So, can anyone post a guide, build, or some advice on how to clear Underworld and what to watch out for?
Also how need is spell breaker, or is an obsidian tank or vow of silence dervishes good alternatives? Thanks

xshadowwolfx
knoll
holababe
mcsumo
Squishy ftw
blue.rellik
RhanoctJocosa
Originally Posted by mcsumo
And Knoll just because your favourite flamefest has closed don't start trolling around with unhelpful comments in every thread.
He has a point, it's extremely easy with Ursans.
xshadowwolfx
Thanks for the info guys =D
Antheus
Quote:
Originally Posted by knoll
I hear Ursan Blessing is automatic win.
No, it's not. It's actually a sub-par way to go, but it's a good alternative for PUGs.
xshadowwolfx
A bit off topic but how do the quests in FoW compare?
Squishy ftw
Quote:
Originally Posted by xshadowwolfx
A bit off topic but how do the quests in FoW compare?
I consider FOW a lot easyer than UW.
Nothing in FOW hits like the aatxe do. And there are far more meteor shower throwing fools in UW than FOW. Tommywong
How does the ursan clearout work anyways? You just go in with high norn title and use ursan blessing the enitre time?
mrmango
Yea, 121212.
Valeria
Quote:
I consider FOW a lot easyer than UW. | Nothing in FOW hits like the aatxe do. And there are far more meteor shower throwing fools in UW than FOW UW is harder but i dont think it's because of aatxes and meteors. Even the shadow army is harder than a few aatxe...(for ursans) The problems are the quests. When som stupid ghost dies you lose! In FoW the only problem are probably the griffins from the wailing lord. In UW you have to watch out for every reaper lost soul and so on. And you can't take your time like in FoW where you always can retreat and try again. therangereminem
yeah uw ursan is very easy i do it in hard mode all the time...
frist things is to do the 4 horsemen quest, you will need 1 sb for this to do it easyly(although most teams fail here, so nothing to blow off) other things to make sure is the terrorweb queen quest , lots of poeple have failed here too , but not for it being hard but , froma glitch. her eyou need to make sure that everyone comes in agroo of the queen, not everyone needs quest but make sure everyoneis in agroo of queen before killing her, ither then that uw is easy takes 1 hour 45 to 3 horus to clear hm. i myself do it in about 2 hours hm nm is like 1 hour and a half average times Guildmaster Cain
Ursanway can still get wiped because of idiot people who take quests without asking or getting NPCs in harms way.
Check my thread for tips on Ursanwaying and at the bottom theres a link to a full guide for UW clearing. http://www.guildwarsguru.com/forum/s....php?p=3372403 I Will Heal You Ally
Yeah there was this noob in our team... we cleared whole UW areas and only left Ice Wastes and someone took the quest and the npc died... still can't get over it... noobs just think they won't get the reward if they don't take the quest asap *angry*
Pyro maniac
^
best tip: get someone who knows UW, and let only him accept quests. When you cleared the UW you can tp to every reaper and get the reward afterwards. But you really screw your team when accepting random quests. Adam144
Make sure to take an obsidian tank if you're going ursanway. I played obsitank for the four horsemen quest, and it worked fantastically, my team cleared the other side while I tanked one side and a monk was there as backup if I needed healing. Have the tank take Arcane Mimicry so they can mimic your UB until the four horsemen quest
payne
Quote:
Originally Posted by I Will Heal You Ally
Yeah there was this noob in our team... we cleared whole UW areas and only left Ice Wastes and someone took the quest and the npc died... still can't get over it... noobs just think they won't get the reward if they don't take the quest asap *angry*
were you PUGing an UW clear-out? ^^
nah I've done the whole thing with ease :P 4 horseman is the hardest quest by far but doesn't say a great deal lol...one obby tank with monk back-up on one side rest of the team on the other simple as that lol! first few quests are easy as hell...ridiculously so...only one or two quests should present a challenge at best really...just take someone who is very experienced with the UW and you should be good..same goes for FoW take an exp. player with you and you are good to go : explodemyheart
Choosing not to do Ursanway...
3-5 essence of celerity, grail of might and armor of salvation. Definitely not necessary, but it makes it go faster. 1 bonder with: vital blessing, life bond, life barrier, balthazar's spirit, protective spirit, blessed signet, mantra of inscriptions, rebirth. 1 healer with: orison of healing, word of healing, dwayna's kiss, heal other, a hex removal, a condition removal, rebirth. 4 nukers, preferably searing flames. We usually take 2 with arcane echo, 1 with a rebirth, and 1 as a /p with song of power and signet of return. Most of the rest of their skills are just a matter of preference... minus obvious badness like firestorm and the like. 1 ss necro, preferably echo ss. Blood ritual is nice, but not necessary. 1 obsidian flesh tank. We do clear the chamber, then we run out to Forgotten Vale and clear out the grasping and the coldfires around where the spawns are for Wrathful Spirits. We then run back and clear Twin Serpent Mountains in the direction of Chaos Planes. At the point where the path splits off to take you to where you do the Demon Assassin quest, go clear that. After you clear out back there, run back and continue on to Chaos Planes. In Chaos Planes, always remember that the spawns go 3, 6 then 9. Unless your monks are good, it can go really bad here if people aren't paying attention. The most important thing really is to just watch your minimap and watch where they spawn and just back up. If the tank is any good, it shouldn't be a problem. After you've cleared all of the mindblades (or while you're killing the last of them), have someone run back to Labyrinth and take the quest. For Four Horsemen, we split 2/5. The bonder stays in the middle and puts life barrier on everybody, plus life bond, balth's spirit and vital on the tank and will throw out a prot spirit or two if needed. The ss goes to the side with the tank. Everybody else goes to the east. The ss takes care of the terrorwebs long enough for the eles to nuke the crap out of the terrorwebs on their side. If the ss is good, it can take out the terrorwebs itself. If not, once the eles are done with their side they can come help out. Then just take out the bosses. After Four Horsemen, we go to Spawning Pools to do Terrorweb Queen. I shouldn't have to say that the tank needs to try to pull the queen out some so she's not in ward against harm, but I guess some people don't understand that. Then we go to Bone Pits to do Imprisoned Spirits. When it comes time to take the quest, everybody goes to where the terrorwebs spawn except one ele who stays behind to take it and take care of the spirits. Then we head to Forgotten Vale and do Wrathful Spirits. After that, back to Labyrinth to take Escort of Souls. Transport back to Forgotten Vale and then kill back up to Labyrinth to pick up the souls. Back to Labyrinth for Unwanted Guests. If people aren't careful here, this quest can go really bad. The tank needs to make sure they're far enough ahead that if something goes wrong, the aataxe will not run back to the reaper. The tank needs to try not to aggro them at all, but it happens sometimes. If they do, they need to try and hold it while the eles run forward to kill the Keeper. The main point here is that no matter who is under attack from the aataxe, do not, UNDER ANY CIRCUMSTANCES, run back toward to reaper. Run toward the Keeper. It's best to keep someone back at the reaper incase you need a quick teleport, then immediately teleport back to Labyrinth just to make sure the aataxe aren't on the reaper. After that we head to Ice Wastes, which is pretty self explanatory. Just remember that once you take the quest, there's 3 spawns of terrorwebs. Just remember to pay attention so things don't go bad. Then it's back to Twin Serpent Mountains to do Demon Assassin. Be careful not to take the quest until the tank is down at the BOTTOM of the hill to block it. After that, REMEMBER, you still have 3 Keepers to kill before you can transport back to get your rewards. Remember before you ever start to make sure everybody has the time to clear. Also make sure that everybody knows not to take quests until told. Designate one person to take them, and have that person then tell everybody else when it's okay to take a quest. You also have to make sure everybody understands the tank is there for a reason. They need to stay back until the tank has aggro. That all being said, my guildies and I clear quite frequently. We almost never have enough people on that want to do it so we almost always have 1-3 pugs. If there's any of you that want to come along for the ride, feel free to message me in game and ask me about it. We usually need nukers or SS, we usually have the tank and monks covered but I know the tank would enjoy a reprieve if we could find another good tanker. |