User:Klrk/buildarchive/Build:R/Me Fissure Forest Farmer

This is a Ranger/Mesmer build designed to run to, and then farm the monsters in Forest of the Wailing Lord in the Fissure of Woe.

Attributes and skills
Optional slot variations:
 * Dodge Used as a secondary running skill.
 * Dual Shot/Forked Arrow Used to kill faster.
 * Ether Feast Used if you are having trouble taking down the Armored Cave Spiders.
 * Favorable Winds This will increase damage and help your arrows move faster
 * Distracting Shot Used to relieve pressure from the Spider's Apply Poison and Healing Spring as well as disable the Spirit Woods' Troll Unguent for an extra 20 seconds.

Equipment

 * One or more of the following armor
 * Studded Leather Armor Reduced damage from Spirit Shepherd.
 * Druid's Armor Extra energy.
 * Explorer's Armor Extra health.
 * Longbow/Flatbow.
 * Shortbow for convenience.
 * Recommended. Drago's Flatbow or something equivalent.
 * Recommended. Bow from Blankets for the Settlers quest, modified with a Poisonous Bowstring and Bow Grip of Defense which is commonly used when farming the forest, do not use this with Spirit Shepherds as it has the properties of a hornbow and does not have enough range.

Running To The Forest
In order to get to the forest in Fissure of Woe, you'll need to do a couple things. First off, when you first enter FoW, back up to the wall. This will (almost) ensure that you don't aggro the Shadow Army and get Rastigan the Eternal killed, thus kicking you back to your port of entry. Now, you'll need to run to the right, staying along the back wall. You will more than likely aggro the shadow army closest to you on the right - make sure to cast Storm Chaser (or Dodge if you brought it). This will help you get past them and if you keep going along the wall, you will just barely miss aggro'ing another group of 3 from the shadow army. After this you'll need to leave the wall and run to the left, behind the 3 shadows and towards what looks like an open spot. Be careful as many patrols are close by, and it is advised not to aggro them.

After you have run a little ways, you will be on a plateau in between 2 valleys. Stay on the plateau all the way until it ends. Near the end, a Shadow Beast will appear. This is a good time to hit Dodge/Storm Chaser because this Shadow Beast and other nearby patrols will pursue you longer then you may expect if you don't get out of aggro range quickly. Continue running straight until you hit a large cliff wall. Stop here (as long as no monsters are following you) and heal. After you get here, turn right and run along the wall until it bears off to the left. There is a little straight here that you will want to take. You will most likely aggro another group here, but hitting a running skill should cause them to lose interest quickly. Run along the wall again until it juts out to the right. Rest here again, letting your running skill recharge as well. Now comes the tricky part. The 3 shadows up ahead aren't as big a deal as the skeletons at the bottom of the hill to your right. If these two groups are far apart, you may be able to run through the shadows and by keeping left, reach a very tiny ledge that will allow you to rest before taking on the skeletons. If not, you will need to try and aggro the skeletons into the shadows, as they will fight each other, letting you get away. To do this, run towards the skeletons at normal speed. Shoot one of them with an arrow, in order to aggro them, then draw them up the hill, running with your run skill activated. This is crucial because if you stay within range of the spell caster in their group, you could be hit with Deep Freeze, and not being able to move in this part of the run equals a long walk off a short pier. Once they start fighting or you have run around the skeletons, stay left, hugging the wall at the bottom of the hill. Here you can rest again, letting everything recharge and waiting for a patrol of skeletons to separate from the larger group ahead of you. You can either try and stay on the wall, sneaking past the larger group; or you can wait for the patrol to leave, and run around the skeletons. It really depends on how they spawn. Either way, once you are past that group, you are effectively in the forest.

Farming The Forest
Now that you are in the forest, you will see a group of 3 Spirit Shepherds and nearby, 2 Spirit Woods. Use Favorable Winds if you brought it, hit Mantra of Lightning, Kindle Arrows, swap to your Longbow/Flatbow. Target the nearest Spirit Shepherds and use Poison Arrow, if they start to cast any spells, turn around, run and lose them. Do not let them come close, as they will use lightning spells and inflict high damage and slow you down. You will also be required to be on the same height level otherwise you will be to far away to fire and forced to move inside their range to hit you with spells or you are to high and the Spirit Shepherds will move closer to get into range. It is recommended to use Poison Arrow on all of the Spirit Shepherds to do as much damage per second and quicken the battle as well as trigger the Edge of Extinction effect which the Spirit Woods put down. Keep Mantra of Lightning and Kindle Arrows up at all times.

Continue forward and 3 Rock Borer Worms will pop up to your right and another 1-3 Worms will pop up a little further on the left side. Use Mantra of Lightning, Kindle Arrows and Poison Arrow. Poison the first 3 Rock Borer Worms, when they reach 85% of health they will activate Lightning Reflexes which lasts around 5 seconds.

Move onto the Spirit Woods. Hit Physical Resistance and Kindle Arrows and shoot one of them with Poison Arrow, when their health reaches 75% they will begin to use Troll Unguent, use savage shot and interrupt this, now use your Troll Unguent and continue to attack, after 10 seconds the Spirit Wood will try to use Troll Unguent, again interrupt this.

If you wait around where the Spirit Woods died, a patrol of 3 Spirit Shepherds and a Spirit Wood will move close to this area. Put Physical Resistance on as the Spirit Wood will do more damage over time and quicky poison all the Spirit Shepherds, kill them and finish off the Spirit Wood. Keep Troll Unguent on from the beginning.

Slowly move up the road until you see a split in the road just before this area 3 Armored Cave Spiders will appear. These are considered to be the most difficult monsters to kill for this run and require a bit of timing and practice to kill. Run back out of the spiders aggro range, use Physical Resistance, Kindle Arrows and Poison Arrow. Use Troll Unguent before you initiate only one of the spiders. While it is possible to take on more then one, it decreases your chance of successfully completing the run. If you can safely get within Shortbow range, proceed as this will increase your chance to interrupt the spiders Apply Poison and do more damage over time. Armored Cave Spiders use Healing Spring which is an easily interruptible trap, using a normal bow attack will interrupt this, if you think you may miss use a Savage Shot. If you see the Armored Cave Spider use Healing Spring while you are activating Troll Unguent cancel this and quickly shoot a Savage Shot. If a Healing Spring gets activated by a spider, pull out a Longbow and step backwards so that it follows out of the Healing Spring. The spider will interrupt your healing skill (Troll Unguent) with Savage Shot, if your health drops below 20%.

After you have eliminated the spiders, go left and there will be 2 groups of 3 Shepherds walking as one group. Note there is a small ledge you walk up into the area where they walk and will decrease your Longbow range. Do not begin the battle if they are walking towards you, as they will have walked close enough to cast spells because of the flight time it takes for the arrow to reach the Shepherd. If you find getting the height correct hard, when they are furthest away from you, run past where they walk and move behind a rock cliff on the far side as this area is relatively the same height as the area where the Shepherds walk on.

Proceed along the path after killing the group and trigger a group of 3 Rock Borer Worms to pop up, after killing these move up the cliff and kill the Spirit Woods that you have passed.

At this point you have two options, pass the group of Skeletons standing on the edge of the bridge or go back out the way you came and proceed around the back way. The later being the safer options but longer. Refer to the Fissure of Woe page for a map.

Past Skeletal Bridge Method Aim across to the other hill from the current hill were you killed the recent Spirit Woods and kill all the reachable Spirit Wood and Spirit Shepherds. You will see a bridge with Skeletons standing on it. Do not go over the bridge. Activate your running skill, and run through them around the ledge to the other side of the small hill that you just killed the Shepherds on. Do it quickly else they will use Wild Blow and end the stance. Now that you've cleared the hill you don't need to fear aggro'ing the Spirit Mobs. Once you lose them a Spider will pop right next to the river to your left. Swap to your Shortbow and kill him. Beyond you there should be a group of Spirit Shepherds and Spirit Woods combined, one group of Woods on the hill, and 1-2 groups of Shepherds only. Hug the ledge to your right and shoot the Shepherds with your Longbow. Kill them and go up the hill to your right. Kill the other group of Shepherds. Now go back for the combined group of Shepherds and Woods. Use Physical Resistance as it will balance the damage. Kill them all but watch out as where they stood a group of 2 Spiders will pop. Don't attack them, kill the Woods on the hill first, then you have place to run away to heal and try to separate them. Kill them, and go with the road.

Another Spider will probably pop up, but he won't be a problem for you. You'll see a group of Spirit Woods and Spirit Shepherds. They will be far enough from each other so you won't have a problem killing the Woods. After you kill them and go forward a group of Rock Borer Worms will pop as well as 2 Spiders. The Worms won't be a problem, but the Spiders are hard to separate. You might want to separate them or to attack them together. Your choice. When you kill them and the Worms, go to the Shepherds group and kill them too.

Back Door Method Run back around and move north to the northern entrance, dodge all the skeletal groups. There are 2 groups of popup skeletal rangers, Skeletal Impaler, along the shortest path but may be bypassed by activating a running skill and losing them. Kill the first 3 Spirit Shepherds, again attacking them as they walk away. Continue forward after killing them and trigger the 3 popups of Rock Borer Worms. You are now able to continue as best suits you in this area, using the above methods to kill the enemies. In this area you will find further popups of Rock Borer Worms and Armored Cave Spiders, stay alert, scan areas and prepare to run.

Variants

 * Replace Savage Shot with Distracting Shot for a longer interrupt.
 * Replace Poison Arrow with Burning Arrow, and Kindle Arrows with Apply Poison, Use either a Fiery bowstring or bring Conflagration to convert damage into fire.

Template
Poison Arrow Version

Burning Arrow Version