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Ele/Ra Inexorable Farmer

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NecroRebel Profile

Author: NecroRebel
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Ele/Ra Inexorable Farmer

Welcome to my second guide. This guide will teach you how to farm many things in many areas with an Elementalist primary character using Earth Magic, including both traditional farming targets, such as Hydras and Minotaurs, as well as less traditional farming targets, like Flesh Golems, Mahgo Hydras, Titans, and Djinni.

Why E/Ra?
Elementalists can become the most durable creatures in the game using Earth Magic. With the proper buildset, an Elementalist can push their armor level up over 200 and keep it there indefinitely. The Earth Magic line also has the Obsidian Flesh elite skill, which makes the caster immune to enemy spells. With proper application of Ranger skills such as Serpent's Quickness, Obsidian Flesh can be kept up indefinitely, allowing the user to survive enemies with heavy enchantment removal or spell interrupts that would easily slay other farmers.

Equipment
You will need a few things to use this build effectively. These include:
A max-armor Stone's Eye
A Rune of Superior Earth Magic
A weapon which lengthens Enchantment duration by 20%, ideally an Earth Staff such as Galigord's Stone Staff or equivalent.

Otherwise, you will need a max set of armor, though type doesn't matter. The largest Vigor rune you can afford and the largest Energy Storage rune you feel comfortable with are also helpful; I use a superior of both types.

Attributes
16 Earth Magic is essential (12+1+3)
10 Wilderness Survival
9-11 Energy Storage (8+1, 2, or 3)

If you have no yet gotten the final attribute points, drop Energy Storage down first as it is least important.

Skills

Serpent's Quickness
For 25 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.



Obsidian Flesh
For 21 seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.



Armor of Earth
For 30 seconds, you gain 62 armor, but move 12% slower.



Stoneflesh Aura
For 21 seconds, damage you receive is reduced by 33 and you are immune to critical attacks.



Stone Striker
For 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.



Storm Chaser
For 16 seconds you move 25% faster, and you gain 4 energy whenever you take elemental damage.



Aura of Restoration
For 60 seconds, you are healed for 301-334% of the Energy cost each time you cast a Spell.



Sliver Armor
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.


Tactics and Usage
Using the build is fairly straightforward, though does require attention to timing. The main purpose of the build is to maintain Obsidian Flesh all the time while keeping a high armor level and damage reduction to take little to no damage from any source.

In all cases, begin by approaching your farm target but not yet aggroing it. Ideally, you want the targets to be just brushing the edge of your aggro circle, but being a bit further away is fine as well. Now, you're going to cast your defensive enchantments.

I usually cast the enchantments by descending order of duration, that being Aura of Restoration, Stone Striker, Armor of Earth, and Stoneflesh Aura. Once Stoneflesh is cast, activate Serpent's Quickness and Obsidian Flesh and approach your foes.

At all times from when you aggro foes to when they're all dead, you MUST keep an eye on the recharges of Serpent's Quickness and Obsidian Flesh. The first time you renew Obsidian Flesh will be when Serpent's Quickness is exactly halfway recharged; if you do it too early, you'll have a small gap in your spell immunity, and if you do it too late you'll have a large gap in your spell immunity. Getting the timing down might take a bit of practice, but watching Serpent's Quickness' recharge is the surest way to get it right. The second time you renew Obsidian Flesh will be after both Obsidian Flesh and Serpent's Quickness have fully recharged, allowing you to activate both and repeat the cycle in its entirety.

Whenever Serpent's Quickness wears out, cast Storm Chaser. Not only will this speed up your movement, allowing you to aggro more enemies more easily, it also provides you with 4 energy whenever you are attacked. This will likely result in your energy bar filling within seconds of triggering Storm Chaser.

At this point, you'll be being attacked, but not taking much if any damage. Maintain your lesser enchantments as needed, casting Aura of Restoration if you need a heal. Aggro as many foes as you feel comfortable with, keeping in mind that it's unlikely that any of them will be able to significantly harm you and that the build actually works best when there are many enemies.

Once you've gotten a good group of foes together, move to be adjacent to any healers in the group, the largest threats in the group, or the smallest bunch of enemy ranged attackers in the group, and cast Sliver Armor. Depending on how many foes are attacking you, Sliver Armor will deal several hundred damage to enemies near you, probably killing one or more of them in seconds.

At this point, you probably have the tactics down, so simply repeat as necessary. Although it's unnecessary, try to activate Sliver Armor while Serpent's Quickness is up since it will allow you to use it more often then. Other than that, simply maintain your enchantments, use Storm Chaser when you need energy, and use Sliver Armor to kill things and you should have an easy time of things.

Possible Skill Replacements, and Why They Weren't Chosen
Kinetic Armor:
There isn't any particular reason why Kinetic Armor wasn't put in instead of Armor of Earth; either functions equally well. Armor of Earth does help heal you more if you have Aura of Restoration, but in either case if you want to add in Kinetic Armor instead, you'll find no difference in build functionality.

Troll Unguent:
Tests using Troll Unguent instead of Aura of Restoration for healing found it to be vastly inferior. Not only are you spending 12 times as long to cast it, you're forced to cast it more often, the regeneration doesn't heal as much, and it makes maintaining your more important enchantments significantly more difficult.

E/Me:
E/Me might seem to be a better choice using Arcane Echo to maintain Obsidian Flesh, but this is not the case. If you Arcane Echo Obsidian Flesh, you'd have to cast the Echoed Obsidian Flesh 19 seconds after the first Obsidian Flesh, and then the original Obsidian Flesh would be recast 25 seconds after that, for a total of 69 seconds of spell protection. At that point, though, you'd have a gaping 5-second hole in your spell protection, which is more than enough time for a 30-50 strong group to absolutely murder you. The E/Ra, on the other hand, by chaining Obsidian Flesh with Serpent's Quickness, would have no such holes ever and could thus slaughter the entire army singlehandedly. Note that groups 40 strong have actually been dealt with using this build successfully.




Some Images of Action

Hydras are one of the more traditional targets this build can farm.


Mahgo Hydras, on the other hand, are slightly less traditional. While farming Mahgos and Flesh Golems, try to move away from any Bone Minions if possible, as the Hydras will use Meteor Shower on any masterless Minions and knock you down.




Fissure of Woe: Burning Forest Farming
While somewhat less profitable than other farms, this build, with no changes, can be used to solo farm the Burning Forest in the Fissure of Woe. This is more for amusement than anything else since none of the enemies in the Burning Forest drop Obsidian Shards, but it is an interesting exercise.

Getting There:
First, your country must have Favor and your Elementalist must be Ascended/Weh no Su/otherwise capable of entering the Fissure. Kneel in front of the statue of Balthazar in the Temple of the Ages, Zin Ku Corridor, or Chantry of Secrets, talk to the Champion of Balthazar that emerges, and give it 1000 gold to be sent to the Fissure.

Directly south of you will be a group of Shadow Elementalists, Mesmers, Warriors, and Beasts, while to your north will be a group of Shadow Warriors, Beasts, and a Monk. Avoid the group to your north; Shadow Monks will easily outheal your damage indefinitely and it is nearly impossible to kill the Monks themselves due to how Sliver Armor's targeting works. Instead, kill the group to your south using normal methods.

Once that group is cleared, you'll apparently not have anywhere to go since the groups on all sides of you have one or more Shadow Monks with them. However, since none of the creatures around are actually capable of harming you while your enchantments are up, simply cast and maintain all of them and walk through the enemies as if you were drawing a group together, but without ever stopping to kill them. Follow the map below, avoiding the yellow circle which will be to your left, until you come to a steep hill going downwards, shortly before the second yellow circle.

At this point, there should be a group of 3 Shadow Mesmers and Elementals on you; everything else will have broken off by this point. If they haven't, move down the hill a bit more until they do. Kill the group of Mesmers and Elementals, then move down the hill.

The first thing you see will be a mob of 3 Skeletal Icehands and 2 Skeletal Ether Breakers. These things are easy to kill, so do so, starting with the Ether Breakers. Once they are dead, look to your north a short distance, where there will be a patrol of Skeletal Bonds, Berserkers, and an Icehand or two. AVOID THESE AT ALL COSTS! Skeletal Berserkers carry Wild Blow, which will remove Serpent's Quickness or Storm Chaser, which will prevent you from maintaining Obsidian Flesh full-time or prevent you from gaining energy, respectively. Either case is likely fatal.

This patrol will move eastward until almost within the second yellow circle before moving west again. When they're away to the west, move past them to the northeast, avoiding the circle if possible. If any Skeletal Impalers pop up, use Storm Chaser to break away from them.

Ahead of you a short distance will be a group of Abyssals and Shadow Warriors inside the third yellow circle. Do not aggro this group either; Abyssals will repeatedly knock you down and kill you. Instead, hook around them to the north and continue east; any patrols should move out of your way as you approach, so you should be able to get into the Burning Forest easily. There may be up to 3 Obsidian Chests on this route, so if you want to bring keys, do so.

Once into the Burning Forest, just work as normal. You should be able to get 2 mobs of 30 or so enemies, including Mahgo Hydras, Ancient Skales, and Smoke Walkers. Primary targets here are Smoke Walkers, which are Monks, but these fall fairly easily since their most powerful heal, Healing Seed, is unable to target the caster.

Watch out for a small group of Abyssals, Shadow Rangers, and Shadow Mesmers at the far end of the Burning Forest; they shouldn't be a problem, but if you go too far towards the windmill they can kill you.






Footnote: Group Variant?
A group variant of this build has been tested involving 3-man teams for various areas, including the Underworld, Fissure of Woe, and Domain of Anguish. These groups were largely unsuccessful in each area, though further testing and refinement may allow them to function.

Each build involved the following:
Ele/Der Tank: Similar to above, but replace Storm Chaser, Stone Striker, Aura of Restoration, Armor of Earth, and Serpent's Quickness with Mystic Regeneration, Kinetic Armor, Glyph of Concentration, Earth Attunement, and Stone Daggers, Lightbringer's Gaze, or Armor of Earth depending on area (Daggers for FoW, LbG for DoA, and AoE for UW). Move all points in Wilderness Survival to Earth Prayers.

Ran/Mon QZ Semibonder: Uses Serpent's Quickness to cause Quickening Zephyr to recharge within its duration, then keeps Quickening Zephyr up full-time, allowing the tank to keep Obsidian Flesh on perpetually. Also casts Balthazar's Spirit on the tank, providing the tank with the necessary energy, and Essence Bond on the tank, providing the Ranger with the necessary energy. Other skills include Energizing Wind to help with energy, Barrage for dealing with trappers, Choking Gas to assist in shutting down Monks, and Rebirth for recovery situations. 16 Wilderness Survival is necessary here.

?/Me Damage Dealer/Visager: Testing hasn't yet shown what is most effective here. Sympathtic Visage and Ancestor's Visage are both included for shutting down enemies who attack the tank; the rest of the skills are energy production and damage.

This variant didn't really work in any situation because of odd aggro behavior. Enemies, especially ranged attackers, would switch targets to the unprotected ones easily and for no readily apparent reason. With the soft targets being attacked and killed, the tank couldn't maintain energy or spell immunity and died itself. When the damage dealer stayed back enough that the foes wouldn't attack it, the tank was capable of dealing with many enemies at once; in the Domain of Anguish, roughly 40 (4 separate mobs) Margonite Anurs were tanked for well in excess of half an hour without any problems.

If anyone has any suggestions on methods to better control aggro behavior or otherwise fix the problems with the group variant, feel free to test anything you please.



Special Thanks
I'd like to thank Kanna and Brynden for helping me test the group variant, my guildmates for suggestions and early-stage tests, and the reader.

If you have any questions about the build, I'll try to watch comments here for the next week or so, or you can PM me onsite here or ingame at Sagary Azell.

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User Comments
  Knight Of The Black Mantle on 02/01/07 14:47

Ooh nice! When my ele gets obs flesh I'll surely try it out!

  Rogue on 02/01/07 15:18

The introduction of stoneflesh aura in game is one of the nicest things ever.

  eiirish on 02/01/07 15:19

Veeery NICE!
Will try just asking one thing first, you get energy problems?

  ste of the shadows on 02/01/07 15:22

OMG an amaizing build!

Must... go... try...*runs off to try build*

  TheBeano on 02/01/07 15:24

Nicely done, Necro Rebel! One of the most detailed and well-explained guided. The Ele is my favourite profession and this will make it even more enjoyable to play.

A note on your comment about Kinetic Armor. I think the biggest advantage of using Armor of Earth over Kinetic is the recharge time. If you, for some reason, can't cast a spell within 8 seconds (a bit longer with the 20% enchant mod), then you have to wait 60 seconds for it to recharge. This has been the death of me many times, while using Kinetic for my main defense. As long as you have Obsidian Armor up, you should be fine if Armor of Earth gets interrupted or is lost.

Again, well done!


  ukilledkenny323 on 02/01/07 15:32

wow this looks amazing, great job, it is obvious that you have put lots of hard work into this thank you i can't wait to try it out

  Vlad Teh Impaler on 02/01/07 16:18

Awesome im going to try this as soon as i get home

  NecroRebel on 02/01/07 16:30

Thank you all :) I'd been working on this build and variants for a month or so, and since it's so effective I decided to share.
QUOTE
Veeery NICE! 
Will try just asking one thing first, you get energy problems?

Not normally. You have enough energy to cast all of your enchantments every time they recharge until it's time to trigger Storm Chaser, which is effectively a full recharge as long as there are more than 3 enemies attacking you.

  a_bit_thick on 02/02/07 00:04

just OMG this build is awsome so gotta try when have time.

  CptEliminator on 02/02/07 00:29

Looks Amazing, Though one question, Do you need factions to operate this build?

  Kikuta on 02/02/07 05:16

Oh good lord I need to make an Elementalist NOW!!

*sprints away*

  dragoniusx on 02/02/07 06:18

Looks good mate, well done.

  Solicity on 02/02/07 09:08

i never realised you could do perdition rock with this! well done indeed! *clap*

other areas to farm that i didnt see mentioned: ice imps outside marhans grotto/ice caves of sorrow, and the beach of FoW (take apply poison and a 20% sythe, helps a bit, but is not neccisary).

*much clapping*

  Brynden on 02/02/07 14:27

Heh, made me laugh when you said a group of 40-50 could tear you apart in 5 seconds without obsidean flesh. Where exactly did you find 40-50 enemies close together? Anyway, for any that are curious, the only reason the group variant didn't work was aggro problems that I really don't think should have been happening. So I'd say it's definitely still viable if you can find a damage dealer that allows the tank to mantain aggro.

  Sixchr on 02/02/07 15:48

Must...try...now... I'm grounded for the day. Got a D on my Report Card. Definitely trying this tomorrow.

  Sir lagalot on 02/02/07 19:03
 
im not grounded.... im sick.... but OMG AWESOME BUILD

  Coal on 02/02/07 21:57

OMFG!! this is a great build! great job!

  Soqed Hozi on 02/03/07 14:03

sometimes i wish i had an ele, btw, just wanted to mention its e/r not e/ra...but yeah nice guide.

  Brynden on 02/03/07 15:16

QUOTE
btw, just wanted to mention its e/r not e/ra...but yeah nice guide


I'm pretty sure he knows the class abbreviations, and was just trying to be more specific in the title for his guide. If you notice, he wrote Ele too, not just E.

  Pickletron on 02/03/07 16:49

This is amazing. :-D

That group of hydras on the Fire Islands really spiked my interest, do you make much cash from them?

You should YouTube a video or something on some of the different places you can use the build. As well as how to use it for us that like to look at the pretty pictures instead of trying to think about what you're saying :P

  The Old Pyro on 02/03/07 17:09
 
where do you get obsidian flesh?

  phaser1701 on 02/03/07 19:47

All I have to say is....Impressive

  NecroRebel on 02/03/07 19:56

QUOTE
Heh, made me laugh when you said a group of 40-50 could tear you apart in 5 seconds without obsidean flesh. Where exactly did you find 40-50 enemies close together?
The Domain of Anguish, specifically the City of Torc'qua. Margonite Anur groups 8-10 strong are common there, and at the top of the first hill by the city wall there's 5 groups that are close enough together to aggro.
QUOTE
btw, just wanted to mention its e/r not e/ra...but yeah nice guide.
I'm well aware of that. However, some people get confused if you say R for Ranger since R could also stand for Ritualist if you aren't experienced enough to know Rt is Rit.
QUOTE
That group of hydras on the Fire Islands really spiked my interest, do you make much cash from them?
Usually 3k a run, give or take, with a run taking 6-10 minutes... I've never really timed it, and I tend to farm a different area on each run, so I'm not exactly sure.
QUOTE
Looks Amazing, Though one question, Do you need factions to operate this build?
Strictly speaking, no, though Sliver Armor, the only Factions skill, is the ideal damage dealer for this type of thing. You could substitute another skill in, but it will likely be slower.

Oh, and I realize that I neglected to mention areas that I've successfully used this build. These include:
Ice Imps outside Marhan's Grotto
Hydras outside Augury Rock
Titans during Defend North Kryta Province or Defend Denravi (the latter quest can be soloed using this build)
Perdition Rock
The Burning Forest (FoW)
Djinni outside Dzagonur Bastion or in Resplendent Makuun (latter includes boss Konraab, Burning Heart)
Minotaurs in Elona Reach
Insects outside Yohlon Haven
Dragon Plants/Kirin in various locations
...Might be more that I'm not remembering at the moment.

  Master Bock on 02/04/07 12:32

A variation of FoW the FoW solo build

I find this very similar to yours. this one doesnt require nightfall though. and im sure you dont need factions really. could probably replace sliver armor.

  SirShaitan on 02/05/07 07:00

In another specialized variant that I have been using for a while, make your secondary Mesmer. Use Mantra of earth, combined with stone striker and stoneflesh aura and you have an unlimited amount of power while being attacked. Mantra gives you 2 energy and added damage reduction for each hit of earth damage which all physical and elemental are while under these spells.

To take on any Hydra just add Ward of Stability they can't knock you down. pretty easy actually...

So a hydra build would be Glyph of renewal. Sliver armor, stone striker, stoneflesh aura, Ward of stabilty, aura of restoration, mantra fo earth, and any other earth damage skill you want.


  The True Myth on 02/05/07 13:00
 
Looks very slow to kill anything alone with only Sliver Armor, looks good as tank in a team buikd though. With Sliver Armor you kill like 5 foes every 3 seconds, and less the more you kill. How do you even manage to kill the last foe?

  needcontroversy on 02/05/07 19:37

Man, I can't wait to try this. As soon as i get my ele far enough in Nightfall. Can't wait i need the extra gold. Thanks again.

How?  britishguy4 on 02/08/07 11:06

Great build :)

One question, how the hell do you kill the Margonite in City of Torc'qua? I'm dead in like 10 secs!

  NecroRebel on 02/08/07 16:40

QUOTE
How do you even manage to kill the last foe?

Make sure the last 3 enemies you kill aren't capable of healing, isolate one of them, wand it while you Sliver down the other 2 until it's within a wand blast or 2 of death, then once it's alone wand it down.
QUOTE
One question, how the hell do you kill the Margonite in City of Torc'qua? I'm dead in like 10 secs!

Quite frankly, you don't. You absolutely need the team build outlined at the end to even tank them, and even then the aggro behavior is so unusual that you have to get extremely lucky to kill them. When I stated that I had tanked 40 of them for half an hour, that's because it took more than half an hour for the first one to drop.
The E/Ra main solo form absolutely does not work anywhere in the DoA; there are too many things capable of countering it as well as much life lost for Aura of Restoration to handle. And as I had stated above, Troll Unguent (the only other viable selfheal for this build) is vastly inferior due to the long cast time, short duration, and relatively low health gain.

  lifes a beach on 02/08/07 19:56
 
What skills can i use to replace the nf skills?

  ste of the shadows on 02/09/07 15:58

i don't mean to bring the build or the builds farming spots any bad publicity but could someone please tell me why you would want to farm hydra (sorry if its a noob question)

  Pickletron on 02/10/07 23:39

QUOTE
i don't mean to bring the build or the builds farming spots any bad publicity but could someone please tell me why you would want to farm hydra (sorry if its a noob question)


The same reason you farm anything else, for drops.
Those hydras also drop Mahgo Claws which can be traded in on the Ring of Fire for one of those gold scrolls. (I forget which scroll but it's worth alot more than merchanting 5 claws normally)

  johny bravo on 02/11/07 23:46

just for some input I found that there was a degen issue whenever i went up against rangers or necros with death nova. What I didi is use my monk hero with 4 bonds bal's spirit, life attunement, mending and watchfull spirit. This also mean i can drop the storm chaser and stone striker for some damage skill. i like stoning for one and use glpyh of concentration to get around dazed and warrior interupts. Seems to work nicely and helps taking down the last couple foes. great build gonna have fun with it.

  BoneBeau on 02/14/07 09:37

Great build! I'm farming in the exact same way now. For the players who want to try it too: Dont use storm chaser when your serpents quickness is on. That will be your end :p

  Deno on 02/15/07 22:59

Omg, amazing build I'm making an ele tonight when I get home and was looking for any kind of build and it seems as if I've found one. GJ again. Good luck with any more build hat you may or may not post in the future.

  sleep_FTW on 02/17/07 13:00