5-Man Uw Farming
Mesmer in Need
Well today, A mishmash team of some of my alliance members got together. And this is what came out of it.
Ectos, the fuel of the economy. The uw. Full of deadly monsters that want you dead. What do you do? You try to kill them back.
This build is based heavily on the DOA balanced team. We wanted to try to do doa, but we didnt have enough people and not all of us had gotten that far.
1)The builds
W/E Obsidian Tank
Skills:
Signet of Stamina
Endure Pain
Doylak Signet
Wary Stance
Glyph of Concentration
Obsidian Flesh
Stoneflesh Aura
Ward Agains Foes (in the pic it's ss reb sig, ward is better)
Atts:12 earth, 12+1+2 strength, rest in tactics
I use a totem axe and an earth focus from vasburg armoury from the collector
In the picture it shows sunspear rebirth sig, but you should use ward against foes. Basically, you take the damage from most things.
E/Mo Sf ele 2x
Searing Flames
Glowing Gaze
Liquid Flame
Fireball
Meteor
Glyph Of lesser Energy
Fire Attunement
Rebirth
Atts: 16 fire, 12+1 energy storage, rest in prot
Once you're tank rounds up the target foes, this character nukes them. Because of the usually small groups that you will be facing, meteor showere seemed like overkill. If you are plating as this, stand back when facing non melee enemies as the aggro may be drawn to you.
Mo/Me bonder
Blessed Signet
Mantra Of Inscriptions
Life Barrier
Life Bond
Watchfull Spirit
Balthazars Aura
Essence Bond
Rebirth
Atts: 16 prot, 12+1 divine, rest in inspiration
He should cast all the enchantments on the tank, balthazars on himself and life bond on everyone else. basically stand back, keep you're energy up, and watch out for rust.
Mo/Me support
Spell Breaker
Healing Seed
Orison Of Healing
Dwaynas Kiss
Dismiss Condition
Arcane Echo
Inspired Hex
Rebirth
Atts: 12+1+1 divine, 12+2 healing, 3 insp.
This character should have a weapon with a 19- 20 % enchant mod. The spell breaker will be echoed and put on the tank before he goes into battle and the echoed version put on him after. also you should be healing with the skills, and the menial damage done to the tank.
2) The synergy
The tank should be fully bonded up and have stoneflesh on at all times during battle. This will make most dmg be 0's and usually the only dmagage you should get is from bleeding. the tank SHOULDENT attack(unless with a longbow for pulling), and keep signet of stamina on at all times. before battle, they should put on stoneflesh and get sb from the monk. after the enemies get balled up, the eles should unleash hell. Witht the combination of sb and obsid flesh, the tank probably will have spell immunity for most if not all of the battle
3)areas
Our team was able to clear:
The labrynth
Ice wastes
The forgotten Vale
Twin serpent mountains
Map of what we cleared.
The Labrynth:
For the labrynth, make sure the tank get up past the stairs and blocks the aatxes. for the graspings, the tactic is the same. Here are alot of interrupts, so the tank should use glyph of concentration or wary to guad against these. The glyph may even be inteerupted, so for more insurance, cast it through wary. You can clear the terrorwebs easily aswell as pretty much everything.
Ice wastes:
we cleared this next, and it was pretty easy. The smites go down fast, just keep the fire on them. When facing the colds, they may lose argo on the tank but as long as you have a compitent bonder and healer, they shoulendt hurt too bad. And the bonder should always stay clear of the colds and their rust.
Pic of us messing around after ice wastes.
Forgotten vale:
pretty much do the same as the previous areas. the earth eles shouldent do much. Pretty easy.
Twin serpent mountains:
Once you get here the bonder should stand back, as nr would cause problems. Have the tank be targeted by the rangers, and let them be nuked. When you get to the charged blackness, The war should put on all his defencive skills and tank them, while they get nuked. After killing the rangers the tank should set off all the traps. They will only do about 5 dmg normally, 0 dmg with sonefllesh. then the monk should get rid of you're conditions.
Ending of Twin serpents.
Chaos Plains:
we got here after about an hour, and I had to leave ( i was the tank) We killed several groups of mindblades when we got mobbed by them and ened up dying. migrane was killer for our monks. We probably chould have run across it but my team wanted to fight.
Spawning pools??
If we did get past the chaos planes, im guessing we could have done this, as long as the casters stayed away from the nukes.
4) Quests
as this was a test, we only did clearing the chamber. most of our team was unfamiliar with the uw so we didnt want to do quests like restoring the monuments, although it is possible we could have done a few monuments.
My team:
Laldonicus Nenth (me)
Bocjo Bassannn
Lady akira Yung
Charissa Blackflame
Tarie A Saien
Happy Ecto Farming!
Ectos, the fuel of the economy. The uw. Full of deadly monsters that want you dead. What do you do? You try to kill them back.
This build is based heavily on the DOA balanced team. We wanted to try to do doa, but we didnt have enough people and not all of us had gotten that far.
1)The builds
W/E Obsidian Tank
Skills:
Signet of Stamina
Endure Pain
Doylak Signet
Wary Stance
Glyph of Concentration
Obsidian Flesh
Stoneflesh Aura
Ward Agains Foes (in the pic it's ss reb sig, ward is better)
Atts:12 earth, 12+1+2 strength, rest in tactics
I use a totem axe and an earth focus from vasburg armoury from the collector
In the picture it shows sunspear rebirth sig, but you should use ward against foes. Basically, you take the damage from most things.
E/Mo Sf ele 2x
Searing Flames
Glowing Gaze
Liquid Flame
Fireball
Meteor
Glyph Of lesser Energy
Fire Attunement
Rebirth
Atts: 16 fire, 12+1 energy storage, rest in prot
Once you're tank rounds up the target foes, this character nukes them. Because of the usually small groups that you will be facing, meteor showere seemed like overkill. If you are plating as this, stand back when facing non melee enemies as the aggro may be drawn to you.
Mo/Me bonder
Blessed Signet
Mantra Of Inscriptions
Life Barrier
Life Bond
Watchfull Spirit
Balthazars Aura
Essence Bond
Rebirth
Atts: 16 prot, 12+1 divine, rest in inspiration
He should cast all the enchantments on the tank, balthazars on himself and life bond on everyone else. basically stand back, keep you're energy up, and watch out for rust.
Mo/Me support
Spell Breaker
Healing Seed
Orison Of Healing
Dwaynas Kiss
Dismiss Condition
Arcane Echo
Inspired Hex
Rebirth
Atts: 12+1+1 divine, 12+2 healing, 3 insp.
This character should have a weapon with a 19- 20 % enchant mod. The spell breaker will be echoed and put on the tank before he goes into battle and the echoed version put on him after. also you should be healing with the skills, and the menial damage done to the tank.
2) The synergy
The tank should be fully bonded up and have stoneflesh on at all times during battle. This will make most dmg be 0's and usually the only dmagage you should get is from bleeding. the tank SHOULDENT attack(unless with a longbow for pulling), and keep signet of stamina on at all times. before battle, they should put on stoneflesh and get sb from the monk. after the enemies get balled up, the eles should unleash hell. Witht the combination of sb and obsid flesh, the tank probably will have spell immunity for most if not all of the battle
3)areas
Our team was able to clear:
The labrynth
Ice wastes
The forgotten Vale
Twin serpent mountains
Map of what we cleared.
The Labrynth:
For the labrynth, make sure the tank get up past the stairs and blocks the aatxes. for the graspings, the tactic is the same. Here are alot of interrupts, so the tank should use glyph of concentration or wary to guad against these. The glyph may even be inteerupted, so for more insurance, cast it through wary. You can clear the terrorwebs easily aswell as pretty much everything.
Ice wastes:
we cleared this next, and it was pretty easy. The smites go down fast, just keep the fire on them. When facing the colds, they may lose argo on the tank but as long as you have a compitent bonder and healer, they shoulendt hurt too bad. And the bonder should always stay clear of the colds and their rust.
Pic of us messing around after ice wastes.
Forgotten vale:
pretty much do the same as the previous areas. the earth eles shouldent do much. Pretty easy.
Twin serpent mountains:
Once you get here the bonder should stand back, as nr would cause problems. Have the tank be targeted by the rangers, and let them be nuked. When you get to the charged blackness, The war should put on all his defencive skills and tank them, while they get nuked. After killing the rangers the tank should set off all the traps. They will only do about 5 dmg normally, 0 dmg with sonefllesh. then the monk should get rid of you're conditions.
Ending of Twin serpents.
Chaos Plains:
we got here after about an hour, and I had to leave ( i was the tank) We killed several groups of mindblades when we got mobbed by them and ened up dying. migrane was killer for our monks. We probably chould have run across it but my team wanted to fight.
Spawning pools??
If we did get past the chaos planes, im guessing we could have done this, as long as the casters stayed away from the nukes.
4) Quests
as this was a test, we only did clearing the chamber. most of our team was unfamiliar with the uw so we didnt want to do quests like restoring the monuments, although it is possible we could have done a few monuments.
My team:
Laldonicus Nenth (me)
Bocjo Bassannn
Lady akira Yung
Charissa Blackflame
Tarie A Saien
Happy Ecto Farming!
daraaksii
Oh Em Gee! I hope we can finally clear the Underworld! Nice work!
My-way Ftw
Did you actually clear the whole of the underworld? If not, im pretty sure you could :P
Might have a little trouble with the mesmers in uh chaos planes or whatever though
Might have a little trouble with the mesmers in uh chaos planes or whatever though
olly123
lovley build, finaly soem team type build to farmUW . oh and he did say what he managed to clear :P, witch isnt all but a fiar bit
hese where he got 2
"Chaos Plains:
we got here after about an hour, and I had to leave ( i was the tank) We killed several groups of mindblades when we got mobbed by them and ened up dying. migrane was killer for our monks. We probably chould have run across it but my team wanted to fight. "
how logn did the run take??
hese where he got 2
"Chaos Plains:
we got here after about an hour, and I had to leave ( i was the tank) We killed several groups of mindblades when we got mobbed by them and ened up dying. migrane was killer for our monks. We probably chould have run across it but my team wanted to fight. "
how logn did the run take??
jbwarrior
Very nice build m8 Only minor thing about is that you have to split the ecto's between 5 , but finally it's now not only 5-man FoW
GJ.
GJ.
[DE]
There used to be a 3-man FoW team that could clear out the entire place.
Anarion Silverhand
Quote:
Originally Posted by The Phantom
There used to be a 3-man FoW team that could clear out the entire place.
I'm sure this build could too, but their tank had to leave, remember?
Mesmer in Need
yes, i was the tank, and yes, i had to leave when we got to chaos planes. last thing i was on for was being mobbed by the mesmers and me dying, leaving one monk left. after that, im not sure. migrane was a problem for the monks and eles. i couldent really do much because i had no offencive capability. im not really sure of the ability to complete the chaos planes, but im pretty sure we could have done spawning pools easily. with the combination of echo sb and obsid flesh, the tank usually is permanently spell invunerable. when obsid flesh is over, sb is usually recharged too.
The good thing about this, is its really easy to get into. none of these builds require any special runes or builds or anythings. infact, i capped obsid flesh the day we did this. the margin for error leaves a ton of error room, and nobody even died out whole run until when i left. One thing i love, is when the tank is fully bonded up and with stoneflesh and doylak up, you wont take any dmg. the only time my hp really dropped below 600 was when triggering the traps of the rangers on twin serps. the the nice 300 hp heal from dwaynas/ dismiss cured all this.
and if anyone is wondering, only one ecto dropped the entire run, and it was for our bonder.
anyways, have fun.
The good thing about this, is its really easy to get into. none of these builds require any special runes or builds or anythings. infact, i capped obsid flesh the day we did this. the margin for error leaves a ton of error room, and nobody even died out whole run until when i left. One thing i love, is when the tank is fully bonded up and with stoneflesh and doylak up, you wont take any dmg. the only time my hp really dropped below 600 was when triggering the traps of the rangers on twin serps. the the nice 300 hp heal from dwaynas/ dismiss cured all this.
and if anyone is wondering, only one ecto dropped the entire run, and it was for our bonder.
anyways, have fun.
Mesmer in Need
ive been tossing the idea around in my head of another character, a mesmer. It would incorporate skills like hex eater vortex and shatter hex, some interrupts, maybey av/sv ans other skills. This would be usefull for combating the mesmers on chaos planes, the necros in bone pits, and some of the water hexes from the coldfires. ill be working on it.
beltran13579
did u really need to bring a real person for the bonder couldnt you just use a hero?
Nekretaal
(1) Lose the bonder. Your group is using a tank. If the tank can hold aggro the bonder is wasted space. In fact, the biggest threats are all physical non-ranged damage, so holding aggro is very easy to do. Just dont use aoe, and stuff like aataxe will never break aggro. As a bonus, AoE like searing flames doesnt even count as AoE, so tell your ele to spam only it and your fine.
(2) Change the monk to Light of deliverance / protection, with Light of deliverance, dwayana kiss, protective spiirt, shield of absorption, holy veil and essence bond. This monk should have 16 protection for aataxes and can swap out that protection rune for a healing rune (14-16 healing with the headpiece on) on the memsers.
(3) You tank's build is huge overkill. All you need to tank aataxes is the prot monk's protective spirit and shield of absorption. Anybody can tank at any health and any armor, and a warrior can survive about 15 seconds with no monk healing after a rend enchantments with a couple of stances. Its ok for the tank to lose the elementalist junk, take a weapon, and 1-2 attack skills.
(4) Tell your elementalists not to use any skills other than searing flames, glowing gaze, liquid flame, and mark of rodgort on the aataxes and aggro will never break. Breaking aggro on the casters isnt important because the casters in the Underworld dont have cheat skills like "enraged." Besides you have a protective spirit.. use it.
(5) Add a restoration ritualist. At 16 restoration, the ritualist can maintain Life and reccuperation indefinately. Life and reccuperation are an effective +6 regen, but the mesmers only do 7 degen. Life and reccuperation cant be shattered, and only the "cry of frustration skill" on the banished dream riders (which are few and far between) can counter it. The rest of the mesmers cant hurt counter binding rituals. Any remaing damage from clumsiness, or weak phsical attacks can be healed by the Monk's light of deliverance, or by Protective was Kaoli ashpot if ritualist takes it. Elementalists might want glph of concentration. If tank has lion's comfort, he can out heal the damage that he'll take from mesmers and he can help fight too.
(2) Change the monk to Light of deliverance / protection, with Light of deliverance, dwayana kiss, protective spiirt, shield of absorption, holy veil and essence bond. This monk should have 16 protection for aataxes and can swap out that protection rune for a healing rune (14-16 healing with the headpiece on) on the memsers.
(3) You tank's build is huge overkill. All you need to tank aataxes is the prot monk's protective spirit and shield of absorption. Anybody can tank at any health and any armor, and a warrior can survive about 15 seconds with no monk healing after a rend enchantments with a couple of stances. Its ok for the tank to lose the elementalist junk, take a weapon, and 1-2 attack skills.
(4) Tell your elementalists not to use any skills other than searing flames, glowing gaze, liquid flame, and mark of rodgort on the aataxes and aggro will never break. Breaking aggro on the casters isnt important because the casters in the Underworld dont have cheat skills like "enraged." Besides you have a protective spirit.. use it.
(5) Add a restoration ritualist. At 16 restoration, the ritualist can maintain Life and reccuperation indefinately. Life and reccuperation are an effective +6 regen, but the mesmers only do 7 degen. Life and reccuperation cant be shattered, and only the "cry of frustration skill" on the banished dream riders (which are few and far between) can counter it. The rest of the mesmers cant hurt counter binding rituals. Any remaing damage from clumsiness, or weak phsical attacks can be healed by the Monk's light of deliverance, or by Protective was Kaoli ashpot if ritualist takes it. Elementalists might want glph of concentration. If tank has lion's comfort, he can out heal the damage that he'll take from mesmers and he can help fight too.
Covah
<---What Nekretaal said.
P.S My name is shown in alliance chat in the last screenie
P.S My name is shown in alliance chat in the last screenie
Mesmer in Need
1) were clearing out alot more than just physical creatures. dryders, coldfires, nightfires, the mesmers, the rangers and the necros all have ranged and magical attacks. to prevent the death of the other party mates, i feel the bonder is neccesary
2)I like to stay with the same sp build, because the tank needs the spell immunuty, and i am thinking about ditching obsidian flesh.
3)I agree, i never really needed obsidian flesh. but i still took dmagage from the aaxtxes withoutstoneflesh on (with doylak). but the extra health from endure/stamina was overkill. i never used endure, and my hp never dropped below 600. i will work on the tank.
4)i agree, except we dont have prot spirit, but with the bonds the casters wil never take that much damage from the casters
5)life doesnt do regen, only healing every 20 seconds. recuperation only does 3 pips. if you get igrane on the rit, they willl be dead flat because of their already long casting skills. the idea of a resto rit would not be worth another slot imo. plus the only use of it would really be during the mesmers/ necs because the monk can already proudce enough healing. as for their hexes, im making a build (as i said above) to counter them, as well as help in the other parts.
srry covah, ill get rid of the name if you want, unless you want the recognition.
2)I like to stay with the same sp build, because the tank needs the spell immunuty, and i am thinking about ditching obsidian flesh.
3)I agree, i never really needed obsidian flesh. but i still took dmagage from the aaxtxes withoutstoneflesh on (with doylak). but the extra health from endure/stamina was overkill. i never used endure, and my hp never dropped below 600. i will work on the tank.
4)i agree, except we dont have prot spirit, but with the bonds the casters wil never take that much damage from the casters
5)life doesnt do regen, only healing every 20 seconds. recuperation only does 3 pips. if you get igrane on the rit, they willl be dead flat because of their already long casting skills. the idea of a resto rit would not be worth another slot imo. plus the only use of it would really be during the mesmers/ necs because the monk can already proudce enough healing. as for their hexes, im making a build (as i said above) to counter them, as well as help in the other parts.
srry covah, ill get rid of the name if you want, unless you want the recognition.
Coloneh
this is nice, good job incorperating the DoA build here. but the same thing applies with the DoA build. the Warrior SUCKS. and ele/ranger can maintain obs-flesh so your monk can take LoD or something instead of spell breaker. get the idea out of your head that warrior = tank