Urgoz - A guide + build

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Now with the 13/11/08 update, Urgoz is made a bit more attractive. Here is a guide and build which can complete this elite mission in +- 45 minutes (given that you have an experienced team) in HM.


Quote:
Urgoz, the big tree. Only good for a source of firewood.

1. Intro
2. Build
3. Roles
4. Priorities
5. Small walktrough

1. Intro
Here is a small guide + build for Urgoz. It describes the roles of the various builds, as I sometimes feel that isn't 100% clear all the time. Also, there are most likely no other skills who can be replaced by others. If you feel there are, plz feel free to let me know here.

Because it is IM-Based, it's realiable aswell as safe and fast. Also every profession is allowed to come, aslong as they're experienced with the build and understand their job.

The build consists of a core and some variants. The core (proffs and builds that should always be in the party) are the 2 monks and the n/rt healer, the sy para and the earthshaker. The order should be there too, aswell as 1 r/rt with EoE.
Always strife to run urgoz with the first 12 profession below, as its the most optimal build!

Also, pls read everyone's role as it makes you more aware of the synergies and about what needs to happen.
Last thing is that the builds are made under the assumption of consumables, however its possible to run without consumables! Just remember all damage classes want some kind of IAS than (critical agility for sins/flail for warrior/agressive refrain on para etc).

2. Build:



Mo/E 1. AjBCpRsRkDO9dXVPgMEQA
Mo/E 2. AjBCpRsRkDO9pFdXhMEQA
N/Rt 3. AECCZtN5kxINNONM1KexA
P/W 4. AZAChvFkJ6NTCEmu5uJvB
A/W 5. AXACVm5/cw0wo/kTa8lLC
W/P 6. ARCCJWEWsDKJeVQTaiJvB
N/Mo 7. A0ACNJYIsF4SQ9tFOHMPA
N/Rt 8. AECCFGcctKmA2Wix4NdxA
A/W 9. AXACVm5/cw0wo/kTK6pKC
R/Rt 10. ACCCtYgx8Y8WWBmLuMdxA
R/Rt 11. ACCCtYgx8Y8WCdMAuMdxA
N/Mo 12. A0ACtUVFgGUVpI08FQgGB
Variants

3. Roles

- The Monks

12+1+1 healing prayer
9+1 prot
9+1 divine

Chain Aegis, monk number one should pre-prot the warrior when he is going to lure. SoA makes everyone a tank. Spirit bond + protective spirits if we face thorn wolves. Rest is the same as always, check the guide on monking for details if you feel you are not familiar with monking. Remember foul feast is on the necro, so you don't need condition removal.

- The N/rt

12+1+1 soul reaping
12 restoration

Party healing is in your hands. You have 3 party heals (Life + PwK + BotGD). That should be enough. Preprot warrior if he goes luring with the unremovable weapon of warding, this is especially usefull against the wardens who carry enchant stripping (the mesmers). Rest of your job is easy: make red bars go up, be carefull NOT to use your weapon spells on physicals who have a (more important) damage weapon spell on them.

-The p/w

12+1+1 spear mastery
11+1 leadership
6+1 command/motivation for the shield req (req 7 shield)

The backbone of the party, if you're doing your job wrong your party suffers greatly. What is your job? It's very easy, but still some people seem to somehow RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO it up sometimes. KEEP EVERYONE IN YOUR SHOUTING RANGE! It seems I can't say it enough times. FOLLOW THE FRONTLINE. IF THE BACK(+MID)LINE (necroes/monks/rangers whatever is not melee) ISN'T MOVING, TELL THEM THIS. They should follow you, and you should follow the frontliners. This is all very easy and takes almost no skill, just make sure you have some field awareness. So check your mini map regulary, if not all the time.
If you're throwing at blocking enemies, quickly switch targets (of course, doh :P you're a para so its very easy too). Find way to keep your adrenaline up, like attacking spirits outside battles.

-A/W

12+1+1 dagger mastery
12+1 critical

GO FOR PRIORITY TARGETS, ask for great dwarf weapon on you. You're not the main blocker, the warrior is that. Plant your ward in a way that most melee's benefit from it, get your energy up quickly after you've used the ward with a KD+Falling lotus strike. Zealous weapon + critical eye should be enough to manage your energy for your attacks. There is no need for more energy management like critical strike or the like (critical strike is bad because you could just have pumped out another death blossom which does waaay more damage).

The w/p

12+1+1 hammer mastery
12+1 strenght

You are the main lurer. Always lure with a (long)bow, and try to make enemies stack up by walking back. You should be the one that blocks the enemies everytime it's possible. That means on corners, against walls etc (read guide on aggro + positioning if you feel unsure about blocking).
Keep enemies on their asses by using earthshaker all the time. Using the interrupt on the moment they get up gives a high chance of interrupting something usefull. When enemies are KD'd you're preventing also a lot of damage, while doing great damage yourself. Because you're going to block, you're attacking lots of enemies so ask for splinter weapon.

- N/mo order

12 smiting
7+1 soul reaping (breakpoint for 3 energy return on masochism)
rest +1+1 in blood

Keep orders up. Always start battles with dark fury, as that makes sure the para fills up his SY quickly. Maintain strenght of honor on the a/w with SY, and on the other assasin if you feel you can manage the energy. Rest is rather straightforward, just keep the orders up.

-N/Rt

12 channeling
12+1+1 soul reaping

Spam your weapon spells which allows your party to keep killing at a fast rate. Splinter weapon on the warrior (earthshaker that is) as he goes for clumbed up enemies. Great dwarf weapon on the SY paragon, and on both the assasins. So you're throwing weapon spells on 4 persons. You are also the one that removes conditions with foul feast.
Necrotic traversal for opening the doors in room 4, you can sac yourself after they've been opened. Or kill everything to zone down with the portal, but that takes longer.

-A/W

12+1+1 dagger
12+1 critical

Same role as the other assasin (described above): GO FOR PRIORITY TARGETS. No other builds or skills, ask for SoH as you're spiking so you kill things even faster. SY is there because I encountered many bad paragons lately, so this is a nice addition. If the paragon is experienced you can drop it. Take a rez for example, or asuran scan which might be even better.

- The R/Rts

EoE:
9+1 beast mastery
8+1 markmanship (req of bow)
9+1 expertise
10 channeling

Warder:
10 channeling
9+1 expertise
rest +1+1 (14 I think) markmanship

Easy, splinter + barrage on the clumbed up targets (which the warrior is trying to achieve). Asuran scan for single target damage. Essence strike to manage a bit more of energy, as (especially the EoE ranger) you have low expertise.

Pic of place of eoe at urgoz:
Click

- N/mo mm

12+1+1 death
9+1 soul reaping
9 protection

Generally best ran by a hero MM. If a human joins, he's probably better off using one of the variants.
Edit: should take rebirth instead to make sure the n/rt can be rezzed from the bridge in 4th room.

Variants
These variants can be ran, I will briefly tell instead of which profs from the core build. So you can read your role (which is the same) in the part above.

D/rt
12+1+1 scythe
11+1 mytisism
6+1 wind prayer

Instead of one of the assasins (or the mm ofc, than always go for clumbed up targets to maximize efficiency of your scythe).

A/D

12+1+1 critical
12 scythe

Idem as above, insted of one of the assasins.

P/W

12+1+1 spear
11+1 leadership
6+1 command

Instead of r/rt (the one without eoe). Or instead of 1 assasin, but communicate with the other ranger about who's bringing the ward than. If not bringing the ward, other suggestions are: Agressive refrain/Asuran scan/for greater justice even spear of fury.

E/Rt

12+1+1 energy storage
12 channeling

Instead of the n/rt weaponspammer. Make sure one of the other necroes has necrotic traversal to open the doors.

ME/Rt

12+1+1 inspiration
12 channeling

Same as above.

Final note: ritualists can be either rt/n weapon spammer or rt/r barrager.

4. Priorities on armies:

Dredge:
1. Dredge gardener - monk
2. Dredge seer - rit
rest doesn't really matter, assasin warrior or ranger.

Wardens:
1. Song warden - monk
2. Spirit warden - rit
3. Mind warden - mesmer
4. Earth warden - ele (annoying because he has kd while under essence)
rest doesn't really matter

5.Small walkthrough



I will only describe the rough bits here.

First room: Warrior should try to lure all the enemies at once. Not needed to lure out of the weakness area, as that is impossible and we will do a lot of armor ignoring damage anyway. However, try to walk back as far as possible, as the enemies will stack up nicely and maybe the rangers+para don't suffer from weakness. Monk should follow to protect him a bit while luring. When done, assasins kill priority targets and rangers splinter barrage the stacked up group.

Second room: warrior just block at doors.

Third room: the degen room, make sure the whole party runs towards the bark in the next room and kill it quickly to stop the degen. N/Rt should have enough party healing to survive it, paragon should just make sure to keep up shouts.

Fourth room: the doors, kill a target up the bridge and n/rt weapon spammer transfers up to unlock the doors. If some1 takes rebirth he sacs himself, otherwise whole party should kill everything.

Fifth room:fire flowers: warrior lures thorn wolves, monks make sure to prot him. Watch vampires at last part of the fire bridge.

6th room: exhaustion: hug wall to make few enemies as possible spawn. thorn wolf spawns in this room.

7th room cross the bridge and go straight ahead. thorn wolf spawns in this room.

8th room cross the 'mushroom' room and take the right to cross the bridge. thorn wolf spawns in this room.

9th room after the bridge go immediatly to the right and run down.

10th room thorn wolf spawns in this room. keep 1 person behind the bridge to the next room to prevent spawning of more groups. rest goes and kill the 2 barks and goes on to next room.

11th room
There are 2 aspects in this room: exhaustion and weakness. It is possible to fight groups who are in the middle of the room out of these effects. Warrior should lure back and block @ doors. When groups are taken out, continue to take out aspects on both sides of the room.

12th room
Warrior blocks at the corner of this room, at the end of the doorway to this room. Lure groups and take them out (rangers and para be carefull because the environment can block you). Rest of the room try to tank at one of the pillars.

13 th room 1 person should stay behind the doors, because they will close if the whole party crosses them. This is no disaster, but if anything goes wrong you don't have a way out. Keep shouts up and this room is easy.

14th room: straight ahead over the bridge, kill serpent and enter urgoz room

15 th room: urgoz Ranger gets eoe up (at the place of the pic earlier in this guide) and rest of the team keeps moving while using attacks on urgoz to get him below 90%. after that, keep moving again, but if you have the chance, attack urgoz to kill him faster.

Have fun

kratimas

kratimas

Wilds Pathfinder

Join Date: Dec 2005

Order of the Setting Sun

R/

Nice guide -- Thanks a bunch.

Shasgaliel

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

If I manage to assemble the team I will give it a try. It looks really nice!

Strife17

Lion's Arch Merchant

Join Date: Jul 2008

Mo/

Selaena strife

monk if anyone needs one to try out build

very good guide m8, been wanting to do urgoz again!

Cheers.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

What is a build that a warrior could use, because I still need my statue for my HoM and its not like I can use a different profession to get it when I want the statue for my warrior.

Keira Nightgale

Krytan Explorer

Join Date: Jun 2007

Gulfstream Owners Club [GS]

Rt/R

good build, too bad my guildies don't like urgoz thus I'm limited to nm with heroes and two friends

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Oop, i missed that, same here Keira, except I rarely even have friends on so my chances of getting my statue is slim to none!

furanshisuko

furanshisuko

Wilds Pathfinder

Join Date: Oct 2007

R/

great guide !
hope we can do this again tonight ^^

12chars

Daedra Deinheart

Banned

Join Date: Nov 2008

GvG, TA, RA, and Cantha

Omg Have You Seen Gwens Mom [MILF]

E/

Great stuff, hope I can get to a guild team going soon

feedmenow

feedmenow

Jungle Guide

Join Date: Dec 2006

Urgoz's Warren

Club Of A Thousand Pandas [LOD???]

N/

A bunch of PvE skills, its a decent build though-gets the job done.

Rhamia Darigaz

Desert Nomad

Join Date: Apr 2008

on an unrelated note,
i just spent 3 hours and 40 minutes in urgoz with some randomway pug and we wiped in the last room.
is this win?

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Slightly unrelated note:

I need this for my warrior (as mentioned earlier), so feel free *beg* to drag me into a group of people or to do it with heroes. As long as it can get done in a good amount of time.

IGN- Fedabin Kaneka
Quote: Originally Posted by Dzjudz View Post
ele nukers, trappers

Quote:
What is a build that a warrior could use, because I still need my statue for my HoM and its not like I can use a different profession to get it when I want the statue for my warrior. Yes, like said before you should try to read the post first.
Besides Earthshaker, I've also had success as eviscerate warrior (A bit much blocking to go DS imo): YMLaD, Evis, Exec, Body Blow, Distracting strike, FGJ, Flail/Drunken master, Rez (zealous weapon for maximum spammage of YMLaD).

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

Yeah the old trap build will get the job done (so long as the people running it aren't morons), but it's incredibly inefficient and doing it that way in 2.5 hours isn't bad

We did this in 71 minutes a couple days ago running a similar build. Differences where in the Dervishes-instead of [[wound strike] we had a perma-Lyssa derv and in our healing. We packed along a N/Rt and one of monks came up with a way to keep up [[seed of life] and [[selfless spirit] up 100% of the time.

For the Mesmer though I'd recommend using VoR/CoP. We had our mesmer run that a while back and he said he was getting fantastic DPS.

Some advice from our experiences-have the casters take a caster weapon and the Thorn Wolves won't use their elites on them (which can shut them down for a short duration, and often right when they need to cast).

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Nice tip, never noticed that btw (I've always played a physical in my urgoz history too I think ).

Anyway, the mesmers dps of cry of pain is nowhere as high as the dps he (indirectly) generates by spamming weapons on his party members. 100 (even if echoed) damage every 12 sec (even with 20% reduced time) cannot match the dps from physicals. Cry of pain is only good in cry-way spike teams imo. And VoR (just like SS) has the problem that it doesn't do any damage when enemies are on constantly on their asses (caused by our Earthshaker ). Besides that, enemies are killed quickly anyway.

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

Good point about the ES. We don't always take one when we go (we don't do team builds...our setups change radically each time we do it) and the time we had a VoR mes we didn't have ES (I think our warriors were using DSlash to spam Whirlwind that time around).

DarkGanni

DarkGanni

Forge Runner

Join Date: Mar 2006

Malta

[CuTe]

E/

Nice guide and very good builds. I appreciate the effort.

The problem is always the same however, Pugs still use builds from 3 years ago (aka they never learn).

ShaneOfMach

Krytan Explorer

Join Date: Aug 2006

Cryway = roughly 30 minuteson HM.

silke

Academy Page

Join Date: Aug 2007

[dB]

E/

imo balance is funnier than cryway ^^