Urgoz Party, Table for 8 is ready

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

As Guild Wars approaches the 4th anniversary of its release date, it is becoming increasingly harder to find worthwhile challenges to tackle. I was gathering Kurzick faction one day and needed only one more feat to max the faction cap - beat Urgoz. I'd beaten him many times before of course, but not since the update that ties his defeat to your faction cap.

Since the nerf to Ursan, Cry of Pain has become a favorite skill of mine. I like to use it with Warriors having Sentinel armor, since you can create a build that includes "Save Yourselves", and do huge amounts of damage while greatly helping to protect the party. To top it off, you can sustain your own energy level adequately. The following build is one I have used extensively to do DOA, Vanquishing, and HM missions:

[build prof=W/Me name="W/Me" box Str=12+1 Inspiration=11 Illusion=8 desc="Weapon #1: Staff +20 Energy +30 Health"][Auspicious Incantation][Conjure Nightmare][Echo][Cry of Pain][Web of Disruption][Leech Signet][Ether Signet]["Save Yourselves"][/build]

It's an easy and fun build, letting two W/Me's target the same or different foes in a group, with the knockout punches being 4 Cries of Pain delivered in very short time proximity. The build has two hexes to fuel COP, 3 energy recovery skills and 3 interrupts (4 counting COP twice). Quite effective. Add a couple MM's, a fire Ele, a Mesmer and a couple of monks and you can roll thru many challenges comfortably.

So I'm just wondering how this build would hold up in Urgoz one day and I decide to enter the mission for kicks (Party of 8/12). After re-reading through the excellent guide on wiki (http://guildwars.wikia.com/wiki/Urgoz%27s_Warren), I go into the Warren and Wow, I'm actually hanging tough with these foes. I was extra careful to pull only ONE mob at a time, and before I knew it I was at the room with the locked gate, right before the fire bridge. Time - 32 minutes. Then I realized I couldn't progress any further because no real player had Necrotic/Consume Corpse to get to the Gate Locks. D'oh! - You used to be able to rez a dead party member onto the bridge with rebirth, but no more. Also on this first attempt (and several subsequent tries) I was using 2 1/2 MM's (2 full MM's and the Blood Rit Necro). This was fast in the early stages, but turned out to be slower by the time I got to the Warden room, as I couldn't keep the minions alive and kill fast enough to support all those heroes needs. I actually made it to Urgoz with this 2 1/2 MM build one time, but then botched killing him as a bunch of heroes got trapped in some spores and EOE did a party wipe ACK!

After tweaking the builds some to compromise between mob killing and spike damaging Urgoz, I made about 3 more attempts before succeeding. I decided on Grenth's Balance for Team 1 War because you have to have a Necro profession on a real player. Then I decided to bring Symbiosis along and have each Monk hero equip a persistent enchant. This worked great as I was able to get up around 900 HP, let Urgoz and the Explosive spores damage me down to about 350, then use Grenth's on him. Also having Ebon Vanguard Sniper Support was quite handy, as the 10% chance sniper mass damage triggered once for each Warrior. Team 2 War was able to echo Sniper in addition to Cry of Pain, which was great. The heroes weren't all that useful against Urgoz. I tried to get Backfire, Chaos Storm, Meteor Shower on Urgoz, but practically every time I tried to get a hero close enough, they ended up dying and it became a headache to get everyone rezzed. At one point both real players were down and I had to get them up with heroes YIKES! The two Warrior builds plus EOE are entirely adequate to kill Urgoz without additional help.

Here are the builds I used:

[build prof=W/N name="Team 1 W/N" box Str=12+1 Blood=12 Curses=6 desc="Weapon #1: Staff +20 Energy +30 Health"][Life Siphon][Necrosis][Rip Enchantment][Ebon Vanguard Sniper Support][Necrotic Traversal][Grenth's Balance][Sprint]["Save Yourselves"][/build]

[build prof=N/R name="Team 1 N/R" box Blood=10 Soul=10 Curses=4 Beast=12 desc="Weapon #1: Sword +5e +20% ench; Weapon #2: Shield -2 damage +45 HP while ench"][Life Transfer][Angorodon's Gaze][Rip Enchantment][Strip Enchantment][Masochism][Blood Ritual][Symbiosis][Edge of Extinction][/build]

[build prof=Me/Mo name="Team 1 Me/Mo" box Domination=12+2+1 Fast=12 Heal=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Energy Surge][Cry of Frustration][Backfire][Chaos Storm][Web of Disruption][Signet of Disruption][Unnatural Signet][Resurrection Chant][/build]

[build prof=N/Mo name="Team 1 N/Mo" box Heal=12 Soul=12+1+1 desc="Weapon #1: Staff +15 Energy +60 Health"][Word of Healing][Healing Ribbon][Heal Other][Cure Hex][Healing Breeze][Signet of Rejuvenation][Mending][Resurrection Chant][/build]

[build prof=W/Me name="Team 2 W/Me" box Str=12+1 Inspiration=11 Illusion=8 desc="Weapon #1: Staff +20 Energy +30 Health"][Auspicious Incantation][Conjure Nightmare][Echo][Cry of Pain][Web of Disruption][Ebon Vanguard Sniper Support][Ether Signet]["Save Yourselves"][/build]

[build prof=E/Mo name="Team 2 E/Mo" box Fire=12+2+1 Energy=12+1 Heal=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Fire Attunement][Glyph of Lesser Energy][Liquid Flame][Searing Flames][Glowing Gaze][Glyph of Elemental Power][Meteor Shower][Resurrect][/build]

[build prof=N/Mo name="Team 2 N/Mo" box Death=12+3+1 Soul=12+1 Heal=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Dark Bond][Blood of the Master][Aura of the Lich][Animate Vampiric Horror][Infuse Condition][Foul Feast][Putrid Bile][Resurrection Chant][/build]

[build prof=N/Mo name="Team 2 N/Mo" box Heal=12 Soul=12+1+1 desc="Weapon #1: Staff +15 Energy +60 Health"][Word of Healing][Healing Ribbon][Heal Other][Cure Hex][Healing Breeze][Signet of Rejuvenation][Succor][Resurrection Chant][/build]

Each party member had a proper attribute +15/20 energy +30/60 HP staff, except Team 1 N/R (Blood Rit Necro), who I elected to give a +5e +20% ench sword, and -2 damage +45 HP while ench shield. This set kept Team 1 N/R alive better because he often had to run into melee harm's way to deliver Blood Rit.

Some screenshots:

Prior to the Locked Gate Room:


Just after the Fire Bridge:


Urgoz Chamber opened:


Urgoz going down:


Success!:




I used some buffs after the fire bridge up to Urgoz, and they ran out while fighting him. We took about a 15 min break after getting to Urgoz, so total time about 3 hours. There were many hard fought battles and several real close calls - the kinds of things that make this game fun (when you prevail of course!)

All in all it was great fun and a very rewarding victory!

JD

Snograt

Snograt

rattus rattus

Join Date: Jan 2006

London, UK GMT??0 ??1hr DST

[GURU]GW [wiki]GW2

R/

Can I just say "well done" before the obligatory doom-sayers arrive?

Nice job.

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

Thats pretty good. I think the builds could be optimized but that not my department, do HM next

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

Awesome job

I was a bit hesitant towards heroes in Urgoz
But apparently it works wonderfully

Although 3 hours is alot, just the two of you is more than impressive
GJ

Lord Of Blame

Lord Of Blame

Wilds Pathfinder

Join Date: Aug 2008

USA

Marked Souls [MkS]

E/N

Very well done, wonder how fast you could do it with one more team.

Pleikki

Pleikki

WTB q8 15^50 Weapons!

Join Date: Nov 2006

???oo ???ugs ???lan [?????????]

Its nice though i couldnt bother do 3h urgoz run as it can be done easyly below 1h with 8human party

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

pretty impressive =D what was the final time for the run?

Snograt

Snograt

rattus rattus

Join Date: Jan 2006

London, UK GMT??0 ??1hr DST

[GURU]GW [wiki]GW2

R/

As a matter of interest, was it two "real players", or were they both you, playing via gwx2?

The very similar character names made me wonder

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Thanks for all the positive replies, guys.

Quote:
Originally Posted by Lord Of Blame View Post
Very well done, wonder how fast you could do it with one more team.
One more team would cut the time dramatically. I would add another team just like Team 2 and with a good puller I'm betting somewhere around 90 minutes.


Quote: Originally Posted by Eragon Zarroc View Post
pretty impressive =D what was the final time for the run? 3:11, minus a 15 minute break.





Quote:
Originally Posted by Snograt View Post
As a matter of interest, was it two "real players", or were they both you, playing via gwx2?

The very similar character names made me wonder Hehe, I heard about people doing that - it's kind of like how the Army makes everybody an Army of ONE!

JD

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

^ Wonders same thing as Snograt.

But very nice! My alliance has been Urgoz active recently, and in the back of my mind I have been wondering if it is feasible to complete the entirety of the dungeon in HM with just 1 player and their heroes. Although you did it in NM, I must say I'm shocked it worked so effectively, and am interested that you decided to use such a spell heavy build on a warrior.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Pretty impressive , another 2 players and i would bet you can lower time to 2h20 or less . GG

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

Terrible bars, and whats so impressive? That it took you 3+ hours to complete Urgoz NM with cons? Youre funny.

-1

payne

payne

Desert Nomad

Join Date: Apr 2007

england (currently located on the south coast)

R/

Quote:
Originally Posted by Super Igor View Post
Terrible bars, and whats so impressive? That it took you 3+ hours to complete Urgoz NM with cons? Youre funny.

-1 if you can't say anything nice then GTFO !!! go on get out

the bars could use some improvement but so can EVERY bar - nice work though if its HM possible then good luck achieving that

riktw

Wilds Pathfinder

Join Date: Jul 2008

netherlands

Mo/E

healing breeze on monk bar, try a prot instead of it.
going to try some NM urgoz i guess.
see if i can improve it

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Quote:
Originally Posted by Super Igor View Post
Terrible bars, and whats so impressive? That it took you 3+ hours to complete Urgoz NM with cons? Youre funny.

-1 I never made any claims about it being impressive, just that I took it on as a challenge. It IS a challenge, and one that very few people have the determination, patience and dare I say it 'skill' to complete. Let's see you do it with an "Army of ONE".

As far as the skill bars go, many folks have commented on some variations they would have chosen. That's one thing that makes this game fun - there are many ways to fight your battles. I chose each skill very carefully with the big picture in mind, and I don't think much would change if I did it again.

For example, the MM having Infuse Condition and Foul Feast completely kept all conditions off the entire party the whole time. Having 3 enchantment removals (2 on the blood rit necro) allowed me to use Symbiosis the whole time and boost everyone's HP, while keeping the foes from benefiting from it. My two Warrriors both have high ranks (many maxed) in PVE skills, so Cry of Pain, Sniper, and Necrosis are all high damage while "Save Yourselves" is tremendous protection. Healing Breeze is a great skill to offset the -15 Health degen in one area. Don't forget, with only 2 monks that kind of degen can't be fixed with prot skills. Sprint on the pulling Warrior was a lifesaver many times like the fire bridge and the Vine Gates to get back to safety from the Thorn Wolves.

Sure there are better and faster ways to do this. Complete it BY YOURSELF and see how impressive you think it is then.

JD

nikkooo

Lion's Arch Merchant

Join Date: Mar 2008

P/W

Quote:
Originally Posted by Super Igor View Post
Terrible bars, and whats so impressive? That it took you 3+ hours to complete Urgoz NM with cons? Youre funny.

-1 I have to agree, kind of stopped looking through his guide when i saw Warrior Cryer....just really made me 'lol'

Hanging Man

Hanging Man

Krytan Explorer

Join Date: Aug 2006

Deep in the Shire

Quote:
Originally Posted by Super Igor View Post
Terrible bars, and whats so impressive? That it took you 3+ hours to complete Urgoz NM with cons? Youre funny.

-1
and an obvious example of how guru people can ruin your moment.
don't be such a dick

Ok this is a great idea. Seeing as how it took 4 less people than necessary I'd still put this under impressive.

Snograt

Snograt

rattus rattus

Join Date: Jan 2006

London, UK GMT??0 ??1hr DST

[GURU]GW [wiki]GW2

R/

Guys, Jimmy Dean has posted a thread showing that Urgoz's Warren is possible for two people plus heroes. I for one applaud that.

If you have any constructive criticism, like "maybe instead of x skill
you could try y skill", then feel free. This is an open forum where people can share experience and you are encouraged to do so.

Brainless +1 trolling posts will not be tolerated.

Snograt

Snograt

rattus rattus

Join Date: Jan 2006

London, UK GMT??0 ??1hr DST

[GURU]GW [wiki]GW2

R/

See now - you're saying "Warrior Cryer sucks" - yet the guy just beat Urgoz with it. In the SS, he just did a total of 600 damage with it - that's not too sucky.

Yes, a Mesmer can Cry better - but he's not playing a Mesmer.

I want to beat Urgoz's Warren with my warrior, but I'm struggling - what to do? Hmm, PvE meta is Cryway - I'll give that a shot.

Win - post thread - ???? - profit.

Shadow Own

Frost Gate Guardian

Join Date: Aug 2007

Holland

Mantle Assasin (MA)

W/D

perhaps you could speed up when using curses instead of blood magic.
also, your W/N build is kinda crappy, not that grenths balance is bad, i just think a sword or axe does better with grenths balance, instead of life siphon and necrosis.
still, very impressive that you cut the party size to 8 and also used heroes.

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Quote:
Originally Posted by nikkooo View Post
Firstly, warrior cryer sucks.
Low energy pools, no fast cast. A complete waste.
Make a mesmer if u want to cry.
Gee, some people just can't think outside the box. In the screenshot, skills 1-4 have been cast, expending 30 energy and I still have 33 energy left with a blood ritter in wait. Seems like a pretty nice energy pool to me. Look at the health bars of the foes compared to the party and ask them if they like "Crying" Hehe.

Of course I have a Mesmer and enjoy that role immensely too. The Warriors both needed to beat Urgoz and both have high ranks in PVE skills, so it was an easy choice. Again, I cannot overstate the value of "Save Yourselves" here, which saved the party countless times. Remember, "SY" is a Warrior skill.

Quote:
Originally Posted by Shadow Own View Post
perhaps you could speed up when using curses instead of blood magic.
also, your W/N build is kinda crappy, not that grenths balance is bad, i just think a sword or axe does better with grenths balance, instead of life siphon and necrosis.
still, very impressive that you cut the party size to 8 and also used heroes. Yeah, I tried a run or two with Curses, but wasn't happy with the results. Too many of the Curses skills are high energy, and don't do life steal. You need 12 Blood to get +3/-3 with Life Siphon, which is quite handy given all the Health degen and life steal (Blood Drinkers) going in. Trouble is you HAVE to have a real person Necro profession for Necrotic, and with 13 Strength and 12 Blood it doesn't leave room for enough points in axe or sword. I admit it's an unusual build but with Sniper, Grenth's, Life Siphon, Necrosis and Sprint, Warrior 1 did the bulk of the damage (and the killing blow) to Urgoz (see screenshot in Original Post), and could have in fact done that without additional help besides EOE. Necrosis is a great skill - it does 90 armor-ignoring damage (to foes w/hex or condition), and at 5 energy with only a 2 second recharge it's pretty spammable.

Quote:
Originally Posted by Snograt View Post
See now - you're saying "Warrior Cryer sucks" - yet the guy just beat Urgoz with it. In the SS, he just did a total of 600 damage with it - that's not too sucky. Thanks for your continued level head and support! Sheesh!

JD

TheOrangeFalcon

TheOrangeFalcon

Frost Gate Guardian

Join Date: Feb 2008

Cali

Trinity of the Ascended[ToA]

E/

Wow. That's awesome man. Kinda wants me to try something like that, but without cry, because that's just me.

Looking for suggestions?-
Personal issue-caster wars bug me, so I'd say change the W/N to hammer, at least [grenth's balance] for [earth shaker] because AoE KD is awesome.
On at least one of the healers, I'd throw on some prots like [Prot spirit] and [Shield of Absorption] and [Aegis] on both of em.
May or may not be effective, but maybe consider swapping [Searing Flames] for [Savannah Heat]. SF works better in groups, so maybe a full blown nuker might be better than one, although the scatter might be problematic for you, I don't know.

nikkooo

Lion's Arch Merchant

Join Date: Mar 2008

P/W

Quote:
Originally Posted by Jimmy Dean
View Post
Gee, some people just can't think outside the box. In the screenshot, skills 1-4 have been cast, expending 30 energy and I still have 33 energy left with a blood ritter in wait. Seems like a pretty nice energy pool to me. Look at the health bars of the foes compared to the party and ask them if they like "Crying" Hehe.

Of course I have a Mesmer and enjoy that role immensely too. The Warriors both needed to beat Urgoz and both have high ranks in PVE skills, so it was an easy choice. Again, I cannot overstate the value of "Save Yourselves" here, which saved the party countless times. Remember, "SY" is a Warrior skill.



Yeah, I tried a run or two with Curses, but wasn't happy with the results. Too many of the Curses skills are high energy, and don't do life steal. You need 12 Blood to get +3/-3 with Life Siphon, which is quite handy given all the Health degen and life steal (Blood Drinkers) going in. Trouble is you HAVE to have a real person Necro profession for Necrotic, and with 13 Strength and 12 Blood it doesn't leave room for enough points in axe or sword. I admit it's an unusual build but with Sniper, Grenth's, Life Siphon, Necrosis and Sprint, Warrior 1 did the bulk of the damage (and the killing blow) to Urgoz (see screenshot in Original Post), and could have in fact done that without additional help besides EOE. Necrosis is a great skill - it does 90 armor-ignoring damage (to foes w/hex or condition), and at 5 energy with only a 2 second recharge it's pretty spammable.



Thanks for your continued level head and support! Sheesh!

JD What I was trying to say is, you used a melee char to do a caster job.
By doing so, you have wasted 1 elite and 2-3 normal skills slot.
To be honest, with con sets used warriors can tank easily in any spot with an average skill bar.
Not trying to troll or anything, so grats on beating urgoz anyways

tasha

tasha

Auctions Mod

Join Date: Jan 2006

UK

Mystic Spiral [MYST]

Thanks for posting this Jimmy. Congrats on the achievement!

After seeing this thread, a guildie and I have decided to try repeating your sucess since we realised that we haven't done Urgoz in ages. Our primaries are Ranger and Rit - its going to be an interesting evening


Edit: Update - So it turned out he'd never done it and I'd done it once many many moons ago when people were trapping it. Still I'd like to say we did fairly well - the first attempt didn't get very far (minions messed up aggro), second we made it to room 6 before my brain switched off and I carried the heroes with me into 2 groups of Thorn Wolves - well done me. Time for that attempt was just over an hour, used one set of consumables, a lot of the time was spent recovering from 3 near party wipes. It was quite good fun, probably will try it again sometime.

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Quote:
Originally Posted by tasha_darke View Post
Thanks for posting this Jimmy. Congrats on the achievement!

After seeing this thread, a guildie and I have decided to try repeating your sucess since we realised that we haven't done Urgoz in ages. Our primaries are Ranger and Rit - its going to be an interesting evening Hey that would be great! Be sure to review the wiki guide (
http://guildwars.wikia.com/wiki/Urgoz%27s_Warren) so there aren't any nasty surprises.

Some general tips:
-Pack as much damage dealing as possible on your real players. I tried to maximize my damage output, and you see what I thought would do that. If you're going to have one Cryer and one Blood Necro type, I'd use the Rit as the Cryer (Rt/Me) and the Ranger as the Necro (R/N) for energy considerations. But really with Blood Rit, energy is not much of a problem.

-Be careful pulling. As you enter new areas, you will see that if the puller rushes right in, he can often get the first group without any others. This is good. Get one group, drag it back out of range of the others, and finish it off. Target the monks first (Dredge Gardener, Song Warden, Uprooted Malice), then the Rits (Dredge Seer, Spirit Warden). Occasionally you'll get a group with two monks (Gardeners), just stay on the SAME one till he's down. Strip his enchants every time he applies one. If at any time you aggro more than one group you must run away. There's almost always room to run to, so make a hasty, coordinated retreat. Let whoever get stuck or crippled die, just run or you'll be done. Watch out for popups - the puller needs to sweep carefully and return to the party at the first sign of a popup group.

-Thorn Wolves first appear at the fire bridge at the 1/4, 1/2, and 3/4 way across points. Have the puller go to almost those spots, turn around then back up slowly to trigger them. Put a run skill on if equipped and the plan is to trigger with the run skill active, already facing the right way to the rest of the party. After triggering the 1/2 way point Wolves and killing them, move the whole party to the 1/2 way point, then trigger the 3/4 way Wolves with the puller.

-After the fire bridge comes many many Thorn Wolves. This is a great time to use at least an Armor of Salvation, and even a Grail of Might. Use great care in pulling Wolves back to the party right after the fire bridge, as two groups can wipe you if you don't have many minions up, and running away back onto the fire bridge is not really a viable option. Speaking of minions, whoever is controlling your MM can help him generate more minions with Aura of the Lich than he would cast on his own. (Lich recharges before it expires, so with a little micro you can make more minions).

-In this same room right after the fire bridge, exhaustion takes effect 1/2 through. After the room has been swept clean, move the whole party up to, but SHORT of the point where exhaustion begins. Have the puller go through two vine gates and trigger the Wolves beyond the 2nd gate. For this first set of Wolves BEYOND a vine gate, they should be dragged back all the way to the party, 1/2 way in the preceeding room, where there is no exhaustion. If you don't do this, your whole party will rapidly become completely exhausted and it may result in a wipe (speaking from experience here, hehe).

-For the rest of the vine gate area, study the timing of the gates going up and down. This is a really significant aspect of your success in this area. The gates are down for 10 seconds and up for 15 seconds. So a perfect pull would be: Wait til a gate goes UP, wait 7-8 seconds (gate remaining up for another 7-8 secs), puller runs through the gate, triggers the wolf popups, and makes it back to the waiting party on the SAFE side of the gate right before the gate closes with the wolves on the OTHER side. This gives you 10 full seconds of free damage dealing. Always direct all party and hero damage to the same target.

Pull the Wolves to the Gate, but Lock them out:


-On the bridge to the Warden Room, where you have to kill 3 Guardian serpents in rapid succession, one REAL player has to stay behind. Leaving a hero back won't keep the Warden mega-spawn from happening and is a mission ending event (had that happen, too). The player staying back can flag his heroes to go with the other player and help kill the 3 Guardian Serpents. Use the 'U' map to help. If it gets too hard, one player and 3 heroes can kill the Guardians, it just takes longer.





-When you get to Urgoz, make sure you put EOE where it reaches Urgoz, and I would recommend using just the real players to damage him and create spores. This is where Sniper and Grenth's help a lot, along with Cry and Necrosis or whatever your 'best shots' are. Be careful with your EOE hero, as he'll try to run to you for Blood Rit and is easy fodder for spores. I disabled Blood Rit on him and activated it manually when running back to safety. See the Original Post, Hero Flag 1 for a good spot for EOE.

Good luck and don't give up if at first you don't succeed - it gets easier with each attempt!

JD

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

So much negativity in guru, its unreal.

Its nice to see people doing things outside the box, reminds me of when this game was new and people were coming up with ways of doing things. Back then it was about completion, not about how fast my team of perma+cryers can complete a place.

This game is not a race. Its for entertainment.
"Are you not entertained? Is that not why you are here?"
Good job!

Betrayer of Wind

Betrayer of Wind

Frost Gate Guardian

Join Date: May 2008

Brazil

Agents of Indecision[meh]

Me/

GJ but using CoP on warrior is just a waste,u got much better options like ES or Hundred blades,add in some splinter and its pure pwnage.
Although i havent tried urgoz with 8 party size(just no point on doing that),me and my guild do urgoz HM runs balanced pretty often with up to 9 heroes <1h,and not using cry for dmg.
idk why people dont understand the usefulness of a warrior or other physicals,and just go /me and cry with 25e and >> regen which is pretty bad,at least if u gonna cry,get a caster and be happy

this is our best time with a couple heroes,runs go around 45-55m with 6-8heroes usually

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Quote:
Originally Posted by Betrayer of Wind
View Post
GJ but using CoP on warrior is just a waste,u got much better options like ES or Hundred blades,add in some splinter and its pure pwnage.
Although i havent tried urgoz with 8 party size (just no point on doing that), me and my guild do urgoz HM runs balanced pretty often with up to 9 heroes <1h,and not using cry for dmg.
idk why people dont understand the usefulness of a warrior or other physicals,and just go /me and cry with 25e and >> regen which is pretty bad,at least if u gonna cry,get a caster and be happy

this is our best time with a couple heroes,runs go around 45-55m with 6-8heroes usually Hey that's a great time and looks like an effective build. I do also use Warriors with Warrior skills, don't get me wrong, but in this particular 8 party challenge, the Warriors aren't meant to tank - the minions do that. The Warriors can't sustain the kind of concentrated damage put on them here with only two monks. The Warriors do the pulling, and are BACKUP tanks, surviving mainly through high armor level and "SY" for each other.

As far as damage output, here's some more screenies showing 1600 damage in under 1 second, with 24 energy remaining and a blood ritter available to boot. That's quite a comfortable style of play - i.e., makes me happy . COP casts in 1/4 sec, so fast casting is not a real factor.

Of course using 9 heroes and 4 healers and splinter is a great approach - my challenge here was to find a way to complete it with a party of 8 and 6 heroes. That was the point of doing it. Thanks for sharing your build ideas - I'm tweaking some things and am going to attempt this HM soon, with 8. That's why some of the skillbars appear differently in some of the screenies for those of you following this thread.





JD

Betrayer of Wind

Betrayer of Wind

Frost Gate Guardian

Join Date: May 2008

Brazil

Agents of Indecision[meh]

Me/

Quote:
Originally Posted by Jimmy Dean View Post
but in this particular 8 party challenge, the Warriors aren't meant to tank - the minions do that. The Warriors can't sustain the kind of concentrated damage put on them here with only two monks. The Warriors do the pulling, and are BACKUP tanks, surviving mainly through high armor level and "SY" for each other. Prots like [Shield of absorption] and [Protective Spirit] are enough to keep anyone up there 24/7.

You got 2 monks,yet they are fully healing based which means you dont have Aegis chains or SoA chains.Use Hybrid builds,[WoH]+[signet of rejuvenation]+[patient spirit] is enough healing,put some prots and u're good to go.

You got melee minions for tanking yet you dont have [death nova] for dmg,which is ALOT,i'd drop [infuse condition] for it.

Also you dont have party heals,if you really wanna stick with 12/12 heal/DF monks,then i suggest u bring [divine healing] or [heaven's delight],or a ritualist with [protective was kaolai]+[life]or[recuperation],also,those spirits heals the minions as well.

You have [Resurrection Chant] on the monks and [resurrect] on other casters,try [renew life] on the monks since it gives a huge earshot heal and a faster casting.

Resurrect is among the worst resses ever,use Resurrection Chant instead and also bring Aegis on those casters so u can have a perma aegis chain going on,or switch to /Rt for [Death pact signet]+[Weapon of Warding] or [Weapon of Shadow]

[E-surge] isnt bad,but [Visions of Regret] tends to deal a much higher dmg over time and fills the requirement for ur [cry of pain],also you should look for more dmg spells on ur mesmer aka [mistrust]/[shatter enchantment]/[power spike],all those very powerful,but dont forget [power drain]!

Your W/N bar is basically designed to kill urgoz,cuz on other mobs you're just pulling and using [Save Yourselves!] pretty much.You can easily go with a purely warrior build+[necrotic traversal].Since you got a necro hero for BR,you can use [Hundred Blades]+[Mark of Pain] and still use a [BR] spammer.

Your builds lacks synergy,which is essential for a good team.All your team is composed of stand-alone characters,each of them tied to a solo-role.Working around synergyzing the builds is the way to go.

Jimmy Dean

Jimmy Dean

Academy Page

Join Date: Mar 2006

Quote:
Originally Posted by Betrayer of Wind View Post
Prots like [Shield of absorption] and [Protective Spirit] are enough to keep anyone up there 24/7.

You got 2 monks,yet they are fully healing based which means you dont have Aegis chains or SoA chains.Use Hybrid builds,[WoH]+[signet of rejuvenation]+[patient spirit] is enough healing,put some prots and u're good to go.

You got melee minions for tanking yet you dont have [death nova] for dmg,which is ALOT,i'd drop [infuse condition] for it.

Also you dont have party heals,if you really wanna stick with 12/12 heal/DF monks,then i suggest u bring [divine healing] or [heaven's delight],or a ritualist with [protective was kaolai]+[life]or[recuperation],also,those spirits heals the minions as well.

You have [Resurrection Chant] on the monks and [resurrect] on other casters,try [renew life] on the monks since it gives a huge earshot heal and a faster casting.

Resurrect is among the worst resses ever,use Resurrection Chant instead and also bring Aegis on those casters so u can have a perma aegis chain going on,or switch to /Rt for [Death pact signet]+[Weapon of Warding] or [Weapon of Shadow]

[E-surge] isnt bad,but [Visions of Regret] tends to deal a much higher dmg over time and fills the requirement for ur [cry of pain],also you should look for more dmg spells on ur mesmer aka [mistrust]/[shatter enchantment]/[power spike],all those very powerful,but dont forget [power drain]!

Your W/N bar is basically designed to kill urgoz,cuz on other mobs you're just pulling and using [Save Yourselves!] pretty much.You can easily go with a purely warrior build+[necrotic traversal].Since you got a necro hero for BR,you can use [Hundred Blades]+[Mark of Pain] and still use a [BR] spammer.

Your builds lacks synergy,which is essential for a good team.All your team is composed of stand-alone characters,each of them tied to a solo-role.Working around synergyzing the builds is the way to go. Hey you really put a lot of thought into this and I appreciate it a lot. Mixing prot and healing on a Necro monk is problematic due to skill point distribution. Maybe I need to try straight monks. I've been keeping one resurrect skill because it's a full range skill, not half range like res chant. Sometimes the mob I'm fighting won't back away from party corpses and the full range res is my only way to reassemble. A touch res that heals is a good idea for the monks. I'd love to get a Rit secondary in somehow, maybe on the Mesmer - Splinter and Weapon of Warding are skills I'd love to have along. I'll look closely at your other suggestions and try them out, at first glance they all seem like good choices - thanks!!

JD

Betrayer of Wind

Betrayer of Wind

Frost Gate Guardian

Join Date: May 2008

Brazil

Agents of Indecision[meh]

Me/

Just finished this run about 10m ago:

yep 9 heroes lol

Well i guess that proves to everyone that urgoz is entirely doable on HM with heroes and also a very decent time for a balanced group.

As for 8 party size,i'd just do smaller pulls(1-2 groups instead of 3-5)
would take much longer tho

Guide for heroway should be comming soon(bleh so lazy to take screen during the run lol)

??iljo

??iljo

Desert Nomad

Join Date: Jan 2006

N/

ROFL
very GG, Cryway groups take longer than that QQ