UW Sin Rit team

thedukesd

Frost Gate Guardian

Join Date: Nov 2009

From start I'm telling that I was not able to test how this entire team is working, I tested each of the sin builds with 3 heroes and they work. Skeleton should not be a problem for the a/e skeleton killers cause I was able to kill 4 skeleton that were in a group with the support heroes I had, so 2 a/e skeleton killers will finish them fast.

2x A/E skeleton killers - OwZk0pex3Oqk0HPiOT3z+TNIBk+D

Shadow Arts 11+1+3
Critical hits 10+3

Equipment:
- slashing dagger 20% ench zealous +5 energy
- radiant and attunement runes

Usage:
- 6 & 8 on all the time
- 7 only when you are fighting mobs that will damage you badly (usually needed agaist groups with more then 1 skeleton)
- 4-5 you have enough times to use them 2 times between sf, 5 will keep 6 on all the time as long as you fight mobs

2x Mo/N support type 1 - OwQUQum+YINSiUSJ5jQTEJX/QCA

Healing Prayers 10+3
Protection Prayers 12+1+3
Divine Favor 4+3

Usage:
- maintain 5-8 on the skeleton killer
- Heal party as needed

Note: can be heroe

1x A/E anti knockdown - OwZUk4u5l/SSf8I6MID5i8Q3l4OA

Shadow Arts 11+1+3
Dagger Mastery 6+3

Requires drinks:

Equipment:
- high energy 20% ench earth staff
- slashing dagger 20% ench zealous +5 energy
- radiant and attunement runes

Usage:
- kill the mobs that will kill the skeleton killers )
- give a hand to the skeleton killers, u will do less damage then them but you will help (with reds you will help them even more but anyway they should not need to much help)

Variant: replace Darwen Stability with I am unstoppable (you will not be able to perma the antiknockdown, replacing Death's Charge with Don't trip will add a couple of seconds but not enough to perma antiknockdown, replacing Death's Charge with Ward of Stability will allow u to perma antiknockdown but you will need a lot of energy to do this Darwen Stability is the best options but it may work with the other 2 variants)

1x Mo/N support type 1 - OwQUQum+YINSiUSJ5jQTEJX/QCA

Healing Prayers 10+3
Protection Prayers 12+1+3
Divine Favor 4+3

Usage:
- maintain 5-8 on the anti knockdown
- Heal party as needed

Note: - can be heroe

1x Mo/N support type 2 - OwQUQ2W5YIFUCkpskfUm/beA

Healing Prayers 5+3
Smithing Prayers 12+1+3
Divine Favor 4+3

Usage:
- maintain 7-8 on the skeleton killers
- when the anti knockdown will have to fight remove 7 from one skeleton killer and cast it on the anti knockdown
- spam 1
- Heal Party if needed
- ress the ranger in case he dies

Note: can be heroe

1x R/Mo support - OgMT4YLjng6WH6PfhQceMEA

Beast Mastery 12+1+3
Wildness Survivor 3+3

Usage:
- 7 on the anti knockdown
- ress with 8 if needed (the other resser will avoid to ress as much as posible)
- keep 1-4 on and in the ranger of the a/e (keep 1 on at all costs even this means to make breaks)
- cast 5-6 on the skeleton killers (you can use them only when the a/e fight skeletons)

Note: can be heroe but 5-6 will be useless

Counters:
- failing to maintain sf
- fighting large groups of skeleton outside symbiosis range
- fighting mobs that can knock you down without using drinks

I'm sorry about the fact that I can't tell for sure if this will actually work to do all the quests in UW and kill Dhuum. My guild is a small one and they are not all good sins...

Last words:
- I'm thinking that one of the a/e skeleton killer can be replaced with and a/e fire damager; this will allow the ranger to use another skill in place of soh
- hope i posted the right templates (i have several previsous versions )

ThomOfDeath

ThomOfDeath

Frost Gate Guardian

Join Date: Nov 2007

Netherlands

The Mirror of Reason [SNOW]

Rt/

Okay.. and how you do quests?

thedukesd

Frost Gate Guardian

Join Date: Nov 2009

A/E anti knockdown is like the F1 and F2 from UWSC Mobway

A/E skeleton killers are replacement for the A/D from UWSC Mobway

I repeat atm I don't have with who to test this team build. The only real tests I did were with my A/E (both builds) and 3 heroes (2 Mo/N and 1 R/Mo and the heroes were not use at their full capacity cause I have problems fighting and microing 2 heroes in the same time),the mo/n and r/mo builds are what I needed to try to kill mobs with each of the A/E builds alone (maybe less support is needed with the entire team, I don't really like that there are only 3 fighters, maybe moving symbiosis from the R/Mo to one of the Mo/N support type 1 and adding another sin is an option and remove soh from the A/E skeleton killers when they will not fight and SoH the A/E anti knockdown when he will do his job using sliver + daggers).

I can't say more until I will actually have the chance to see if it's working or not. Kinda hard to find people that want to test this, when I will have the chance to test this I will see if there is any problem and I will see how and if it can be fixed. So far I was able to find only 1 sin that wanted to help me but it was of no use (I was better then him at killing skeletons with A/E anti knockdown build and he was using A/E skeleton killer build so that test was completly useless).

Braxton619

Braxton619

Desert Nomad

Join Date: Jul 2008

A/W

I like this build Iron posted much better than those:
http://www.guildwarsguru.com/forum/s...2&postcount=24

thedukesd

Frost Gate Guardian

Join Date: Nov 2009

After I failled all the attempts to do foundry with a party with my ele 3 weeks I made the sin and I started to play with my sin almost all the time.

GuildWars should be based on doing parties with peoples but then again there are situations when 1 single bad player can destroy everything.

When I'm in small guild, when I live in Europe and all the guildies live in US I have to do a lot of things with heroes and hench. Easy things can be done with a party with random peoples, but from what I saw trying hard things with a party made with random peoples = 80+% chance of failure (100% in case of foundry and it was not hm). Maybe I'm not to friendly but others are not friendly too.

I don't like to use scythe on my sin.

This are the reasons why I tried to find another type of team build (no consumable (well drinks only ), less people, dagger based).

thedukesd

Frost Gate Guardian

Join Date: Nov 2009

R/Mo has been removed from the build. His place has been taken by an rit (way more damage). The rit will plant the spirits and avoid dieing (it should not be a problem for him to avoid dieing)

All the 3 Mo/N support type 1 are now changed to Mo/R (Symbiosis and Predatory Season are keeped, the team will decide what will use on the 3th mo/r between EoE, Winnowing and UA (if UA is chosed then the rit will not take any ress if UA is not chosed the rit will take a ress)) (Mo/R with Symbiosis will have another placement of attributes).

Anyway UW will be almost kill all the mobs (some horsmen will not be killed and some mobs that don't affect the quests).

If the A/E anti knockdown thinks he can do what the f1 and f2 alone then one Mo/R can be replaced (the one where u should had chosed between EoE, Winnowing and UA) (of course the points on dagger mastery will be removed, no reason to have them there), any ranged damage dealer is good as long as he can survive (I don't think this is a good ideea for several reasons, it will not be good for the team if he fails if it's not done with people from alliance/guild, there will be some problems with the other ranged damage dealer for rit is easy to survive cause he will not actually hit the mobs so mobs have few reasons to decide to change the aggro from the a/e to him (a running skills will help) while the other person will hit them unless it's a second rit).

Another thing. If the team decide that it needs extra damage or extra healing and the A/E antiknockdown needs the Mo/R support then the A/E antiknockdown can stay and watch in the places where are skeletons and just stay and keep aggro in the places where there are not skeleton, that Mo/R will be replaced with what the team thinks it needs. Depending on how they clear UW when A/E antiknockdown will start doing his actual job one of the Mo/R can remove the enchants from one of the A/E skeleton killers and cast them on the A/E antiknockdown. The rit can help in this case.

I don't see any reason why a team with this setup can fail if they are all doing their job right. I still need to test the new changes in a full team.

DP removal and Res Scrolls are a must if you want to kill Dhuum. It is posible not to need the Res Scrolls but better have them just in case.

LE: If the sins thinks they don't need order then that can be changed with SS.
In case sins thinks they don't need pury that can be removed, Watchfull from the Mo/N can be moved on the Mo/R this way the Mo/N will have another skill that can use and some energy regeneration (maybe order of pain or another healing spell or dismiss condition or smite condition).

LE 2: Team build:

2x A/E Perma Daggers: OwZk0pex3Oqk0HPiOT3z+TNIBk+D

Shadow Arts 11+1+3
Critical hits 10+3

Equipment:
- slashing dagger 20% ench zealous +5 energy
- radiant and attunement runes

A/E Sliver: OwZTkY/8ZS6jHRnBZIXkH6uE3BA

Equipment:
- high energy earth staff 20% ench
- radiant and attunamet runes (he can use a major hp and/or some survivor/ vitae rune)

Mo/R Symbiosis: OwIU003BJLHUPlfkmi8fhkhA

Healing Prayers 10+3
Protection Prayers 7+1+3
Divine Favor 4+3
Beast Mastery 12

Mo/R Predatory: OwIU003BJLHWPlfkmi8fhkhA

Healing Prayers 10+3
Protection Prayers 7+1+3
Divine Favor 4+3

Mo/N Orders: OwQDQcPOHUyQzJll8jyceA

Healing Prayers 3+3
Protection Prayers 12+1+3
Divine Favor 0+3

Note:
- I suggest using a 55 Mo/N (it can be N/Mo also).
- if the ritualist needs energy regen drop Order of Pain for Blood Ritual

Rt/any SoS: OACjAyiLpRVTXT+glTkTriOT0gA



Note:
- any/Rt can be used

Rt/any Wanderlust: OACiAykMdOROVGSGuKus5MRDC



I suggest 20% ench staff to keep always on Renewing.