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Post by mura on Apr 13, 2008 14:03:30 GMT -5
I've been experimenting with Shards of Orr HM with a 600 since the chest can drop one of those expensive rare staff types as well as the Bone Dragon Staff.
The only mod to the typical 600 build is Fleeting Stability.
However, I've noticed daze can be troublesome in too large a mob. I wiped at this large mob before the 2nd level. So I think I may have to use Purifying Veil as an additional enchant on the monk instead of Purge Signet or such. Might need a human companion as such.
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Post by mura on Apr 14, 2008 15:58:33 GMT -5
Uh, got to the boss at least with my latest tweak; chilblains seems to kill me quickly enough that I imagine it'd be an hour+ to kill the boss otherwise. Ogden seemed to like running into the fire trap while pegged---so I gave up because of the DP he was getting me.
On an interesting note though---Suntouched Staff there goes for 60-80k (like the astral staff from Kathandrax) and the Bonedragon Staff was 100k + ectos at r9. If anyone wants to take a shot at profit.
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Post by Liadan on Apr 15, 2008 16:26:10 GMT -5
So... does this work or not? I found a Wiki build, and Kiwi and I really aren't looking forward to doing this in HM for our books... plus, if it's more profitable than Murakai runs in terms of chest drops, I might start doing it myself.
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Post by mura on Apr 15, 2008 17:27:37 GMT -5
I ran my own build variant when I did it so I'm not going by Wiki.
Basically, I'd say if you had another human player with Light of Deldrimor...
...and a one of the bonders with weapon of quickening (how I managed to make it through with a team 600'ing Kathandrax)---I'd say it's possible. The problem at the end is Spell Breaker running out and chilblains raping the 600.
Wiki uses a famine; I've never cared for them. Plus the famine would be useless at Fendi, I'd say so...up to the player.
It's much longer than a Murakai run though (I clear both on Murakai and this---and this took a lot longer) as well as far more difficult (w/timing perfection since you don't have mantra of resolve). So depending on drops per run---it could overall be less or far more. I don't know anything per say on gold drop rate.
Each floor has large clump mobs that can't be pulled real well so killing them can be somewhat luck. Also a priest healing a reversal chained prot can take forever to kill sometimes. You basically have to drain their energy in HM.
Murakai runs can supposedly drop gold gloom shields; I've yet to see one for instance. So it's a gamble, I'd say---I personally think it'd be easier just doing a smite run of it.
But if you just want to do one for completion, it'd probably be faster than grabbing a group. I hardly see anyone wanting to do it due to length.
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Post by Khunlin on Apr 15, 2008 18:06:25 GMT -5
One of the main reasons for a Famine ranger is that they can bring QZ. QZ, when maintained properly (read: micromanagement) means you can keep up SB at all times. Sure, your spells cost more energy, but cases in which a 600 needs energy have been few and far between in my experience.
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Post by mura on Apr 15, 2008 19:56:12 GMT -5
I'm aware of QZ; I prefer my method since you can additionally bond up the 600 with additional health regen (Purifying Veil is especially nice for Shards of Orr) or some more energy management per say---- if you wish rather than micromanage a spirit spammer.
So I prefer WoQ.
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