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{{archived-Build|reason1=nerf to [[gww:Obsidian Flesh|Obsidian Flesh]]|date=08:09, May 1, 2010 (UTC)|type1=farming|category=Good}}{{TOCright}}
{{build-stub}}
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An [[gw:Elementalist|Elementalist]] build for farming [[gw:Totem Axe|Totem Axe]]s from [[gw:Root Behemoth|Root Behemoth]]s in [[gw:The Falls|The Falls]]. This build uses [[gw:Obsidian Flesh|Obsidian Flesh]] to defend against casters, and Fire Magic to deal damage.
   
{{TOCright}}
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== Attributes and Skills. ==
An [[Elementalist]] build for farming [[Totem Axe]]s from [[Root Behemoth]]s in [[The Falls]]. This build uses [[Obsidian Flesh]] to defend against [[Wind Rider]]s, and [[Glyph of Elemental Power]] to prolong enchantments and deal more damage. <!--and has advantages over the Melandru's Resilience Warrior build in that Wind Riders are less of a problem, Jungle Skale are much less of a problem, and Root Behemoth's can be killed much quicker without aggroing Life Pods.-->
 
   
== Attributes and Skills ==
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<pvxbig>
{{attributes | Elementalist | Ranger
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[build prof=eleme/dervi earth=11+3 fire=10+3 earthp=8 energy=6+1][glyph of lesser energy][mystic regeneration][stoneflesh aura][flame djinn's haste][sliver armor][obsidian flesh][meteor shower][immolate][/build]
| Earth Magic | 11 + 1 + 3
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</pvxbig>
| Fire Magic | 10 + 1 (or +1 +3)
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(An Earth Magic headpiece with an Elementalist Rune of Superior Earth Magic and a Fire Magic headpiece with a Elementalist Rune of Superior Fire Magic are both used, and switched between at different points of the run)
| Wilderness Survival | 10
 
}}
 
{{skill bar|Glyph of Elemental Power|Stoneflesh Aura|Flame Djinn's Haste|Sliver Armor|Obsidian Flesh|Meteor Shower|Immolate|Troll Unguent}}
 
   
 
== Equipment ==
 
== Equipment ==
 
=== Armor ===
 
=== Armor ===
[[Radiant]] Armor is recommended for this build. Use a Geomancers Aura with a Superior Rune of Earth Magic for running, and then a Pyromancers Aura with a Superior rune of Fire Magic for killing.
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[[gw:Radiant|Radiant]] Armor is recommended for this build. Use a Geomancers Aura with a Superior Rune of Earth Magic for running, and then a Pyromancers Aura with a Superior rune of Fire Magic for killing.
 
=== Weapons ===
 
=== Weapons ===
 
==== Enchanting Set ====
 
==== Enchanting Set ====
Preferably a [[Spirit of the Forgotten]], Totem Axe or [[Rajazan's Fervor]] and a focus item with +1 Earth Magic. eg [[Galigord's Stone Scroll]], or crafted from [[Sheco]] in [[Bukdek Byway]], or swapped for 5 [[Stone Horn]]s with [[Denos Makaluum]] in [[Vasburg Armory]].
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Preferably a [[gw:Spirit of the Forgotten|Spirit of the Forgotten]], [[gw:Totem Axe|Totem Axe]], or [[gw:Rajazan's Fervor|Rajazan's Fervor]] and a focus item with +1 Earth Magic. eg [[gw:Galigord's Stone Scroll|Galigord's Stone Scroll]], or crafted from [[gw:Sheco|Sheco]] in [[gw:Bukdek Byway|Bukdek Byway]], or swapped for 5 [[gw:Stone Horn|Stone Horn]]s with [[gw:Denos Makaluum|Denos Makaluum]] in [[gw:Vasburg Armory|Vasburg Armory]].
 
A possible alternative is a Fire or Earth staff with a +20% longer enchantments mod.
 
A possible alternative is a Fire or Earth staff with a +20% longer enchantments mod.
   
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=== General Usage ===
 
=== General Usage ===
   
* Cast [[Glyph of Elemental Power]] before any chain of spells, unless doing so would risk your life
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* Cast [[gw:Glyph of Lesser Energy|Glyph of Lesser Energy]] before any chain of spells, whenever it is available.
* Cast [[Obsidian Flesh]] only when engaging casters, never while running.
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* Cast [[gw:Obsidian Flesh|Obsidian Flesh]] only when engaging casters, never while running.
* Keep [[Sliver Armor]] and [[Stoneflesh Aura]] up as much as possible when running.
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* Keep [[gw:Sliver Armor|Sliver Armor]] and [[gw:Stoneflesh Aura|Stoneflesh Aura]] up as much as possible when running.
* Use [[Meteor Shower]] and [[Immolate]] for Root Behemoths.
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* Use [[gw:Mystic Regeneration|Mystic Regeneration]] when your health is low. Remember maximum gain is when you have other enchantments on you as well.
* Use Immolate and [[Flame Djinn's Haste]] and Sliver Armor for other mobs.
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* Use [[gw:Meteor Shower|Meteor Shower]] and [[gw:Immolate|Immolate]] for Root Behemoths.
* Wear your Geomancer's headgear when running, and when fighting Wind Riders.
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* Use Immolate and the point blank damage from [[gw:Flame Djinn's Haste|Flame Djinn's Haste]] and Sliver Armor for other mobs.
  +
* Wear your Geomancer's headgear when running, and when fighting Wind Riders or Jungle Skale.
 
* Wear your Pyromancer's headgear at all other times.
 
* Wear your Pyromancer's headgear at all other times.
   
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==== Areas ====
 
==== Areas ====
   
* [[Ettin's Back]]
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* [[gw:Ettin's Back|Ettin's Back]]
Starting the run at [[Ventari's Refuge]], head out to [[Ettin's Back]]. Equip your Earth magic headgear. Cast Glyph of Elemental Power before casting Stoneflesh Aura, Flame Djinn's Haste and Sliver Armor. Run towards the portal to [[Reed Bog]]. Recast your enchantments as they expire. Flame Djinn's Haste and Stoneflesh Aura can be kept up indefinitely, and for most of the run, the downtime in Sliver Armor makes little difference.
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Starting the run at [[gw:Ventari's Refuge|Ventari's Refuge]], head out to [[gw:Ettin's Back|Ettin's Back]]. Equip your Earth magic headgear. Cast Glyph of Lesser Energy before casting Mystic Regeneration, Stoneflesh Aura, Flame Djinn's Haste and Sliver Armor. Run towards the portal to [[gw:Reed Bog|Reed Bog]]. Recast your enchantments as they expire. Use the Glyph prior to casting enchantments as it becomes available. Flame Djinn's Haste and Stoneflesh Aura can be kept up indefinitely, and for most of the run, the downtime in Sliver Armor makes little difference.
   
* [[Reed Bog]]
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* [[gw:Reed Bog|Reed Bog]]
Take the south eastern path through the Reed Bog to The Falls. Once again, cast skills 1-4 in that order, keep running and recast enchantments as necessary. Stoneflesh Aura negates just about all the damage in this area. Head into The Falls.
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Take the south eastern path through the Reed Bog to The Falls. Once again, cast skills 1-5 in that order, keep running and recast enchantments as necessary. Stoneflesh Aura negates just about all the damage in this area. Head into The Falls.
   
* [[The Falls]]
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* [[gw:The Falls|The Falls]]
The beginning part of this area is probably the hardest in the whole run. Sliver Armor is very useful here, not for dealing damage, but for the 50% chance to block attacks. This helps you avoid some of the poison and crippling attacks from the Maguuma spiders, although it is unlikely you will get through the area without engaging some of the conditions. When you lose aggro, cast [[Troll Unguent]], regen, and then continue. Once you get out of the spiders, and sight your first trolls, things become easier.
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Once again, use Glyph of Lesser Energy, cast your first four enchantments, and run. You can stop to recast even whilst in the middle of spiders and Shepherds. As long as you use the Glyph whenever possible, energy is not a problem. Mystic Regen will give you 9 pips off health regen, or 12 when you have Sliver Armor cast, so degen and damage is not a problem. If you are in range of a [[gw:Symbiosis|Symbiosis]] spirit, you will have 800+ health!
   
 
From here on in, you will find the following groups of monsters. Below each group you will find the best method for dealing with them.
 
From here on in, you will find the following groups of monsters. Below each group you will find the best method for dealing with them.
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==== Enemy Types ====
 
==== Enemy Types ====
 
[[image:Root_Behemoths_Falls_Location.jpg|thumb|right|Locations where Root Behemoths can be found in The Falls are marked yellow.]]
 
[[image:Root_Behemoths_Falls_Location.jpg|thumb|right|Locations where Root Behemoths can be found in The Falls are marked yellow.]]
* [[Jungle Troll]]s
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* [[gw:Jungle Troll|Jungle Troll]]s
 
Avoid these by running straight past them. It is unlikely you will be able to survive them in the large mobs that inhabit the area. Make sure that you do not get cornered by them, and just keep running until you lose aggro.
 
Avoid these by running straight past them. It is unlikely you will be able to survive them in the large mobs that inhabit the area. Make sure that you do not get cornered by them, and just keep running until you lose aggro.
* [[Jungle Skale]]
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* [[gw:Jungle Skale|Jungle Skale]]
Tackling a full mob of 4-5 Jungle Skale is little problem. Get them to bunch up as much as possible, and then get in close to one and cast your spells in the following order: Glyph of Elemental Power -> Obsidian Flesh -> Sliver Armor -> Immolate -> Flame Djinn's Haste. Cast Troll Unguent as it becomes necessary, and Stoneflesh Aura to cover the short downtime in Obsidian Flesh. Recast your damaging spells as they become available. If you have to wait to regen energy, then you can usually do so while in the middle of the mob, especially if Obsidian Flesh is still up. A max damage fire wand can help things along nicely.
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Tackling a full mob (or even 2 mobs) of Jungle Skale is little problem. Get them to bunch up as much as possible, and then get in close to one and cast your spells in the following order: Glyph of Lesser Energy -> Obsidian Flesh -> Mystic Regeneration -> Sliver Armor -> Immolate -> Flame Djinn's Haste. Cast Stoneflesh Aura to cover the short downtime in Obsidian Flesh. Recast your spells and Glyphs as they become available. Obsidian Flesh should be your priority enchantment, as the Skale will strip your other enchantments without it. A max damage fire wand can help things along nicely.
* [[Root Behemoth]]s
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* [[gw:Root Behemoth|Root Behemoth]]s
Keep your distance so that you don't cause any Life Pod pop-ups. Equip your Pyromancers headgear. Cast Glyph of Elemental power followed by [[Meteor Shower]], Stoneflesh Aura(optional) and a few Immolates. Wanding helps again here. 1 Nuke and 2 Immolates later, your Behemoth should be dead.
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Keep your distance so that you don't cause any Life Pod pop-ups. Equip your Pyromancers headgear. Cast Glyph of Lesser Energy if you want to followed by [[gw:Meteor Shower|Meteor Shower]], Stoneflesh Aura(optional) and a few Immolates. Wanding helps again here. 1 Nuke and 3 Immolates later, your Behemoth should be dead.
* [[Life Pod]]s
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* [[gw:Life Pod|Life Pod]]s
Once your Behemoth is dead, you will almost inevitably have to run past it in such a way that the Life Pods will spawn and follow you. It is possible in some placements to run past the pods, or to avoid spawning them altogether, if the Behemoth didn't drop any loot you wanted. However, do not drag them into other mobs. Tackling 1 or 2 Life Pods is easy, but 3 can be more difficult. Careful advancement towards the Behemoth corpse and prompt running away can enable you to spawn just one Life Pod at a time. When facing one or two, the best thing to do is get in close, cast Glyph of Elemental power, Flame Djinn's Haste and Immolate. This will usually kill single Life Pods or the first of a pair. If you have to run away, or you have spawned three, try to pull just one or two. Persevere and you should find one partially separates itself from the others. Get in quick and repeat the combo mentioned above to kill it before the others have a chance to heal it.
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Once your Behemoth is dead, you will almost inevitably have to run past it in such a way that the Life Pods will spawn and follow you. It is possible in some placements to run past the pods, or to avoid spawning them altogether, if the Behemoth didn't drop any loot you wanted. However, do not drag them into other mobs. Tackling 1 or 2 Life Pods is easy, but 3 can be more difficult. Careful advancement towards the Behemoth corpse and prompt running away can enable you to spawn just one Life Pod at a time. When facing one or two, the best thing to do is get in close, cast Flame Djinn's Haste and Immolate. This will usually kill single Life Pods or the first of a pair. If you have to run away, or you have spawned three, try to pull just one or two. Persevere and you should find one partially separates itself from the others. Get in quick and repeat the combo mentioned above to kill it before the others have a chance to heal it. They are also stupid enough to stand in a meteor shower a lot of the time if you don't mind waiting for the recharge before tackling the next Behemoth.
A well timed Meteor Shower can catch them unawares if you are lucky.
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* [[gw:Wind Rider|Wind Rider]]s
* [[Wind Rider]]s
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If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Lesser Energy and Obsidian Flesh <i>before</i> aggroing them! Much as with Jungle Skale, get in close and cast Sliver Armor, Flame Djinn's Haste and Immolate while Obsidian Flesh is up. Meteor Showers can help as well. Once Obsidian Flesh has run out, you can either run away, or try to exhaust your foes' supply of interrupts before recasting Obsidian Flesh. It is usually wiser to kill 2 Wind Riders at a time before running away. As you run away you will surely be under the effects of [[gw:Conjure Phantasm|Conjure Phantasm]], but just keep running until you lose aggro and then heal.
If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Elemental Power and Obsidian Flesh <i>before</i> aggroing them! Much as with Jungle Skale, get in close and cast Sliver Armor, Flame Djinn's Haste and Immolate while Obsidian Flesh is up. Cast Troll Unguent as Obsidian Flesh starts blinking, and then run away. It is pointless trying to cast other enchantments before Obsidian Flesh runs out, as the Wind Riders will shatter the enchantment off you once Obsidian Flesh runs out. Troll Unguent, being a [[skill]], avoids this. You can usually kill 2 Wind Riders at a time before you need to run. As you run away you will surely be under the effects of [[Conjure Phantasm]], but just keep running until you lose aggro and then recast Troll Unguent.
 
   
 
== Counters ==
 
== Counters ==
[[Maguuma Spider]]s poison and cripple you, and without Stoneflesh Aura up, the damage dealt by them and [[Redwood Shepherd]]s will soon see you dead.
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Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.
 
Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.
   
 
== Variants ==
 
== Variants ==
* Replacing Sliver Armor with [[Serpent's Quickness]] to keep Obsidian Flesh up (near-)indefinitely means that you can spend longer taking on Wind Riders and Jungle Skale, but with the loss of Sliver Armor's damage, and the increase drain on energy, the net result is a longer overall run.
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* Replacing Sliver Armor with [[gw:Serpent's Quickness|Serpent's Quickness]] to keep Obsidian Flesh up (near-)indefinitely means that you can spend longer taking on Wind Riders and Jungle Skale, but with the loss of Sliver Armor's damage, and the increase drain on energy, the net result is a longer overall run.
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* Change to E/R and swap Mystic Regeneration for [[gw:Troll Unguent|Troll Unguent]]. This has the advantage of being unstrippable due to it being a skill rather than an enchantment. It makes the run through the spiders tricky though.
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* You can swap out Glyph of Lesser Energy for [[gw:Glyph of Elemental Power|Glyph of Elemental Power]], but this makes energy conservation much more difficult.
 
== See also ==
 
== See also ==
 
[[Build:W/R Melandru's Resilience Totem Axe Farmer]]
 
[[Build:W/R Melandru's Resilience Totem Axe Farmer]]
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[[Build:R/any_Solo_Totem_Axe_Farmer]]
 
[[Build:R/any_Solo_Totem_Axe_Farmer]]
   
[[Category:Multi-campaign builds|E/R Obsidian Totem Axe Farmer]]
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[[Category:Multi-campaign builds|E/D Obsidian Flesh Totem Axe Farmer]]

Latest revision as of 21:16, November 2, 2010

This build has been archived as of 08:09, May 1, 2010 (UTC), for the following reason:

This build had been designed for the following use:

This build was in the category Good before being archived.

An Elementalist build for farming Totem Axes from Root Behemoths in The Falls. This build uses Obsidian Flesh to defend against casters, and Fire Magic to deal damage.

Attributes and Skills. Edit

<pvxbig> [build prof=eleme/dervi earth=11+3 fire=10+3 earthp=8 energy=6+1][glyph of lesser energy][mystic regeneration][stoneflesh aura][flame djinn's haste][sliver armor][obsidian flesh][meteor shower][immolate][/build] </pvxbig> (An Earth Magic headpiece with an Elementalist Rune of Superior Earth Magic and a Fire Magic headpiece with a Elementalist Rune of Superior Fire Magic are both used, and switched between at different points of the run)

Equipment Edit

Armor Edit

Radiant Armor is recommended for this build. Use a Geomancers Aura with a Superior Rune of Earth Magic for running, and then a Pyromancers Aura with a Superior rune of Fire Magic for killing.

Weapons Edit

Enchanting Set Edit

Preferably a Spirit of the Forgotten, Totem Axe, or Rajazan's Fervor and a focus item with +1 Earth Magic. eg Galigord's Stone Scroll, or crafted from Sheco in Bukdek Byway, or swapped for 5 Stone Horns with Denos Makaluum in Vasburg Armory. A possible alternative is a Fire or Earth staff with a +20% longer enchantments mod.

Killing set Edit

When engaging groups other than Wind Riders, a Fire wand and offhand both with 20% chance of halving recharge times(HRT)of fire magic are recommended.

It may be possible to get away with using an Earth Staff with +20% enchanting and HRT for the entire run.

Usage Edit

General Usage Edit

  • Cast Glyph of Lesser Energy before any chain of spells, whenever it is available.
  • Cast Obsidian Flesh only when engaging casters, never while running.
  • Keep Sliver Armor and Stoneflesh Aura up as much as possible when running.
  • Use Mystic Regeneration when your health is low. Remember maximum gain is when you have other enchantments on you as well.
  • Use Meteor Shower and Immolate for Root Behemoths.
  • Use Immolate and the point blank damage from Flame Djinn's Haste and Sliver Armor for other mobs.
  • Wear your Geomancer's headgear when running, and when fighting Wind Riders or Jungle Skale.
  • Wear your Pyromancer's headgear at all other times.

Detailed Usage Edit

Areas Edit

Starting the run at Ventari's Refuge, head out to Ettin's Back. Equip your Earth magic headgear. Cast Glyph of Lesser Energy before casting Mystic Regeneration, Stoneflesh Aura, Flame Djinn's Haste and Sliver Armor. Run towards the portal to Reed Bog. Recast your enchantments as they expire. Use the Glyph prior to casting enchantments as it becomes available. Flame Djinn's Haste and Stoneflesh Aura can be kept up indefinitely, and for most of the run, the downtime in Sliver Armor makes little difference.

Take the south eastern path through the Reed Bog to The Falls. Once again, cast skills 1-5 in that order, keep running and recast enchantments as necessary. Stoneflesh Aura negates just about all the damage in this area. Head into The Falls.

Once again, use Glyph of Lesser Energy, cast your first four enchantments, and run. You can stop to recast even whilst in the middle of spiders and Shepherds. As long as you use the Glyph whenever possible, energy is not a problem. Mystic Regen will give you 9 pips off health regen, or 12 when you have Sliver Armor cast, so degen and damage is not a problem. If you are in range of a Symbiosis spirit, you will have 800+ health!

From here on in, you will find the following groups of monsters. Below each group you will find the best method for dealing with them.

Enemy Types Edit

Root Behemoths Falls Location

Locations where Root Behemoths can be found in The Falls are marked yellow.

Avoid these by running straight past them. It is unlikely you will be able to survive them in the large mobs that inhabit the area. Make sure that you do not get cornered by them, and just keep running until you lose aggro.

Tackling a full mob (or even 2 mobs) of Jungle Skale is little problem. Get them to bunch up as much as possible, and then get in close to one and cast your spells in the following order: Glyph of Lesser Energy -> Obsidian Flesh -> Mystic Regeneration -> Sliver Armor -> Immolate -> Flame Djinn's Haste. Cast Stoneflesh Aura to cover the short downtime in Obsidian Flesh. Recast your spells and Glyphs as they become available. Obsidian Flesh should be your priority enchantment, as the Skale will strip your other enchantments without it. A max damage fire wand can help things along nicely.

Keep your distance so that you don't cause any Life Pod pop-ups. Equip your Pyromancers headgear. Cast Glyph of Lesser Energy if you want to followed by Meteor Shower, Stoneflesh Aura(optional) and a few Immolates. Wanding helps again here. 1 Nuke and 3 Immolates later, your Behemoth should be dead.

Once your Behemoth is dead, you will almost inevitably have to run past it in such a way that the Life Pods will spawn and follow you. It is possible in some placements to run past the pods, or to avoid spawning them altogether, if the Behemoth didn't drop any loot you wanted. However, do not drag them into other mobs. Tackling 1 or 2 Life Pods is easy, but 3 can be more difficult. Careful advancement towards the Behemoth corpse and prompt running away can enable you to spawn just one Life Pod at a time. When facing one or two, the best thing to do is get in close, cast Flame Djinn's Haste and Immolate. This will usually kill single Life Pods or the first of a pair. If you have to run away, or you have spawned three, try to pull just one or two. Persevere and you should find one partially separates itself from the others. Get in quick and repeat the combo mentioned above to kill it before the others have a chance to heal it. They are also stupid enough to stand in a meteor shower a lot of the time if you don't mind waiting for the recharge before tackling the next Behemoth.

If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Lesser Energy and Obsidian Flesh before aggroing them! Much as with Jungle Skale, get in close and cast Sliver Armor, Flame Djinn's Haste and Immolate while Obsidian Flesh is up. Meteor Showers can help as well. Once Obsidian Flesh has run out, you can either run away, or try to exhaust your foes' supply of interrupts before recasting Obsidian Flesh. It is usually wiser to kill 2 Wind Riders at a time before running away. As you run away you will surely be under the effects of Conjure Phantasm, but just keep running until you lose aggro and then heal.

Counters Edit

Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.

Variants Edit

  • Replacing Sliver Armor with Serpent's Quickness to keep Obsidian Flesh up (near-)indefinitely means that you can spend longer taking on Wind Riders and Jungle Skale, but with the loss of Sliver Armor's damage, and the increase drain on energy, the net result is a longer overall run.
  • Change to E/R and swap Mystic Regeneration for Troll Unguent. This has the advantage of being unstrippable due to it being a skill rather than an enchantment. It makes the run through the spiders tricky though.
  • You can swap out Glyph of Lesser Energy for Glyph of Elemental Power, but this makes energy conservation much more difficult.

See also Edit

Build:W/R Melandru's Resilience Totem Axe Farmer

Build:R/any_Solo_Totem_Axe_Farmer

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