Okay, as requested, I am posting a quick guide on farming Bleached Shells, which you can get from the sand Wurms.
It requires a 55hp build, if you have no idea what that is or how it works, I suggest you read my guide first.
The build I found that worked best in this area was Monk/Ranger, with
Protective Spirit, Healing Breeze, Blessed Signet, Shield of Judgement (E), Serpent's Quickness, Mending, Balthazar's Spirit, Blessed Aura.
With Serpent's Quickness and the attribute points I will provide, you are going to be able to cast your second Shield of Judgement before the first one is over.
Of course you can use another build if you want to, but this one will take 1:25-1:30 per wurm group (usually one, two if you're lucky)
Attributes:
Healing Prayers: 6 +3
Smiting Prayers: 12 +4
Protection Prayers: 7 +3
Divine Favor: 9 +3
Wilderness Survival: 3
Just look at the screenshots (attached below.. btw, I found two bleached shells that run!).. Sorry for cheap, fast guide, I'm kinda tired of typing after the guide I wrote two days ago :P
Anyhow, using this build/run, you can make around 5-6 Bleached Shells per hour, as each run takes about 5 to 8 mins. You can choose to kill or ignore the enchanted swords/bows guarding the teleporter, it's up to you. Good luck, have fun!
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EDIT: BUILD CHANGE
Area of Effect spells have no effect on wurms, therefore feel free to use Balthazar's Aura and/or Symbol of Wrath.
My new build:
Protective Spirit, Blessed Signet, Shield of Judgement {E}, Balthazar's Aura, Symbol of Wrath, Mending, Balthazar's Spirit, Blessed Aura
Tip : A 20% longer enchantments weapon really helps here!
Attribute Points:
Healing Prayers: 6 +3 =9
Smiting Prayers: 12 +4 =16
Protection Prayers: 6 +3 =9
Divine Favor: 10 +3 =13
That's right, no Healing Breeze. It is not needed for this build! I like to kill the first four enchanteds bows/swords/hammers with Shield of Judgement, add a Symbol of Wrath if some manage to live. With only three pips of regeneration, your health might go down a little, just re-cast Protective Spirit for the divine favor bonus.
Follow the pattern from the screenshots, once you get a worm or too, you'll want to fill your energy with Blessed Signet before using Shield of Judgement and Balthazar's Aura, followed by Symbol of Wrath. One wave of this tri-nuking combo should be enough to dispose of every wurm attacking you.
Bleached Shell Farming
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Nice build, its very close to being there. I run a pure monk wurm farming build that kills in 28 seconds on average.
If you find your shell drops are getting pretty low, go and farm somewhere other than the desert. I have found that if you only change to griffs or hydras the drops do not improve, but if you say do a mission or go into sorrows a couple of times it improves.
If you find your shell drops are getting pretty low, go and farm somewhere other than the desert. I have found that if you only change to griffs or hydras the drops do not improve, but if you say do a mission or go into sorrows a couple of times it improves.
T
Quote:
Originally Posted by Tweecers
Just as good as malinon's shield which is 100k to buy.
It depends on the warrior; I much prefer Malinon's enchanted condition as opposed to stance, which I never use. To a stance tank, the Crimson Carapace will obviously be more attractive. I don't really think that one could be just as good as the other as they are too different.
S
Quote:
Originally Posted by Signori
hi all
1: does balth aura and SoW work on worms? dont they just go back underground?
and
2: where the trader for the shield?
i farmed a few shells yesterday so might get that shield. thanks guys 1: Yes, it works; full damage.
2: http://www.guildwiki.org/wiki/Lord_Dorn_Lendrigen
Quote:
1: does balth aura and SoW work on worms? dont they just go back underground?
and
2: where the trader for the shield?
i farmed a few shells yesterday so might get that shield. thanks guys 1: Yes, it works; full damage.
2: http://www.guildwiki.org/wiki/Lord_Dorn_Lendrigen
Quote:
|
Originally Posted by DevilStick
Nice build - how are you getting by the Enchanteds without a run skill? Do they drop aggro easier than I think? Guess I will test this if I don't hear back.
You do not run past them, you just do your stuff, and ignore them attacking you. You can also kill them if they annoy you too much tho, a level 16 SoJ should dispose of all of them. |
Quote:
Originally Posted by Tweecers
usually they sell for between 1-2k and are used to trade for a collector.
The grim carapace shield its
+45 hp ( stance)
-2 dama while in a stance.
Just as good as malinon's shield which is 100k to buy. Except Malinon's shield is while enchanted as the caveat, instead of stance...
Still, a good shield none the less.
Thanks for posting as always Cerb!
The Acolyte
The grim carapace shield its
+45 hp ( stance)
-2 dama while in a stance.
Just as good as malinon's shield which is 100k to buy. Except Malinon's shield is while enchanted as the caveat, instead of stance...
Still, a good shield none the less.
Thanks for posting as always Cerb!
The Acolyte
Quote:
Originally Posted by Son of Urza
However, the crimson carapace shield is EXACTLY the same as Grognar's Defender, a green shield, and rather cheaper. Plus, it's just plain good anyway, and it's only 5k or so.
Off-Topic: First post! Yay! True...Grog's defender is selling for around 30k right now I think.
Off-Topic: First post! Yay! True...Grog's defender is selling for around 30k right now I think.

M
Quote:
Originally Posted by cerb
With Serpent's Quickness and the attribute points I will provide, you are going to be able to cast your second Shield of Judgement before the first one is over.
First of all, your post inspired me to take the time and do the Ranger's Quest in order to try this out, so thank you.
I tried S.Q. out with SoJ, and it wasn't always working like you have stated (Note, it did work some of the times, but wasn't consistant). I found out it was the effects of my smiting wand which has the "improves recharge time, 20% chance" on it. Without it, they didn't overlap. *Edit* Also I don't have a weapon with a +20% longer enchants mod. Lol, sorry.
I started thinking of this as a permanently-tied combo (which would be even better), and started crunching some numbers on a calculator. It turns out that a 33% decrease in recharge time would equal 30.15 seconds for a 45 second recharge time like SoJ. The longest you could get serpant's quickness to last with a Mo/R setup would be 27 seconds. This means that they don't overlap by about 3 seconds, rendering the use of this as a permanently-tied combo worthless (you would have to wait for Serpant's quickness to recharge the full 45 seconds to make it worth while). If serpant's quickness could somehow last just 4 or 5 seconds longer, you could use this combo infinitely as long as you wanted. *Sigh*
Perhaps you didn't intend for this to be a combo that is tied together for the entire lifespan of the fight, but that is how I initially read your post. Anyways, thanks for posting; You gave me something to do for the weekend
I tried S.Q. out with SoJ, and it wasn't always working like you have stated (Note, it did work some of the times, but wasn't consistant). I found out it was the effects of my smiting wand which has the "improves recharge time, 20% chance" on it. Without it, they didn't overlap. *Edit* Also I don't have a weapon with a +20% longer enchants mod. Lol, sorry.

I started thinking of this as a permanently-tied combo (which would be even better), and started crunching some numbers on a calculator. It turns out that a 33% decrease in recharge time would equal 30.15 seconds for a 45 second recharge time like SoJ. The longest you could get serpant's quickness to last with a Mo/R setup would be 27 seconds. This means that they don't overlap by about 3 seconds, rendering the use of this as a permanently-tied combo worthless (you would have to wait for Serpant's quickness to recharge the full 45 seconds to make it worth while). If serpant's quickness could somehow last just 4 or 5 seconds longer, you could use this combo infinitely as long as you wanted. *Sigh*
Perhaps you didn't intend for this to be a combo that is tied together for the entire lifespan of the fight, but that is how I initially read your post. Anyways, thanks for posting; You gave me something to do for the weekend

G
h
Balthazar's Aura and Symbol of Wrath does not work. AoE spells will just send the wurm burrowing and knocking you down leading in death. Inexperienced players will make that mistake and keep taking them along hoping to kill the wurm. Oh, BTW, you don't need a 55 monk to be able to solo wurms. With my current build and certain profession, I can solo up to 3 wurms at a time.
