I need to give credit where credit is due, so much thanks to LAMS3K, and his guide for the the info and inspiration! And also to Rachtoh for his FoW spider thread, which I also used for inspiration.
My build:
R/W
11+1 Expertise
10+1+3 Marksmanship
10 Tactics
Read the Wind
Distracting Shot
Savage Shot
Escape [E]
Dodge
Heal Sig
Watch Yourself
Shields Up.
My Equipment:
I use full druids.
Weapon 1: Firey Flatbow of Pruning(20%)
Weapon 2: Short Bow of Defense.
How to:
I'm gonna assume you know how to get to the Forest, I'll try to post something on getting there later.
Before you flame me on my choice of an elite. Escape serves two purposes. Two running skills make the run there much easier cause Ranger speed skills take longer than sprint to recharge. But besides that, Escape gives you 75% chance to dodge attacks. Which is very important to this build. With the stats I have listed you can keep either Escape or "Shields Up" going constantly. You'll have at least a 50% chance to dodge all the attacks you'll face here. Watch yourself Recharges pretty fast with Flat/Short bows, so you can/need to keep that up constantly. Maintaining RtW isn't that hard either, and it makes this go much faster. Shepherds aren't a problem as long as you stay out of their spell range. Make sure you have flatbow equiped and If they get too close run away, and wait for them to reset. The Wood Spirits can hit hard, but as long as you keep switching back and forth between Escape and Shields up, and using Watch Yourself everytime it recharges, the damage is easily managed with Heal sig. You will have to interrupt Troll ungent, or it will take alot longer to kill spirits than is neccesary. I'm actually proud of how fast I can kill Armored Cave Spiders with this build. You want to aggro only one, but I've managed to kill them both with a dual aggro. Move slowly to get them to drop out of trees, or pop out of ground, then run back and let their spring and poison wear off. Then equip the short bow and move in to attack. Savage Shot their Apply Poison, and distract shot their Heal Spring, and the rest is butter. They usually die before you have to heal, just keep interrupting their apply poison, and Heal spring should be interrupted pretty regularly by your normal attack, but using distract shot takes away any chance they can get it off.
I'll want to post a video of this. Any suggestions on what to use to capture it?
<EDIT> Switched Dodge for Stormchaser.
R/W FoW solo Forest Build
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Quote:
Originally Posted by Vanquisher
Just curious on the use of a Short Bow for interruption over a Recurve Bow, and Flat Bow over Long Bow. Any reason for this that I'm missing?
Well Flatbow over Longbow bow, because you get more shot's off, and thus deal more damage, and the only skill you need to interrupt is troll ungent, and RtW makes that possible. Fighting the spiders is a little tricky until you get the timing. Your close enough that there isn't much advantage in using a recurve, and you're fire rate is faster, so you're dealing more damage with a short bow. But apart from that, the fire rate helps to interrupt heal spring.
K
I must say, i love this build. It's better than R/Me because poison is not main damage dealer, it takes longer for me to kill things, but i have yet to die. Although, I use a long bow one. This is because I can get close to spiders and have the effect of a short bow and intrutpt healing ans poison, and i can stay away from everythign else and take less damage.
Gota thankyou for the guide
Cleared full forest in about and hour 30 mins, 3 shards and a few keys
Gota thankyou for the guide
Cleared full forest in about and hour 30 mins, 3 shards and a few keysQuote:
Originally Posted by Kamahl The Great
It's better than R/Me because poison is not main damage dealer
i don't know what R/Me build you used... but Kindle Arrows + Dual Shot is where i notice most of my dmg coming from... and poison is a great dmg dealer so i don't know why you wouldn't want it...
Quote:
Originally Posted by Valerius
i don't know what R/Me build you used... but Kindle Arrows + Dual Shot is where i notice most of my dmg coming from... and poison is a great dmg dealer so i don't know why you wouldn't want it...
Well at least in this build, Escape and RtW are both vital. So that rules out both poison skills.
Well at least in this build, Escape and RtW are both vital. So that rules out both poison skills.
Quote:
Originally Posted by Yanman.be
no it's not..not with the attribute set-up in the OP
Originally I brought Stormchaser as kinda an energy management, back when I was using a similar build w/barrage. If I ever ran into problems I could throw it up to recharge energy a bit (vs the shepards). But as I got to playing with it more, I just forgot to take it out and put in Dodge. I think at one point I was also using it as my only running skill, with a good chunk of Attributes in Wilderness survival. But you don't need it, and I've been meaning to change it, just never got around to it. So you are right, Dodge is better. You don't use it except in getting there anyway, but Dodge is more bang for your energy buck. See above for the edit. Thanks for the reminder!
J
First of all, I think this is a great build. But I'm having trouble getting past some of the Shepherds who use Lightning magic. Some Shepherd groups are as advertised, But others have maybe 1 (or 2?) that execute lighting attks (Chain Lightning, Lightning Strike, etc) that have ended my R/W solo runs rather abruptly. Has anyone dealt with this? Any suggestions?
Good build, I'll be sure and try it soon
.
Joe, all Spirit Sheperds use Air magic (ie. Chain Lightning, Lightning Strike, Iron Mist). What you need to do if your getting hit by those spells is walk backwards. It's a bit of trial and error, but you need to get out of spell cast range, and into your flat/longbow range. What I do is attack one, and walk back a few steps, once they all start wanding me, and I see no spell cast animations, I start attacking.
Joe, all Spirit Sheperds use Air magic (ie. Chain Lightning, Lightning Strike, Iron Mist). What you need to do if your getting hit by those spells is walk backwards. It's a bit of trial and error, but you need to get out of spell cast range, and into your flat/longbow range. What I do is attack one, and walk back a few steps, once they all start wanding me, and I see no spell cast animations, I start attacking.
Quote:
Originally Posted by Joe Thomas
First of all, I think this is a great build. But I'm having trouble getting past some of the Shepherds who use Lightning magic. Some Shepherd groups are as advertised, But others have maybe 1 (or 2?) that execute lighting attks (Chain Lightning, Lightning Strike, etc) that have ended my R/W solo runs rather abruptly. Has anyone dealt with this? Any suggestions?
Just like ^ said. Always target the one that is closer to you, and if it starts to cast chain lightning (they always start with that one) then just walk backwards till they start wanding you. If you do it right, they don't even start a second spell, and one lightning blast won't kill you. If you turn tail and run they chase after you and cast iron mist.
J
OK Great TYVM, I will try this manuever out. Took a while to get the timing down for the spider interruption while keeping my defensive skills up... but I picked up on timing count. After interrupting poison and healing spring, they usually do 3 called shot skills before trying poison again... After I believe 2 or 3 rounds of this, they'll try and cast healing spring, and then the cycle starts over. Anxious to try now that America has had favor for quite a while now....


