1. What is Ursanway
Ursanway is a team set-up in which around 3/4 of the team play as "Ursans", using the skill Ursan Blessing (Eye of the North Elite Skill), while other players play as healers. It is a powerful combination because of the armor-ignoring damage from spamming Ursan Strike, AoE knockdowns from Ursan Rage, and the innate armor and health increase from Ursan Blessing. Ursanway can clear many difficult areas of PvE, such as the Underworld or Fissure of Woe. It is also effective in Hard Mode areas.
Ursanway is not an invincible team setup, you can still get overaggrod if all are not carefull enough. Ursan groups are just a very durable team setup that can dish out good very good damage. Another advantage is that it is not profession-based and everyone can play it. Although some professions are slightly weaker in Ursanmode then others, there is no reason not to take them, especially if they have followed the pointers in this guide.
Just to get you interested, this is what you can do with Ursan teams:
-UW clear in 1.5 hrs
-FoW clear in 49 mins (Johny Bravo and team recordholder)
-DoA: City clear in 25 mins
-DoA: Gloom clear in 25 mins
-DoA: Stygian clear in 50 mins
-DoA: Foundry clear in 90 mins
-DoA: Full clear in 3 hours (need a good team)
-DoA: Mallyx kill in 20 mins
-Deep 90 mins
-Warren 90 mins
-Any HM areas or dungeons without too many e-denial foes.
Since the entire team revolves around a single skill that can be easily acquired early in the Eye of the North campaign, it is not hard to find teammates. However, this build is very reliant on timing and the lack of any energy denial, as once a character reverts out of Ursan Blessing, they will most likely not be able to use any skills.
The success of Ursanway was damaged by a game update which changed the range of Ursan Strike from Spell to Touch. However, it is by no means a dead build, and continues to be used frequently.
As Ursan Blessing is a Eye of the North skill, it does not mean players who do not have access to this chapter cannot be in Ursanway teams, we will still need backline characters, mainly for healing purposes.
1.1 Ursan Blessing
Elite Norn Title Track skill (Eye of the North), become stronger when you raise your Norn Title.
It is somewhat similar to using a Wurm Spore and also an Avatar skill from NF. However, do not expect to take a bear-form . Using this skill in areas will transform your skillbar to this (you cannot use any of your own skills):
And you will have this Blessing upon you:
Visit http://gw.gamewikis.org/wiki/Ursan_Blessing for more information about Ursan Blessing and the skills.
1.2 How to get Ursan Blessing
Get GW:Eye of the North, do the Nornbear quest from the Befriending the Norn primary. Do Blood washes Blood primary quest. Go to the southwest corner of Drakkar Lake (from Sifhalla possible, but from Olafstead north is faster). There is a Norn by his hut giving Blessing quests (also the Raven and Volfen ones), named Hogni Truthseeker. Take the one with Ursan Blessing as quest reward, A Hunters Pride. It is a pretty straight forward quest, also runnable if you are in a rush. Take some run skills, exit from Sifhalla, get the honeycomb and lure the Polar bear to the marker. Go back to Hogni Truthseeker and recieve the Blessing.
However, there is another method of getting Ursan Blessing on your skillbar. Mesmers or characters being secondary mesmers can aquire Ursan Blessing by means of [skill=text]Arcane Mimicry[/skill], which copies any elite from another team member, thus also Ursan Blessing. The advantage is that you do not need the quest to get Ursan Blessing and you can have your original Elite Skill (but you cannot use it while in Ursan Mode). The advantage of the latter will be explained more in detail later.
1.3 Ursan Blessing Skills
When to use them and how (W.I.P)
1.4 Maximizing Norn Title
Maximizing the Norn Title will increase the damage your Ursan will do, as well as making him more durable. There are several options to increase your reputation points fast.
First of all, by using books ofcourse. Filling in Hero's Handbooks partially is probably the fastest method. Some Quests just take too much time, but others, with some practice only have to take several minutes. 11-12 quests should be doable in 2-2.5 hrs time, which will net you 8-10k reputation points.
A full Master Dungeon Guide should only be turned in once, at 79k (or anything just below 80k) reputation points. It is a lot of trouble of getting one full, but should you have one, don't waste it too soon. After 80k rep points, you can only get more points by doing HM stuff. Using it at 79k jumps your character from R7 to R9 Norn. The rest could be maxed out by doing HM Hero's Handbooks, but the result might not be worth all the work, unless you are going for the title.
Another method to get Norn title points is by doing the 'The Path to Revelations'-Quest group farm. This can also be combined with the above book-method.
Often Ursanway groups for farming this particular quest are formed from Olafstead. Just enter the town and watch the chat-channel. The farm involves killing over 250 foes to get the maximum boost and then exploit the quest to kill 6 bosses in a small area for 450 points each. Added some random rank bonusses you can easily net over 6k reputation points. An experienced group can accomplish this in 30 mins, a less experienced group would take around 60 mins. But that will still be 6k reputation points per hour.
2. Equipment
You will need to get rid of everything that you will not use in Ursanmode and maximize the potential. Since you will be at constant -2 energy degen, you need to have high enough energy pool to last the noncombat situations. During combat you will gain energy by attacking, in which case Zealous mod doubles your energy recovery. The -1 on Zealous and on the +15 ene/-1 regen mods will NOT have any effect, since the regen of Ursans is FIXED at -2. This is why Blood is power and Blood Ritual doesnt have effect either... So any character should have at least 30 energy and as high health as possible.
2.1 Armor
Do not use any Superior, Major or even Minor runes (buy new armor without it). In Ursanmode, this will not have any positive effect, since your attributes do not count in Ursanmode, but they do lower your health. Instead use Vitae Runes if you already have 30+ energy or Attunement Runes to raise your energy towards 30 or more.
For Necromancers and Paragons however, it might be usefull to bring Soulreaping and Leadership runes. Beast Mastery Runes will also boost your Pet's attributes, but I dont recommend to sacrifice health for that.
Using either Survivor or +Armor Level insignia is debatable and dependable on the situation. I suggest having at least 700 health in Ursanmode (Health boost also depending on Norn title) and then you might worry about raising your armor to a sufficient level.
Most condition based common insignia's (Brawler's, Stalwart, etc) are not triggered often enough to be usefull. Only Sentry's (while stanced, +10 armor) could be usefull when combined with a long-lived stance like Drunken Master.
However, some character professions have quite good insignia's with armor adding or damage ignoring properties. This are the alternatives to Survivor per character profession:
Warriors: Knights Insignia is a good choice for Warriors. Stonefist Insignia would increase the Knockdown effect and is also a good add.
Rangers: Beastmaster's Insignia is good, considering it is also a good idea to have a pet and high Beast mastery.
Monks:Take Survivor. Disciple's is the only other good one if you are certain you get a condition and that will not be removed. But that would make your armor very area-specific.
Necromancers: Undertaker's could be taken, but Survivor is good too. As with the Monks Disciple's Insignia, you could take the Blighter's Insignia for +20 armor, but only for specific areas with not too hurtfull hexes.
Mesmers: Survivor and maybe Virtuoso when there are a lot of Quickening Zyphyr spirits around, ensuring you are almost always using skills.
Elementalists: A very interesting solution found by Kyomi Tachibana, using Prismatic Insignias and spend 9 points in each Elemental Mastery (Air, Earth, Fire, Water), thus making the total extra armor 20. To do this, you will need to add some +1 to Elemental Mastery Runes in your armor, but it will outweigh the lesser health.
Assasin: Just take Survivor, unless you go to an area that only has either Slashing, Blunt or Piercing (physical) damage and take the according insignia. But these areas are very limited and not worth buying the Insignia for if you ask me.
Ritualist:Take Survivor, unless there is a Quickening Zyphyr Spirit around, so you can take the Mystic's Insignia instead for +15 AL while activating skills.
Paragon:Centurion's Insignia is the best option, since you will always be under the effects of Shouts and Echos.
Dervish:Best and only option is Survivor, since you will never have enchantments on you. (unless there is for some unknown and vague reason a bonding monk in the team, which is really not advisable in Ursanway)
2.2 Weaponsets
Having two (and if you feel like it 4) weaponsets is a good idea if you want to maximize your Ursan.
First of all, the set you should use while fighting:
Weapon: Axe, Sword (and maybe Spear), you do not have to meet its requirements
Inscription: +5 Energy, 'I have the Power'
Prefix: Zealous (for double energy gain when you hit something, -1 energy degen wont work in Ursanmode)
Suffix: +30 hp, Fortitude
Offhand: Any Shield one of which you meet the requirements. If not, just take any shield, since you get half the armor bonus (+8) if you do not meet the requirements.
Inscription: -5/20% "Luck of the Draw" or -3/hexed "Nothing to Fear" are good allround inscriptions. If you go to a certain area with a lot of a specific damage type, you could go with +10 AL vs 'insert damage type'.
Suffix: +30 hp, Fortitude
The set you should use while running in Ursanmode and when energy is low.
Weapon: Any Wand, you do not have to meet the requirements.
Inscription: -1 energy regen +15 energy, "Seize the Day"
Suffix: Doesn't matter.
Offhand: Any Focus of which you meet the requirement, if you do not meet it, you get half the energy (+6).
Inscription: -1 energy regen +15 energy, "Live for Today"
Suffix: +30 health, Fortitude
A third set can be brought; the negative energy set. To cancel Ursanmode (prematurely) without having to use the skill (which might not have recharged yet) and it helps getting your energy back up high.
Weapon: Axe, Sword (and maybe Spear), you do not have to meet its requirements
Inscription: +15% Damage -5 Energy, 'Brawn over Brains'
Prefix: Doesn't matter, since you swap to normal set afterwards
Suffix: Doesn't matter, since you swap to normal set afterwards
Offhand: The extremely unique Earth Scroll from the same quest that gives the -50 hp Grim Cesta: Cities of Ascalon. Getting this Earth Scroll gives you -2 energy when you do not meet the requirements for the scroll. Together with the "Brawn over Brains" Weapon, you will have -7 from your base energy, so Warriors have 13 maximum Energy, Rangers, Dervishes and Assasins will have 18 maximum Energy and all other will have 23 maximum Energy.
Not having the Scroll is not a bad thing, any offhand (or having none at all) with no +energy mods on it will do almost the same thing. And then again, it is not necessary to have a negative energy set like this, but can be very usefull in regaining your energy.
The fourth set can be used when Ursan is down and you need to regenerate fast.
Having a Cold Weapon instead of Zealous can also be effective, in case there is a Necromancer with [skill=text]Spinal Shivers[/skill] to interrupt strong foes. This can be combined with the shield from set 1.
This makes the set having your base energy and normal energy regeneration.
2.3 Consumables (W.I.P)
Essence of Celerity, Armor of Salvation, Grail of Might, Birthday Cupcake