UWSC Revised for Dhuum Update.
Joe Fierce
Essentially it's mobway, edited a bit because of the add in of Dhuum, It's retardedly easy, I'm not going to go into much detail, if you need more detail on how to complete (mostly the pullers and two soloers are the only ones with more advanced tasks) simply look at the older guides.
The Team is:
x4 A/D Scythe Sins
x2 A/E SliverSoloers
x1 Mo/N N/Mo SS SoH Bonder
x1 Mo/E Party Support
A/D ScytheSins
[Owpj8xjYqS8I6MvlpiygLiuM4OA]
Basic SF Armor/Gear, bring a scythe with zealous and enchanting, that is your attack weapon, I suggest a low energy set without a zealous aswell for downtimes and a high energy set incase you get fear me'd out the yang.
Optional: One sin can swap out BuH! for EBSoH.
A/E SliverSoloers
Plains Dude
[OwZTkY/8ZiHRnBZIXkHKV0lB3BA]
Pools / Mtns Dude
[OwZTkY/8ZiHRnBZIXkHim0lB3BA]
Both should bring a low and high in my opinion, a lightening shield and enchanting spear on mtns/pools is pro. Other than that, basic SF gear.
Mo/N N/Mo SS SoH Bonder
[OwQTcYHDHKPIVcX06rVceIlANC]
Optional: Instead of ebon vanguard support, GDW is very, very nice.
Mo/E Support
The build is disputable at the moment ( in other words one of my buddies thinks his version of the build is "oh so much better" ) So, I'm going to leave it as this, UA, GoLE, Heal Party, Breath of the great dwarf, other party supports and GO!
Usage: For the Clear Itself
Plains Dude:
Pop Plains, Make some aggro on both sides that the Riders of dhuum appear at (make some extra mindlblades, killing off a single rider and all the waves until the last wave will do). Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4h is complete go pop pits. Take pits quest when team is ready. Pop wastes and take quest when team goes down there and is ready.
Mtns/Pools Dude:
Pop Mtns, complete it, just like normal, Pop Pools, complete it, just like normal. Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4H is complete, go help pop pits.
SoH Bonder:
Your job is boring, get used to this fact, I'll give you a moment, alright.. come to grips with that? This is what you're gonna do, bond the A/Ds, blessed signet to get your energy back, SS on aataxes and breaks, breath of the great dwarf as a party heal, BuH supplements damage, use it. Castigation is good for energy, if you're rocking GDW throw it on some sins, watch some really cool kds.
Support Healer:
Stick with main team.
Heal.
Take quests when told to.
This guy can almost be a hero that the SoH bonder micros.
How this all pulls together:
Main team (4 A/Ds two monks) does chamber, one A/D gets to be superman for the evening and do all the pulls like the oldschool chamber sin, meanwhile the two A/es break off, go do their jobs. Main team carries on clear the village, take wrathful spirits, complete it, escort of souls, complete it, Mkay here's where the optional protocols come in, if the pools and plains dudes are finished with their jobs (aside from 4H and wastes that is) then one can tank and kill the keeper of souls in the left corridor and one can kill the one in the right corridor (meanwhile main team does center hall), if they aren't done yet, main team do center corridor then do the one on the path to wastes, then the one in the area where you spawn, then do the one in the chamber up the steep set of stairs, then do the one in the labyrinth that is the path to the forgotten vale, then do the one on the path to mtns. ALWAYS kill off skeletons of dhuum first. Once they are dead, nothing can touch you. Once pools/mtns guy is done, and plains has popped reaper and a few mindblades everyone else is done with their quests, tele to plains, A/Es go to each side, grab the excess mindblades, have someone pop quest, grab all aggro, go near the skeletons that'll pop, sliver'll target them first, complete quest like normal, kill the mindblades. Once that is done, the two A/Es go pop pits, main team follow behind clearing a path for the monks to get by, once pits is cleared and ready for liftoff (that's my fancy way of saying DO THE QUEST!!) one of the A/Es take the quest, the A/Ds and other A/E spread out amongst the two spots where dryders will spawn, and I put an emphasis on SPREAD OUT! if you're not next to eachother, they wont use lava font you noob! then you won't die! Complete pits. Tele to labyrinth, full team head towards wastes, clear the way there, clear wastes, sins spread out amongst the area where the skeletons and dryders spawn, one A/D more towards the left hill that the dryders run up to get to the IceKing one A/D more towards the path to the right, take quest, kill off the skeletons that spawn near them as fast as possible, skeletons are prime target, DO NOT BUNCH UP! Lava Font sucks! complete quest.
Killing Dhuum:
Talk tot he ice king, he'll head towards the hall of judgement, once the doors open, sins mob around dhuum as to body block him, quest begins doors close, monks stay on the far opposite side of the room of dhuum, keep team alive, keep reapers alive if they started getting owned, sins maintain sf, only one of his attacks will get through it, he will spawn minions and champions, these cannot harm you but will kill the monks and ghosts, kill them fast, get back on dhuum, the two A/Es die on purpose you become a spirit, go back to the hall of judgement by talking to the mayor, stand on the far opposite side of the room of dhuum, spam skill one like it's your job, because it is, this will fill the dhuum's rest bar, dhuum will not die, you take him down to 1hp and he just starts fading then reappearing out of the ground, the dhuum's rest bar must be filled. Once the dhuum's rest bar is filled, apply as much damage as though you are killing him, he will submit, chest will spawn, get your drops, gtfo.
Optionals: Plains dude can do pools too, with some minor build changes.
Build Notes: This takes a boatload longer to do than the oldschool uwsc build, bring multiple consets. This is and forever will be my most sloppy build guide ever, I'm too lazy and apathetic as of late, plus anything I'll have to say as a tip, has been said in old uwsc guides already.
But the build is infact not sloppy, just get it done.
The Team is:
x4 A/D Scythe Sins
x2 A/E SliverSoloers
x1 Mo/N N/Mo SS SoH Bonder
x1 Mo/E Party Support
A/D ScytheSins
[Owpj8xjYqS8I6MvlpiygLiuM4OA]
Basic SF Armor/Gear, bring a scythe with zealous and enchanting, that is your attack weapon, I suggest a low energy set without a zealous aswell for downtimes and a high energy set incase you get fear me'd out the yang.
Optional: One sin can swap out BuH! for EBSoH.
A/E SliverSoloers
Plains Dude
[OwZTkY/8ZiHRnBZIXkHKV0lB3BA]
Pools / Mtns Dude
[OwZTkY/8ZiHRnBZIXkHim0lB3BA]
Both should bring a low and high in my opinion, a lightening shield and enchanting spear on mtns/pools is pro. Other than that, basic SF gear.
Mo/N N/Mo SS SoH Bonder
[OwQTcYHDHKPIVcX06rVceIlANC]
Optional: Instead of ebon vanguard support, GDW is very, very nice.
Mo/E Support
The build is disputable at the moment ( in other words one of my buddies thinks his version of the build is "oh so much better" ) So, I'm going to leave it as this, UA, GoLE, Heal Party, Breath of the great dwarf, other party supports and GO!
Usage: For the Clear Itself
Plains Dude:
Pop Plains, Make some aggro on both sides that the Riders of dhuum appear at (make some extra mindlblades, killing off a single rider and all the waves until the last wave will do). Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4h is complete go pop pits. Take pits quest when team is ready. Pop wastes and take quest when team goes down there and is ready.
Mtns/Pools Dude:
Pop Mtns, complete it, just like normal, Pop Pools, complete it, just like normal. Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4H is complete, go help pop pits.
SoH Bonder:
Your job is boring, get used to this fact, I'll give you a moment, alright.. come to grips with that? This is what you're gonna do, bond the A/Ds, blessed signet to get your energy back, SS on aataxes and breaks, breath of the great dwarf as a party heal, BuH supplements damage, use it. Castigation is good for energy, if you're rocking GDW throw it on some sins, watch some really cool kds.
Support Healer:
Stick with main team.
Heal.
Take quests when told to.
This guy can almost be a hero that the SoH bonder micros.
How this all pulls together:
Main team (4 A/Ds two monks) does chamber, one A/D gets to be superman for the evening and do all the pulls like the oldschool chamber sin, meanwhile the two A/es break off, go do their jobs. Main team carries on clear the village, take wrathful spirits, complete it, escort of souls, complete it, Mkay here's where the optional protocols come in, if the pools and plains dudes are finished with their jobs (aside from 4H and wastes that is) then one can tank and kill the keeper of souls in the left corridor and one can kill the one in the right corridor (meanwhile main team does center hall), if they aren't done yet, main team do center corridor then do the one on the path to wastes, then the one in the area where you spawn, then do the one in the chamber up the steep set of stairs, then do the one in the labyrinth that is the path to the forgotten vale, then do the one on the path to mtns. ALWAYS kill off skeletons of dhuum first. Once they are dead, nothing can touch you. Once pools/mtns guy is done, and plains has popped reaper and a few mindblades everyone else is done with their quests, tele to plains, A/Es go to each side, grab the excess mindblades, have someone pop quest, grab all aggro, go near the skeletons that'll pop, sliver'll target them first, complete quest like normal, kill the mindblades. Once that is done, the two A/Es go pop pits, main team follow behind clearing a path for the monks to get by, once pits is cleared and ready for liftoff (that's my fancy way of saying DO THE QUEST!!) one of the A/Es take the quest, the A/Ds and other A/E spread out amongst the two spots where dryders will spawn, and I put an emphasis on SPREAD OUT! if you're not next to eachother, they wont use lava font you noob! then you won't die! Complete pits. Tele to labyrinth, full team head towards wastes, clear the way there, clear wastes, sins spread out amongst the area where the skeletons and dryders spawn, one A/D more towards the left hill that the dryders run up to get to the IceKing one A/D more towards the path to the right, take quest, kill off the skeletons that spawn near them as fast as possible, skeletons are prime target, DO NOT BUNCH UP! Lava Font sucks! complete quest.
Killing Dhuum:
Talk tot he ice king, he'll head towards the hall of judgement, once the doors open, sins mob around dhuum as to body block him, quest begins doors close, monks stay on the far opposite side of the room of dhuum, keep team alive, keep reapers alive if they started getting owned, sins maintain sf, only one of his attacks will get through it, he will spawn minions and champions, these cannot harm you but will kill the monks and ghosts, kill them fast, get back on dhuum, the two A/Es die on purpose you become a spirit, go back to the hall of judgement by talking to the mayor, stand on the far opposite side of the room of dhuum, spam skill one like it's your job, because it is, this will fill the dhuum's rest bar, dhuum will not die, you take him down to 1hp and he just starts fading then reappearing out of the ground, the dhuum's rest bar must be filled. Once the dhuum's rest bar is filled, apply as much damage as though you are killing him, he will submit, chest will spawn, get your drops, gtfo.
Optionals: Plains dude can do pools too, with some minor build changes.
Build Notes: This takes a boatload longer to do than the oldschool uwsc build, bring multiple consets. This is and forever will be my most sloppy build guide ever, I'm too lazy and apathetic as of late, plus anything I'll have to say as a tip, has been said in old uwsc guides already.
But the build is infact not sloppy, just get it done.
Joe Fierce
If you have a question pm me on guru, I'll address it, though it wont be as fast, I've grown weary of being cluster-effed over my guides with in game pms when I provide my IGN, if you already know my IGN, just go for it, it means I've assisted you before, and am Likely to do so again.
Side note, I've done it this way ten times, each time with a couple spots filled by random pugs, so yes, it is effective, and as far as I can tell so far, you pretty much have to play with your feets to be able to fail.
Side note, I've done it this way ten times, each time with a couple spots filled by random pugs, so yes, it is effective, and as far as I can tell so far, you pretty much have to play with your feets to be able to fail.
dr love
ye that's more or less the build we tried spirit spammer instead of heal monk for some runs now. really that spot can be filled by anything, but healer would be safest for the quests
Joe Fierce
Quote:
Originally Posted by dbulger
ye that's more or less the build we tried spirit spammer instead of heal monk for some runs now. really that spot can be filled by anything, but healer would be safest for the quests
I did a rit support guy before aswell, it has its ups and downs, for the state of pugs, and for those less experienced, I'd suggest the monk.
Hells Fury
Tnx Joe.
Off to practise just to make this a common thing like it used to be.
Improvise, Adapt and Overcome ftw
Off to practise just to make this a common thing like it used to be.
Improvise, Adapt and Overcome ftw
Joe Fierce
Quote:
Originally Posted by Hell Darkblight
Tnx Joe.
Off to practise just to make this a common thing like it used to be.
Improvise, Adapt and Overcome ftw I kindof put this up in hopes that this would occur, sf would get nerfed, then people would go back to thinking outside the box, but with regina's most recent post, it sounds more like all farming will get nerfed when sf is nerfed. When that occurs, forgetaboutit.
Off to practise just to make this a common thing like it used to be.
Improvise, Adapt and Overcome ftw I kindof put this up in hopes that this would occur, sf would get nerfed, then people would go back to thinking outside the box, but with regina's most recent post, it sounds more like all farming will get nerfed when sf is nerfed. When that occurs, forgetaboutit.
godsie
very nice guide - just did dhuum with a guild team following this method - just wondered now with the recent update making "touch of dhuum" a touch skill and not a spell whether this technnique will still work as I think it might now go through shadow form
Joe Fierce
Occidio
Wastes is hard man, really hard.
Joe Fierce
SV PI necro to be able to kill dhuum after update.
P_A_A
You forgot to say that the Plains Dude is also the Wastes Popper
By the way, whenever you finish a quest, that reaper becomes invulnerable. This is, you jsut need to kill slayer at mnt (no need for follwing webs & keepers). You just need to kill the 4h, no need to wait for dhuumies. It's also recommendable that when doing queen, a A/E stays at spawnspot, while someone else takes quest. This way you don't have to kill any dhuumies
Also, one thing...when Mnt is done, wich way are you suppossed to go? Whenever I go through the shortway, i get ripped by the 4 dhuumies and their friends charged blackness. So i have to go the way i came and then walk normally to plains. Any help on that?
Occidio, wastes is easy. Just have the A/D's kill dhuumies as soon as they appear. Then, its just a matter of time. Just the same as pits.
Mmm, seeing u need a SV Nec..I suppose thats the one with Fallback, We Shall Return and CTT no?
Anyway, i'd just suggest one thing: dont use the freakin EVAS at start to kill the Dhuumie there. It seems to be ALWAYS agroing the aatxe patrol -.-
By the way, whenever you finish a quest, that reaper becomes invulnerable. This is, you jsut need to kill slayer at mnt (no need for follwing webs & keepers). You just need to kill the 4h, no need to wait for dhuumies. It's also recommendable that when doing queen, a A/E stays at spawnspot, while someone else takes quest. This way you don't have to kill any dhuumies
Also, one thing...when Mnt is done, wich way are you suppossed to go? Whenever I go through the shortway, i get ripped by the 4 dhuumies and their friends charged blackness. So i have to go the way i came and then walk normally to plains. Any help on that?
Occidio, wastes is easy. Just have the A/D's kill dhuumies as soon as they appear. Then, its just a matter of time. Just the same as pits.
Mmm, seeing u need a SV Nec..I suppose thats the one with Fallback, We Shall Return and CTT no?
Anyway, i'd just suggest one thing: dont use the freakin EVAS at start to kill the Dhuumie there. It seems to be ALWAYS agroing the aatxe patrol -.-
Trader of Secrets
Finding ppl that run sliver builds is a pain. Can anyone reroute me to a guide for their roles or some vid on youtube?
Feathermoore Rep
Wastes isnt bad. A/Ds just pop the dhuums that spawn. Failed at pits by people not having cons and removing dp. they just got pwned by bone spike and aoe before they could kill em. it was sad. i was angry. i even asked if anyone needed cookies too....
Pits is more risky i think just because the spirits die hella quick.
Pits is more risky i think just because the spirits die hella quick.
Occidio
RE: Did it in HM, finally
If you have any questions about Dhuum, fire away. The rest of the run is pretty self-explanatory
If you have any questions about Dhuum, fire away. The rest of the run is pretty self-explanatory
superraptors
whats the list of items he drops
Occidio
MercenaryKnight
I never even got the uw monument for my main title hunter. Now I am gonna have an even harder time trying to complete the underworld lol. Wonder what's gonna be the first set of hero builds that will beat dhuum.
superraptors
so now you have to kill dhuum in order for uw chest to spawn or is there 2 chests
mage767
Occidio
Alright, we did it again with a SoS rit, but he's not useful enough to warrant a spot.
I recommend 3 monks, 3 A/D's and the two A/E's
I recommend 3 monks, 3 A/D's and the two A/E's
CE Devilman
ghastly summoning stone.....google.....how ..gay
Occidio
Our best time so far, this was the run with the useless SoS and we screwed up a bit on UWG
rangereminem1984
so with usung a spear on mtn hows the whirling def working for you lol dont use spears on mtn
here to troll
very curious as to how a rit with earth bind(assuming dhuum cant be knocked down, im not sure) and GDW would work and maybe CTT might be a thin spread though
MercenaryKnight
I was just thinking the same thing about earth bind. If you could find a way to keep it up permanently you could have either gdw spam or a dedicated knocklocker and keep him unable to do damage most of the time. Have 2-3 copies of gdw on fast attackers and just keep attacking until he's dead.
It could work assuming earthbind knocks him down and you can find a way of recreating it as needed.
My guess would be armor of unfeeling+ earthbind+ summon spirits (whenever it loses health just summon spirits to heal it back up).
With 2-3 copies of gdw and a lot of physicals (or even casters throwing spears) you should keep dhuum on his butt a good 90% of the time. Even better if you ran with say an orders character with dark fury and a hammer warrior. Keep earthbind up and you should have dhuum being unable to do anything 100% of the time.
It could work assuming earthbind knocks him down and you can find a way of recreating it as needed.
My guess would be armor of unfeeling+ earthbind+ summon spirits (whenever it loses health just summon spirits to heal it back up).
With 2-3 copies of gdw and a lot of physicals (or even casters throwing spears) you should keep dhuum on his butt a good 90% of the time. Even better if you ran with say an orders character with dark fury and a hammer warrior. Keep earthbind up and you should have dhuum being unable to do anything 100% of the time.
Occidio
Dhuum cannot be kd'd
MercenaryKnight
Quote:
Originally Posted by Occidio
http://guildwars.wikia.com/wiki/Earthbind
Bug! Foes that are originally immune to knockdown can be knocked down while under the effect of Earthbind.
Quote:
Quote:
Two spirit spammers can easily hold their own for 4H for long enough. That number of spirits also churns out a lot of damage and can provide backup protection in the form of Shelter (and extended knockdowns from Earthbind).
As mentioned, 1 SoS rit should manage to bring EBind, but it isn't necessary.
Quote: