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Author: IamHighVoltage
4,725 Views
13 Comments
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E/Me Hydra Farm
Attributes:
Equipment:
Any max level armor will work, but I definitely suggest Pyromancer armor for the extra protection it gives.
I use a collector’s earth staff with 20% skill cast and 20% skill recharge. I’ve added an Insightful staffs head +5 energy, and a 20% longer enchantments wrapping. The enchantment wrapping is helpful as you will be using a lot of enchantment spells.
Skills:
1. Stone Daggers: Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 29 earth damage if it hits. Energy:5 Cast:1 Recharge:0
2. Aftershock: Spell. Adjacent foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional earth damage. Energy:10 Cast:0.75 Recharge:10
3. Sliver Armor: Enchantment Spell. For 11 seconds, you have 52% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 37 earth damage. Energy:10 Cast:1 Recharge:30
4. Kinetic Armor: Enchantment Spell. For 8 seconds, you gain 84 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds. Energy:15 Cast:3 Recharge:60
5. Ward of Stability: Ward Spell. Create a Ward of Stability at your current location. For 26 seconds, non-spirit allies in the area cannot be knocked down. Energy:10 Cast:1 Recharge:30
6. Mantra of Flame: Stance. For 62 seconds, whenever you take fire damage, the damage is reduced by 39% and you gain 2 Energy. Energy:10 Cast:0 Recharge:20
7. Aura of Restoration: Enchantment Spell. For 60 seconds, you are healed for 334% of the energy cost each time you cast a spell. Energy:10 Cast:0.25 Recharge:5
8. Elemental Attunement: Elite Enchantment Spell. For 48 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the energy cost of the skill each time you use magic associated with any of those elements. Energy:10 Cast:2 Recharge:45
OR
8. Earth Attunement: Enchantment Spell. For 62 seconds, you are attuned to Earth. You gain 30% of the energy cost of the skill each time you use Earth Magic. Energy:10 Cast:2 Recharge:45 (Use if you do not have Elemental Attunement)
Tactics:
• Exit Augery Rock thru the Skyward Reach exit and follow the circuit shown on map.
• Just before aggroing the Hydras, cast Mantra of Flame, Elemental Attunement, Aura of Restoration, and Kinetic armor.
• Once you’ve aggroed them cast Ward of Stability and let them come to you.
• Use Stone Daggers to maintain Kinetic Armor. Keep time in your head, you don’t need to spam it endlessly unless your health starts getting low.
• When they have closed in on you, use Sliver Armor and Aftershock. If 3 or more are attacking you Sliver Armor will take one of them out very fast. Reuse as soon as they recharge.
• Refresh any enchantments as they start to expire.
• Once Hydras are dead, pick up loot and move on to next group.
Notes:
• Energy management is not a problem. The larger the group, the more energy you will have thanks to Mantra of Flame.
• Ward of Stability has a 4 second lapse before you can recast. Be careful here as a well timed Meteor can interrupt you and possibly cause you to lose Kinetic Armor. (only ever happened once to me)
This build has worked very well for me. Feel free to leave comments or suggestions. (Be kind, this is a first guide for me)
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