From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
|
This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
|
This build was originally made for farming Flesh Golems and
Mahgo hydras on Perdition Rock, but is good for any spot where
there are a large number of spell casters / enchantment strippers
in a mob. The user is invulnerable to any spells and can take a
large amount of damage from melee hitters.
[edit] Attributes and Skills
[edit] Equipment
- Any Armor will do but armor with
[edit] Equipment
- Geomancer Insignia is best as you will be taking earth
damage
- Any Weapon with 20% Enchantment Mod. Armor + 5 Mod also
helps
Timing is the key.
- You have to keep up Obsidian Flesh
- Cast Serpent's Quickness immediately followed
by Obsidian
Flesh. When Serpent's Quickness is at halfcharge, hit Obsidian
Flesh again. When Obsidian flesh is charged, repeat the cycle.
- Cast Kinetic Armor and Stoneflesh Aura and aggro the mobs.
- Use Stone Striker followed by Storm Chaser to gain energy form
the mob.
- ONLY USE STORM CHASER AFTER SERPENT'S QUICKNESS HAS ENDED,
otherwise it will replace it and disrupt the Obsidian Flesh upkeep.
You have about a 23 second gap between Serpent's Quickness
activations to do this.
- Cast Troll Unguent continually during the battle.
- You should be able to keep up Kinetic Armor with practice and
timing. Even if you lose it once in a while, you can still take
quite a bit of damage.
[edit] Counters
[edit] See also