UWSC Complied and Detailed
gerg-nad
I know there have been a ton of folks that have done this before and I am not sure you can even view it, but here is a complete guide to the UWSC with maps, builds, and detail explanations. I am not the inventor of this, just the compiler and player. Let me know if you can view it.
With the Celerity Nerf and a non-Sin character, such as an Ele, you will need an additional consumable, such as Candy Corn/Golden Eggs, to bump up your attributes in Shadow Arts or you will need to drop one of the skills and replace with Glyph of Swiftness. Otherwise your SF will drop before it recharges. For Sins with the appropriate Shadow Arts Head Piece (up to at least 14), you would be fine.
http://www.thechanclan.co.uk/w/index...lds:Team_UW_SC
With the Celerity Nerf and a non-Sin character, such as an Ele, you will need an additional consumable, such as Candy Corn/Golden Eggs, to bump up your attributes in Shadow Arts or you will need to drop one of the skills and replace with Glyph of Swiftness. Otherwise your SF will drop before it recharges. For Sins with the appropriate Shadow Arts Head Piece (up to at least 14), you would be fine.
http://www.thechanclan.co.uk/w/index...lds:Team_UW_SC
Taranos
nice finally i know how to do UWSC as a chamber, just, what do you mean by "the space between the stairs on the left and the droppoff"
wind fire and ice
Nice guide,will be helpful to people who are intrested in UWSC.
gerg-nad
As you spawn in you should be looking generally NW. The stairs on you left is the stairs referenced. There is kind of a banister on the stairs that extends, so you just pull all the way into the outside space between the stairs and the ledge. Below is a crude text picture where the X marks the location.
\---\X_/
_\---\/
__\---\
\---\X_/
_\---\/
__\---\
craigrs84
what is the reward for a successful speed clear? it sounds very expensive with all the consumables required... did i read that right? it takes 3 consumables per run per character?
Amnel Ithtirsol
Speed clear PuGs have been totally nerfed by noobs. Failure is imminent.
Hopefully this guide will help. For the time being though I suggest everyone interrested in UWSC to do guild / alliance runs.
Good work OP
Hopefully this guide will help. For the time being though I suggest everyone interrested in UWSC to do guild / alliance runs.
Good work OP
SimonSez
I like it. Except NF on the Wastes terra :P Imo you're aggroing so much that Smites get killed by sliver quick as hell. I'll accept it, but there is some wannabes that wont.
Raudic
sticky. now
(first page cuz i know this is gonna get hott )
(first page cuz i know this is gonna get hott )
FireMarshal
Mr Emu
you only need one conset for the whole party + optional candycorn for each ele
gerg-nad
Since you are doing this in HM your rewards are 2 golds, diamond, Lock pick, key, ecto, passage scroll. Takes less than 30 minutes to complete all of UW.
junkki
hey i dont really understand.. so how many ppl are needed for this UWSC? cuz there r like different builds for different chambers?
cyvil
gerg-nad
UWSC, Underworld Speed Clears, are 6 solo tanks and 1 team of 2 players doing all the UW quest simultaneously. It depends on everyone doing their job to complete. Each team is assigned an area and at least one quest to perform.
Role-----------------Quest
Chamber-------------Clear the Chamber(1)
Chamber-------------Unwanted Guests(2)
Vale (team of 2)------Wrathful Spirits(3)
Vale (team of 2)------Escort of Souls(4)
Plains----------------The Four Horsemen(5)
Pools-----------------Terrorweb Queen(6)
Pits------------------Imprisoned Spirits(7)
Mountains------------Demon Assassin(8)
Wastes--------------Servants of Grenth(9)
All--------------------Restoring Grenth's Monuments(10)
----------------------Completed by popping all Reapers (killing the nearby terrorwebs)
It is something that you do not join a group cold, without some experience. To gain experience I suggest the following:
1. Research ahead of time, such as reading and understanding the guide above
2. Viewing a few of the movies folks have posted here or elsewhere
3. Go in with some guildies or friends in a training session where you provide the Cons (do not forget to bring Scrolls of Resurrection). This training session is to train on a few of the areas. As you become proficient in these areas you can observer other roles in subsequent normal runs.
4. Go on runs of the areas you have been trained on. After your done with your area if you want to learn another area that is still going on, die in a safe area and observe that role. (after all the quests are done, a global resurrection happens, so you dont want to die below a pack of Charge Blackness or you may just die again after the global resurrection)
DO NOT GO INTO A GROUP CLUELESS OR YOU WILL LIKELY BE BLACKLISTED NOR SHOULD YOU LEAVE IF YOU DIE. ALSO GET YOUR TASKS (QUESTS) DONE BEFORE ANY FARMING.
Role-----------------Quest
Chamber-------------Clear the Chamber(1)
Chamber-------------Unwanted Guests(2)
Vale (team of 2)------Wrathful Spirits(3)
Vale (team of 2)------Escort of Souls(4)
Plains----------------The Four Horsemen(5)
Pools-----------------Terrorweb Queen(6)
Pits------------------Imprisoned Spirits(7)
Mountains------------Demon Assassin(8)
Wastes--------------Servants of Grenth(9)
All--------------------Restoring Grenth's Monuments(10)
----------------------Completed by popping all Reapers (killing the nearby terrorwebs)
It is something that you do not join a group cold, without some experience. To gain experience I suggest the following:
1. Research ahead of time, such as reading and understanding the guide above
2. Viewing a few of the movies folks have posted here or elsewhere
3. Go in with some guildies or friends in a training session where you provide the Cons (do not forget to bring Scrolls of Resurrection). This training session is to train on a few of the areas. As you become proficient in these areas you can observer other roles in subsequent normal runs.
4. Go on runs of the areas you have been trained on. After your done with your area if you want to learn another area that is still going on, die in a safe area and observe that role. (after all the quests are done, a global resurrection happens, so you dont want to die below a pack of Charge Blackness or you may just die again after the global resurrection)
DO NOT GO INTO A GROUP CLUELESS OR YOU WILL LIKELY BE BLACKLISTED NOR SHOULD YOU LEAVE IF YOU DIE. ALSO GET YOUR TASKS (QUESTS) DONE BEFORE ANY FARMING.
Kabbu
Quote:
Originally Posted by gerg-nad
DO NOT GO INTO A GROUP CLUELESS OR YOU WILL LIKELY BE BLACKLISTED NOR SHOULD YOU LEAVE IF YOU DIE. ALSO GET YOUR TASKS (QUESTS) DONE BEFORE ANY FARMING.
what blacklist? is there any function in gw? or a website? i mean how can someone know all the people that are not good or died or something?
gerg-nad
Updated the post a bit with some minor text edits, graphs, and the links to some Videos.
Picuso
Just a mistake I've seen (I'm going to ignore those builds...):
Quote:
Can bring Shadow Refuge instead of Feigned Neutrality which will allow you to continue to wand the Behemouths and heal at the same time. Wanding the Behemouths will interupt traps and spirits. Use a wand instead of a spear as a wand will not trigger Whirling Defense.
[Nature's Renewal] is not easy interruptable, so you may revome "and spirits" ^^'
Quote:
Mr.Kotte
Quote:
Originally Posted by Picuso
[Nature's Renewal] is not easy interruptable, so you may revome "and spirits" ^^'
Random comment is amazing..
Oh yeah, TAM wiki ftw
Oh yeah, TAM wiki ftw
gerg-nad
Always thought that Healing Spring was Ritual, but guess its a trap, so removed the reference to spirits.
(unfortunately I expect a nerf to make all this work for not, the celerity nearly did this, but I am sure there will be something else)
Top 12 pointers for the team:
1. Keep your eye always on SF and never let it drop unintentionally.
2. Keep vigilent of your Corn/Eggs time, for <14 Shadow Arts characters, and put it up before its too late. Put it up even if there is some time left if you are going to do something that will take lots of attention.
3. Bring at least one Rez Scroll, there cheep so bring them.
4. Play smart, having insurrance, such as leaving the grasping group in vale, to ensure success takes maybe a few seconds longer, but guarrentees success.
5. Take time to survive because dying to be quick is much worse than taking a few seconds longer.
6. Wand/staff Behemoths don't use a spear as it will trigger blocking.
7. Chamber take them to the left stairs, not the right.
8. Chamber wait for the wandering patrol to be clear of the quest giver at start, so you do not pull aggro into the group.
9. Vale Necro, wait for aggro to settle on terra/sin before coming up and cast just within range, no closer, and step back between casts if there is any chance of aggro pulling off.
10. Go through the Zig/Zag-up/down in mountains (just past short tunnel) as a group to avoid the triggered Charge Blackness patrol that comes down and may overtake a team member (especially Pits).
11. Avoid the Charge Blackness group on the right at the short tunnel of mountains by keeping left.
12. Sliver armor terras do not attack as a group, it will only dillute the effectiveness of Sliver, just have one tank the group and stay back unless tank dies.
(unfortunately I expect a nerf to make all this work for not, the celerity nearly did this, but I am sure there will be something else)
Top 12 pointers for the team:
1. Keep your eye always on SF and never let it drop unintentionally.
2. Keep vigilent of your Corn/Eggs time, for <14 Shadow Arts characters, and put it up before its too late. Put it up even if there is some time left if you are going to do something that will take lots of attention.
3. Bring at least one Rez Scroll, there cheep so bring them.
4. Play smart, having insurrance, such as leaving the grasping group in vale, to ensure success takes maybe a few seconds longer, but guarrentees success.
5. Take time to survive because dying to be quick is much worse than taking a few seconds longer.
6. Wand/staff Behemoths don't use a spear as it will trigger blocking.
7. Chamber take them to the left stairs, not the right.
8. Chamber wait for the wandering patrol to be clear of the quest giver at start, so you do not pull aggro into the group.
9. Vale Necro, wait for aggro to settle on terra/sin before coming up and cast just within range, no closer, and step back between casts if there is any chance of aggro pulling off.
10. Go through the Zig/Zag-up/down in mountains (just past short tunnel) as a group to avoid the triggered Charge Blackness patrol that comes down and may overtake a team member (especially Pits).
11. Avoid the Charge Blackness group on the right at the short tunnel of mountains by keeping left.
12. Sliver armor terras do not attack as a group, it will only dillute the effectiveness of Sliver, just have one tank the group and stay back unless tank dies.
kess
Another note:
Those A/E that has shadow at 17+, when doing 4H, always cast SF as soon as it recharged since the Dhumm brothers have [skill]Signet Of Humility[/skill]. They won't use it when your SF is recharging.
Those A/E that has shadow at 17+, when doing 4H, always cast SF as soon as it recharged since the Dhumm brothers have [skill]Signet Of Humility[/skill]. They won't use it when your SF is recharging.
kess
Quote:
Originally Posted by Picuso
[Nature's Renewal] is not easy interruptable, so you may revome "and spirits" ^^'
Why would you want to remove/interrupt Nature renewal?
Picuso
Quote:
Originally Posted by Mr.Kotte
Random comment is amazing..
I found a mistake, and I tried to correct it. Sorry for it -.-
gerg-nad
P_A_A
Just some advices...
You dont need Feigned Neutrality for any area. Get death charge better, it is much more nice. Chamber shouldnt rely on Spirit of Failure as his energy pool. I mean, first, do it with SoF, but then drop SoF and get another skill, since channeling gives enough energy. Also you dont need IAU for plains since you wont be fighting any charged (in fact, you dont have to bring it at any area, but meh). And to end with, altough a lot of people think no, you dont need shadow of haste for wastes. Get death charge instead of shadow of haste and radiation field instead of feigned. Get a long bow and have fun jumping on webs.
The guide is semi decent but the builds are quite bad. And that is the truth, so TAM members dont cry plz ^^
You dont need Feigned Neutrality for any area. Get death charge better, it is much more nice. Chamber shouldnt rely on Spirit of Failure as his energy pool. I mean, first, do it with SoF, but then drop SoF and get another skill, since channeling gives enough energy. Also you dont need IAU for plains since you wont be fighting any charged (in fact, you dont have to bring it at any area, but meh). And to end with, altough a lot of people think no, you dont need shadow of haste for wastes. Get death charge instead of shadow of haste and radiation field instead of feigned. Get a long bow and have fun jumping on webs.
The guide is semi decent but the builds are quite bad. And that is the truth, so TAM members dont cry plz ^^
P_A_A
You can explode traps at mnt by Rushing into them and just when ur about to active 'em death charge into a web
therangereminem
ther eis already guides for this being the one i made yes it has been changed and now the builds are different to speed it up
gerg-nad
The guide is ment as a learning guild and is a compilation of a number of sources. Builds can be adjusted by preferences, but all of the ones shown will work fine. Remember, the rate of the run is limited by the longest run so if you get yours done in 2 minutes does not mean the whole run will be done.
novawhiz
can all the eles be replaced with sins? cause i for see issues getting pugs to bring cupcakes...
faraaz
I have so many issues with those builds, it would take me ages to type them all out.
So I'll stick with the 2 important points:
1) No death's charge on Pools terra? Farming is baed.
2) No Rad Field for Pits or Pools Terra? You guys are gonna take 15 mins for each area...also baed.
Let the flamewars begin.
So I'll stick with the 2 important points:
1) No death's charge on Pools terra? Farming is baed.
2) No Rad Field for Pits or Pools Terra? You guys are gonna take 15 mins for each area...also baed.
Let the flamewars begin.
faraaz
I'll be damned if I waste my precious sweet points on an ele! ^^ They're reserved for my main.
Oh and btw, I never use personal cons unless they are for a guild or alliance run, retard PuGs arent worth it.
Oh and btw, I never use personal cons unless they are for a guild or alliance run, retard PuGs arent worth it.
gerg-nad
Pits and Pools as well as many of the builds may have some variations and personal preferences and in many cases the builds are conservative. That is, they are meant to ensure survival over speed. Once a player become proficient they can tweak the builds. These builds were posted over the course of several months by others, not me, its just a compilation. Also I put in the "Optional Changes" a listing of common skills that may be brought and radiation field and death 's charge are listed as well as others skills. In the case of Pools and Pits, those builds are typically still the first to complete and to help with 4H and are not the roles that are rate dertermining for the run (the longest role determines the rate or a death and make up).
This thread is not meant to be a debate about builds.
Sin's can do the ele roles, however they will have less killing power, because of 12 Earth Attribute. Also some that are not using an attribute consumable, such as Candy Corn, are bringing Glyph of Swiftness, but this will likely make the skill bar less effective as you will need to replace one skill.
This thread is not meant to be a debate about builds.
Sin's can do the ele roles, however they will have less killing power, because of 12 Earth Attribute. Also some that are not using an attribute consumable, such as Candy Corn, are bringing Glyph of Swiftness, but this will likely make the skill bar less effective as you will need to replace one skill.
Wabo
Quote:
Originally Posted by P_A_A
Just some advices...
You dont need Feigned Neutrality for any area. Get death charge better, it is much more nice. Chamber shouldnt rely on Spirit of Failure as his energy pool. I mean, first, do it with SoF, but then drop SoF and get another skill, since channeling gives enough energy. Also you dont need IAU for plains since you wont be fighting any charged (in fact, you dont have to bring it at any area, but meh). And to end with, altough a lot of people think no, you dont need shadow of haste for wastes. Get death charge instead of shadow of haste and radiation field instead of feigned. Get a long bow and have fun jumping on webs.
The guide is semi decent but the builds are quite bad. And that is the truth, so TAM members dont cry plz ^^ Mainly true. BUT when you are facing a group of only 4 (3 Terrorweb Dryders and 1 Keeper) I suggest you'd use SoF for energy management, you CAN kill them without SoF but it will only last longer. And sometimes you can screw up, when you are spamming your skills and dont keep an eye on SF, I'd suggest you'd need atleast 25 Energy to be save to recharge.
With example: If you are facing 1 left-over monster like an Aatxe or anything else w/e, and you decide to kill it, when you are spamming your skills and you see on your energy bar you only have 10 energy left ( minimum 25 required for recasting) and you see you will get screwed then Channeling (Which means using a skill which cost 10 energy to trigger for 1 monster = 1 energy) won't help you to survive, SoF will come in handy.
You'd think you can just run away if you have to recharge SF, but that is not as easy as it sounds because your HP will drop till around 50 when it runs out, and the Aatxe ( 1 hit is fatal, it deals around 300 dmg to an Assassin) in Hard Mode won't lose agro that easily.
Cast SoF quickly before killing the Aatxe which will give you 3 energy per second.
30 Energy per 10 seconds, which is quiet much for 10 seconds will save your life as it did for me a couple of times actually.
Another tip:
Always try to avoid as many Vengeful Aatxe as possible. They are good for energy management with Channeling, BUT they don't break agro that easily. When they are following you while running to another keeper, and you are rubberbanding or you are running without paying attention might get you stuck often. When you are stuck in Vengeful Aatxe's well then it's quiet ''gg''.
As they are immune to any sort of damage, they will only die if they break agro ( if the Keeper is dead of course), or if the Keeper died while you are not being in their agro will also cause them to die straight away.
lawl
You dont need Feigned Neutrality for any area. Get death charge better, it is much more nice. Chamber shouldnt rely on Spirit of Failure as his energy pool. I mean, first, do it with SoF, but then drop SoF and get another skill, since channeling gives enough energy. Also you dont need IAU for plains since you wont be fighting any charged (in fact, you dont have to bring it at any area, but meh). And to end with, altough a lot of people think no, you dont need shadow of haste for wastes. Get death charge instead of shadow of haste and radiation field instead of feigned. Get a long bow and have fun jumping on webs.
The guide is semi decent but the builds are quite bad. And that is the truth, so TAM members dont cry plz ^^ Mainly true. BUT when you are facing a group of only 4 (3 Terrorweb Dryders and 1 Keeper) I suggest you'd use SoF for energy management, you CAN kill them without SoF but it will only last longer. And sometimes you can screw up, when you are spamming your skills and dont keep an eye on SF, I'd suggest you'd need atleast 25 Energy to be save to recharge.
With example: If you are facing 1 left-over monster like an Aatxe or anything else w/e, and you decide to kill it, when you are spamming your skills and you see on your energy bar you only have 10 energy left ( minimum 25 required for recasting) and you see you will get screwed then Channeling (Which means using a skill which cost 10 energy to trigger for 1 monster = 1 energy) won't help you to survive, SoF will come in handy.
You'd think you can just run away if you have to recharge SF, but that is not as easy as it sounds because your HP will drop till around 50 when it runs out, and the Aatxe ( 1 hit is fatal, it deals around 300 dmg to an Assassin) in Hard Mode won't lose agro that easily.
Cast SoF quickly before killing the Aatxe which will give you 3 energy per second.
30 Energy per 10 seconds, which is quiet much for 10 seconds will save your life as it did for me a couple of times actually.
Another tip:
Always try to avoid as many Vengeful Aatxe as possible. They are good for energy management with Channeling, BUT they don't break agro that easily. When they are following you while running to another keeper, and you are rubberbanding or you are running without paying attention might get you stuck often. When you are stuck in Vengeful Aatxe's well then it's quiet ''gg''.
As they are immune to any sort of damage, they will only die if they break agro ( if the Keeper is dead of course), or if the Keeper died while you are not being in their agro will also cause them to die straight away.
lawl
best150
any1 else getting a dead link?
Piercing Them
dead link here too !
Covah
probably because this was from 6 months ago..........
Anori Sakaii
the links doesnt work ;-(
MuC
QQ more. Link doesn't work.