hey, gonna be organising a guild trip to underworld this week and just wondered what the current best team build is aside from the full assassin one?
search only really brought up the solo and 55/ss builds.
i was thinking a perma sin to soak aggro, 2 monks and 5 caster/others?
a guildie says that on the chaos plains, shadow form gets removed and that its possibly the hardest area there?
open to ideas on what to do please, thanks
Underworld Clear
Stop The Storm
Zidane Ortef
So I'm guessing you have never seen or been to a UWSC where its basicly 7 people with Shadow form 1 necro.
The only way SF could of gotten removed is a few months back when they modified the Underworld to Mind Flayers with had a skill that would remove enchantments, a few weeks later they changed UW back to normal.
So I suggest your guildy read the updates more often.
As for builds oldschool way is 1 main tank, 1 secondary tank for 4 horse, 2 monks, can be 3 damage 1 support or 2 full dmg and 2 dmg/support hybrids.
The only way SF could of gotten removed is a few months back when they modified the Underworld to Mind Flayers with had a skill that would remove enchantments, a few weeks later they changed UW back to normal.
So I suggest your guildy read the updates more often.
As for builds oldschool way is 1 main tank, 1 secondary tank for 4 horse, 2 monks, can be 3 damage 1 support or 2 full dmg and 2 dmg/support hybrids.
Stop The Storm
nah aint experienced in uw at all, i done loads of smite runs, thats it
the_jos
The main problem in UW would be the four horsemen quest.
There will be groups from two sides moving in with mesmers and fire elementalists.
A guildie of mine used to do UW with 6 heroes (borrowed some from his wifes account), he had a hero warrior tank one side with healing from 2 or 3 heroes. And he fought on the other side with the remaining heroes. Cons needed...
So that's about what you need. Someone who can hold of one side long enough for the other side to finish of the foes and move to the other side. Could be a perma-sin or earth ele or maybe even warrior. The foes on chaos plains outside the quest are only annoying, not a real problem (except for permas).
There will be groups from two sides moving in with mesmers and fire elementalists.
A guildie of mine used to do UW with 6 heroes (borrowed some from his wifes account), he had a hero warrior tank one side with healing from 2 or 3 heroes. And he fought on the other side with the remaining heroes. Cons needed...
So that's about what you need. Someone who can hold of one side long enough for the other side to finish of the foes and move to the other side. Could be a perma-sin or earth ele or maybe even warrior. The foes on chaos plains outside the quest are only annoying, not a real problem (except for permas).
Stop The Storm
so we could just get the permasin to go 1 side, stay there will we kill other side? then go over and kill his side?
aint it possible to kill both sides at same time?
aint it possible to kill both sides at same time?
Spiritz
Take a look at http://www.guildwarsguru.com/forum/s...php?t=10257299 - its the art of the uw thread .
Its a bit outdated but id say still 90% relevent and it gives great details on each quest and what to expect as well as spawn locations etc.
I read it months back and its invaluable and i still refer to it now .
I think the only changes that actually apply now is the change to mindblades which is more hp and are ranged and the banished riders who dont tend to pull now but are stationary.
You`ll also be able to understand the 4 horsemen quest better as well as its explained - if memory serves the thread originally covered 55/ss team but even as a team quests are similar method ( we went exploring first time with 600/smite and necro and para and did pretty well covering all areas but didnt fancy doing quests unprepared.
Its a bit outdated but id say still 90% relevent and it gives great details on each quest and what to expect as well as spawn locations etc.
I read it months back and its invaluable and i still refer to it now .
I think the only changes that actually apply now is the change to mindblades which is more hp and are ranged and the banished riders who dont tend to pull now but are stationary.
You`ll also be able to understand the 4 horsemen quest better as well as its explained - if memory serves the thread originally covered 55/ss team but even as a team quests are similar method ( we went exploring first time with 600/smite and necro and para and did pretty well covering all areas but didnt fancy doing quests unprepared.