Tips For New UW
Kerwyn Nasilan
So for anyone who has beaten Dhuum (assume NM) and would like to help some more newbish players when it comes to UW I think we could all appriciate some help. I am not really looking for you to take time writing up an 8 man team and full guide, but which skills, tactics, and things to look out for are useful in UW would probably be immensely helpful. Assume this is a "balanced" team that would more or less take any profession in, what would we want to bring.?
Black Metal
I'd like some groups to form of fairly skilled and experienced players, because pugging is horrible. I for one am up, can run any class any build, with a little direction I'm excellent to have.
Lishy
Can Dhuum be knocked down?
Short
Nihilim Dhiamara
Quote:
I'd like some groups to form of fairly skilled and experienced players, because pugging is horrible. I for one am up, can run any class any build, with a little direction I'm excellent to have.
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If running balanced try to do the 4h quest first, if you can make that one, u can almost do any quests if you know what to do
Eragon Zarroc
"Can't Touch This" to help prevent Dhuum from spreading rampant DP amongst ur party members. although if everyone has their own surce of DP removal items, wouldnt be needed.
jiggles
Bring prot spirit and hex removal.
MagmaRed
Inspired/Revealed Hex would be the best hex removal for facing Dhuum. His hex is a monster skill that can't be stolen, so it would recharge immediately, and with moderate attribute investment can be a nice energy management skill.
Another Felldspar
Is it better to just "die" and come back as the spirit form? Is that form more effective for dealing with Dhuum than the player skill bars are?
edit: Is it even possible to fail the battle with Dhuum since if you reach 60% DP you are sent to the mayor who sends you back to the battle? What happens if you reach 0 health as spirit form? What happens if all of the Reapers die?
Man! Work sucks!
edit: Is it even possible to fail the battle with Dhuum since if you reach 60% DP you are sent to the mayor who sends you back to the battle? What happens if you reach 0 health as spirit form? What happens if all of the Reapers die?
Man! Work sucks!
Short
Chthon
According to wiki, Can't Touch This causes the touch to fail, but not recharge; it can be reused instantly. Considering Touch of Dhuum has no energy cost, Can't Touch This does nothing more than delay him touching you for a moment.
Estic
Do heroes return as ghosts when they hit -60% DP?
Wheel of time
You stay dead
ALL I SAY FROM NOW ON MAY ONELY BE TRUE FOR NM OR MY SPECIAL CASE
as for the reapers, they usually (well I have done onely one "balanced" run) dont get aggro and should regenerate the aoe dmg.
I ran an ER infuse/prott/lifebond and dhuums dmg is, if you pay attention, more or less easily doable. however, the fact, that i talked about spirits staying dead i failed some times. Usually when he forgot to remove his DP, and i forgot PS. As for the hex, its laughable i really dont see why to bring special skills to remove it.
Unfortunately we had lots of armordepending dmg, therefore dhuum took years, even about 5 minutes after the red bar was up,
ah and for the, No-rezz-allowed part, when activating ua before entering you can rezz dead spirits^^.
To summarize i dont think that doom is really that hard, 4h is way harder
By the way, did that run with pugs
ALL I SAY FROM NOW ON MAY ONELY BE TRUE FOR NM OR MY SPECIAL CASE
as for the reapers, they usually (well I have done onely one "balanced" run) dont get aggro and should regenerate the aoe dmg.
I ran an ER infuse/prott/lifebond and dhuums dmg is, if you pay attention, more or less easily doable. however, the fact, that i talked about spirits staying dead i failed some times. Usually when he forgot to remove his DP, and i forgot PS. As for the hex, its laughable i really dont see why to bring special skills to remove it.
Unfortunately we had lots of armordepending dmg, therefore dhuum took years, even about 5 minutes after the red bar was up,
ah and for the, No-rezz-allowed part, when activating ua before entering you can rezz dead spirits^^.
To summarize i dont think that doom is really that hard, 4h is way harder
By the way, did that run with pugs
Shayne Hawke
Arguing about how to fight Dhuum seems silly when you can just kill yourself and be given a bar specifically geared for fighting against him.
Arduin
So...what if you all get -60 dp on Hardmode and get turned into a spirit? You get kicked from the UW?
Joe Fierce
HigherMinion
Quote:
You stay dead
ALL I SAY FROM NOW ON MAY ONELY BE TRUE FOR NM OR MY SPECIAL CASE as for the reapers, they usually (well I have done onely one "balanced" run) dont get aggro and should regenerate the aoe dmg. I ran an ER infuse/prott/lifebond and dhuums dmg is, if you pay attention, more or less easily doable. however, the fact, that i talked about spirits staying dead i failed some times. Usually when he forgot to remove his DP, and i forgot PS. As for the hex, its laughable i really dont see why to bring special skills to remove it. Unfortunately we had lots of armordepending dmg, therefore dhuum took years, even about 5 minutes after the red bar was up, ah and for the, No-rezz-allowed part, when activating ua before entering you can rezz dead spirits^^. To summarize i dont think that doom is really that hard, 4h is way harder By the way, did that run with pugs |
Wait... You ran ER prot and people still died in Dhuum's area? You must be doing something wrong. What exact build are you running?
Xenomortis
Chthon
Quote:
Remember, we never got a chance to find out how much damage Dhuum can actually churn out.
It might be quite painful. |
The only real challenge is the DP from the touch skill. He managed to touch me 3 times in the 2 or 3 minutes it took for us to kill him. Had the fight dragged on, that skill could have become a problem.
So, here's my tips:
1. Bring builds that can keep Protective Spirit/Bond or Shelter up.
2. Frontliners need to bring a handful of DP removal consumables.
(There's one other tip, but it's almost cheating...)
P_A_A
Whats the other tip? Blocking him on gate? Something with shadowstepping maybe?
HigherMinion
mage767
Third tip is:
Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)
Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)
Xenomortis
ElnoreVarda
Why arent you telling him...?
Anyway, bring earthbind and alot of KDs. Watch him twitch and lag through the whole fight.
Also, fighting in spirit form could be an option.
Anyway, bring earthbind and alot of KDs. Watch him twitch and lag through the whole fight.
Also, fighting in spirit form could be an option.
HigherMinion
Well, now that we know it's easy as breathing without Earthbind, give people the idea, and it doesn't matter that it gets nerfed. It was a fun exploit, but we did it *faster* in HM than NM without it.
Xenomortis
In HM it appeared the physicals just died after a while. Both our sin and war died rather suddenly and I'm not sure why.
They could have just stacked up DP without telling us. In any case it's probably better they eat the Touch of Dhuum spell until they die, just so the ERs don't get it.
Having a couple of ghosts should speed things up without hindering the team too much.
They could have just stacked up DP without telling us. In any case it's probably better they eat the Touch of Dhuum spell until they die, just so the ERs don't get it.
Having a couple of ghosts should speed things up without hindering the team too much.
HigherMinion
It seems to be a rather bad having a suicidal ER healer in HM, I've noticed ;-p
Xenomortis
englitdaudelin
If the question is about more than just Dhuum....
1. We clear the mountains before taking any quests other than Clear the Chamber. Make sure your reaper doesn't spawn on an Obsidian Behemoth.
2. Have 1-2 people guard King Frozenwind. We did it with a Sig of Spirits spammer. Took care of strays that got there.
3. Several splinter rangers helped the whole run. I think our team was 1 perma, 3 splinter barrage rangers, UA and HB monks (The HB ran /mes, used arcane mimicry, and had UA and HB active the whole time), one SS necro, and...a minion master, I think. Relatively normal team.
4. Kill quickly.
5. If you have an experienced leader, let that person give the orders and direct traffic.
For Dhuum...
Have DP-removing goodies. Keep your inventory open. Once you're into the fight, let 2-3 people become ghosts. Then chew through your DP removers as the fight progresses. I ran through a ton of honeycombs for it. This keeps health and energy high, so one or two of Dhuum's attacks don't kill a vital teammate.
Think apples, honeycombs, clovers, etc.
Don't panic if one or two reapers die: just keep working.
Make sure your healers know how to manage their energy. They'll get important seconds to breathe during the Dhuum fight, but they need to stay alert and not drain themselves all the way to zero energy
1. We clear the mountains before taking any quests other than Clear the Chamber. Make sure your reaper doesn't spawn on an Obsidian Behemoth.
2. Have 1-2 people guard King Frozenwind. We did it with a Sig of Spirits spammer. Took care of strays that got there.
3. Several splinter rangers helped the whole run. I think our team was 1 perma, 3 splinter barrage rangers, UA and HB monks (The HB ran /mes, used arcane mimicry, and had UA and HB active the whole time), one SS necro, and...a minion master, I think. Relatively normal team.
4. Kill quickly.
5. If you have an experienced leader, let that person give the orders and direct traffic.
For Dhuum...
Have DP-removing goodies. Keep your inventory open. Once you're into the fight, let 2-3 people become ghosts. Then chew through your DP removers as the fight progresses. I ran through a ton of honeycombs for it. This keeps health and energy high, so one or two of Dhuum's attacks don't kill a vital teammate.
Think apples, honeycombs, clovers, etc.
Don't panic if one or two reapers die: just keep working.
Make sure your healers know how to manage their energy. They'll get important seconds to breathe during the Dhuum fight, but they need to stay alert and not drain themselves all the way to zero energy
HigherMinion
Quote:
Don't do that again.
That was more tense than was necessary. Although it was quicker with a lot of us as ghosts. What was our final time? I forgot to check. |
Quote:
2. Have 1-2 people guard King Frozenwind. We did it with a Sig of Spirits spammer. Took care of strays that got there. |