Tips For New UW

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

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

Black Metal

Desert Nomad

Join Date: Jan 2009

N/

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

Lishy

Forge Runner

Join Date: Jan 2008

Can Dhuum be knocked down?

Short

Short

Lion's Arch Merchant

Join Date: Jun 2009

Protectors of Fate [GoF]

N/Me

Quote:
Originally Posted by Kain Fz View Post
Can Dhuum be knocked down?
Probably not, but with Earthbind, anything can be knocked down.

Nihilim Dhiamara

Lion's Arch Merchant

Join Date: Jan 2008

belgium

TFW

W/

Quote:
Originally Posted by Black Metal View Post
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.
same for me (no paragon or ele), and I know the normal uw quests ^^.

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

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

"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

Desert Nomad

Join Date: Sep 2007

N/

Bring prot spirit and hex removal.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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

Lion's Arch Merchant

Join Date: Sep 2006

Alchemy Incorporated

Mo/E

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!

Short

Short

Lion's Arch Merchant

Join Date: Jun 2009

Protectors of Fate [GoF]

N/Me

Quote:
Originally Posted by Eragon Zarroc View Post
"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.
He has no touch skills. Touch of Dhuum is a spell.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Eragon Zarroc View Post
"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.
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

Estic

Lion's Arch Merchant

Join Date: Mar 2006

Mongoose United

Do heroes return as ghosts when they hit -60% DP?

Wheel of time

Ascalonian Squire

Join Date: Sep 2009

Quote:
Originally Posted by Ayelet Feldspar View Post

What happens if you reach 0 health as spirit form?
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

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

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

Arduin

Grotto Attendant

Join Date: May 2005

The Netherlands

Limburgse Jagers [LJ]

R/

So...what if you all get -60 dp on Hardmode and get turned into a spirit? You get kicked from the UW?

Joe Fierce

Joe Fierce

Wilds Pathfinder

Join Date: Feb 2007

Disconnect the fascination

LF High End PvE Guild that's not filled with elitists.

R/

Quote:
Originally Posted by Shayne Hawke View Post
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.
No, because aside form skill one,t he bar sucks, and you'll die quickly, and once you die as a ghost, it's for good.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by Wheel of time View Post
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

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by HigherMinion View Post
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?
Remember, we never got a chance to find out how much damage Dhuum can actually churn out.
It might be quite painful.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Xenomortis View Post
Remember, we never got a chance to find out how much damage Dhuum can actually churn out.
It might be quite painful.
I doubt that. He's only got 2 skills that can't be totally dealt with by Protective Spirit/Bond or Shelter: the touch and the hex. But both only do 100 damage to a single target. Nothing too hard to heal through.

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

Frost Gate Guardian

Join Date: Apr 2008

Me/

Whats the other tip? Blocking him on gate? Something with shadowstepping maybe?

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by P_A_A View Post
Whats the other tip? Blocking him on gate? Something with shadowstepping maybe?
Permission to tell him?

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Third tip is:

Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by mage767 View Post
Third tip is:

Spam in this order:
1. PI
2. SV
3. /zrank (for instant 1000*zrank level holy damage)
Hahaha.
No.

The third tip isn't necessary anyway.

ElnoreVarda

Frost Gate Guardian

Join Date: Jan 2008

E/

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.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by ElnoreVarda View Post
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.
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

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by ElnoreVarda View Post
Also, fighting in spirit form could be an option.
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.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

It seems to be a rather bad having a suicidal ER healer in HM, I've noticed ;-p

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by HigherMinion View Post
It seems to be a rather bad having a suicidal ER healer in HM, I've noticed ;-p
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.

englitdaudelin

Krytan Explorer

Join Date: Jul 2006

East Coast

Soldier's Union [SU]

N/Me

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

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by Xenomortis View Post
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.
1:51 I believe. We had a bad start, but when we got into the "zone" we get better after UWG then it was swift from there. I think there were a few deaths, though. Flair needs to just learn to not die on 4H.

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.
The trick here is for everyone to sit in the middle of the Wastes, where the majority of the dryder spawn. You can get them all without walking more than two feet in any direction. run around, dance past meteor shower and you'll be right.