Ursanway?

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Railin
Railin
Frost Gate Guardian
#1
Can anyone explain what Ursanway is and why it's so special? All I know is that it uses the Ursan Blessing skill, but is it really that powerful it clears DoA easily? Could someone give a screenie or something?
Div
Div
I like yumy food!
#2
There's a lot of threads on that. A simple search will find you the answer. In short, UB is a skill that makes average players think they're moderately good because they can mash 1234 and get kills.
lennymon
lennymon
Forge Runner
#3
why ursanway is good:
it allows *any* character of any profession to join groups and have fun in elite mission areas, hard mode dungeon groups, etc...

why its bad:
some people feel that an old cookie cutter build is somehow superior to a new cookie cutter build when it was harder 'back when they did it'.
Alex Morningstar
Alex Morningstar
Krytan Explorer
#4
Good: Anyone with rank can join a group. Your assassin, your paragon, your favorite character that normally can't get in because it isn't a warrior-elementalist-monk, can.

Bad: You need to grind for the rank. It's a flavor of the month until it gets nerfed. This type of usage is what leads to skills getting nerfed, in my opinion.
Ensign
Ensign
Just Plain Fluffy
#5
Ursanway is good because the shitters that normally die repeatedly and wreck your team are bears with a ton of hit points, armor, and a bar that they cannot screw up.

On the downside, a bear has very little potential to make good plays or otherwise influence the game through his own play.

Ideally, you wouldn't run Ursanway, but a hybrid Ursanway PUG where all of your really shitty players ran Ursan Blessing and all of your decent to good players ran more normal bars. You can't do that in practice because no one thinks they're shitty; you have to stick everyone on bear to get the shitters onto bear. Fortunately bear is powerful enough that you'll end up winning even without anyone making any plays.
Trub
Trub
Jungle Guide
#6
Good: *crickets*
Bad: Read above post from Ensign, he says it better than I ever could.
Washi
Washi
Wilds Pathfinder
#7
why is it special? hmmm let me think...

a) up to 150 ARMOR IGNORING, unblockable, ranged damage every 3 seconds
b) up to 135 AOE damage with a 2 sec knockdown every 10 seconds
c) up to +20 armor
d) up to +200 hp

How can you think it's not special? imagine 6 of those and 2 monks, can you actually die in such group?

Played it like 2 times, felt so dumb i'm not gonna try again.
Nemo the Capitalist
Nemo the Capitalist
Desert Nomad
#8
Quote: Originally Posted by holymasamune
There's a lot of threads on that. A simple search will find you the answer. In short, UB is a skill that makes average players think they're moderately good because they can mash 1234 and get kills.

most ursan r noobs who have no skill whatsoever...although 1/10 might be good .......gw has a way of suprising you
TyrianFury
TyrianFury
Guest
#9
It was very handy for myself to finally complete DoA with me ele. All I needed was The Foundry and Mallyx but after a 8 month break from trying the zone It was deserted.

Ursan made a horrible cookie cutter hide behind walls kill yourself rebirth tactic (stupid if you ask me) a thing of the past for Foundry and a much more FUN experience. Also made it possible to bring a couple of none bear heroes if needed since there is a lack of players for some missions and quests.

I seldom use it for anything since DoA but it is a handy fall-back option for those who get a but stuck with hard mode or can't find decent players for quests.

At the end of the day its your game you bought it and if you choose to use it its up to you, if you have more fun with it then that's good. I'm sick of all the purists who complain about it and take the game WAY too seriously.
lennymon
lennymon
Forge Runner
#10
because if you have doa experience and some friends, you can go get a monument for doa on whatever character you want and some gemstones and greens by doing a quad run + mallyx in about 4 hours. it does kinda make vanquishing some of the harder areas rather trivial as well... oops, tripple aggro, oh well lets kill em all.
Effendi Westland
Effendi Westland
Wilds Pathfinder
#11
The Good: It's a win button.

The Bad: It's a win button.
Snow Bunny
Snow Bunny
Alcoholic From Yale
#12
Quote: Originally Posted by Effendi Westland
The Good: It's a win button.

The Bad: It's a win button. QFT

12 chars
p
placebo overdose
Wilds Pathfinder
#13
i hope they handle this nerf well or i will cry because currently it is overpowered
but there is no reason why this should be nerfed out existance and could create interesting gameplay if left still viable
Z
Zahr Dalsk
Grotto Attendant
#14
It's a skill that lets unpopular classes get into PvE groups.

Anet, if you nerf Ursanway, I really hope you give Ritualists and Assassins more direct PvE application. You can start by fixing Spirits and Spawning Power. You can continue by fixing everything else.
Coloneh
Coloneh
Furnace Stoker
#15
Quote: Originally Posted by Zahr Dalsk
It's a skill that lets unpopular classes get into PvE groups.

Anet, if you nerf Ursanway, I really hope you give Ritualists and Assassins more direct PvE application. You can start by fixing Spirits and Spawning Power. You can continue by fixing everything else. hahaaha someone hasnt seen a ritualist lately. or a MS/DB sin
Simath
Simath
haha you're dumb
#16
The cons: It makes bad players moderately good and boosts an ego they shouldn't have. It also makes idiots feel intelligent.

The pros: It doesn't have any.
Guildmaster Cain
Guildmaster Cain
Desert Nomad
#17
The general problem of Ursanwaying is that it makes people feel too invincible. In other words, Ursanway group CAN NOT take down 3 groups of DoA creatures at the same time. Well... actually sometimes you can, but you need darn good monks. And most monks get very frustrated if you stupidly aggro 3 groups. Plus it usually takes more time to take a 3 groups together down then it does taking them seperately.

I am still wondering if the Deep and Urgoz is possible in Ursanmode. 9 Ursans doing 150 damage (at least 1000 dmg per 2 seconds) and 3 monks healing them .

The trick about ursanwaying is to get a good experienced group going. I am trying to get my guild ready to do this, we have about 8-9 Ursan players, but not all are on at the same times or have time for long runs.

To practice Ursanwaying, DoA City of Toorqwhatever with 6 Ursans and 2 monks is best for training. Monks should have 2 Healing builds, 1 with HB and the other with LoD mimic.
Master Kaii
Master Kaii
Ascalonian Squire
#18
This isnt as good as the old way.
Examples...
DoA - Takes the same time, usually a lot more deaths, the monks have a harder job as the ai keep switching targets and lagg spiking.
In foundry everyone just gets shut in a room, and things spawn on top of you and go for the monks because they are the most squishy
people melee when they shouldnt melee, overextend so the monks have to run forward to heal, get agro and then the party dies.
A
A11Eur0
Furnace Stoker
#19
Jeez all the elitists in here.

It's a good way to accomplish something without grinding at it.

My guild is far from noobs and we just cleared UW today with ursan. First time I've been able to go along thus was the first time I've cleared UW...most other times resulted in leavers and early end. It's fun, IMO....as PvE should be. Seeing as it's a PvE-only skill, i see no downsides. Thsoe who don't choose to get/use the skill dont lose out...plenty of balanced and special team build groups out there still doing their thing. This just breathes new life into underappreciated professions and underused characters that don't have every skill in the game learned.
Racthoh
Racthoh
Did I hear 7 heroes?
#20
Quote: Originally Posted by A11Eur0
It's a good way to accomplish something without grinding at it. You, and none of the other ursans ever grinded a single point of your Norn title track?