Apr 23, 2006, 08:20 AM // 08:20
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#1221
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
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Finally did a complete run. It took me a few tries to get used to the patrol patterns of the shadow army that runs up from the beach. On my first complete run I got a Ruby and a Shard so it was well worth it.
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Apr 24, 2006, 12:55 AM // 00:55
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#1222
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Krytan Explorer
Join Date: Feb 2006
Location: Jersey
Profession: W/
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I like racthohs new build with the monk in it, but its too ganky for me. And I get aggroed by scales WAY too much for it heh
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Apr 24, 2006, 12:45 PM // 12:45
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#1223
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
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I don't know if it's just my bad luck or what but I've had several beach spawns that were impassable and resulted in me dying lately, a lot more than before. I'm talking about the wonderful spawns where you have no place to stop until down around the next corner. Basically there is no way to make it with all the Doubtful Dryders, Snarling Driftwoods, and Ancient Skales in the way.
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Apr 24, 2006, 01:27 PM // 13:27
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#1224
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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I've oddly been coming across more and more horrible spawns as well, i.e. the Skales being in spots they shouldn't be(like by that usual safe spot against the left wall). Doubter's (haha you said Doubtful ) Dryders and Snarling Driftwoods really aren't a problem, just try make sure to take on one Dryder at a time. There's really no limit to how many Driftwoods that can be aggro'd. The other night I came to a spot where I was forced to pull a mob of Skales. It took forever, spamming Healing Signet as soon as it recharged every time, but I was able to kill all three. The +60/-3 while hexed shield is a key there. Also switching to a sword with a fortitude mod can be very helpful against them, since your health is dangling around 50-150 the whole time. But usually I'll just restart the run if I run across a mob of Skales, it is way too difficult to kill them to be worth the time.
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Apr 24, 2006, 01:35 PM // 13:35
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#1225
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Atlanta
Guild: HEX
Profession: W/
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Quote:
Originally Posted by TheArrow
I don't know if it's just my bad luck or what but I've had several beach spawns that were impassable and resulted in me dying lately, a lot more than before. I'm talking about the wonderful spawns where you have no place to stop until down around the next corner. Basically there is no way to make it with all the Doubtful Dryders, Snarling Driftwoods, and Ancient Skales in the way.
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I'm glad someone else commented on this. I was afraid - at my age - that my recent deaths on the run were the result of growing senility.
I've done the run for a while and it had become so easy that I could sip on my Mountain Dew or talk on the phone while doing it.
But lately the Ancients have been having me for lunch. The cave part of the run is still the same and still relatively easy. But getting there has become an increasingly dicey adventure because of spawns.
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Apr 24, 2006, 09:58 PM // 21:58
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#1226
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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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I must have amazing luck then with the spawns, as I've been using my new build that only has a 9 second sprint and no Healing Signet (and Frenzy ).
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Apr 24, 2006, 10:13 PM // 22:13
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#1227
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
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Quote:
Originally Posted by Rayne Nightfyre
Doubter's (haha you said Doubtful ) Dryders
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Bah, they're all dead monsters to me. I'll look into that hexed shield as well, I already have a +30hp grip on the axe I use for this run. I've never had problems with multiple Dryders either as I have 3 spammables that can be used to make me take literally no damage at all from them. When you add skales into the mix however it becomes a much different story. Perhaps I should boost Tactics to get a better Healing Signet, 130hp just doesn't seem like enough to hold off all the degeneration if a group of skales wanders over.
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Apr 24, 2006, 11:20 PM // 23:20
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#1228
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Forge Runner
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Quote:
Originally Posted by TheArrow
I don't know if it's just my bad luck or what but I've had several beach spawns that were impassable and resulted in me dying lately, a lot more than before. I'm talking about the wonderful spawns where you have no place to stop until down around the next corner. Basically there is no way to make it with all the Doubtful Dryders, Snarling Driftwoods, and Ancient Skales in the way.
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Around one of the patches, I had a run of bad luck, dying 6 times before giving up. Ever since then it was back to normal.
Some spawns are close to impossible, but nothing has really changed, it just happens occasionally, and even several times in a row.
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Apr 24, 2006, 11:58 PM // 23:58
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#1229
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Academy Page
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Is this the one where you can cap a spider?
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Apr 25, 2006, 02:10 AM // 02:10
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#1230
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
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Quote:
Originally Posted by Rainy Ico
Is this the one where you can cap a spider?
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Capturing the spider is The Underworld.
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Apr 25, 2006, 02:51 AM // 02:51
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#1231
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Forge Runner
Join Date: Oct 2005
Profession: W/
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sigh i've been getting lots of bad spawns lately too. good thing i recently finished my fow >.>;
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Apr 25, 2006, 11:08 AM // 11:08
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#1232
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Atlanta
Guild: HEX
Profession: W/
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Last night the spawns seemed to be back to normal - they weren't a problem. Maybe the bad spawns that I experienced for a couple of days were just a fluke.
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Apr 25, 2006, 12:38 PM // 12:38
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#1233
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
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Quote:
Originally Posted by AxeMe
Last night the spawns seemed to be back to normal - they weren't a problem. Maybe the bad spawns that I experienced for a couple of days were just a fluke.
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Seemed that way to me also. Hopefully that was just a string of bad luck and not a permanent thing.
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Apr 25, 2006, 04:44 PM // 16:44
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#1234
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Wilds Pathfinder
Join Date: Oct 2005
Guild: Less Crying is Key [kThx]
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This is the second Righteous Maul I've found with perfect damage mod. The first one was much more desirable - 15^50 req 11, but this one is nice too:
Good news: I'm taking a break from spider farming to try and get into PvP, so I won't be stealing any more good drops :P
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Apr 25, 2006, 05:22 PM // 17:22
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#1235
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Jungle Guide
Join Date: Nov 2005
Location: New Mexico < PUKE >
Guild: Elite Rogues Inc. [ER]
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I've done this run quite a few times and have had bad spawns with the scales. I switched secondaries to /N for Grenths Balance to offset the scales and for an emergency heal against the spiders. It's nice to spike a spider for + 200hp dmg with grenths while also healing
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Apr 26, 2006, 05:42 PM // 17:42
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#1236
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Racthoh
I must have amazing luck then with the spawns, as I've been using my new build that only has a 9 second sprint and no Healing Signet (and Frenzy ).
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Care to explain?
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Apr 26, 2006, 08:25 PM // 20:25
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#1237
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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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Sprint
Frenzy
Watch Yourself
Galrath Slash
Final Thrust
Live Vicariously
Balthazar's Spirit
Healing Hands
Healing: 10
Strength: 2 + 1
Sword: 12 + 3 + 1
Tactics: 8 + 1
Using a -2/-2 shield, only difference in equipment. I've shaved about 15 minutes off of my time using it, taking no rests at all once I get inside the cave. The only reason I stop is to take off my enchantments, recast them, or wait for the next set of spiders to fall from the ceiling. The only problem is by using Frenzy, you can't go and kill any of the shadow army or obsidian drakes. Final Thrust does too much, around 80ish. But if you just want to completely slaughter the spiders... Frenzy is the way to go.
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Apr 26, 2006, 11:07 PM // 23:07
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#1238
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Nice. I always have liked W/Mo farming. The combination of taking little damage, dealing a moderate amount of damage, and healing a large amount, seems fundamentally sound when trying to solo.
Ill have to try this next run.
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Apr 27, 2006, 12:33 AM // 00:33
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#1239
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: The Black Blades.
Profession: R/
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Im trying a w/n build
Sprint
SS
heal sig
shields up
dolyak sig
watchyour self
bonettis defenses
cyclone axe
but the problem im finding is that they use savage shot on me while casting SS, any suggestions of a build using ss?
(btw i can make it to the spiders in record time compared to the w/me build )
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Apr 27, 2006, 01:53 AM // 01:53
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#1240
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Desert Nomad
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Quote:
Originally Posted by Racthoh
Sprint
Frenzy
Watch Yourself
Galrath Slash
Final Thrust
Live Vicariously
Balthazar's Spirit
Healing Hands
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Wammo FTW!
Anyways, how does this compare with the standard axe build? (Cyclone, Cleave, Pene, Exec, HS, WY, PR, Sprint). I'm trying to find the fastest spider-killer setup, so far that's the most efficient I've come across. It takes, depending on spawns, 35-40 minutes from start (Rastigan) through to the end of the cave, including clearing the Dryders and Driftwoods on the beach. If you've perfected the W/Mo build, I'd love to hear a comparison (tactics, difficulty, speed, etc.).
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