User:Why Me/Ele Tyria Solo Tour

Me and Hyprodimus Prime are currently working on a project, if you happen to stumble upon this page, please do not touch it.

Prophet's Path

 * Attributes: Fire:12+1+3 Protection:11 Energy:6+1
 * Speed:2
 * Drops:3
 * Difficulty:3
 * Equipment: The flame staff of your choice, preferrably with an enchanting mod.
 * Description: Despite being a relatively early area, this run has decent drops. The necromancers in this area destroy people using enchantments, and possess powerful, armor ignoring skills, so "tanking" them isn't such a good idea. However, there low armor level makes it easy to kill them before they kill you. Of course, you will need some powerful healing, hence the use of zealous benediction.
 * Jade Scarabs: These come in groups of one through three, and occasionally they will have a rockshot in their group. They have 60 AL and can be killed quite easily by using lava font, pheonix, and flame djinn's haste (in that order). They have plague touch, so mark of rodgort neither helps or is needed.
 * Mallow Scarab: Another, more dangerous necromancer scarab with plague touch, virulence, and more than 60 AL. These also come with ranger scarabs, always. In order to effectively spike them down, you will need mark of rodgort, and then use the same tactic as Jade Scarabs. Beware, the nesting building scarabs in their group have distracting shot, so guardian should be used to prevent interruption. Your combo will often be interrupted, and if 2 or more marrow scarabs are aggroed, use flame djinn's, retreat, wait, and try again.
 * Rockshot Devourers:These use distracting shot and have a high armor level, making it easier to burn them down with mark of rodgort and conjure flame. Don't bother with any spells, just wand, and if your health gets below 50%, use ZB.
 * Scarab Nest Builder: Use the same strategy as the rockshots, however make sure to kill the marrow scarabs in their group first.
 * Minotaurs:These can be difficult in large groups, just maintain guardian and use ZB appropriately while using your damage skills to damage them. The biggest mistake you can make is to play ultra defensive and not focus on killing. If you don't kill groups of 3 or more fast, they will kill you.
 * Griffons: Same as minotaurs, or just lure them to scarabs, they will fight.
 * Sand Elementals: These are danagerous, and if you stay in point blank range, they will easily kill you. However at a range they pose no threat. Just wand and use pheonix and mark of rodgort, if they come too close, use flame djinns haste and get away.
 * Wurms: These are hard to kill, use ZB often and use as many skills as you can.

Thats it, Hyprodimus, leave your comments below. Why Me 21:08, 22 February 2007 (CST)

Works well enough, i cant think of anything better as an ele.--&mdash; Hyprodimus Prime   22:38, 22 February 2007 (CST)

Skyward Reach
My next area, currently working on itWhy Me 21:14, 22 February 2007 (CST)

Grenth's Footprint and Sorrow's Furnace
I've been experimenting with this area, it has a lot of KDs and interruption, so some sort of block or interruption prevention is needed. So far, this works the best:

It gets the job done, however its difficult and unluckiness can lead to your death. Any ideas? Why Me 10:33, 24 February 2007 (CST)