Oct 07, 2005, 10:21 AM // 10:21
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#21
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Ascalonian Squire
Join Date: Jun 2005
Profession: Me/R
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mesmer do like this:
Devona, Cynn, Mhenlo, and Lina
Echo, Backfire, Chaos Storm, Shatter Hex, Inspire hex..
for casters echo the backfire, for others echo the chaos storm.
good luck out there, fellow mesmer frends!
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Oct 10, 2005, 07:36 AM // 07:36
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#22
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Lion's Arch Merchant
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has anyone tried Spellbreaker + master gear? If mobs dont start to throw around spells on the monk while the main tank is "unaviable", this will lead to a game behaviour that would make killroy stoneskin very proud...
Can anyone confirm that mobs dont change target if it has both master gear and spellbreaker?
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Oct 10, 2005, 08:35 AM // 08:35
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#23
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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I use Ob Flesh and the Master Gear, and the Taskmasters just hex whatever target they can. Otherwise, the Wardens and Dark Binders don't really do anything other than try to wand me.
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Oct 12, 2005, 01:14 AM // 01:14
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#24
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Frost Gate Guardian
Join Date: Sep 2005
Profession: Mo/W
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I was in a group for Final Assault with:
Heal/Smiter (myself)
Heal/Protector
Stance Tank holding a barrel
Echo nuker
Worked very well, got the the final area with the binders easily with no deaths at all.
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Oct 12, 2005, 01:32 AM // 01:32
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#25
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Lion's Arch Merchant
Join Date: Apr 2005
Location: http://sof-guild.com/
Guild: Servants of Fortuna
Profession: Mo/R
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Quote:
Originally Posted by Frost
1 monk (For exp monk who knows how this build works)
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming)
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The other key to this build working is having a good tank. The tank must be able to withstand a great deal of punishment _before_ the monk and nukers come into aggro range. It takes a while to setup a very nice clump, so thoughtful skill distribution helps. I use a wa/ra and the following:
Melandru's Resillience [E]
Dryder's Defenses (for setting up aggro)
Doldak Signet (once I've got my aggro)
Shield's Up!
Endure Pain (for extra HP before the monk joins aggro)
I Will Survive (once I'm bleeding)
Cyclone Axe (to keep them interested in me and not in the eles)
One of your El/Me should also bring Deep Freeze and use it for the opening salvo. DF does a fantastic job of keeping those Carvers interested in the tank, so that they don't switch targets to the casters. If you see one "break away", all of the casters simply sprint backwards for a few seconds for the carvers to re-engage.
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Oct 12, 2005, 09:22 AM // 09:22
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#26
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by simakosmos
mesmer do like this:
Devona, Cynn, Mhenlo, and Lina
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LOL! That's exactly how my mesmer farms SF/GF! Although I echo shatter hex a lot - 2x125 damage armor-ignoring ftw!
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick.
Last edited by Numa Pompilius; Oct 12, 2005 at 09:25 AM // 09:25..
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Oct 16, 2005, 06:04 AM // 06:04
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#27
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Academy Page
Join Date: Jun 2005
Location: colorado
Guild: {AOE}
Profession: Mo/Me
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My 5 man farm build for SF//
my mo/mes
2 war henchies
1 ele hench
1 menlo
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Oct 18, 2005, 07:59 AM // 07:59
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#28
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Lion's Arch Merchant
Join Date: Jun 2005
Location: doa
Profession: Mo/
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because i prefer playing necro for SF/FA.
i farm w/
1 minion necro w/ lvl 19 minions/fiends (20%)
1 war
1 ele nuker / 2 mo OR 2 nukers / 1 mo
after a few fights and you've got your army of 16-30+ undead behind you the monks get pretty bored =)
i've also tried farming FA w/ Devona, Mhenlo, Cynn, and Lina out of curiousity about drops w/ henches. for one thing they out performed the avg farming groups. Devona never dropped, Lina never complains about energy, Cynn never needed a water break, and Mhenlo always kept me healed. And there was no waiting around for everyone to be ready =)
the drops though were no better and no worse than w/ regular people. i got some pretty nice greens.
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Oct 27, 2005, 02:15 PM // 14:15
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#29
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Just out of curiousity, has it been proven that 5 man builds actually get more greens then say 8 man? there was this 1 5man group i was in where we like cleared the whole of sf and only 1 green droped out of the what 10 bosses inside and the 3 outside?
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Oct 30, 2005, 05:36 PM // 17:36
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#30
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Academy Page
Join Date: Oct 2005
Location: The imagination of the gods
Profession: Mo/Me
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Necro FA/SF farm build
It has been proven that you will get more fo the drops ina 5 person team vs an 8 persona team. Every kill yields a drop, so with fewer players in group there are better odds it will be assigned to you. Whether or not these drops are greens is a different story....
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Think of the minions as an investment - not a lot of damage initially, but after a few skirmishes look out. I use curses to compliment my minions so I can do a fair amount of damage in the early fights before I raise an army of fiends. As time goes by though and the army grows, my damage output easily equals if not surpasses that of an elementalist.
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
With Mark of Pain and Spiteful Spirit on the right target, plus minions, we are talking MAJOR damage in a very short amount of time to multiple targets. Spells such as faintheartedness and shadow of fear insure that the opposing mob is not dealing as much damage as it could be, due to slowed attack speed, which lightens the burden on the monks. Maybe an echo nuker is capable of the same kind of damage output or even more, but don't underestimate the value of a minion master in your SF farm group. If you are going shorthanded, why would you pass on the option to have one of your party members summon more allies for the battles??
P.S. Comments and suggestions are always welcome, your thoughts on this build?
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Oct 30, 2005, 07:02 PM // 19:02
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#31
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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Quote:
Originally Posted by simakosmos
mesmer do like this:
Devona, Cynn, Mhenlo, and Lina
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Sounds exactly like what I take down Though I use different skills than the ones you listed.
I always laugh a bit when the "perfect farming group" turns out to be a warrior, monk, and elementalist combination
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Oct 31, 2005, 01:44 AM // 01:44
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#32
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Frost Gate Guardian
Join Date: Jul 2005
Location: Florida
Guild: Talk Less More [Sekz]
Profession: Rt/E
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Quote:
Originally Posted by Banebow
I always laugh a bit when the "perfect farming group" turns out to be a warrior, monk, and elementalist combination
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I second that. What about the other classes? Farming with a mesmer and/or ranger makes things not only interesting but almost effortless.
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Oct 31, 2005, 01:57 PM // 13:57
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#33
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Quote:
Originally Posted by Lorien of Mandos
It has been proven that you will get more fo the drops ina 5 person team vs an 8 persona team. Every kill yields a drop, so with fewer players in group there are better odds it will be assigned to you. Whether or not these drops are greens is a different story....
I can't believe that only one reply in this thread has mentioned minion master necros. Here is the group I usually look for when forming 5 person teams:
1 Stance Tank (to hold the kegs)
1 Healer monk
1 Protect Monk
1 Echo Nuker
1 Minion Master with 16 in death magic (me)
Here is the build:
Death: 16
Curses: 10
Soul-Reaping:10
1. Faintheartedness
2. Mark of Pain
3. Spiteful Spirit (elite)
4. Shadow of Fear
5. Strip Enchantment (I know it is blood magic, but it removes that pesky Mark of Protection the monk bosses like to use)
6. Summon Bone Fiend
7. Blood of the Master
8. Verata's Sacrifice
P.S. Comments and suggestions are always welcome, your thoughts on this build?
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Shhhh... That's the best kept secret in SF! With a minonmaster, monks actually get bored and their mana regens to full!
My mm is different
Bonefiend
Bonehorror
Well of Power {e}
Cry of Frustration
Bloood of the master
Verata Sacrifice
Life Siphon
Res sig
16 death
10 SR
9 Blood
Prefer to use wop because there are times when u can spare a body and relieve the monks. Cry of Frustration is to stop the gnashers from stealing my body. Grrrrr.
I dun use spite because i think its a waste to use spite if u dun max out ur curses. spite + arcane echo = dead mobs in 5 eyeblinks. Also dead IWAY
Perhaps the saddest thing is that mm tend to be NOT called for farming even though we deal the most damage and reduce damage dealt to many players by alot.
Last edited by 2_fingers; Oct 31, 2005 at 02:00 PM // 14:00..
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Oct 31, 2005, 02:20 PM // 14:20
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#34
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Academy Page
Join Date: Oct 2005
Location: The imagination of the gods
Profession: Mo/Me
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I agree, my life as an mm is certainly easier if I or someone else brings some kind of interupt skill to stop the binders from raising wells of suffering on party. Ive been experimenting with taking soul feast or consume corpse to use the corpses before they get a chance. For the most part though, I find that if I am paying enough attention I can usually cast a summon fast enough that it casts before the binder even starts his well. I have to disagree about spiteful only being useful if curses is maxed, I still hits target and nearby enemies for 25 each time target uses skill or attacks - add this to the dmage from minions and mark of pain and it is considerable.
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Oct 31, 2005, 05:28 PM // 17:28
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#35
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mehtani Keys
Guild: The Extraordinary Revolution [ReVo]
Profession: P/W
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My best farming experiences are those when i go full water only and the other nuker is fire. Deep Freeze is an awesome spell but it drains a lot of mana, so be ready with a Glymph of Energy and Water Attunement. My personal pure/full water build is:
Shard Storm
Ice Spikes
Deep Freeze
Maelstorm
Swirling Aura/Armor of Mist/Blurred Vision (BV help a lot for the kegger)
Conjure Frost (extra dmg while recharging)
Water Attunement
Glymph of Energy
I dont like to hybridize my skills and i use a Flint's Fleshcleaver for extra HP and EP.
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Nov 02, 2005, 02:35 AM // 02:35
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#36
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Frost Gate Guardian
Join Date: Sep 2005
Profession: Mo/W
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I prefer to go:
1 W keg holder (who can sustain lots of dmg with stances etc)
1 Heal/Smite Mo
1 Prot/Smite Mo
1 Nuker
Optional +one (E, N, R, Me)
But there are plenty of 4-5 person combos that work well.
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Nov 02, 2005, 08:52 AM // 08:52
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#37
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Krytan Explorer
Join Date: Jul 2005
Location: NYC
Guild: Squee Squeeeeeeeeeeeeee [yay]
Profession: Mo/
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Quote:
Originally Posted by Numa Pompilius
LOL! That's exactly how my mesmer farms SF/GF! Although I echo shatter hex a lot - 2x125 damage armor-ignoring ftw!
The one problem is that since mesmers can't tank, I can't use the "carry anything and all mobs just target you" trick.
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Echo'ing shatter hex is actually how my domination mesmer farms/skill caps in Peridition Rock. The damage is crazy if you get a good tank, especially when flesh golems hexs the tanks every 5 seconds
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Nov 02, 2005, 03:35 PM // 15:35
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#38
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Academy Page
Join Date: Oct 2005
Guild: The Last Platoon
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I keep seeing the ele/mes "echo nuker" pop up in this thread... i have worked in SF fairly comptently as a glyph/malestrom nuker... using glyph to double up on meteorstorm/firestorm and mark of rod, or glyphing maelstrom for a full 20 sec interrupt on bosses... keeping aware of the situation and which skill may prove most useful. Is there any reason ppl are not using this? I know it is not an original build....
Zeg
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Nov 03, 2005, 03:41 PM // 15:41
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#39
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Quote:
Originally Posted by Zegorzalek
I keep seeing the ele/mes "echo nuker" pop up in this thread... i have worked in SF fairly comptently as a glyph/malestrom nuker... using glyph to double up on meteorstorm/firestorm and mark of rod, or glyphing maelstrom for a full 20 sec interrupt on bosses... keeping aware of the situation and which skill may prove most useful. Is there any reason ppl are not using this? I know it is not an original build....
Zeg
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Because they cant think? Same reason y Mms are ignored even though they can ease the burden on monks alot. Alot of the time these people do not want to even think about builds and build effective builds
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Nov 10, 2005, 09:32 AM // 09:32
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#40
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Lion's Arch Merchant
Join Date: Jun 2005
Location: West Coast, USA
Profession: Mo/E
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I don't mind inviting Me/E's in farm groups. Most of them are good at nuking and have great energy management of their own. I just haven't seen too many of them s'all. Probably because of what the above poster said.
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