UWSC dayway

6 pages Page 5
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bos ranger
Ascalonian Squire
#81
may the R/rt go sos?
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Silence in Death
Ascalonian Squire
#82
Dhuum's Rest fills very quickly because during the Dhuum fight all 6 sins die in the beginning.

Once in spirit form they spam their #1 skill to fill the meter. Then the #5 skill to kill Dhuum.
Dervish Kid
Dervish Kid
Krytan Explorer
#84
So all sins,rt,and ele. Nicely done without any monks btw. GJ though I bet with more tweaking the time will be reduced even more. Nerf soon beware..farm dhuum as much as you can!
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MxS
Lion's Arch Merchant
#85
better RT/R that R/RT.
why not OAKjYliMZSXTlTVTyl0gQHUPOTA !!! this good build that before build
X
Xslash
Frost Gate Guardian
#86
Quote: Originally Posted by MxS View Post better RT/R that R/RT.
why not OAKjYliMZSXTlTVTyl0gQHUPOTA !!! this good build that before build
OAKjYpiMJSXTlTVT4ipiylQHXMA

because in this bar, the blue/green guy is facing the purple guy while the red guy stands on the side watching.

and u get another blue guy flexing and one thats puking

thats why

Quote:
Originally Posted by bos ranger View Post
may the R/rt go sos? spawning power is important.
you need your spirits to have >300 health so that they can take all 4 hits from judgement of dhuum, for more pain inverter damage.
Ducky50
Ducky50
Academy Page
#87
Quote: Originally Posted by mczo View Post
I want to test this team in my guild but i need more informations about the splits.



M1 is said to be in vale in order to pop the reaper.Does he kill grasp or he must rush into the driders?

Does the MT (EMO+EoE+D?) stick together during wrathful spirits?

Who go pits? D or one A/Me?

M2 must solo escort, but casting hex on mindblades isn't it dangerous?

thanks for your answers There is some variation as to how to pop vale reaper, but the M1 always gets the graspings popped, I would recommend that with graspings that he pulls twice once to kill the skeles and twice with terrowebs, kill the terrowebs first to make a fail safe vale.

The derv can stick back and help vale, but going to pits is more effcient with timing, the Derv stays back and helps escort(in addition to the A/Me that is popping vale) the E/Mo and Rt to vale to speed things up. After the vale team has been escorted the lab reaper should be popped and coincidentally the Derv is conviently located by the first keeper kill that, and head to pits. The M2 will meet up with you later to prep it for tele quest.

Correction M1 stays and does escort, while M2 finishes uwg and then heads to pits as previously stated. M1 solo's escort by pulling mindblades away, it can be dangerous, but the highest amount of dmg taken from the hexbreakers in a single pull was 774 dmg, if you have health higher than that you are in good shape, otherwise get rid of a few hex breakers and your good to go each hexbreaker does 43dmg take that into consideration. after escort is finished help vale team finish off wrathful if they havnt already.
l
lishi
Forge Runner
#88
What is the job of E/mo before dhumm? help the ritualist kill stuff?
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Pandekagen
Ascalonian Squire
#89
You can do a UWSC run in 15 min ..
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MxS
Lion's Arch Merchant
#90
hei Xslash

why u need Flesh of my Flesh ? u know doent work Res group Dhuum Boss, u mean flesh of my flesh from team UWSC ? ahh dont need, go go buy Rez scroll.

i am sure we need PI that good, i was suprise PI is very good.
when Dhuum Boss skill Judgment of Dhuum that fast click Skill PI too much Boooom Booom -80 -80 -80 -80 -80 -80 -80 -80 -80 dmg more more Omg , was fun from PI VS Judgment of Dhuum .


By ural hammer are good yes but we need help healer. u dont help healer that bad and have little problem.

This http://img682.imageshack.us/i/5555555555555555555p.jpg/ is very very very Fine bilds. all sometime say Good help healer.
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MxS
Lion's Arch Merchant
#92
lol so fun, i know can be less record time. but i dont want record time, because who want record time that will die. normal or little slow team that fine and good kill Dhuum :P
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flapjack
Academy Page
#94
The builds posted at the beginning of this thread were the builds (approximately) that we used at that time. They are not the builds used in the 28min run nor do we use those builds on the runs we do now. Symbiosis was used in a very specific way and really shouldn't be included in a random group doing UW as the rit tends to put it up in silly places like during wrathfull.

There is certainly enough interest to justify putting up a buildset and description of a more "Pug Friendly" version of DayWay and maybe even a more detailed descriptions of the fast runs but with an impending skill "balance" (is there such a thing?) I'm not too motivated to spend time on something destined for immediate obsolescence. Having said that, it is likely that the first place more detailed descriptions will appear is in the guilds and alliances that successfully run fast uw. Most of the people I currently uw with are in [DL] and [OhNo] in the [ToA] alliance. I'm sure there are some other guilds that are experienced in Dhuum runs using completely different builds and methods (at least i hope so) and it would be nice to have their perspective also.
c
coil
Krytan Explorer
#96
Quote: Originally Posted by batno_mercy View Post
I hope you're serious Pancake, how so?
How is RoP doing by the way? i don't think this is possible unless he means 10/10 with no dhuum @ 15. then yeah.

otherwise you'd need some amazing terras and luck in pits and then you'd need dhuum to judgement 2x times more than he does .. say teleport to waste @ 10 mins, waste takes ~2 mins, 3 min dhuum...not impossible, but not probable.
f
flapjack
Academy Page
#97
getting 1/2 recharge with every cast of Dhuums rest and the double judgement etc and the instantaneous magic teleport into Dhuums quest from wastes would also be required. I'm guessing he was either misinformed or made a mistake but we can hope its true and I would request humbly that you invite Sin Coil and Gluttony on your next run if it's real. please please.

thnx
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impulsion
Wilds Pathfinder
#98
Obviously you aren't using the same builds now as on the first page (IAU for example), but it sounds like you do both pits and wastes together as a full team. Would it not be quicker to do wastes & pits at the same time, with half a team in each?

Also if you want really fast times I suggest you start using E/A for the sliver tanks.

I don't really know how well this would work or if you have considered it already, but using an E/A in vale with stoneflesh, you can reduce the damage from IW to something like 2dmg / hit, which would then enable you to aggro several groups and sliver them.

A few pointers from doing duo/solo runs pre-nerf, most of these you are probably already doing but just to make sure:
4H: no need to clear plains, just have one tank pull all the aggro and other one take quest. If this quest can still be soloed that could save time, apparently it depends on when the silver webs spawn and how long they take to run down.
Vale: you can kill all graspings+pop reaper in roughly the same time with a sliver build as with a mesmer build by pulling everything into one mob and blocking on wall. During quest, the group of spirits on the hill die fastest if you aggro the 3 groups of coldfires and use them as fuel for sliver. Once quest is complete you can dcharge to the spider to lose aggro.
Pits: Kill everything in two pulls, first is obvious at the bottom as that group doesn't pull far, 2nd pull you go across the terrors and pull threshers + back group into them (although I don't know if they changed spawns now).
Pools: You used to be able to run to queen aggroing several charged groups, kill queen then dcharge over the heads of the charged to get away (charged aggro = sliver fuel). I don't know how many skeles spawn there now, but with an E/A maybe this is still possible before you die?
Mnts: nothing to say really other than an E/A should have a consistent 6min without too much trouble.
Wastes: Pre-nerf I used to do this in two pulls using a speed boost, which I guess you have to do now anyway because of the skele where king spawns.
Chamber: Take wastrel's worry end of Also you really do not need more than 3 points in inspiration, with grail channeling lasts 21secs and if you use eggs+corn as well then it's even longer.
A/D: lower the points in shadow arts so you can increase crit strikes and/or scythe. 10/10/11 split with 11 in crit works well if you use corn+eggs, otherwise 11 in shadow.
Using a Me/A with aneurysm will do crazy damage to terras if that would be useful anywhere (wasn't pre-nerf but who knows).

Also have a quick look at this, see if some of those ideas might work.
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flapjack
Academy Page
#99
First off I would like to say it is always helpful to have suggestions or observations on improving the run, thank you "Impulsion" for your post. I'll attempt to answer a few things in regards to runs ive been apart of.

"Obviously you aren't using the same builds now as on the first page (IAU for example), but it sounds like you do both pits and wastes together as a full team. Would it not be quicker to do wastes & pits at the same time, with half a team in each?"

Builds adapt and change depending on the person using them. The builds posted on the first page were roughly what was used at that time but of course they are just templates to be modified and adjusted or even completely replaced by the player performing their specific role.

In the fast runs with pro players we only tele once. Wastes is the closest area to Dhuum and we have to all end up there anyway, it is not necessary for the whole team to be there for the quest but a quick tele and then quest leaves just a short walk to Dhuum.

"Also if you want really fast times I suggest you start using E/A for the sliver tanks."

Some have of course dusted off their old Ele's for sliver but the tera area's aren't the last completed anyway and decent sins still do mnts/pools/wastes prep done in 6-8min consistently. And since the paradox adjustment last month (it used to cast at 66% instead of 33% for SF) it is a hassle with natures renewal but some still do it i'm sure if they cant get it done on a sin in time.

"I don't really know how well this would work or if you have considered it already, but using an E/A in vale with stoneflesh, you can reduce the damage from IW to something like 2dmg / hit, which would then enable you to aggro several groups and sliver them."

Current vale is very different from pre-dhuum vale and sliver would be too slow and impractical.

"A few pointers from doing duo/solo runs pre-nerf, most of these you are probably already doing but just to make sure:
4H: no need to clear plains, just have one tank pull all the aggro and other one take quest. If this quest can still be soloed that could save time, apparently it depends on when the silver webs spawn and how long they take to run down."

As soon as anet changed plains and made reaper invulnerable after quest completion then clearing plains was no longer necessary. Soloing 4h was for the old clears but not practical anymore. It might be possible as a novelty with a bit of prep but haven't spent any time personally on it since we just pull aggro aside and take quest as you surmised. (although knowing how to glitch the 3 spawn for fast prep and tele is still useful for teams that had a tera death, a record run certainly couldn't take the time)

"Vale: you can kill all graspings+pop reaper in roughly the same time with a sliver build as with a mesmer build by pulling everything into one mob and blocking on wall."

We used to send an a/me in and have him hold graspings and kill skeletons then pull the graspings close enough to dryders to kill all at once but that took /age 7-8 and DT demands reaper pop around 4min so we do it different for speed runs or face his wrath.

"During quest, the group of spirits on the hill die fastest if you aggro the 3 groups of coldfires and use them as fuel for sliver. Once quest is complete you can dcharge to the spider to lose aggro"

That is certainly how sliver vale was often done. It is different now.

"Pits: Kill everything in two pulls, first is obvious at the bottom as that group doesn't pull far, 2nd pull you go across the terrors and pull threshers + back group into them (although I don't know if they changed spawns now).
"

That is often how a/me used to prep pits before update although in speed runs they wouldn't kill back group until after they finished quest. It is of course similar but different now with threshers/collectors in different spawn spots. You might have fun hopping into one of the new uw runs to see all the changes. We use the "Sin Coil" pits pulls mostly so it is a little different and the quest is much different.

"Pools: You used to be able to run to queen aggroing several charged groups, kill queen then dcharge over the heads of the charged to get away (charged aggro = sliver fuel). I don't know how many skeles spawn there now, but with an E/A maybe this is still possible before you die?"

Again it is the same but different. Pools quest is taken and executed by the pool tera. Obviously some consideration for the Charged pops and stationary and roaming skeletons is part of the path and because there are 2 roaming skeletons that don't seem to have a predictable pattern (or at least it is inconsistent enough to seem so) some will choose to kill a few charged and a skeleton on the way to queen (shame! farming!!)

"Mnts: nothing to say really other than an E/A should have a consistent 6min without too much trouble."

It is no trouble for a sin

"Wastes: Pre-nerf I used to do this in two pulls using a speed boost, which I guess you have to do now anyway because of the skele where king spawns."

Wastes prep hasn't changed much other than it is typically cleared more thoroughly and 3 skele's are cleared. As to the speed boost some take it but i usually don't bother.

Chamber: Take wastrel's worry end of Also you really do not need more than 3 points in inspiration, with grail channeling lasts 21secs and if you use eggs+corn as well then it's even longer.

We usually use 2 a/me's and they adjust their bars to the individual job and playing style. Depending on the experience of the player they have different jobs and would tweak their bar accordingly. The bar at the beginning of the post is just a generic empathy based old school chamber bar not a specialized keeper/skele killer. Lots of variation exists including dropping dc,rad, etc and bringing wastrels,finish him, spirit of failure, echo and on and on depending on the specific job and playstyle of the player.

"A/D: lower the points in shadow arts so you can increase crit strikes and/or scythe. 10/10/11 split with 11 in crit works well if you use corn+eggs, otherwise 11 in shadow.
Using a Me/A with aneurysm will do crazy damage to terras if that would be useful anywhere (wasn't pre-nerf but who knows).

Also have a quick look at this, see if some of those ideas might work. "

Lately the a/d build is different and of course the better players will lower superfluous SA for more points in damage.

It is good that you put some of your thoughts down for others see and comment or trigger ideas of their own. I would strongly recommend that you do some uw runs so that you can see how things have changed and it would answer some of your questions right away. Some of the things in your link are a ticket to immediate fail so be sure people know it is just an outline of ideas and not a guide.

Of course with the impending skill updates most of the speed clear will change or cease to exist in this form anyway.
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??? L??wLi????????? ???
Krytan Explorer
#100
Would it be possible to post what runes/insigs to use for the Ele to drop down to 55?

scratch that... I have another question. Everyone starts out inexp...so what would be a good way to start learning how to use the builds? Besides joining a guild thats willing to help?