UWSC dayway
Occidio
Quote:
Originally Posted by † LãwLiþøþ™ †
I dont have a Rit or Sin...and no char slots to make one. I only have a ele.
The problem with the elementalist is that you HAVE to have seen how it's run once, otherwise you're just standing at dhuum and be like -what do i have to do now?-, which we had once. Flapjack and Day-- if you want to i can write up the UWG skeleton/keeper pulls with pics etc.
Koning
??? L??wLi????????? ???
Quote:
Originally Posted by Occidio
Quote:
You Don't
Correct. The reapers don't need to be healed as Dhuum should never attack them directly. Here's why:
First off, to begin the Dhuum fight, one of the sins should take 'The Nightman Cometh' quest from King Frozenwind. This will open the doors to the chamber where Dhuum resides.
For the Dhuum fight, the E/Mo should stand in the middle of the room (he should have already prot-bonded himself and the Rit). Dhuum, will not attack unless all party members are in the room, so it's good practice to let the E/Mo and Rit go into the room first and then have the sin who took the quest be the last one in the room to activate Dhuum.
When Dhuum begins attacking, all the sins should die and quickly return to the fight as ghostlys (talk to the the Mayor in the Forgotten Vale to return).
Once back, the E/Mo should prot-bond them asap. The best time to do this this is when Dhuum is in his friendly state, i.e. popping up and down into the ground and not attacking. Conversely, if the E/Mo tries to prot-bond the party while Dhuum is attacking him, then he could get hexed with 'Weight of Dhuum' which triples his casting time - and you don't want to be casting prot-bond while hexed if Dhuum casts 'Judgement of Dhuum', as most likely your energy will run out (because you can't spam Burning Speed to quickly gain lost energy with Ether Renewal) and thus you will die when prot-bond drops - and then the Dhuum fight becomes extremely difficult.
During the Dhuum fight the ghostlys should also stand in the middle of the room - ideally inside the Rit's 'Ebon Battle Standard of Wisdom' which will decrease recharge times of the spells 'Dhuum's Rest' and 'Ghostly Fury'. The sin-ghostlys should cast Dhuum's Rest until Dhuum's rest bar is full and then switch to Ghostly Fury to finish him off. However, the E/Mo should occasionally watch his death penalty as 'Touch of Dhuum' drops dp by 15%. If Dhuum casts Touch of Dhuum on a foe with 60% dp then that foe dies, and so the E/Mo should tell party members to cast 'Reversal of Death' on him when receiving dp.
So to the question at hand, you don't need to heal the reapers because if the entire party stays in the middle and never run towards the reapers, then Dhuum will never attack them directly. Sure, the reapers take damage from Judgement of Dhuum, but they heal themselves pretty quickly after each cast.
-DT
First off, to begin the Dhuum fight, one of the sins should take 'The Nightman Cometh' quest from King Frozenwind. This will open the doors to the chamber where Dhuum resides.
For the Dhuum fight, the E/Mo should stand in the middle of the room (he should have already prot-bonded himself and the Rit). Dhuum, will not attack unless all party members are in the room, so it's good practice to let the E/Mo and Rit go into the room first and then have the sin who took the quest be the last one in the room to activate Dhuum.
When Dhuum begins attacking, all the sins should die and quickly return to the fight as ghostlys (talk to the the Mayor in the Forgotten Vale to return).
Once back, the E/Mo should prot-bond them asap. The best time to do this this is when Dhuum is in his friendly state, i.e. popping up and down into the ground and not attacking. Conversely, if the E/Mo tries to prot-bond the party while Dhuum is attacking him, then he could get hexed with 'Weight of Dhuum' which triples his casting time - and you don't want to be casting prot-bond while hexed if Dhuum casts 'Judgement of Dhuum', as most likely your energy will run out (because you can't spam Burning Speed to quickly gain lost energy with Ether Renewal) and thus you will die when prot-bond drops - and then the Dhuum fight becomes extremely difficult.
During the Dhuum fight the ghostlys should also stand in the middle of the room - ideally inside the Rit's 'Ebon Battle Standard of Wisdom' which will decrease recharge times of the spells 'Dhuum's Rest' and 'Ghostly Fury'. The sin-ghostlys should cast Dhuum's Rest until Dhuum's rest bar is full and then switch to Ghostly Fury to finish him off. However, the E/Mo should occasionally watch his death penalty as 'Touch of Dhuum' drops dp by 15%. If Dhuum casts Touch of Dhuum on a foe with 60% dp then that foe dies, and so the E/Mo should tell party members to cast 'Reversal of Death' on him when receiving dp.
So to the question at hand, you don't need to heal the reapers because if the entire party stays in the middle and never run towards the reapers, then Dhuum will never attack them directly. Sure, the reapers take damage from Judgement of Dhuum, but they heal themselves pretty quickly after each cast.
-DT
Blades Of Decree
Thanks for answering him more thoroughly day. I was both to lazy and too tired to do so.
Lithril Ashwalker
Quote:
Originally Posted by Day Trooper
increase recharge times of the spells 'Dhuum's Rest' and 'Ghostly Fury'. ...
-DT you mean Decrease.
-DT you mean Decrease.
Day Trooper
Quote:
Originally Posted by Lithril Ashwalker
you mean Decrease.
Whoops - yeah thx for pointing that out; fixed now in my original post
flapjack
It would be nice to have a little clarity in the roles so I think it might be beneficial to name things a little clearer. I would prefer to not have to start a new thread as it is really just clarification of DayWay.
disclaimer (the truly fast runs are tweaked a little to the speed of individuals participating and many of the things done in a speed run are not practical or recommended for random groups)
As it currently stands:
A/Me - Chamber (chamber & lab pull, uwg 1-5 keepers*, pits prep & quest)
A/Me - Vale (vale prep only,0-5 keepers uwg*,escort)
A/E - Mnts (mnts prep/quest, then plains for 4h**)
A/E - Pools (pools prep/quest, then plains for 4h**)
A/E - Wastes (wastes prep, then goes to pits for prep/quest)
A/D - Pits (in less experienced e/mo-rit teams then a/d will pull basement aggro and then assist during wrathfull otherwise go straight to pits)
Rt/R - Vale (eoe for chamber/lab, sneak/kill way to vale, wrathfull, wastes quest eoe)
E/Mo - Vale (Leroy into lab mob when blocked, sneak/kill way to vale, open can of whoop-ass during wrathfull then farm a little and try not to gloat while waiting for tera's)
* it depends on the speed/experience of the a/me but chamber will always kill hallway keeper immediately after taking uwg then either kill chamber, wastes corridor and mnts keepers on the way to pits or just go out the mtns door and run to pits leaving all but the first one for vale-escort a/me (escort a/me will kill basement keeper on way back into chamber if it was not killed by a/d if using that split etc)
** the first tera that arrives on plains either clears it (slow method), gliches the three spawn (better and safest for unknown level of tera team) or just pulls aggro aside and pops reaper for other tera to take quest and do 4h (fastest and what is commonly done with experienced groups)
This is the barest of outlines i know and I'm hoping others will chime in and flesh it out because I really don't want to write an essay on it. (Day, Coil, Ryu, Magic etc gogo start writing)
disclaimer (the truly fast runs are tweaked a little to the speed of individuals participating and many of the things done in a speed run are not practical or recommended for random groups)
As it currently stands:
A/Me - Chamber (chamber & lab pull, uwg 1-5 keepers*, pits prep & quest)
A/Me - Vale (vale prep only,0-5 keepers uwg*,escort)
A/E - Mnts (mnts prep/quest, then plains for 4h**)
A/E - Pools (pools prep/quest, then plains for 4h**)
A/E - Wastes (wastes prep, then goes to pits for prep/quest)
A/D - Pits (in less experienced e/mo-rit teams then a/d will pull basement aggro and then assist during wrathfull otherwise go straight to pits)
Rt/R - Vale (eoe for chamber/lab, sneak/kill way to vale, wrathfull, wastes quest eoe)
E/Mo - Vale (Leroy into lab mob when blocked, sneak/kill way to vale, open can of whoop-ass during wrathfull then farm a little and try not to gloat while waiting for tera's)
* it depends on the speed/experience of the a/me but chamber will always kill hallway keeper immediately after taking uwg then either kill chamber, wastes corridor and mnts keepers on the way to pits or just go out the mtns door and run to pits leaving all but the first one for vale-escort a/me (escort a/me will kill basement keeper on way back into chamber if it was not killed by a/d if using that split etc)
** the first tera that arrives on plains either clears it (slow method), gliches the three spawn (better and safest for unknown level of tera team) or just pulls aggro aside and pops reaper for other tera to take quest and do 4h (fastest and what is commonly done with experienced groups)
This is the barest of outlines i know and I'm hoping others will chime in and flesh it out because I really don't want to write an essay on it. (Day, Coil, Ryu, Magic etc gogo start writing)
Blades Of Decree
Quote:
Originally Posted by flapjack
A/E - Wastes (wastes prep, then goes to pits for prep/quest)
In less experienced groups the Wastes Terra will kill the skeleton that paths towards the king, the skeleton that paths up and down where wastes quest pops up, and the skeleton that paths back towards the way to Dhuum. They will will also vanquish this area of smites and colds and pop the reaper like in the old UWSC.
In a more experienced group the Wastes Terra will go straight to killing the first skeleton, then they will run directly to the shrine. Then they will only kill the one group of smites, three coldfires and three terrorwebs. This allows the Wastes Terra to be done exceptionally fast so that they can go straight to pits as soon as possible while also keeping the reaper safe.
After the group teles to wastes, before the quest, the A/Me aggros all the smites and coldfires near the king while the wastes terra aggros the coldfires nearest to where the quest pops up. Doing that gives the A/Me more enemies to channel tank and give the A/E more aggro for the skeletons that pop in the center during the quest.
Pre Ranger Mg
complete write up plox?
Xslash
Quote:
Originally Posted by Pre Ranger Mg
complete write up plox?
seeing how SF didnt get nerfed, a writeup would be really nice.
many thanks.
many thanks.
Blades Of Decree
Quote:
Originally Posted by Xslash
seeing how SF didnt get nerfed, a writeup would be really nice.
many thanks. Duck is writing one up. It will be complete with screenshots.
many thanks. Duck is writing one up. It will be complete with screenshots.
dr love
i get to post this one blades 25mins.
still possible to go a little tiny bit faster.
flapjack
Well it's getting tough to take much more time off but with a flawless run and a little luck in the spawns who knows. That run was pretty early into 25 i think. The builds still keep getting tweaked a little but the splits seem a bit more settled although it still bothers me to have one area predictably idle even for a small amount of time.
http://img192.imageshack.us/i/25mindhuum.jpg/
http://img192.imageshack.us/i/25mindhuum.jpg/
Gesun Dheit
drop bloodsong, put in splinter weapon. bloodsong only adds ~3% dmg to dhuum. if dhuum takes 5 minutes, thats a whopping 9 seconds saved. you can save more by splinter mobbing the initial pull and casting splinter on a terra who can wand the dryders. dryders shouldnt break agro from splinter. btw, your build looks *eerily* similar to the build i sent Ryu before dayway build even showed up on here. it was a modified mobway build i made. except it lacked EBSOW. that said, you can also drop FoMF for ancestor's rage or armor of unfeeling. rez scrolls are safer and even if everyone uses 1 scroll and pays 1.5k for them, saving 2 mins on run > 1.5k...
besides, if you have to tele rez terras, you won't be breaking any records ;p
btw, hi glut and ryu and gz on runs.
now take me DAMMIT lol.
besides, if you have to tele rez terras, you won't be breaking any records ;p
btw, hi glut and ryu and gz on runs.
now take me DAMMIT lol.
Lithril Ashwalker
...achoo*.... im getting sick of waiting on you Day! i saw 25 mins now take me or no cookie for you!
Schnellburg
ThomOfDeath
Quote:
Originally Posted by Schnellburg
Or take the builds out and try them out yourself? It's not rocket science to figure out what each role does.
25 mins is impressive, are we gonna see it get down under 24 mins? Maybe with a lot of personal cons. But I find 25 mins already very very impressive. Shame it's so hard atm to find pug groups!
25 mins is impressive, are we gonna see it get down under 24 mins? Maybe with a lot of personal cons. But I find 25 mins already very very impressive. Shame it's so hard atm to find pug groups!
Xslash
splinter weapon only adds ~1.37562% dmg. if dhuum takes 6.162 minutes, thats a whopping 3.14159 seconds saved. you can save more by not eating while playing btw your build looks *eerily* similar to the build i sent to myself before dayway build even showed up on here. it was a modified superbuild i made except it had two elite skills. that said, you can also use FoMF to save money because 1.5k> saving 0.8625 minutes.
besides, if you have to tele rez terras, you can still break records ;p
btw, hi mom and dad and gz on everything.
now take me to disneyworld DAMMIT lol.
besides, if you have to tele rez terras, you can still break records ;p
btw, hi mom and dad and gz on everything.
now take me to disneyworld DAMMIT lol.
coil
splinter weap- no
simply because the tactics you should be using result in only the rit and ele being together for the majority of the run. initial chamber is too fast to need any extra damage from splinter, everything else is 1on1 encounters until you get to vale terrors and those drop quite easily.
in fact, vale team should be the 1st team done so speeding it up any isnt needed at all. you'll tele to waste and that takes 1-1.5 mins and its cleaner if the rit doesnt agro. add on top of that having +1 ally (bloodsong) @ dhuum for pi.
it may be good for pugs or a mobway version but if youre going for speed you dont need it.
simply because the tactics you should be using result in only the rit and ele being together for the majority of the run. initial chamber is too fast to need any extra damage from splinter, everything else is 1on1 encounters until you get to vale terrors and those drop quite easily.
in fact, vale team should be the 1st team done so speeding it up any isnt needed at all. you'll tele to waste and that takes 1-1.5 mins and its cleaner if the rit doesnt agro. add on top of that having +1 ally (bloodsong) @ dhuum for pi.
it may be good for pugs or a mobway version but if youre going for speed you dont need it.
flapjack
Well there it is. One of the Rits has spoken.
And none of this really matters cause how can you have any pudding if you don't eat your meat? If you don't eat yer meat, you can't have any pudding! How can you have any pudding if you don't eat yer meat?.........
And none of this really matters cause how can you have any pudding if you don't eat your meat? If you don't eat yer meat, you can't have any pudding! How can you have any pudding if you don't eat yer meat?.........
Lithril Ashwalker
Voltaic Ectoplasm
Very nice job !! Shame it will be down the pan hole soon =[
Gesun Dheit
Quote:
Originally Posted by flapjack
Quote: Originally Posted by flapjack Anyone in the group knows that really only one person is responsible for all the builds we use and all the tactics etc. It is not a secret but I cannot use his name without permission. He doesn't go on runs with us but he is the father of all our past and current builds and tactics and really anything we come up with from this point forward. that's ok, i know who.... you don't have to sound all elitist.
Quote: Originally Posted by flapjack I am impressed that you calculated the damage gained from bloodsong during the Dhuum quest. I am wondering how you factored in so many variables such as whether we use 2 groups of spirits in different locations and whether all allies including reapers etc were in range for the judgment of dhuum to trigger PI (which is what mainly damages him of course) not to mention his exact HP and how many times he touches and takes life from players etc. you don't need to calculate his exact hp and all damage, just a percentage of it and base that on the amount of time it takes to kill him.
i was being generous with my estimate, it's probably less than 3%.
it's normal to tank near the center of the room. at least all allies, spirits and all reapers or all reapers except 2, which won't make much of a difference.
you don't always catch all 4 waves with PI, but usually, but it will reduce that % i was talking about.
he uses judgment about every 30 secs, despite having a 20 sec charge, because he often uses reaping, which just makes him untargettable, and he doesnt use any other skills during that time.
approx 20 allied targets with 1 group of spirits (19 without bloodsong), 24 targets with 2 groups (22 no bloodsong). even if you could fit 2 groups of spirits in the hall of judgment, i don't see how they would both be hit by judment at all times, or at least it would be difficult.
finally, 22/24 in the best case would be 8.3%. 19/20 would be 5%. but, not all damage to dhuum comes from PI, buh and targets. more damage than you think comes from ghostly fury. 6 party members casting fury is 1500 dmg every 5 secs, roughly every 4 secs or a bit less with EBSOW. in 30 secs that is 9000-12,000 dmg.. whereas 20 targets times 100 dmg = 20,000 dmg.
i'm not saying these numbers are perfect, but it gives you a sense of approx. how much damage it will add.
there's more but i don't feel like typing all this out. btw i've tried splinter in a pug. cuz noone else wants to try it. if a pug can bodyblock properly to pull of a splinter mob, i don't see why an expd group cant. and yes it does save alot of time. splinter on 3-4 assassins is 3000-4000 damage. which is easily achievable.
Quote: Originally Posted by coil
simply because the tactics you should be using result in only the rit and ele being together for the majority of the run. initial chamber is too fast to need any extra damage from splinter, everything else is 1on1 encounters until you get to vale terrors and those drop quite easily.
the chamber isn't too fast, it can always be faster. we are talking about saving seconds here. maybe 1-2 minutes at most. that plus wastes dryders.
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