UWSR- Under World Steam Roll
x sithis x
This team has been tested in NM and worked, Works for HM but take your time
CONS NOT REQUIRED(Preferred for Dhuum)
Bring Res Scrolls
just in case the ua dies you can get them back up and you cant res people when they die as spirits when fighting Dhuum
Not A Speed Clear
but semi-fast and safe
Builds are on this page:
http://pvx.wikia.com/wiki/User:Necro_Ecro
Team Consists of:
Perma Tank-OwZTkY/8ZS6jHRnhHCZ4rqVAuE
Imbagon-OQGjUymIqShizgxgfYAhXFpbubA
FoC-OAljYsHrJSsBpiXCee3g+Y7OVVA
SS-OAljYsHrJS3g2B5B5ipiVV0b7YA
RoJ-OwYS4YIT+MWf4VUfuEVfID2kA
SoS-OACjAqiLZS+gRblTXTQT0gVTMTA
HB-OwYT04nBXaj43ZTb67jAZIu6FE
UA-OwYS8YITXEdR5g1Dba3VIDMEAThe FoC or RoJ can be switched out for a SF NukerSF Nuker-OgBSoYGT0NjVNNugpiADID4CA
Usage:
You can do the quest in what ever order you want this is just the way i did them.
It is pretty basic, Perma holds agro Casters go to town on mob
for the most part this is going to be a basic guide, build still needs testing.
Clear the Chamber- Tank holds agro casters kill. When done take Restoring Grenth's Monuments. That easy
Restoring Grenth's Monuments-Will get done by doing the other quests.
Servants of Grenth -Go to the Wastes and clear every thing thats in the path of you and the reaper, clear where King Frozenwind will go. Have the SS take quest since they have "Fall Back!"and can quickly get back down
Perma stand where the red dot is.
Imbagon,SF/FoC,RoJ,SS,and UA stand where the green dot is.
SoS and HB Stand where the teal dot is and make sure nothing gets to King Frozenwind. Monks heal perma when needs it.
Wrathful Spirits - Tele back to the lab reaper and head to vale. Perma leads and pops the mindblades. When in Vale pop all of the graspings, killing 1-2 groups at a time. Kill any Coldfire Night group that might attack reaper. Take the quest and kill the spirits, perma doesnt really need to tank because they are so darn weak its funny.
Demon Assassin- tele back to lab and start going to mountain. run past Behemoth's unless they are blocking the way.Kill all charged blackness. AVOID THEIR TRAPS.Kill every thing within the red circle. Make Sure you kill the Behemoth's then the Dryders or Behemoth's might attack the Reaper. The green dot is where the perma stands. The teal dot is where the res of the team stands. the blue arrow is the way the hound and dryders come.
The Four Horsemen- Clear the plains but leave the solo riders alone because they are just a hassle. When you get done go back to where the dryders are and pull the solo rider from the dryders. kill it and its waves of mindblades, then kill the 3 dryders. When ready take quest. Have the Perma at the green dot and the rest of the team at the teal dot. Perma use sliver to kill the two horsemen on your side. Sliver the rest until the rest of the team comes to help after they are done on their side. Thats how easy plains is.
Imprisoned Spirits- Run to the Pits and kill practically everything besides chained souls because they don't do anything. have the SS take the quest and run back down to the team since they have "Fall Back!". The red dots are the dryder spawns, green dont is where the team stands. teal dot is where the perma stands. When you have your side clear help the perma kill the rest of his. Kill chained souls so spirits move faster & SS use "Fall Back!" to make spirits walk faster.
Terrorweb Queen- Tele Back to plains and run to pools. Perma tank casters kill. SS use "Can't Touch This!" when engaging charged blackness. Kill till you get to reaper and make sure hes safe(sometimes hard to tell which dryder group to kill first). Have the perma run to where the teal dot is. the red dot on top is where the queen spawns, and every one else just stay back by the reaper. When the queen is Slivered to death main team tele back to the lab Reaper.
Escort of Souls- Take the quest and have the perma gather the mindblades in the red out line. Casters, just go to town on them. Teal line is route they take, Green dot is where they need to be. SS use "Fall Back!" to speed up souls to the mayor.
Unwanted Guests- sin tank every thing runs to the Keeper of Souls sliver armor to kill it team kills all of the Dhuumies around them. That simple.
Thats all 10 quests go to lab and tele to wastes. You have to tele individually.Run to the Hall of Judgment and take the quest The Nightman Cometh from King Frozenwind.
The Nightman Cometh- SS spam "Fall Back!".KITE.. Don't attack Dhuum until the red bar is full. Ele die and come back as a spirit ,xD, because your pretty useless against Dhuum(conditions dont affect him). Monks, heal reapers when they are getting attacked. If/When you become a spirit spam skill #1 like crazy. When there are to many minions and your a spirit use skill #3. when someone needs health hit #2. When his red bar is full just go beast mode on Dhuum and you only got to get him to lke 25% health and he will become non-hostile. GG.
CONS NOT REQUIRED(Preferred for Dhuum)
Bring Res Scrolls
just in case the ua dies you can get them back up and you cant res people when they die as spirits when fighting Dhuum
Not A Speed Clear
but semi-fast and safe
Builds are on this page:
http://pvx.wikia.com/wiki/User:Necro_Ecro
Team Consists of:
Perma Tank-OwZTkY/8ZS6jHRnhHCZ4rqVAuE
Imbagon-OQGjUymIqShizgxgfYAhXFpbubA
FoC-OAljYsHrJSsBpiXCee3g+Y7OVVA
SS-OAljYsHrJS3g2B5B5ipiVV0b7YA
RoJ-OwYS4YIT+MWf4VUfuEVfID2kA
SoS-OACjAqiLZS+gRblTXTQT0gVTMTA
HB-OwYT04nBXaj43ZTb67jAZIu6FE
UA-OwYS8YITXEdR5g1Dba3VIDMEAThe FoC or RoJ can be switched out for a SF NukerSF Nuker-OgBSoYGT0NjVNNugpiADID4CA
Usage:
You can do the quest in what ever order you want this is just the way i did them.
It is pretty basic, Perma holds agro Casters go to town on mob
for the most part this is going to be a basic guide, build still needs testing.
Clear the Chamber- Tank holds agro casters kill. When done take Restoring Grenth's Monuments. That easy
Restoring Grenth's Monuments-Will get done by doing the other quests.
Servants of Grenth -Go to the Wastes and clear every thing thats in the path of you and the reaper, clear where King Frozenwind will go. Have the SS take quest since they have "Fall Back!"and can quickly get back down
Perma stand where the red dot is.
Imbagon,SF/FoC,RoJ,SS,and UA stand where the green dot is.
SoS and HB Stand where the teal dot is and make sure nothing gets to King Frozenwind. Monks heal perma when needs it.
Wrathful Spirits - Tele back to the lab reaper and head to vale. Perma leads and pops the mindblades. When in Vale pop all of the graspings, killing 1-2 groups at a time. Kill any Coldfire Night group that might attack reaper. Take the quest and kill the spirits, perma doesnt really need to tank because they are so darn weak its funny.
Demon Assassin- tele back to lab and start going to mountain. run past Behemoth's unless they are blocking the way.Kill all charged blackness. AVOID THEIR TRAPS.Kill every thing within the red circle. Make Sure you kill the Behemoth's then the Dryders or Behemoth's might attack the Reaper. The green dot is where the perma stands. The teal dot is where the res of the team stands. the blue arrow is the way the hound and dryders come.
The Four Horsemen- Clear the plains but leave the solo riders alone because they are just a hassle. When you get done go back to where the dryders are and pull the solo rider from the dryders. kill it and its waves of mindblades, then kill the 3 dryders. When ready take quest. Have the Perma at the green dot and the rest of the team at the teal dot. Perma use sliver to kill the two horsemen on your side. Sliver the rest until the rest of the team comes to help after they are done on their side. Thats how easy plains is.
Imprisoned Spirits- Run to the Pits and kill practically everything besides chained souls because they don't do anything. have the SS take the quest and run back down to the team since they have "Fall Back!". The red dots are the dryder spawns, green dont is where the team stands. teal dot is where the perma stands. When you have your side clear help the perma kill the rest of his. Kill chained souls so spirits move faster & SS use "Fall Back!" to make spirits walk faster.
Terrorweb Queen- Tele Back to plains and run to pools. Perma tank casters kill. SS use "Can't Touch This!" when engaging charged blackness. Kill till you get to reaper and make sure hes safe(sometimes hard to tell which dryder group to kill first). Have the perma run to where the teal dot is. the red dot on top is where the queen spawns, and every one else just stay back by the reaper. When the queen is Slivered to death main team tele back to the lab Reaper.
Escort of Souls- Take the quest and have the perma gather the mindblades in the red out line. Casters, just go to town on them. Teal line is route they take, Green dot is where they need to be. SS use "Fall Back!" to speed up souls to the mayor.
Unwanted Guests- sin tank every thing runs to the Keeper of Souls sliver armor to kill it team kills all of the Dhuumies around them. That simple.
Thats all 10 quests go to lab and tele to wastes. You have to tele individually.Run to the Hall of Judgment and take the quest The Nightman Cometh from King Frozenwind.
The Nightman Cometh- SS spam "Fall Back!".KITE.. Don't attack Dhuum until the red bar is full. Ele die and come back as a spirit ,xD, because your pretty useless against Dhuum(conditions dont affect him). Monks, heal reapers when they are getting attacked. If/When you become a spirit spam skill #1 like crazy. When there are to many minions and your a spirit use skill #3. when someone needs health hit #2. When his red bar is full just go beast mode on Dhuum and you only got to get him to lke 25% health and he will become non-hostile. GG.
iTwilight
Nice build, will work for normal mode because monsters AI is insanely stupid.
However, they buffed the AI for hard mode for monsters to move out of AoE literally after 1-2 hits, so this would struggle in hard mode especially considering the health boosts.
Good find for NM though
However, they buffed the AI for hard mode for monsters to move out of AoE literally after 1-2 hits, so this would struggle in hard mode especially considering the health boosts.
Good find for NM though
x sithis x
Quote:
Originally Posted by iTwilight
Good find for NM though
ty ty took us like i think 2 hours to do it in nm but that was like takin 10 min breaks after every quest xDD
chullster
Hello Necro Ecro, tis I Dead Geezer from the group last night
Good idead to put up a guide, but where am I on there? I see no FoC necro, with a lack of ecto drops, in a funky outfit in that team build, was I surplus to requirements
Anyways gtg to work now, have fun next time.
Good idead to put up a guide, but where am I on there? I see no FoC necro, with a lack of ecto drops, in a funky outfit in that team build, was I surplus to requirements
Anyways gtg to work now, have fun next time.
x sithis x
lol my friend told me to put in RoJ for the support ... ill make option of FoC or RoJ :P
I Am Not Ok
nice guide, for guilds and players who dont like SC, and prefer "balanced" will be just fine
only think in skill templates no 1 got rez, just 1 UA, and what if he dies, DCs or something, should every1 take bunch of rez scrolls?
only think in skill templates no 1 got rez, just 1 UA, and what if he dies, DCs or something, should every1 take bunch of rez scrolls?
x sithis x
Coolpb
The "Main team" has no need for the perma Tank, infact the Perma is MUCH, MUCH handier if he/she is well knowledgable and can go solo to pop Plains, Wastes, & Mt's Reapers, and go do Pools by himself.
Did a guild run in NM with a similar balanced set up, specifically we had a W/Me with mandatory Mantra of Flame and SY, Crit scythe(not perma scythe, it's not needed), an HB Monk, a UA monk, an ele with Unsteady Ground and similar earth skills, an imbagon and a Spirit Spammer Rit.
The exact set-up is variable to a point. I did this with two Rit's and no ele and we did just fine. However the UG was very helpful. You didn't Post your time but we had 9/10 quests done at one hour and 11 minutes.
The only reason we died was because we neglected to kill a wandering Skele and he killed Frozenwind with only two Dryders left to sliver down.
The mainteam was slow through UWG and time could have been saved there. With practice I think we can get a Full run including Dhumm Done in under an hour and a half.
Basically what i'm saying is instead of having the perma with the group have him split off and pop reapers/do pools.
Did a guild run in NM with a similar balanced set up, specifically we had a W/Me with mandatory Mantra of Flame and SY, Crit scythe(not perma scythe, it's not needed), an HB Monk, a UA monk, an ele with Unsteady Ground and similar earth skills, an imbagon and a Spirit Spammer Rit.
The exact set-up is variable to a point. I did this with two Rit's and no ele and we did just fine. However the UG was very helpful. You didn't Post your time but we had 9/10 quests done at one hour and 11 minutes.
The only reason we died was because we neglected to kill a wandering Skele and he killed Frozenwind with only two Dryders left to sliver down.
The mainteam was slow through UWG and time could have been saved there. With practice I think we can get a Full run including Dhumm Done in under an hour and a half.
Basically what i'm saying is instead of having the perma with the group have him split off and pop reapers/do pools.
Agar
Damn warriors are out again?
x sithis x
hmmm im theory crafting another team build ... ill make and post in a bit
ok this is all theory craft
manly spike? >.>
ok this is all theory craft
manly spike? >.>
Agar
Thank you And thanks for the guide, it will help my guild alot.
Coolpb
Mobway's great and all but Balanced needs to come back! Half the people in our group just needed to get the quest done so we put it all together and tried to balance as best as we could.
And you know what? The team worked and we Rolled through UW. It was great. Balanced gives many mroe opportunities for guildies to join in the runs.
And you know what? The team worked and we Rolled through UW. It was great. Balanced gives many mroe opportunities for guildies to join in the runs.
MercenaryKnight
Build looks ok, similar to what my group used except we went with 1 ua healer, 1 d/n orders hero, 1 RoJ smite support, 1 a/d perma, 1 d-slash brawling headbutt war, 1 imbagon, 1 mes/n with SS, barbs and gdw and an SoS rit with earthbind.
Doing the quests took the most time/ effort we weren't experienced with uw at all and left one side unattended during 4 hoursemen. Nearly wiped but we survived. Fighting dhuum is a breeze if you bring 2 copies of gdw and use permanent earthbind. You negate a good 75% of the damage you take over the time of the fight.
Plus as long as you can complete every quest leading up to it, just about any physical build with gdw and earthbind can easily beat him.
Doing the quests took the most time/ effort we weren't experienced with uw at all and left one side unattended during 4 hoursemen. Nearly wiped but we survived. Fighting dhuum is a breeze if you bring 2 copies of gdw and use permanent earthbind. You negate a good 75% of the damage you take over the time of the fight.
Plus as long as you can complete every quest leading up to it, just about any physical build with gdw and earthbind can easily beat him.
Test Me
Quote:
Originally Posted by x sithis x
Servants of Grenth -Go to the Wastes and clear every thing thats in the path of you and the reaper, clear where King Frozenwind will go.
Perma stand where the red dot is.
rest of the team go up to where the reaper is and take quest so all of the dryders are on the perma. Kill each wave.
Brilliant. How hasn't anybody think of that? Only that no matter where perma sits he can't take all agro and some skellies will escape for the king (and since your whole team is at the reaper ... king dies?) and even discarding that problem perma dies in like... half a second from the attacks of the 4-5 skellies that spawn.
Perma stand where the red dot is.
rest of the team go up to where the reaper is and take quest so all of the dryders are on the perma. Kill each wave.
Brilliant. How hasn't anybody think of that? Only that no matter where perma sits he can't take all agro and some skellies will escape for the king (and since your whole team is at the reaper ... king dies?) and even discarding that problem perma dies in like... half a second from the attacks of the 4-5 skellies that spawn.
x sithis x
Strife17
I find 1 A/E 100b Spiritspam Roj SS nuker and 2monks a good setup, but I'd like to try out different things
I use the 100b as offtank during 4h while the other Sin tanks pits/pools side
also at wastes
1 healer goes to ice king with spiritspam and 100b and kills anything that comes trough. while the perma sin tanks the dryders
The tricky part is, if your perma sin dies the quest fails.
I use the 100b as offtank during 4h while the other Sin tanks pits/pools side
also at wastes
1 healer goes to ice king with spiritspam and 100b and kills anything that comes trough. while the perma sin tanks the dryders
The tricky part is, if your perma sin dies the quest fails.
damkel
Quote:
Originally Posted by Strife17
The tricky part is, if your perma sin dies the quest fails.
yucky. No likely. Rest of the team build sounds pretty good though.
Test Me
Shayne Hawke
What's the purpose of Earthbind?
Carboplatin
Nice to see people putting together "balanced" again.
I think 1 perma in a party is acceptable to make the trip faster. Lets hope this picks up steam and become the new "meta"
edit
earthbind makes everything KD-able
I think 1 perma in a party is acceptable to make the trip faster. Lets hope this picks up steam and become the new "meta"
edit
earthbind makes everything KD-able
Improvavel
Actually if you use ER healers, a physical team and some spirits can do it pretty easily without a SF tank.
GDW + Earthbind = stay on ur ass Dhuum.
So warriors aren't out.
GDW + Earthbind = stay on ur ass Dhuum.
So warriors aren't out.
Shayne Hawke
Huh, I don't know why I didn't notice GDW in there. Maybe I mistook it for BUH!.
IronSheik
Here's my way.
Been clearing NM with ease with PuGs.
HM with ease with friends.
Threw it together really fast, not exact.
If bringing all scythes, can drop orders and have all of them bring AoHM, then you have an optional slot, most likely RoJ/SoH
Been clearing NM with ease with PuGs.
HM with ease with friends.
Threw it together really fast, not exact.
If bringing all scythes, can drop orders and have all of them bring AoHM, then you have an optional slot, most likely RoJ/SoH
chullster
Just thought I'd post the only picture I have of us last night, it was a good team, lots of damage, defence and excellent monks.
BTW Necro Ecro, did you get the monk builds direct from the players? or did you sort of fill in the blanks, like you did with mine? Just curious, because I never saw the skeles get the party below 75% of health all game.
BTW Necro Ecro, did you get the monk builds direct from the players? or did you sort of fill in the blanks, like you did with mine? Just curious, because I never saw the skeles get the party below 75% of health all game.
CoonerTheRed
how are these balanced groups with no tank splitting to do horsemen? I've always seen it with at least one perma/terra tank to deal with one side while the team deals with the other.
jonnieboi05
Look interesting. I'd agree with this though.
Nerf Me Haha
Looks very nice, but I think you could change the HB for something else,maybe with some defensive abilitys(PD mes?) along with offense (Splinter Weapon? not sure if GDW is needed on all non-caster dmg dealers outside of Dhuum's room) and maybe a different hard res (1 copy of Pact is a must imo),and change the UA bar to heal/prot hybrid .
Coolpb
Quote:
Originally Posted by CoonerTheRed
As in my earlier post, we'll be bringing one, and only one, with us to drastically speed up the entire line of quests. He's super smart and know's UW, and all recent changes to UW, like the back of his hand.
The actual team set up is variable IMO. Healers, Dmg, a Spirit Rit that can bring Earthbind. The whole idea we have is to include anybody that can go. ER Healing eles/Monks. Barrage Rangers. W/e.
It's balanced-way not Sinway, Mobway, or META-way. I for one am glad.
EDIT: It WILL be necessary to figure out a team build that can handle 4H. With the announcement that something is happening to SF we cannot rely on it forever.
Another Felldspar
Thanks much for the maps especially -- we can work out a balanced guild group to go, but having the maps and the guide is very helpful. You could also help out the official wiki quite a bit by putting your Pits map up. The one that was there was wrong and someone has taken it down.
ElnoreVarda
Regarding the 4hmen, for the lasting facking time:
A SoS rit can solo one side in NM, and buy the other team around enough time to clear all/most of the foes on the other side before running to help him. With ER eles you can hold by reaper, just heal and prot him.
I bet alot of builds can hold one side during 4hmen, and since you can fight dhuum in spirit form, its no problem to bring a dedicated build for just holding a side during 4hmen.
regarding the ERs: drop mindbender, its not necessary. Add LA on one ER. If you use an essence you dont need glyph. Bring PS in case of stripping.
A SoS rit can solo one side in NM, and buy the other team around enough time to clear all/most of the foes on the other side before running to help him. With ER eles you can hold by reaper, just heal and prot him.
I bet alot of builds can hold one side during 4hmen, and since you can fight dhuum in spirit form, its no problem to bring a dedicated build for just holding a side during 4hmen.
regarding the ERs: drop mindbender, its not necessary. Add LA on one ER. If you use an essence you dont need glyph. Bring PS in case of stripping.
Pre Ranger Mg
Agreed with Coopb on this one, the fact that the first wave of terrors alone will kill the spirits and then gank the rit followed by the reaper, there is no way he can hold it long enough for the main team to kill the other side.
And as the perma for Coolpb's group i was done with Wastes popped and clearing enemies for quest, Plains popped skeles killed on either side, and aggro made for pools side of 4h which i solo'ed, mnts popped (woulda done quest but didn't want the main team waiting for me if it took longer then expected), and pools popped and quest done at 41mins. So UNTIL Shadow form gets nerfed, perma sliver tank with knowledge of the underworld is extremely necessary of speeding up the run by at least 45mins to 1hour.
And as the perma for Coolpb's group i was done with Wastes popped and clearing enemies for quest, Plains popped skeles killed on either side, and aggro made for pools side of 4h which i solo'ed, mnts popped (woulda done quest but didn't want the main team waiting for me if it took longer then expected), and pools popped and quest done at 41mins. So UNTIL Shadow form gets nerfed, perma sliver tank with knowledge of the underworld is extremely necessary of speeding up the run by at least 45mins to 1hour.
thedukesd
Quote:
Originally Posted by IronSheik
Here's my way.
Been clearing NM with ease with PuGs.
HM with ease with friends.
Threw it together really fast, not exact.
If bringing all scythes, can drop orders and have all of them bring AoHM, then you have an optional slot, most likely RoJ/SoH How about replacing the A/D with A/Mo:
Been clearing NM with ease with PuGs.
HM with ease with friends.
Threw it together really fast, not exact.
If bringing all scythes, can drop orders and have all of them bring AoHM, then you have an optional slot, most likely RoJ/SoH How about replacing the A/D with A/Mo:
Coolpb
I'm not sure why the Assassin wouldn't go /W and Bring another SY. And since the Ranger is already /Rit why not bring Splinter? Seems fairly obvious...
Xenomortis
Coolpb
Personally I'd rather see another Ele With Unsteady, Eruption, Chruning earth and wards rather than a MoP. Extra KD + Blind + Wards > MoP