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)
 * Ok, the losaru were a problem, but I figured out a way to kill them, and everything else in the area.


 * Attributes=10 Prot, 11+3+1 Fire, 10+1 Earth, Rest+1 Energy
 * Speed=2
 * Drops=3
 * Difficulty=2
 * Description=This area is mostly covered with hydras, which are easy to killl. However the losaru have powerful mesmers that make soloing difficult. Overall the drops are good and it is fairly fast, however killing the losaru provides a decent challenge.
 * Hydras=These use meteor, inferno, and fireball. In order to kill them maintain armor of earth and shield of absorbtion while using your powerful fire magic to damage them. The larger a group you can aggro, the easier it will be, however for groups of 5 or more, make sure stoneflesh aura is maintained.
 * Losaru Lifeband=With heal other, reversal of fortune, and protective spirit, these can be decent protectors/healers. However their main source of healing, heal other, cannot target temselves. Likewise, reversal of fortune only reverses damage, meaning if you deal lots of small packets and degen, they can't heal well. You are going to use this to your advantage by taking mark of rodgort and conjure flame and just wanding them to death.
 * Losaru Windcaster=These mesmer have chaos storm, diversion, and backfire. While you are wanding the monks, make sure you target these to track their casting progress. Your protection skills have long durations, so you should be able to wait out diversion and backfire. After killing the monks, these are your first priority.
 * Losaru rangers and warriors=These are not a threat, just stay protected and nuke em down.
 * Enchanted Bow=Located in the southwest area, these rangers have concussive shot, which can quickly lead to death. Fortunately, as long as you stand at full bow range the bow flight delay will make it impossible for them to interrupt one second or less casting time skills. Wand them to death.
 * Enchanted warriors=The sword warriors do not pose a threat, however the hammer warriors can knock you down. However, they do not knock you down often. My best guess is that they use heavy blow (their knockdown) before staggering blow. Since heavy blow clears all adrenaline, if they use that first they can't apply the weakness. If you do see weakness on you, be careful.
 * Storm Kin=These are located in the northwest. There are usually 3 or 4 of them, and you should aggro as many as you can. All you need to tank them is shield of regen. Wanding does not work against them considering they use clumsiness, so in order to kill them you will need to apply mark of rodgort and then spam lava arrows. Why Me 08:19, 26 February 2007 (CST)

Vulture Drifts
Area 3 for me Why Me 08:20, 26 February 2007 (CST)
 * I haven't completely mapped this area so I won't bother with the description yet, but it uses the same tactics as before.
 * I haven't completely mapped this area so I won't bother with the description yet, but it uses the same tactics as before.

The Arid Sea
My next area Why Me 15:29, 26 February 2007 (CST)
 * I forgot, this area is only accessable through vulture drifts and skyward reach. When both are finalized we will decide which one to use. Why Me 17:37, 26 February 2007 (CST)

The Scar
16 Fire

9 Prot

Rest in Earth

Basically the same strategy as the other areas. Why Me 22:12, 9 March 2007 (CST)

Topk
Shadow Form and Shadow of Haste is the easiest and possibly only way to tank this area. If you can find a reliable combo using fire that can kill it would be a huge help. Why Me 21:44, 4 March 2007 (CST)

Dunes of Despair
Monk secondary is the way to go, due to being able to keep the ghostly alive. I was able to survive until 4:00 with the normal earth damage, armor of earth, shield of absorption, anand shield of regeneration. Still, the damage was too much and he died. I'll keep experimenting. Why Me 21:44, 4 March 2007 (CST)

Dragon's Lair
-My next area--&mdash; Hyprodimus Prime   23:51, 5 March 2007 (CST)
 * GL, the biggest challenge is the monk boss, find a way to kill him and the rest should be easy. Scourge healing/scourge enchants, or just plain armor ignoring damage should do the trick Why Me 18:03, 7 March 2007 (CST)

This will just not work. You cant go degen, hexes last half as long. You cant go IW because you dont have time to interrupt the facet of light's signet of devotion. Which gets past you draining his energy. Besides, they dont drop anything there, no rare materials or greens, no point either way.--&mdash; Hyprodimus Prime   22:17, 9 March 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)

Do you mean to farm the furnace itself? or like just outside of the warcamp?--&mdash; Hyprodimus Prime   12:36, 24 February 2007 (CST)

The furnace itself. The idea is to drop your health below 50% to block a majority of the interruptions, however stoning and KD is still a problem. Why Me 13:39, 24 February 2007 (CST)

Ice Floe
Like a terra tank+serpent flesh build. Just make sure you cast GoC before Obi.
 * Speed=2
 * Drops=3
 * Difficulty=1
 * For future reference, I'd like to keep a reasonable flow of data, so if we have a discussion and then post it build, it shoud go underneath. Ok, the mursaat/jade, with a few changes you should be able to kill them. What about this:


 * Why Me 17:03, 27 February 2007 (CST)

Oh ok, Well as I said they have 2 monks! it takes a full 8 man team to deal enough damage to kill them. They use Aura of Faith and orison (heals 165 every 4 seconds....EACH! They remove hexes and conditions with ease too)--&mdash; Hyprodimus Prime   19:14, 27 February 2007 (CST)

That build you posted on guildwarsguru, can it kill the ice imps? Why Me 16:39, 25 February 2007 (CST) Which one? 330? I know a terra tank one that can kill right here on guild wiki. In the terra tank page, not by me tho.--&mdash; Hyprodimus Prime   17:48, 25 February 2007 (CST)
 * I was referring to the 330 one, I'm assuming it can't due to maelstrom. If you could look into this area and create a build that can kill both the mursaat/jade and the imps that'd be great. BTW, where is that other guy you were speaking of? Why Me 17:56, 25 February 2007 (CST)

Hell's Precipe
I soloed this area pre nightfall update using

However the necromancer titans now run as soon as you get close, making it impossible to drain them with the visages. Why Me 13:43, 24 February 2007 (CST)