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Post by Presearing Club on Mar 14, 2017 17:37:03 GMT -8
LEGEND: WHITE = Patrol 1. YELLOW = Patrol 2. PINK = Begin Firestorm while targeting Jaw Smokeskin.
___________________________________________ Disclaimer: Firstly, this isn't a how-to-play guide, but rather just what I use for my Elementalist/Monk, this is what I prefer how to have my character set up. Secondly, there's many ways to go about an alter run with an E/Mo. The following explanation is how I personally go about engaging, I've adapted to this play-style and I strongly believe this choreography offers the quickest outcome.
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Pre-casting Enchantments: Covering your most desired Enchantment you wish to maintain with a lesser desired enchantment, to help preserve the skill bonus from being stripped by Shatter Enchantment. This can be achieved by casting the skill you wish to keep last. (Example if you wish to keep Aura of Restoration, cast Healing Breeze before hand.) Most widely referred to as pre-prot/ench. Point 1: Patrol 1 will begin walking to shrine, so utilize their route to your advantage by allowing them between the 2 white dots as illustrated. This staircase offers the perfect choke point to maximize your damage across the field. The second Charr boss will follow into the grouping. At this time it's best to pop the Imp out, as he will always lead with Fireball (L19 Imp has 13FM, resulting in -98 Fireball's, damage varies from armor) to help finish that group.
Point 2: After the Imp, it's best to run and Firestorm (most likely will be recharged) Patrol 2 as they reach the yellow dot as illustrated. At this point the remaining L8 Warriors should be attacking you all together, this will become your third balled group.
Point 3: The remaining 2 Charr Bosses, including back-right patrol are left at your disposal.
___________________________________________ RANDOM INFO: L7 Charr = 220hp. L8 Charr = 240hp. L10 Charr (boss) = 280hp. Imps or pets help circumvent damage recieved. +1 Attribute consumables add an additional +5 per damage trigger. (Possible 14+2 in Presearing at Level 19).___________________________________________ GEAR: EQUIPMENT:F1: Pulling Bow (--) F2: High Set (112e, 786hp) F3: Casting Set (94e, 786hp) F4: Defensive Set (82e, 872hp)BAR:
As per request, this Gear and Bar section was only intended to share how I have my character. You are not obligated to use the same armor stats or build choice. This is one of the benefits having a casting character in Presearing. Almost every weapon or armor upgrade will do just fine.
I will more than likely edit this guide to match the detail other PSC guides exhibit. Within the next 5 years..
Thanks.
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Akara
Forum Games User
Player Merchant
[TI7]IGN: Akara Of The Past
Posts: 976
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Post by Akara on Mar 15, 2017 2:57:15 GMT -8
Thanks for this, it sounds very interesting! I also suggest recording a video of a run and uploading it on youtube to help better understand the choreography Cheers
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Post by Isaiah on Mar 16, 2017 8:57:48 GMT -8
Thank you for this guide! As Akara said, adding a clip demonstrating a charr run would be beneficial.
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Post by ishalldefend on May 26, 2017 19:56:46 GMT -8
There's a group far in front of the altar. How do you kill it quickly enough to make it to the altar before patrol 1 moves too far?
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Post by trappersfocus on May 26, 2017 21:35:30 GMT -8
Hey,
I believe you're talking about the random group of 3 that patrol towards you as you're running to the altar?
At level 20 with 15 Fire Magic (14 from helm and +1 from a Candy Corn), Flare does 90 damage to the level 8 Charr Hunters, 123 damage to the level 7 Shaman and 144 damage to a Frenzied Axe Fiend. I just spam Flare pretty hard to get them down. If all else fails, I will group up on the stationary (Shaman or Hunter) to get the Axe Fiends to run and group up on me, casting Firestorm.
The patrol may have left by then, but if it's your last resort, wait for the patrol to reset.
Hope this helps.
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Deset
PSC Member.
Posts: 36
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Post by Deset on May 26, 2017 22:31:31 GMT -8
I am running a similar setup on my Monk/Ele, since i think 12(13) Firemagic is enough to nuke. I also dont use air magic but go for prot instead. Besides that I use restoration Aura to protect my more valuable enchants from their mesmers and use reversal of fortune in between flare. That should also work on an Ele, even without the heal boost from divine favor and on an Ele you wont have energy problems and dont need to switch to an high energy set.
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Post by ishalldefend on May 27, 2017 14:40:42 GMT -8
Well, silly me. I just realized why I was having so much trouble using this method. The pcons that are being used make it much easier. Without cons, I guess I'll try a different tactic. I'm experimenting with kiting the patrol in front of the altar and heading slightly to the right of it. That way, I can still catch the central patrol before it crosses over to the other side of the altar.
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Post by trappersfocus on May 27, 2017 15:34:50 GMT -8
Well, silly me. I just realized why I was having so much trouble using this method. The pcons that are being used make it much easier. Without cons, I guess I'll try a different tactic. I'm experimenting with kiting the patrol in front of the altar and heading slightly to the right of it. That way, I can still catch the central patrol before it crosses over to the other side of the altar. You can still achieve 14 Fire Magic with 12 in Fire, a +1 Fire Magic rune and a head piece from Professor Yakkington. The +1 from cons is nice, but not necessary.
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Post by ishalldefend on May 28, 2017 12:14:57 GMT -8
Yeah, I know about the 14 with a headpiece. The big thing about the cons is the +health, I guess. It seems somewhat necessary to have that bonus in order to use Ethos' charr killing tactic.
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Post by mrkvagusara on Mar 1, 2019 17:57:18 GMT -8
i do it similarly, just after the firestorm on jaw i throw in 1 or 2 flares so he dies and then i run and flare the leftside patrol. That chain aggros the boss on the left and makes him ball at the left stairs with the left patrol (make sure you target the boss with the firestorm, you want it recharged). Firestorm that and then when dead run on shrine on the last boss so wars ball on you and kill the rest there. 3 balls, 3 storms. melees usually die on imp or on you if you stand in the storms. works with cupcakes as only pcon (imp is needed).
Also for the 3er patrol in the front:
Run through them with a cupcake and pop the imp while you pass through them. Your speed will make them one-dot-ball and the imp and you kill them in about 2, 3 flares. As a bonus you will trigger the 3er-patrol behind the shrine and youll have those guys on you while you storm the last boss on the right down. If you do that, just make sure that you don t accidentally run into Jaw
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