Jun 18, 2008, 06:50 PM // 18:50
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#21
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Forge Runner
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[Discord][Putrid Bile][Rising Bile][Putrid Explosion][Enfeeble] there you go
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Jun 18, 2008, 07:21 PM // 19:21
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#22
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Ascalonian Squire
Join Date: Mar 2008
Guild: [MBA]
Profession: N/Mo
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Quote:
Originally Posted by Lourens
[Discord][Putrid Bile][Rising Bile][Putrid Explosion][Enfeeble] there you go
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That will work for the melee shrines, I would like to see it demonstrated on a three Elementalist or Mesmer NPC shrine though.
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Jun 18, 2008, 07:26 PM // 19:26
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#23
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Ascalonian Squire
Join Date: Mar 2008
Guild: [MBA]
Profession: N/Mo
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Quote:
Originally Posted by bungusmaximus
They WILL fry you with overload though, which can be rather painful as well, but I sure as hell gotta try that, might work .
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Suprisingly, I'm damaged more by the Mesmers with their fast casting spells than I am by the Elementalists(they rarely get any spells off in a Meteor Shower).
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Jun 18, 2008, 09:10 PM // 21:10
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#24
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Searing-teinais-rodgorts finishes off all shrine NPCs in one combo with the exception of the warrior shrine and the elite ele. If you're that worried about it, take maelstrom, but it's generally a waste of energy. Plus, ideally you'd want to cap with 4 people because if I ever go off solo capping, I can usually make a sandwich in the time it takes for me to finish capping.
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Jun 18, 2008, 09:59 PM // 21:59
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#25
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Krytan Explorer
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[Savannah Heat][Rodgort's Invocation][Meteor shower][fire attunement][glyph of lesser energy]
Rest of the bar is utility(self heal/speed boost/or whatever). Run a SUPERIOR FIRE MAGIC RUNE, caps for emphasis on that part. Savannah Heat+Rodgort's clears all shrines (superior fire is break point for the kill). Meteor shower->savannah->rodgort's invocation=dead res shrine, you're welcome. By the time you cap(with four pips of people), bar is recharged except for meteor shower(which you should save if you're going res shrine->res orb shrine). For the warrior shrine, let them ball up on you as you cast MS,then svannah+rodgorts as usual. It's fast and has much more utility than an Assassin's Promise nuker which is more squishier and relies on stupidity to kill other players.
Last edited by itsvictor; Jun 18, 2008 at 10:02 PM // 22:02..
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Jun 19, 2008, 08:39 AM // 08:39
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#26
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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When I tried the solo capping strategy a good while ago I used a variation of the E/A Gloom farming build, basically
[skill]Shadow Form[/skill][skill]Death's Charge[/skill][skill]Meteor Shower[/skill][skill]Bed of Coals[/skill][skill]Flame Djinn's Haste[/skill]
which can trivially wipe any shrine in seconds. Some weapon swapping and I was good to go as soon as the shrine was capped.
The strategy itself is somewhat of a gamble. When played properly, the rest of the team should be very defensive with a primary task of skirmishing the opponents and delaying their capping efforts. The solo capper should never even come within radar range of enemies. If the opponents get a clue a single player of theirs can babysit the solo capper and completely prevent capping.
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Jun 19, 2008, 08:49 AM // 08:49
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#27
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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Quote:
If the opponents get a clue a single player of theirs can babysit the solo capper and completely prevent capping.
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And that's why it's pretty much a fail tactic.
As said before even if you clear fast alone, it is going to take ages to cap the shrine.
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