An Elementalist build for farming Totem Axes from Root Behemoths in The Falls. This build uses Obsidian Flesh to defend against Wind Riders, and Glyph of Elemental Power to prolong enchantments and deal more damage.
Attributes and Skills
|Elementalist / Ranger||Attribute Rank|
|Earth Magic||11 + 1 + 3|
|Fire Magic||10 + 1 (or +1 +3)|
<pvxbig> [Glyph of Elemental Power][Stoneflesh Aura][Flame Djinn's Haste][Sliver Armor][Obsidian Flesh][Meteor Shower][Immolate][Troll Unguent] </pvxbig>
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.
Something with an enchanting mod is essential, a Totem Axe itself is a good start! A fire wand and offhand both with 20% chance of halving recharge times may be useful.
- Cast Glyph of Elemental Power before any chain of spells, unless doing so would risk your life
- Cast Obsidian Flesh only when engaging casters, never while running.
- Keep Sliver Armor and Stoneflesh Aura up as much as possible when running.
- Use Meteor Shower and Immolate for Root Behemoths.
- Use Immolate and Flame Djinn's Haste and Sliver Armor for other mobs.
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.
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.
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.
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.
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 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.
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.
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. A well timed Meteor Shower can catch them unawares if you are lucky.
If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Elemental Power 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. 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.
Maguuma Spiders poison and cripple you, and without Stoneflesh Aura up, the damage dealt by them and Redwood Shepherds will soon see you dead. Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.
- Replace something (Sliver Armor maybe?) with Serpent's Quickness to keep Obsidian Flesh and Sliver Armor up (near-)indefinitely