3 man urgoz...the guide...go figure

Arwen Granger

Arwen Granger

Krytan Explorer

Join Date: Dec 2005

Melbourne, Australia

Mo/Me

Quote:
Originally Posted by Stockholm
If you have a Rit with you it only takes on eoe to be set, since the rit can heal the eoe spirit and make it last longer. Not many ppl have done the 3 or 4 man Urgoz yet so we have to take your word for it. As for drugs, yes plenty of caffein and nicotine on an Urgoz's mission. We've got the ranger to be r/rt and bring draw spirit instead of troll (and flesh of flesh to replace rebirth) It's a little bit easier to setup the eoe bomb but not sure the scarifice of rebirth and troll are worth it.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

So, can you still do it?

iwantje

Pre-Searing Cadet

Join Date: Feb 2006

How can Urgoz be killed after the nerf? hmmm ...we can ask him to lie down.. :-)

Arwen Granger

Arwen Granger

Krytan Explorer

Join Date: Dec 2005

Melbourne, Australia

Mo/Me

4 man is still do-able. you bring a br necro with grenth's balance.

Brother Cube

Pre-Searing Cadet

Join Date: Aug 2006

All Lesser Evils

Mo/

allo allo again. I don't know what it is causing it but I have yet to see a single shroud of silence. must have killed over 500 wolves now at least. I run shin jea legs, feet, head (divine) and arms, no chest. arms have a minor prot rune in them, head has a minor divine. I take off the head and hands for the bridge and sometimes forget to put them back on until like room 7 if Clinger reminds me. I run totem axe and that same +15, -1 pip energy regen off hand as I mentioned before. In any case, you have enough mana to cast breaker on the bridge wolves, just in case, and you have enough mana if you don't spam on the exhaustion rooms.

As already stated, if for some reason you get shrouded where I'm lucky and don't, shroud = 10 secs, Bond 13, gg.

As for the new run, eoe bomb still works eminently on everything, although I can say nothing of Urgoz because yesterday I tanked it and at room six/seven I somehow managed to fall straight through the floor, couldn't move, couldn't pick up the ranger's vamp weapon, couldn't die. we ended up tripping the wardens to try to kill/rebirth my corpse out of whereever it had got stuck, but didn't realize when you trip that room it extends way, way out into room seven, so teammates got flooded and dead.

That being said it might be a good idea for everyoen to carry a vampiric weapon, just in case. i don't expect to get bug-flogged and stuck in the floor all that frequently but that was a good 2 hours down the drain there.

We ran a BR necro for the mana recovery on our smiter (Clinger is now playing our smiter and his guildies played the ranger & necro) and for getting around that nasty little bit of EoE nerfing. Unfortunately didn't get to Urgoz to test it.

EOE still works GREAT at clearing mobs. The mages invariably damage themselves that little 10% or more by the time the archers/mellee attack themselves to death and the bomb still works.

Theoretically the necro fourth man using balance of grenth or whatever nukes/degens please you (go wild, get inventive) should cover the new, nerfed EoE. You only need to get 10% dmg on him, then your game of musical chairs w/ the exploders behind the pillar will cover the rest.

Will post screens when we kill urgoz around the new EoE restrictions. I have no doubt that it's possible, it just might take a while now that school is starting back up (monday for me and Clinger, no idea for his guildies or if they're even still in school O.o)

for those of you having trouble on the first room:
unless the first, center group spawns dead middle, you can either run to the left or right of them without aggroing them and trip the side groups to run into the center. once you see the side groups coming, back off, wait for them to all group. spell up, run in and catch their aggro. all grouped nicely you should grab ALL of the 3 groups' aggro, now run like hell backwards. You've got a lot of retreat space, USE it. the mages will start casting spirits the MOMENT you trigger aggro, if you run far enough back the spirits will be out of range when they cast, the mages will run forward to catch up with the mob, now have your EoE cast and drag them all back into it's range.

basically that's all you CAN do on the dredge, ever. Try to trigger the aggro and then run away so that the spirits get stuck too far back to hit you. on the special urgoz weekend i must have spent over 3 hours trying to find some way to cast (mana wasn't a problem while mobbed) THROUGH the disenchants, i just could never cover SB and prot fast enough. It might be possible but far easier is just retreating out of spirits range, and by retreating i mean running a fair distance if needed. Even on the very first room you've got plenty of backpeddle space.

Coocks

Academy Page

Join Date: May 2006

Bucharest, Romania

none

Mo/

Did anyone got a good way to kill urgoz with this build ? i've done in a couple of times in 3 but with the recent update , we got to him twice and we couldn't kill him anymore. Does grenth's actually work ? ss works ? any ideas?

Opeth11

Opeth11

Desert Nomad

Join Date: Oct 2005

Richmond, British Columbia, Kanada

Demon of the Fall [Opet]

Mo/Me

Havn't tried it, but I believe that Grenth's would be a safe bet if you are planning to use it in your builds.

pasha monkey

Ascalonian Squire

Join Date: Jul 2006

Murderous Monkey Mafia[TRON]

W/Mo

ok, Anet can't take a joke and they really ended up nerfing my build, so lets all have a moment of silence for the now impossible 3 man urgoz build which was made impossible by the recent eoe nerf. If you have any ideas on how to make his work despite anet's murderous nature, let me know.

Wtf?Omfg!Bbq!

Wtf?Omfg!Bbq!

Academy Page

Join Date: Mar 2006

The Netherlands [Woot]

Looking for a decent one :P

A moment.... this is gonna take a week to come to terms with this murder..

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by pasha monkey
ok, Anet can't take a joke and they really ended up nerfing my build, so lets all have a moment of silence for the now impossible 3 man urgoz build which was made impossible by the recent eoe nerf. If you have any ideas on how to make his work despite anet's murderous nature, let me know. Oh my, you're actually serious when you say that, aren't you? Hehe...

Welcome to MMOs, things become possible and things fade. Did you really think a way to 3-man an area originally intended for 12 people, in a build essentially easy enough for PuG members, did not come under the 'too good to be true' catagory?

duhu

Ascalonian Squire

Join Date: Feb 2006

dudele dulci

R/

Actually i think they nerfed it more because of the unsanitary use in tombs, not especially for Urgoz farm. It just happened they touched this bit too with that nerf. And if u ppl are not too greedy and want to split 4 ways instead of 3, it works like a charm with 4 ppl, having in mind that the fourth party member will be bored to death by the time u reach Urgoz.

Snype

Snype

Krytan Explorer

Join Date: Jan 2006

.:Pro Guildhopper:.

Mo/Me

Quote:
Originally Posted by Avarre
Oh my, you're actually serious when you say that, aren't you? Hehe...

Welcome to MMOs, things become possible and things fade. Did you really think a way to 3-man an area originally intended for 12 people, in a build essentially easy enough for PuG members, did not come under the 'too good to be true' catagory? I dont see how this is any different then 2 people clearing an area that is intended for 8 people (uw dual run). They havent even touched the 55 monk, despite its overuse in the temple of the ages

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

EoE has been used, for quite a long time, in HA. However, its recent role in griefing in AB/FA makes it likely that thats the cause.

In any case, if it cant be 3 manned anymore (likely still can be, but I am unsure how) a fourth man, a mesmer, running Dom should easily take down/disable the Guardian Serpents.

krypt1200

krypt1200

Banned

Join Date: Jul 2006

Atomik Fear [aF]

W/E

Well, I just decided to run this build with 2 other guildies a couple days ago, we are all three prepping our builds for the run, when I forgot that the EoE had been nerfed. Now, all of you are recommending a 4 man run now? What is that fourth build. Necro with grenths balance? Well would he have to cast that on every individual person? I mean shouldnt SoJ cover it? Basically, if you dont understand what im asking, as it's hard to explain it, could someone just please list the attributes skills armor etc for that fourth necro? thanks

bonefish

Pre-Searing Cadet

Join Date: Aug 2006

Esoterisches Legat Der Schweiz [ELCH]

Mo/

Today we managed our first successful run with an additional N/Rt. We also verified that you actually don't need eoe to kill Urgoz (though I suppose it will be faster with eoe). Even funnier Mac, our heroic N/Rt, did it completely on his own -- all we had to do was to rez him twice or thrice.

We left the original 3 char build basically unchanged. The ranger took Favorable Winds instead of Read the Wind (you don't have to cast it while attacking and it's another spirit for the vamps), the smiter took Signet of Devotion instead of Dwayna's Kiss (as proposed in this thread), and the Bane Signet instead of Blessed Aura.

The N/Rt main skills were Spoil Victor, Awaken the Blood, Displacement, and rez. He also brought Blood Ritual to speed things up a bit, Union, Shelter, and Life Siphon, but really needed are only the former ones, I believe. That's the build in action:



We were hiding behind the pillar inside Urgoz's attack range, but well out of the popup area. There Mac placed the spirits, Awakened the Blood, then zigzagged to Urgoz, cast Spoil Victor, zigzagged back, let the Displacement spirit regen a bit, ran in, Spoil Victor, back out, spirit regen, in, SV, out, created new spirit,...

As you can see on the screenshot, we didn't have our ranger anymore at the time we were making progress with Urgoz. After initial 20 mins of unsuccessful experiments, the urge to get at least 4 hours of sleep before getting up to greet another workday claimed him. It took us another 40 min to find the strategy that finally worked and get the big guy down:



I'd be surprised, if it would take more than 10 min with eoe and qz (to have Displacement recharge quicker). When Urgoz is very low -- i.e. has less health than you have -- Spoil Victor doesn't have any effect anymore. We finally had the good idea to use 55 hp armor pieces and the vamp items we were carrying (as fallback solution for the "getting stuck" bug, btw) to get our health low enough for SV to trigger.

The Displacement spirit had lvl 6 btw, that is 200 hp, thus being able to absorb 4 potential hits. Zigzagging to Urgoz and back helped that it rarely got more than 3 hits (besides the others hiding within attack range and being shot at, too). This was rather important since the recharge time is 60s and recasting SV often (ideally thrice a minute) helped to keep Urgoz' regen periods as short as possible.

A few observations about Urgoz:He has a *lot* hp. At least 10000, maybe more. He has a natural permanent regeneration. Even hexed with Life Siphon he did regenerate. So it must be +4 at least, likely more. Hexes wear off significantly earlier. We didn't do exact measurements, but I believe they last only 1/3 of their advertised time (same as for Rotscale). Attack rate is 1.5s per shot. If you are hit by one of his shots, you don't only get a good deal of damage and get hexed, you also lose all enchantments (rumors are that you even get interrupted). In particular, Protective Spirit and Spirit Bond don't prevent any damage or heal you; they are removed just as Spell Breaker is. But they help against damage from the exploding popups. Ritu spirits work just fine, also for Urgoz' shots.
As a final word, I wouldn't rule out, that you can squeeze the skills we used into the original 3 man build. The ranger could take Displacement and free up a few attribute points. The smiter would replace SoJ (I don't think, it's really needed) by SV and move the divine favor attribute points to blood magic. Awaken The Blood would substitute the Bane Signet (originally Blessed Aura). The slot of the Signet of Devotion could again be filled by Dwayna's Kiss or some blood magic damage skill (Vampiric Gaze, Barbed Signet,...).

Have fun and don't forget to post your improvements!

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Snype
I dont see how this is any different then 2 people clearing an area that is intended for 8 people (uw dual run). They havent even touched the 55 monk, despite its overuse in the temple of the ages Firstly, it takes three to clear all of underworld, second, 55+SS takes a little more skill of targetting than just smiter + tank + drop eoe. You still have a point, and the likely reason the dual uw run hasn't been hit is the length it's been around or Anet's unwillingness to make any major changes to Tyria.

Do note that the urgoz run, sans killing urgoz so easily, is not that badly damaged, and it's still possible as can be seen - the previous, 'cast spells and watch' run setup took a slight hit but the run is still possible.

Oh, and good job finding a new method for the run.

iwantje

Pre-Searing Cadet

Join Date: Feb 2006

Quote:
Originally Posted by bonefish
story.... Theory:

-Smiter: Loose SoJ take Grenths balance
-Then let the N/Rt do his thing, while the smiter puts on all the enchantments normally put on the tank. (Except for holy wrath!)
-Let the tank put all enchantments normally put on himself, put on the smiter.
-Let the ranger use symbiosis.
-Result 1200+ health. Walk up to Urgoz with the N/Rt and let Urgoz hurt u.
Spoil victor from the N/Rt will hurt Urgoz while Urgoz hurts the smiter.
-When the smiter is almost out of health, he uses grenth's balance on Urgoz.

If Urgoz really has that much health he should loose a very big chunk of health!

Is this doable??

EDIT: crap! my guildie already blew my theory to bits.. i forgot urgoz strips enchantments... hmm consider this a deathwish build then! :-)

bonefish

Pre-Searing Cadet

Join Date: Aug 2006

Esoterisches Legat Der Schweiz [ELCH]

Mo/

Today two guildies and my humble self tested the three char build I theorized on in my previous post. I.e. the smiter drops SoJ in favor of SV. The divine favor skills are replaced by Awaken the Blood, and the Barbed Signet. The ranger replaces Distracting Shot by Displacement. 14 on marksmanship must suffice, 8 beast mastery is fine, since it can be pushed to 11 by mask swapping. There's more room for fine-tuning, I suppose.

The only real problem proved to be the energy degen bark. Without SoJ you have no smite damage anymore and ranger plus smiter didn't manage to kill the bark before the dazed condition wore of and it could easily heal itself up to full health. We finally gave up on the bark and proceeded to kill the serpent directly. Myself, playing the tank, had to go to play with the serpent first (with only the 2 permanents actually needed), with the smiter as far back as possible (ideally still out of the degen), so that the enchantments wouldn't get lost. When I was comfortably placed near the serpent and as close to the bridge as possible, the smiter went back over the bridge (it's still close enough for the enchantments) and the ranger rushed in, dazing and downing the serpent in a few seconds. We ignored the bark thereafter. It causes energy degen also in some parts of Urgoz' room, but not where we would be.

In the exhaustion + weakness room the Wardens were a bit annoying -- that's actually quicker with SoJ due to the knockdown triggering the effect of the ranger spirits they set up (-5 degen) -- but they weren't a real problem after all.

Everything else worked rather eventless, so we managed to reach Urgoz. It tooks us half an hour of experimenting until we got the hang of it (especially placing the eoe). A rank 14 SV is unsurprisingly a good deal less efficient than one ranked 18, but it gets the job done nevertheless.



The screenshot shows the position where to place the spirits (our eoe just died, since Mac draw a popup close to it on his last run back -- need to be careful). Once the position is found, the ranger stays there and casts the spirits, while the smiter does the SV runs. The tank can go close to the pillar and draw popups to have the eoe take some effect (ps and sb work fine there, if they explode too close). I'll spare you the screenshot showing us posing with the bows... :-)

Oh, some more remarks:On the fireflower bridge. The tank can safely remove *all* armour pieces. The fireflowers provide you with more energy than needed and all flowers do enough damage to trigger the bond. After the second set of wolves have the tank die right there on the bridge and let the other catch up. The set of popups at the entrance won't appear. The second time someone needs to die on the bridge let it be the tank again (not the ranger); he works off DP very quickly (about 3% per wolf). You don't have to kill the first exhaustion bark. Clear the room of wolves and let the tank head straight through the 2 dorn "door" thingies close to the wall. There the exhaustions ends and the two groups of wolves that pop up are no problem at all. Regarding the "wolvies cast the shroud of silence or not" topic, they never cast it when I wield totem axe + prot symbol and always did when I wield Kepkhet's Refuge. Regarding prot spirit, spirit bond, and low hp. Cast in whatever order, prot spirit doesn't affect spirit bond. Even with high DP and only < 300 hp spirit bond always triggered as long as the damage without prot spirit would be > 60. I usually ask the ranger to set up symbiosis, when I've low hp, so that more smite damage is dealt (someone did the math in the thread).
Have fun!

krypt1200

krypt1200

Banned

Join Date: Jul 2006

Atomik Fear [aF]

W/E

Ok, so far, this post has gotten quite lengthy, and with the frequent off-topic discussions we have in here about arguments, and when EoE got slightly nerfed, it may be hard for some of you to find the answers your looking for. STARTERS OF THE THREAD PLEASE CORRECT ME IF ANY OF THIS UPDATED INFORMATION IS WRONG!TY!

Armor and Gear can be found on the first page of this thread.

Tank Monk- not a 55 Mo/x
1) Spirit Bond
2) Protective Spirit
3) Spell Breaker {Elite}
4) Blessed Signet
5) Essence Bond
6) Blessed Aura
7) Life attunement
8) Vital blessing
ALL ATTRIBUTE POINTS INTO PROTECTION AND DIVINE FAVOR


Smite Monk Mo/N
1) Spoil Victor {Elite}
2) Dwaynas Kiss
3) Rebirth
4) Awaken The Blood
5) Holy Wrath
6) Retribution
7) Barbed Signet
8) Balthazars Spirit
ALL ATTRIBUTE POINTS INTO BLOOD MAGIC AND SMITE


EoE/Spirit Ranger R/Rt
1) Broad Head Arrow {Elite}
2) Favorable Winds
3) Symbiosis
4) Edge of Extinction
5) Quickening Zephyr
6) Draw Spirit
7) Flesh of Flesh
8) Displacement
14 MARKSMANSHIP 8 BEAST MASTERY

Thats the guide up to date so far, I've picked out what needed to be changed and I hope its right.

It is also recommended for both monks to wield a totem axe to stop the wolves from casting shroud of silence? (just a theory as of now, I believe bonefish posted it above)

tballz

Ascalonian Squire

Join Date: Jul 2006

I use a furious flame spitter 20% longer enchant 15% half recharge of spells -10 armor while attacking(yeah i got the 500k version) and the wolves dont cast it on me either and I also use the starting 5 armor which gives me regular energy anyway , this build is just great finally reached urgoz and after some tinkering and studying your picture we pulled out the win.

son of mephisto

Ascalonian Squire

Join Date: Dec 2005

W/Mo

Well, first off id like to say that eoe has not been completely nerfed!! Even if it doesnt effect the ppl above 90% health it still does a considerable bit of dmg. I mean u have to think about it most every monster attacks (wands ie.)
even if they are a caster proffession, this means that they will be taking dmg from the smite spells, and if u have done this run u know that it takes about 30 seconds or so to kill and mob (the first dredge room ie.) and within this 30 seconds every baddy in that mob will be attacking u at some point. This should take most of the mob below 90% health, and the ones that it doesnt would be your gardners and the rt dredge ( i forget the name of these guys atm), and these should be easy enought to pick off once the initial group has been disposed of. I will admit that i have not been in game for a week or so, thus i have not been able to test this out ( so no hazin plz lol) but for me this is not that far fetched that it wouldnt still work.

PS... Good work to the guys who have modded mine and Pasha Monkey's build i like the little tweeks that u guys have added in and hopefully Anet doesnt nerf this run any further.

buy my stuff pls

Ascalonian Squire

Join Date: Jun 2006

N/E

I am interesting in trying this if anyone wants to do it. I've never completed Urgoz have went a good ways on my rit.(past the bridge) I might go through it tonight. I'm exp monk at PvE including 55. I haven't done though new 400-600 hp build though. Just need to buy the armor. I have a ranger to but he's not at HzH.

PM Festering Healer.

krypt1200

krypt1200

Banned

Join Date: Jul 2006

Atomik Fear [aF]

W/E

I agree, lets close this post forever delete it and no one refrence to it! dont let anet see it! Lol.

bonefish

Pre-Searing Cadet

Join Date: Aug 2006

Esoterisches Legat Der Schweiz [ELCH]

Mo/

A few more optimizations:

Quote:
Originally Posted by krypt1200
Tank Monk- not a 55 Mo/x
1) Spirit Bond
2) Protective Spirit
3) Spell Breaker {Elite}
4) Blessed Signet
5) Essence Bond
6) Blessed Aura
7) Life attunement
8) Vital blessing
ALL ATTRIBUTE POINTS INTO PROTECTION AND DIVINE FAVOR
Mo/R
8) Quickening Zephyr

Remaining attribute points to Wilderness (rank 3). Sup. prot prayers and divine favor runes.

Quote: Originally Posted by krypt1200 Smite Monk Mo/N
1) Spoil Victor {Elite}
2) Dwaynas Kiss
3) Rebirth
4) Awaken The Blood
5) Holy Wrath
6) Retribution
7) Barbed Signet
8) Balthazars Spirit
ALL ATTRIBUTE POINTS INTO BLOOD MAGIC AND SMITE 2) Live Vicariously
7) Blood Ritual

Quote:
Originally Posted by krypt1200
EoE/Spirit Ranger R/Rt
1) Broad Head Arrow {Elite}
2) Favorable Winds
3) Symbiosis
4) Edge of Extinction
5) Quickening Zephyr
6) Draw Spirit
7) Flesh of Flesh
8) Displacement
14 MARKSMANSHIP 8 BEAST MASTERY 6) Troll Unguent
-> At least we use it, since it gives a bit more room in some situations. If you're fine without, Draw Spirit is not too bad an option. Brutal Weapon sounds interesting too.

Three sup. masks: beast mastery, marksmanship, wilderness.

beast mastery: 9 + 1 (mask: 9 + 3 + 1)
marksmanship: 10 + 3 + 1
wilderness: 7 + 1 (mask: 7 + 3 + 1)
expertise: 6 + 1
communing: 8

Rank 13 beast mastery gives you a significantly better eoe and, where necessary (health degen bark), a more powerful symbiosis. With rank 11 wilderness qz lasts for 37s. With the tank's qz for a jump start, the ranger can thus chain cast his qz (30s recharge, 5s cast time), which speeds up killing Urgoz significantly, since he can also recast Displacement every 33s, allowing for 4 SV runs per minute. A permanent qz is also fun for the popup room (room 9), since the tank never needs to back out to wait for his spell breaker to recharge. The room can be cleared in an amazingly short time. :-)

The removal of Vital Blessing has basically two consequences:
    The tank has less hp than before. That's not a problem though, since the ranger can set up a small (rank 10 bm) Symbiosis. Even with sup. runes that results in >1000 hp with the nice side effect that it also maxes out the Holy Wrath damage. The ranger will have less hp when attacking the health degen bark. The additional permanent enchantment (Live Vicariously) and a big (rank 13 bm) Symbiosis cure that, though.

aem

Ascalonian Squire

Join Date: May 2006

SDB

E/Me

Ok I have suggestions but seeing as I just saw a link to this and there are now 10 pages I'm not going to read everything. Based on some of the more recent comments it sounds like maybe it has not been suggested. Sorry if it has

I have a lot of experience with the Spirt Bond/Protective Spirit combo as I started using it very soon after Faction was released. I made this build because I wanted to chest run Nahpui Quarter and only had a Necro and Elementalist that far in Factions.

I started off using a 55 E/Mo and while tweaking it I discovered the SB/PS combo. I then used and tweaked that for a few months and I have an amazing build. Along the way I created a Monk from scratch entirely so he could use this build while wearing starting armor since the lowest you can purchase is 15.

I won't go into the details since that would take forever but.....the SB/PS combo works best with lower HP. If I read right you are one of those trying to run this with 600+ hp. This build is very crippled with high hp.

With my E/Mo I personally run 105hp (5 sup runes) but with a monk and what you want to use him for you'd probably be better off with more. While I know there are immense possibilities with my monk, I got busy in RL and somewhat bored with GW so after getting him to level 20 I kinda stopped working on him.

But I can tell you the the strategy behind my SB/PS build. I'm just going to throw out some numbers in a couple examples.

Example 1: High HP

Let's say you have 500 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 50hp. One 100hp gain from SB will negate two hits taking away 50hp each.

Example 2: Low HP

Let's say you have 100 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 10hp. One 100hp gain from SB will negate ten hits taking away 10hp each. In other words, with each activation of SB you will gain health equal to your maximum health.

Conclusion:

You want to maintain the highest max hp you can WHILE sustaining as close a ratio as you can between health gained from SB and your max health. I'm not going to do any calculations but as I tank you'd want your SB hp gain to be at least 75% of your monk's max hp. So use the highest level of protection prayers you can afford after distributing necessary points to other attributes. See how much life you gain from SB w/ Life Attunment and use sup runes to lower your max hp close to that.

PS: I'm extremely tired so this might not have been written very clearly. Hope you understand the logic. Good luck.

EDIT: errr wow...i see there are other threads using this build..."600hp" build??? I mean I haven't been too active on GW lately, but last I checked there were very few on the forums who had even heard of this build. I still have yet to see anyone else using this build in game but there are multiple posts now on this forum about it. But surely someone else has realized by now that such high hp takes away from the power of this build?

pasha monkey

Ascalonian Squire

Join Date: Jul 2006

Murderous Monkey Mafia[TRON]

W/Mo

Quote:
Originally Posted by aem
Ok I have suggestions but seeing as I just saw a link to this and there are now 10 pages I'm not going to read everything. Based on some of the more recent comments it sounds like maybe it has not been suggested. Sorry if it has

I have a lot of experience with the Spirt Bond/Protective Spirit combo as I started using it very soon after Faction was released. I made this build because I wanted to chest run Nahpui Quarter and only had a Necro and Elementalist that far in Factions.

I started off using a 55 E/Mo and while tweaking it I discovered the SB/PS combo. I then used and tweaked that for a few months and I have an amazing build. Along the way I created a Monk from scratch entirely so he could use this build while wearing starting armor since the lowest you can purchase is 15.

I won't go into the details since that would take forever but.....the SB/PS combo works best with lower HP. If I read right you are one of those trying to run this with 600+ hp. This build is very crippled with high hp.

With my E/Mo I personally run 105hp (5 sup runes) but with a monk and what you want to use him for you'd probably be better off with more. While I know there are immense possibilities with my monk, I got busy in RL and somewhat bored with GW so after getting him to level 20 I kinda stopped working on him.

But I can tell you the the strategy behind my SB/PS build. I'm just going to throw out some numbers in a couple examples.

Example 1: High HP

Let's say you have 500 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 50hp. One 100hp gain from SB will negate two hits taking away 50hp each.

Example 2: Low HP

Let's say you have 100 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 10hp. One 100hp gain from SB will negate ten hits taking away 10hp each. In other words, with each activation of SB you will gain health equal to your maximum health.

Conclusion:

You want to maintain the highest max hp you can WHILE sustaining as close a ratio as you can between health gained from SB and your max health. I'm not going to do any calculations but as I tank you'd want your SB hp gain to be at least 75% of your monk's max hp. So use the highest level of protection prayers you can afford after distributing necessary points to other attributes. See how much life you gain from SB w/ Life Attunment and use sup runes to lower your max hp close to that.

PS: I'm extremely tired so this might not have been written very clearly. Hope you understand the logic. Good luck.

EDIT: errr wow...i see there are other threads using this build..."600hp" build??? I mean I haven't been too active on GW lately, but last I checked there were very few on the forums who had even heard of this build. I still have yet to see anyone else using this build in game but there are multiple posts now on this forum about it. But surely someone else has realized by now that such high hp takes away from the power of this build? Thats oversimplified, truth is, if u can maintain ps and sb then ur at full HP, the issues come when u can't... degen is a HUGE factor in urgoz warren. And damage adds up, u don't wanna get screwed over by not having enough hp to cover ur ass.

Crunch

Academy Page

Join Date: Aug 2005

Mo/Me

jw where do u get 15AC armour cos ive looked in asclon but its not there

white lait

Pre-Searing Cadet

Join Date: Aug 2006

Russia

Black Jokers Company[joke]

Mo/A

Hey ppls.
We do it with first build which wrote in first page of this thread.
But we cant kill Urgoz. What we need to do?

pasha monkey

Ascalonian Squire

Join Date: Jul 2006

Murderous Monkey Mafia[TRON]

W/Mo

Quote:
Originally Posted by white lait
Hey ppls.
We do it with first build which wrote in first page of this thread.
But we cant kill Urgoz. What we need to do? yay, a fellow russian, eoe got nerfed, the original build don't work ne more

NeoDAV

NeoDAV

Pre-Searing Cadet

Join Date: Jun 2006

RusI

Rt/Mo

Hi All,
I would like to ask you as assistance me please what i want to know as make sure. I arrived seveth room at Urogz. Mobs appears too many and i tried kill them difficult. I killed them and no one there so clear. Next, Twisted Bark and Worm so which one can i kill of them? If first i kill Twisted Bark and it would decrease engry by the way how can i save my engry from Twisted Bark? I have party two monk and range so it is not successful so what do i do? if you know anything please help me information. I really want to get Urogz as successful future. any advise me please me asap.

eatmesureshot

Ascalonian Squire

Join Date: May 2006

Council of Paranor

Me/E

Man I don't mean to offend you or upset you but seriously if you want to post something on this site, PLEASE attempt to use proper English and grammar. If you are unable then find a friend or a teacher or someone that can write the post for you.

eatmesureshot

Ascalonian Squire

Join Date: May 2006

Council of Paranor

Me/E

Quote:
Originally Posted by aem
Ok I have suggestions but seeing as I just saw a link to this and there are now 10 pages I'm not going to read everything. Based on some of the more recent comments it sounds like maybe it has not been suggested. Sorry if it has

I have a lot of experience with the Spirt Bond/Protective Spirit combo as I started using it very soon after Faction was released. I made this build because I wanted to chest run Nahpui Quarter and only had a Necro and Elementalist that far in Factions.

I started off using a 55 E/Mo and while tweaking it I discovered the SB/PS combo. I then used and tweaked that for a few months and I have an amazing build. Along the way I created a Monk from scratch entirely so he could use this build while wearing starting armor since the lowest you can purchase is 15.

I won't go into the details since that would take forever but.....the SB/PS combo works best with lower HP. If I read right you are one of those trying to run this with 600+ hp. This build is very crippled with high hp.

With my E/Mo I personally run 105hp (5 sup runes) but with a monk and what you want to use him for you'd probably be better off with more. While I know there are immense possibilities with my monk, I got busy in RL and somewhat bored with GW so after getting him to level 20 I kinda stopped working on him.

But I can tell you the the strategy behind my SB/PS build. I'm just going to throw out some numbers in a couple examples.

Example 1: High HP

Let's say you have 500 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 50hp. One 100hp gain from SB will negate two hits taking away 50hp each.

Example 2: Low HP

Let's say you have 100 max hp and SB is giving you 100hp when activated. Every hit that does not activate SB will take away about 10hp. One 100hp gain from SB will negate ten hits taking away 10hp each. In other words, with each activation of SB you will gain health equal to your maximum health.

Conclusion:

You want to maintain the highest max hp you can WHILE sustaining as close a ratio as you can between health gained from SB and your max health. I'm not going to do any calculations but as I tank you'd want your SB hp gain to be at least 75% of your monk's max hp. So use the highest level of protection prayers you can afford after distributing necessary points to other attributes. See how much life you gain from SB w/ Life Attunment and use sup runes to lower your max hp close to that.

PS: I'm extremely tired so this might not have been written very clearly. Hope you understand the logic. Good luck.

EDIT: errr wow...i see there are other threads using this build..."600hp" build??? I mean I haven't been too active on GW lately, but last I checked there were very few on the forums who had even heard of this build. I still have yet to see anyone else using this build in game but there are multiple posts now on this forum about it. But surely someone else has realized by now that such high hp takes away from the power of this build?

WOW, I was totally ready to say this guy is smoking crack... but then I stoppd to think, wait a second, the 600HP S&B build is based on an assumption. It assumes that the Spirit Bond is working based on the amount of actual damage that you recieve after Protective Spirit has lowered that damage. This is incorrect. I just tested it to prove it to myself and it's true. WERE ALL ASSES... LOL... Spirit Bond works based of the amount of damage that you would have recieved before Protective Spirit kicks in. While testing this I had 105 HP, I left Senjis Corner and headed towards Ghial, there is a group with a rit boss just across that big bridge... I realize that not every attack would deal at least 60 damage but about 75% - 80% did... so I cast my Protective Spirit and cast Spirit Bond and waaalaaa I was getting healed from 75% - 80% of the attacks with 158 HPss which is the 105 from Spirit Bond plust the 52% increase in healing from Life Attunement.... so ladys and gents, if you don't believe, put it to the test...

I still think that doing urgoz with at least 200 HP, just to help with any degen when your maybe not getting attacked quit as quickly as you like would be smart, but going in as a 600+HP is totally dumb... now that I see how it really works.


ALL of this of course could be wrong for this run because if Holy Wrath bases it's damage on the amount of damage you recieve and not the amount that you would recieve, meaning before protective Spirit does it's thing, then you have to do the 605 HP build so you can maximize the damage... I'll test this tonight

eatmesureshot

Ascalonian Squire

Join Date: May 2006

Council of Paranor

Me/E

Well RuJonesin and I tested the Holy Wrath and it is dependant on the amount of damage taken after Protective Spirit is done reducing the damage. So knowing that you would actually have to still do Urgoz with a 600 HP monk to maximize the damage that you do with Holy Wrath or else you would never kill some of the mobs down there due to the healers. The only way you maybe could do it is with the 100HP monk and bring and SS necro for the big damage, but it would be very difficult to cast that on different things without pulling the agro off the monk.

So for a brief second I was pretty excited about this but all in all, you still have to up the HP on the tank so you can do the most damage.

bonefish

Pre-Searing Cadet

Join Date: Aug 2006

Esoterisches Legat Der Schweiz [ELCH]

Mo/

Quote:
Originally Posted by eatmesureshot
ALL of this of course could be wrong for this run because if Holy Wrath bases it's damage on the amount of damage you recieve and not the amount that you would recieve, meaning before protective Spirit does it's thing, then you have to do the 605 HP build so you can maximize the damage... I'll test this tonight The smite damage of Holy Wrath and Retribution are computed based on the actual damage you receive. So low hp doesn't work well. This is particularly well noticed, when one deals with the wolves: When I (as tank) stand outside of the symbioses and have only 360 hp it takes significantly longer till they have killed themselves.

Holy Wrath is capped at 53 (at rank 16), so the perfect damage to receive is 80 points, hence the tank's optimum hp are 800.

BTW, the effect of Spirit Bond is amplified by Life Attunement, so that you actually get healed for 158 points. This leaves quite a bit of room...

martop sohma

Ascalonian Squire

Join Date: Sep 2006

Senatu Populoque Romanu

R/

does this build still work since the bond got hit down to 10 hits........german rumors say it doesnt work anymore.....im gonna test it tomorrow night.....just want to make sure...ty

martop sohma

Craero

Craero

Frost Gate Guardian

Join Date: Nov 2006

N/

Yes Spirit bond got nerfed. But Shield of Absorption works very nicely with it. Probably could update build using this setup for 600hp and smiter http://gw.gamewikis.org/wiki/Build:Team_-_Dual_UW_Smite

Crazyvietguy

Crazyvietguy

Krytan Explorer

Join Date: Aug 2005

[Njk]

Rt/

Well.. Theoretically It should still work, however if you massive aggro your SB will be gone in.. less than a second. I ran this build before the SB nerf and i was the tank. Your screen is filled with numbers. So i doubt SB would last long enough to have any lasting impression before you could cast SoA.

I doubt it would work.. but best of luck to you.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Would be a million times easier to go with 3 people... and fill up the other 9 slots with Heros that can be flagged vs Urgoz.

This sorta thing is really irrelivent now.