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UWSC dayway
6 pages • Page 5
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Quote:
Originally Posted by MxS
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:
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:
l
P
M
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.
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.
i
M
Quote:
Originally Posted by MxS
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.
...
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. Flesh of my Flesh is there just to save using a rez scroll - but yes we could definitely replace that with something else provided the party brings rez scrolls (but for pugs I'd recommend keeping it on the rit's bar).
And we originally used Feast of Souls for a quick party heal on the more difficult quests like Pits and Wastes, but as we've done these runs more and more we found we really didn't need it. However for a pug-variation of DayWay I would recommend something like your build yes.
-DT
...
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. Flesh of my Flesh is there just to save using a rez scroll - but yes we could definitely replace that with something else provided the party brings rez scrolls (but for pugs I'd recommend keeping it on the rit's bar).
And we originally used Feast of Souls for a quick party heal on the more difficult quests like Pits and Wastes, but as we've done these runs more and more we found we really didn't need it. However for a pug-variation of DayWay I would recommend something like your build yes.
-DT
f
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.
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.
b
Quote:
Originally Posted by Pandekagen
You can do a UWSC run in 15 min ..
I hope you're serious Pancake, how so?
How is RoP doing by the way?
I hope you're serious Pancake, how so?How is RoP doing by the way?
c
Quote:
Originally Posted by batno_mercy
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.
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
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
thnx
i
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.
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.
f
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.
"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.
