from mershant. Purple zodiac skins do drop a lot as a joke.
Considering the last group of goats, usually I aggro them when spirit is very close to death. This way it's good chance to get exp. and drops.
In addition your can kill few Dredges(sins and wars) from the group upstairs (especially if take whirling defence, so there is a possibility to get gold drop before dredges finally get you).
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May 28, 2007, 02:44 PM // 14:44
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#29
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Frost Gate Guardian
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I've actually have a lot of luck with drops - way better than the suicides were.
I was averaging 2 or 3 drops with the suicides with an occasional 0 drop run and a very rare 5 drop run. Now I usually get 4 or 5 in a run, never have gotten less than three, and frequently get up to 6 or even 7 - and they have been pretty good - made 50k yesterday in only a few hours of play.
Now how do you take out those dredges? -
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May 28, 2007, 03:36 PM // 15:36
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#30
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Pre-Searing Cadet
Join Date: May 2007
Guild: mad guards
Profession: W/
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Yeah it seems your luck is still "online" .
But this place is definetly not so nice to me, spending tons of time whithout much result I am going to give up, more fun to do some coop.
More to that: with the recent intro of the inscrapable zodiacs at the end of elite mission prices and what market wants are changing.
It's true, pure number of drops is higher by trapping way. It was already mentioned in the forum what somehow killing mobs separetely does work toward increase in drops comparing to killing all at once.
About dredges: it's possible to kill about 4 of them from the group upstairs ( take a side walk around huge central mob). I just setting traps and put whirling defence to survive initial assault. Some of dredges will scatter and eventually kill, yet will be time to collect drop if any. Perhaps there is a better way to deal with them.
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May 28, 2007, 05:22 PM // 17:22
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#31
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Desert Nomad
Join Date: Jun 2005
Location: Brooklyn, NY
Guild: [EYE]
Profession: Rt/A
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Can this be done with Assasin/R ???
Also are the zodiac drops inscriptable, or you only get those from urgoz chest?
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May 28, 2007, 07:26 PM // 19:26
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#32
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Frost Gate Guardian
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Quote:
Originally Posted by ibex333
Also are the zodiac drops inscriptable, or you only get those from urgoz chest?
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Creep drops at urgoz/deep are not inscriptable, only the gold item you get from kanaxai/urgoz chest are inscriptable.
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May 29, 2007, 02:38 AM // 02:38
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#33
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Frost Gate Guardian
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Quote:
Originally Posted by ibex333
Can this be done with Assasin/R ???
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Absolutely - I'm using Assassin/R and it works great - but you have to be very careful with timing because you don't have the extra energy of eles or the echo chain of R/Me. I'll post my build and tips later if I have time.
But again, you will not make huge bucks unless you find that rare drop - I was very lucky and had a +5 energy req 9 zod ax fall for me that gave me most of the 55 k I made in the last 2 days.
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May 30, 2007, 08:55 AM // 08:55
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#34
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Forge Runner
Join Date: Jan 2007
Location: Belgium
Guild: Legion Of Sacred Light [LSL]
Profession: Mo/
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I did with 3 rangers yesterday ( we got bored ) And we could take out a good amount of dredges. It was just great fun But I personally think UW trapping is better if you actually need the money
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May 30, 2007, 03:55 PM // 15:55
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#35
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: E/A
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just add tripwire in and combined with barbed trap, will kill them before getting their suicide off. It's about 3 1/2 min / run
Last edited by kess; May 30, 2007 at 04:02 PM // 16:02..
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May 30, 2007, 05:01 PM // 17:01
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#36
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Banned
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Quote:
just add tripwire in and combined with barbed trap, will kill them before getting their suicide off. It's about 3 1/2 min / run
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That is what I have been doing, but they still suicide. How critical is the placement of the spirit? Video anyone?
Does the ammount of time remaining on the spirit matter? I thought that perhaps my spirit was just alive too long.
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May 30, 2007, 06:19 PM // 18:19
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#37
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: E/A
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put a spirit between you and them.. they will stuck at the spirit while the traps goes off. they won't suicide on the spirits because they targeting you
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May 31, 2007, 02:40 PM // 14:40
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#38
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Frost Gate Guardian
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Ok, here is how I trap the vamps and goats with an A/R
Level 7 beast mastery – this gives me 86 seconds on energizing wind and, since the traps last for 90 seconds, I use EW as a timer.
Level 12 wilderness survival for maximum damage on the traps.
Equipment set 1: +5 energy weapon, +3 energy offhand (you can squeeze more out of a +6 offhand but I use my energy to help me time so the extra 3 would throw me off)
Equipment set 2: +5 energy weapon, +15 -1 regen energy offhand
Equipment set 3: a long bow
Armor – all radiant with attunement runes
Total energy = 51 (if yours is different you will need to take that into account with the timing
Skills:
Energizing Wind
Quickening Zephyr
Serpent’s Quickness
Dust Trap
Spike Trap
Barbed Trap
Flame Trap (not strictly needed if you have another skill you want here but take it into account with the timing)
Dark Escape (useful if one of the goats happens to lock on you – you can run through the doors and up the stairs to break agro)
Trapping 1st group:
Move up the hill to a point in the middle of the hallway and about the center of the two last fence columns.
Cast
1: EW
2: QZ
wait for QZ to fully cast to get the benefit and cast
3: SQ
4: DT
5: BT
6: FT
as energy becomes available cast (remember you will only need 10 per trap with EW in effect)
7:ST
8: DT
9:BT
SQ will be running out and almost recharged so wait till your energy hits 15 and cast
10: SQ
11: ST
switch to weapon set 2 and cast
12: DT
13: BT
as energy becomes available cast
14: ST
15: FT
16: DT
17: ST
EW will have ended just as you cast ST so run down the hill to the trigger point and then immediately up the hill again to watch the 1st group of four die. Stay out of agro of the lower vamps/goats. Run through the doors and switch to weapon set 1.
Trapping 2nd group
Turn around and face the doors you passed through. Stand at the point where the end of the left door touches the wall, (be sure you are right against the wall) wait till you have at least 47 energy and cast EW
Take about 2 steps forward to the point where the 1st full diamond on the door patter touches the floor. (I found if EW was in the exact same spot as the traps, the vamps tended to suicide on it before the traps could interrupt them.) Be sure you are standing right against the door and follow steps 2-16 above
As you are casting DT for the last time, switch to your bow, get ready to hit the down arrow and mouse over one of the vamps to get ready to target it.
As soon as the bow appears in your hand, shoot the vamp and back up a few steps.
If your timing is right the EW icon will begin to blink just as the vamps begin to chase you, ensuring it will last long enough to distract all the vamps/goats. The traps will interrupt their 1st attempt at suicide and the spirit will expire before their 2nd attempt. Sometimes a goat doesn’t quit die but a shot or two with the bow should take care of that.
Now go pick up your req 13 straw effigy, blue bone staff and vampiric fangs.
Not a fast way to get money but the zodiacs often salvage into good mods and steel which can make money in the long run (I got enough to by an IDS, Harpy and Juggernaut in about 3 days of fairly steady play)
Good luck
Last edited by Alas Poor Yorick; May 31, 2007 at 02:43 PM // 14:43..
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May 31, 2007, 07:52 PM // 19:52
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#39
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: Runners of Fury
Profession: W/Mo
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Quote:
Originally Posted by Phi
I've been trapping these guys for sometime now and i haven't got a gold drop yet. Gotten a few purples and whites, but none zodiacs yet. Just wondering if they still drop zodiac weapons or not?
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as of 5/31/07 zods drop...a purp zod sword droped for me..req 13 tho
but eh mayb ill sell for 1-2k
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Jun 21, 2007, 06:23 AM // 06:23
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#40
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Frost Gate Guardian
Join Date: May 2006
Location: in fear
Guild: changes often, check daily
Profession: Mo/
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killin them all at the same time will decrease the drop chance, but isn't goldz exempt from it?
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