Jan 31, 2006, 10:11 PM // 22:11
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#521
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: W/N
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this build works good got 40 shards in 3 days , very easy to use and if u a runner u easily pass those shadow and ancient skale. to kil em its not hard at all they do completly 0 dmg only the posion that hurt u that all
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Feb 01, 2006, 05:56 AM // 05:56
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#522
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Fallen_Angel
If this is the one I'm thinking of (there are three at the entrance and then a fourth one a little further into the tunnel), the fourth one always makes the initial spider groups spawn for me. Once I attack this initial groups is when the whole lot then spawn.
I usually ignore this last dryder until after the spiders are all dead and then take it out when entering the tunnel. It just means that you have to be more careful of it there if you stay around the tunnel entrance, although that's not really a hassle as I usually run back near the ghost to pick off individual groups of spiders.
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After reading what I wrote I realized that it can be somewhat confusing. I never say "Kill the three dryders", I just pull the first two and finish off the next. I didn't exactly specify which one of the two the last refers to. Oops...
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Feb 01, 2006, 06:07 AM // 06:07
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#523
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Desert Nomad
Join Date: Jul 2005
Location: Washington State.
Guild: [ToA]
Profession: W/
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Once i get Enough money to just fool around with this build in Fow I will but for now I just spent my money on Getting FoW helm and weapons to use this build with.
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Feb 01, 2006, 06:17 AM // 06:17
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#524
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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Quote:
Originally Posted by Racthoh
After reading what I wrote I realized that it can be somewhat confusing. I never say "Kill the three dryders", I just pull the first two and finish off the next. I didn't exactly specify which one of the two the last refers to. Oops...
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Just FYI - the 3rd dryder can be pulled without aggrovating the spiders.
The trick (as I believe was previously stated) is to pull him from a perpendicular angle to the cave mouth / beach. That is, don't pull from the same spot as you pull the first 2, go a little further and pull. You shouldn't have a problem. This way, only the skales pose a potential threat No more -65 WW's out of nowhere
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Feb 02, 2006, 02:47 AM // 02:47
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#525
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Academy Page
Join Date: Nov 2005
Guild: CSUC
Profession: W/Mo
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My major concern is not dryders nor spiders but how those Ancient Scales are spawned. I got burned couple times because of underestimating the range of the patrolling Scales. The worst case was having my Dolyak Signet on while one of the Scales caught up to me.
Last edited by Taeka; Feb 02, 2006 at 02:55 AM // 02:55..
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Feb 02, 2006, 03:24 AM // 03:24
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#526
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Illusion Of Skill
Profession: W/
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I don't know if its been noted yet, but anyone else notice the Spiders aren't using Healing Spring anymore when you've already engaged(adjacent and whacking) them? I notice they kick it on as you run up to them, but once you're there only victim's buddies are casting it.
My first few runs they were always trying to use it as I was beating on them.
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Feb 02, 2006, 05:42 AM // 05:42
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#527
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Academy Page
Join Date: Oct 2005
Guild: coldblackeyes
Profession: W/Mo
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why do u even take dol sig i never under stood why people take watch yourself and dol sig
sprint
VIM
heal sig
sever art
gash
final thrust
wild blow
phy res u could sub any of the attacks
i use a vamp drok's sword with +24 fortitude a + def would work better i guess just more reason to drop dol sig and wy but i want to try fur instead of vamp
final thrust i use on evey other spider it seems
and wild blow after they use MR
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Feb 02, 2006, 11:25 AM // 11:25
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#528
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Fairfax, VA
Guild: Shadows Of Nightmares (KoN)
Profession: W/
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I just did a farm and the spider never used MR. Also, if you bring physical resistance you cant bring flurry, which means adrenaline willl charge slower
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Feb 02, 2006, 11:47 AM // 11:47
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#529
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by MoNo
why do u even take dol sig i never under stood why people take watch yourself and dol sig
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They are the two best armor bonusing skills a warrior has in its skill line, and because neither require energy or the sacrifice of the stance slot, you can keep flurry up for additional damage.
And doing anything as a pure-class is always cool, hence the 'W/X farmer'
But sure, phy res would give a slightly lower but roughly equal defensive capability.
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Feb 02, 2006, 12:26 PM // 12:26
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#530
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Taeka
My major concern is not dryders nor spiders but how those Ancient Scales are spawned. I got burned couple times because of underestimating the range of the patrolling Scales. The worst case was having my Dolyak Signet on while one of the Scales caught up to me.
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Are you using Dolyak Signet when you're fighting the Snarling Driftwood? If so, my advice would be not to. They don't do a whole lot of damage (at least they shouldn't be) and in the event that you have to Sprint away you can.
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Feb 02, 2006, 03:44 PM // 15:44
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#531
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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Quote:
Originally Posted by Blade Rez
I just did a farm and the spider never used MR. Also, if you bring physical resistance you cant bring flurry, which means adrenaline willl charge slower
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They only (and always) use MR if you hit them with conditions and/or hexes
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Feb 02, 2006, 11:13 PM // 23:13
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#532
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Academy Page
Join Date: Nov 2005
Guild: CSUC
Profession: W/Mo
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Quote:
Originally Posted by Racthoh
Are you using Dolyak Signet when you're fighting the Snarling Driftwood? If so, my advice would be not to. They don't do a whole lot of damage (at least they shouldn't be) and in the event that you have to Sprint away you can.
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Yes. Thanks for the information again, Racthoh. Sometimes, it was tough for me to take 2 groups of Driftwood in a tight spot between one stationary and one patrolling Scale groups.
Hmm....may be I should Sprint away from the Driftwood as well.
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Feb 03, 2006, 09:03 AM // 09:03
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#533
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Frost Gate Guardian
Join Date: Jul 2005
Guild: LBS(The Runners Academy)
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Awseome job,working on this, hopefully I can get it down soon.
Last edited by Shaun; Feb 03, 2006 at 06:10 PM // 18:10..
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Feb 03, 2006, 09:05 AM // 09:05
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#534
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Ascalonian Squire
Join Date: Jan 2006
Guild: Lycan Blood Clan [WOLF]
Profession: W/
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Hiya,
Kinda new here in the forums, not in GW though. I'm one of those girls who likes to play games, and well.. one of the things I pride myself on is playing warrior and necro in ways you wouldn't think you could.
I saw this and thought, wow this is cool. Tried it and failed multiple times til I got the hang of it, but I found that this build I made myself increased my odds of clearing everything but skales and shadows of course.
Runes: Superior in Strength, Tactics, Abs., and Vigor and Major Swords
My Stats:
Strength: 12 (9 + 3 rune)
Tactics: 14 (10 + 1 helm + 3 rune)
Swords: 12 (10 + 2 rune)
Inspiration: 7
Armor: Gladiators full set with Ascalon Helm
Shield: Collectors' +45 HP Stance, -2 damage in Stance (found in desert)
Extra: The Denravi Hex Helm (Lieutenants') - I only use it if I have to aggro skales when running down the beach
Sword: Icy Dragon Sword of Defense (just one I farmed a while back, customized and added +4 defense hilt - would be better with a +7 vs physical and a different sword without the icy, but the 15>50 I like because with this, I rarely drop below 50%)
W/Mesmer <-- you must be warrior/mesmer
Skills:
Sprint
Charge (E)
Sever Artery
Gash
Wild Blow (cancels the spider's melandru's resilience)
Dolyak Signet
Healing Signet
Physical Resistance (mes)
Strategy:
This is a build based around stance for defense, the shield upping your defense as long as your stances are going. You r main stance is physical resistance which lasts for 58 seconds before needing reuse with this setup. Sever Artery and Gash are your damage dealers, and when used on spiders that use melandru's resilience, simply cancel their stance with wild blow. Sprint and Charge give me the best options for escape or avoiding, since I'm a runner at heart (and always have been).
Comments are welcome, this has been tested several times clearing the cave successfully.
Last edited by Ari; Feb 03, 2006 at 09:55 AM // 09:55..
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Feb 03, 2006, 09:27 AM // 09:27
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#535
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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I'd think you'd be best dropping Charge, sever and gash for 100 blades, galrath and final thrust. Then again, I don't play warrior.
Whatever works is a good build, I suppose.
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Feb 03, 2006, 10:22 AM // 10:22
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#536
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Lion's Arch Merchant
Join Date: Nov 2005
Location: my bedroom
Guild: Band Of Death UK
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got tot he spiders, but i just couldnt keep up with all of them, I cant seem to lure jsut one group any hints?
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Feb 03, 2006, 03:18 PM // 15:18
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#537
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Academy Page
Join Date: Dec 2005
Location: Germany FTW
Guild: [olo]
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Hm, i think you need a long bow. And then go backwards a long time. They´ll follow you far enough
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Feb 03, 2006, 03:40 PM // 15:40
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#538
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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A couple comments
Quote:
Originally Posted by Ari
Sword: Icy Dragon Sword of Defense (just one I farmed a while back, customized and added +4 defense hilt - would be better with a +7 vs physical and a different sword without the icy, but the 15>50 I like because with this, I rarely drop below 50%)
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Without the icy hilt, as you said, you would be doing more damage.
Your best bet is to craft a +15% stance sword. The sword actually looks pretty cool, it's the "Rinblade" skin. This is available at either the Droks' weapon smith or outside dunes of despair (I forgot)
Since you're ALWAYS in a stance, for this run a +15% stance sword is better than a 15^50
Quote:
Originally Posted by Ari
Skills:
Sprint
Charge (E)
Sever Artery
Gash
Wild Blow (cancels the spider's melandru's resilience)
Dolyak Signet
Healing Signet
Physical Resistance (mes)
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As stated above, you don't need Charge, but if that makes the run more comfortable then by all means use it.
If you do switch out Charge, give Victory is Mine! some serious consideration. With high tactics and 2 conditions, it will heal around 150 and give you 10 energy every 15 seconds.
A comment though about Dolyak + Physical resistance.
I find with Phys (or Dolyak @40 armor) with Watch Yourself! that I very rarely take 1 damage when not using healing signet, and never more. I suppose that the extra 20 armor from the dolyak/Phys will help out when using healing signet, but I don't think it's necessary.
(Just for the record, I'm using sup abs, -2 stance shield with +7 armor vs peircing, and other wise full glads with knights boots and a +5 defence pommel)
I think one of the points of using Physical Resistance is so that you are not tied down b the 75% slowness that Dolyak imparts on you.
So, there are 2 reasons to switch out Dolyak actually, at 12 Strength it will not be up all the time, and it slows you down. WY! will last very long with the 14 in Tactics
If you do this, I'd suggest switching out the sup strength as it will only help you when running.
I hope these comments are seen as constructive and prove to be helpful
Last edited by Rhuobhe; Feb 03, 2006 at 04:11 PM // 16:11..
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Feb 03, 2006, 04:55 PM // 16:55
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#539
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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I thought I'd say that I had my best run ever last night. 5 shards, 2 keys, and about 5K cash from the run.
That works out to about 25K in under an hour. I wish it were like that all the time.
Anyway, I think I have a pretty solid idea for killing everything on the beach, including the skales.
Before I try it though, does anyone have a solid scale killing idea? If so I'd like to hear it, if not, expect me to post it once it's tried and prooven to work
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Feb 03, 2006, 05:23 PM // 17:23
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#540
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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Dunno if this idea has been posted already, but I think Mantra of Inscriptions + Dolyak Signet should work. At 1 Insp and 11 Str, you can keep dolyak up all the time.
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