UWSC Duckyway Write-Up v1.0 (PuG Friendly Dayway Varient)

Ducky50

Ducky50

Academy Page

Join Date: Oct 2009

IGN : Ducky Vs Dhuum

Terra Noise [Zraw]

E/

NEW VERSION:

Change: SoS bar + E/Mo bar, Dhuum Killing Tactics (easier on ele more PuG friendly)

Team Consists Of:

A/E Mtns : [A/E1; OwZjkwf84Q8I6MID5i8Qpi0k4OA]

A/E Pools: [A/E2; OwZjkwf84Q8I6MID5i8Q0kuM4OA]

A/E Wastes: [A/E3; OwZjkwf84Q8I6MID5i8QpiuM4OA]

A/D Pits: [A/D; Owpj8tjWKT8I6MvlpijeLiuM4OA]

A/Me Chamber: [A/Me1; OwVTI2h9ZiHRnxEwtUDozzGE3BA]

A/Me Vale: [A/Me2; OOwVTE4x8ZiHRnxEgU8tBB0GE3BA]

Rt/R SoS: [SoS; OAKjYpiMJSXTlT+gVTylpiQHXMA]

E/Mo Bonder: [E/Mo; OgNDoKzPS1C3Mfe0ClV8CHE0lA]

The First Skele Pull

Pull the roaming skele down before you pop cons, and then take quest and have Chamber pull the graspings together along with other skele on top. Once the graspings are balled bodyblock them with the remaining permas.



Here is a vid that shows the first chamber pull, this is the fastest because the Vale team doesnt have to fight their way to vale. Thanks goes to lll Gluttony llll for making this.

http://www.youtube.com/watch?v=z3YFtkE3E1g

The Break-Up

Everyone splits off to go do their respective areas, A/D both A/Me's and the Vale Team go into chamber. The "Chamber" A/Me pulls the first group so the Vale A/Me A/D and Vale Team can go by. The A/D E/Mo and SoS kill the roaming skele down in basement while the Vale A/Me goes to vale bridge to pop mindblades.



Escorting of Vale Team

Once the Chamber has moved the Labyrinth Mob to the side and the Vale team has gone through he kill the mob to pop the reaper. The Rit casts EoE in the mobs range to help him out.




Here is a Vid of the new chamber pull to let vale team move thru while he is killing them. Provided by lll Gluttony llll.
http://www.youtube.com/watch?v=bA8F-xD-S7g

The Vale A/Me runs to Vale and pops the top mindblade group and the first grasping group and pulls to the side for the Vale Team to come through



Once the Vale A/Me has popped the mindblades as he has gone to vale and the mindblades have done their patrol to the top of the stairs the A/D takes the bottom mindblades and any other aggro in basement and holds it to the side to escort the vale team through.



The Vale Team then runs to Vale to get out of the way for UWG, then confirms that they are ready for Unwanted Guests (UWG).

Popping Vale Reaper

Once the Vale Team is safe in the corner the A/Me then pops all of the grasping groups and pulls them to the house, and kills the skeles via Ether + CoP (Note: the first group of graspings will most likely break dont worry).




Once the Skeletons are dead the E/Mo and the SoS kill the terrowebs while the A/Me kills the remaining graspings via Ether + LoD + CoP. (Note: It is important that the reaper is popped before graspings are killed, because I makes for a virtually un-failable Vale.)

Wrathful Spirits

Once the graspings are killed Vale team is clear to take Wrathful Spirits, while the Vale A/Me heads out to do Escort of Souls. During this quest the E/Mo Uses Protective Bond on the Rit and himself (Which should already be on) and uses his fire skills to kill the tortured spirits with the rit who will add support dmg with SoS + Painful Bond + EoE.

Escort Of Souls

As soon as you get to the reaper take Escort of Souls (Make sure you dont have aggro of anything if you do just run down the oppisite wing in chamber).

Do The Following Steps to Ensure that you will not die from hexbreaker:

Aggro the First grp:



Ball them while pulling to the second grp:



Ether Nightmare the First Group:



Deaths Charge to First Group and Ether the 2nd Grp to get rid of more Hex Breakers:



Ball up both groups and use Deaths Charge to regain any health, Now Kill them With Ether + LoD + CoP

Once the basement group is killed, Move to the bridge group and pull similar to the way you pulled the mindblades before



Kill The same way you did with Basement Mindblades

Chamber A/Me (Having a longbow is very helpful.)

A very accurate video that will explain this part in moving pictures. Provided by lll Gluttony llll.
http://www.youtube.com/watch?v=iFWb9NqRTIU

Once the Vale Team is through ask if the group is ready for UWG, because Vale Team might not be through, and also the A/D will be down there to kill a keeper. Once you are clear to take move immediately to the first Pull location and Empathy down the first skeleton.



After that is killed go to the Wastes Side Keeper and pull him out, there is no screenshot for this because you just need to be in spell casting range and empathy it down.

Then Move to Spawn Point keeper, and kill using this safepoint(with Longbow):



Then move to Wastes Hallway(Longbow):



Then move to mtns keeper, Just get into Spell range and use the bridge as a projectile block, then move to the keeper and kill it:



Once UWG is done you go to pits and Pull the skeles out of the way for a faster/cleaner completion.



PREP A/D

Once you have escorted Vale Team to vale and confirmed ready for UWG, you move into location of first keeper (right where the mindblades popped up.) Once your keeper is dead you head to pits (Possibly helping the Chamber kill the keeper in Lab.)

Once in pits, Run to the reaper area, and start balling groups for effcient scything. Pop the reaper and get ready for tele, the group will come back to do your quests.



You Also Have a key role in Pits Quest and Wastes Quest. Explained Later in the Full group Tele Section.

Mtns Terra

Run to mtns and pop the reaper by killing the behemoths, and terrowebs. Kill slayer, nothing has really changed via update. A Few new screenies of the areas.



After Slayer comes, a bunch of terrowebs in addition to the keepers come, once slayer is dead they dont need to be killed, only if the reaper is glitched will they need to be killed



Then refer to Plains section for your next objective, your partner will be wastes/pools depending on who is faster.

Pools Terra (Speed Boosts Help Green Rocks, Blue Rocks, Red Rocks, or Cupcakes)

Runs to pools reaper area and pop the reaper with this safe pull:



Then Take the Terroweb Queen and run to the Queen area via this path:



Once at the end of the path Deaths Charge to the Queen and sliver her down, watch out for the roaming skeles outside (Counter 1 with Shadow Refuge, two skeles can be kinda difficult you might have to go out and try again.) Then go to plains and refer to Plains Section.

Wastes Terra

Go to wastes after the block and vanquish wastes around the reaper.

Use Coldfires for aggro to sliver skeles down.



Make sure you kill the roaming skele on the backside of wastes otherwise there is a chance that he can kill King Frozenwind:

and clear the way up to Dhuum to save and extra 20 sec



Once done and if Pools dies, refer to Plains section of the thread.

Plains

The first Terra here kills the patroling skeles on both pits and pools side w/ sliver and aggro from mindlbades. He also pops the reaper. To make popping the reaper really fast you can do it like this, it also gives you extra aggro for 4h. When you get to the reaper area after your quest, kill the non-spawning banished dream riders that are there (meaning the banished dream riders that you kill that dont spawn extra mindblades.)

Once you kill the non-spawning banished dream riders, kill the Mindblade Spawning Dream rider:



Then aggro the 3 spawn that it just popped, if all goes as planned the terrowebs will have broken and they will be alone then kill the pits side banished that will spawn more mindblades (for more aggro on 4h) and stay over there. While you are holding aggro the other terra kills the terrowebs and takes the quest when he has adequete energy (See Notes Below to do 4h with out teleing). (Or you can regular pop plains and tele there as a group, this just gives an option for faster terras.)





When aggro is being held on pits side and the terrowebs are dead, and the quest is taken. The terras should go immediately to the bosses and sliver them, after one sliver pull the ball tighter, and then Deaths Charge to the bosses once sliver is recharged. (This option is optional it just saves some time, the terras can just pop plains and tele when ready.)

Pits

Once Pits is fully Prepped:

Have mtns terra take the quest. The Pools/ Wastes Terra should tank on top with both A/Me Sniping the skeles as they come, the backside should be taken by the E/Mo SoS and A/D:



Once all Skeles and Terrowebs are dead the group can tele to the leftover areas.

Wastes

Put people in these Locations and follow these two rules: Dont stand next to eachother(Lavafont) and Killing skeles is a priority:



after all 6 skeles are killed everyone ball the terrowebs and kill them with EoE.

Dhuum/The Nightman Cometh

Take the quest from King Frozenwind and get prepared.

Before Dhuum :

The E/Mo bonds himself and the Rit. The E/Mo and the Rit get into position (The E/Mo stands where Dhuum is while the Rit stands on the pedestal/platfrom in the back.) The rest of the party stays back until they are ready, once they are ready they move in to trigger Hostility of Dhuum.

Succesion of Events: Everyone dies, except the Rit and the Ele (to use their original skills).

6 people should be in vale as Spirits. 3 of them stay behind and Cast Dhuum's Rest, while 3 of them port back to Dhuum's Location to use DP removal, heals and Damage (Ghostly Fury #5 skill).

NOTE:The spirits that come back Need to be bonded as well.

Jobs:

The E/Mo Tanks. Cast Bonds on all party members in range. Spam skills on recharge. CONSTANTLY WATCH DP and ping when you have any so it can be removed. Make sure Ether Renewal is Up 24/7. Also it is helpful to pop a +1 attribute personal consumable, because the break point on Ether is 18 Energy Storage.

The SoS is maintaining spirits (To Trigger Pain Inverter). When Dhuum Casts Judgement of Dhuum, it is very important that the rit cast Pain Inverter, Dhuum will take the most damage from the rit casting PI. Also Ping DP when you have any to get removed. Avoid tanking Let the ele do that

Spirits that are in Vale Spam Dhuum's Rest (Skill #1) on recharge.

Spirits that are in Dhuum's area use Ghostly Fury (Skill #5) for damage on both Dhuum and his Minions. USE DP REMOVAL!! and also heal when necessary.

Once Dhuum is at 25% health and Dhuum's Rest is Full you will complete the Quest.

CONGRATS!! AND GOOD LUCK!!

TY All for helping with ideas, thanks go to (Rubberducky My Sin (Ducky's Corner ), Ryu Frostmourn, Magic Overdrive, lll Gluttony llll, Blades Of The Mist, Sin Coil (Coil Cove ), Ninja Gaiden Black, Rain Boyd, Red Hawt Sin, Kyra Kyvek, Maholly Maholly, Toby Fug, Thai Lin Sue, Deadly Ssin Flyer, Big Bubba Monk, Hottub Ninja, Bladed Coconut, Mcattack Forever, Temple Hirodule, Day Trooper, Kog Legend, ).

Fastest Time:
http://img152.imageshack.us/img152/1197/gw080.jpg

Blades Of Decree

Blades Of Decree

Lion's Arch Merchant

Join Date: Dec 2008

IGN: Blades Of Decree

Stick Figure Formation [웃웃웃웃]

Mo/Me

Haven't read it but glad somone out of us finally took the time to write this.

Loot Junkie

Loot Junkie

Lion's Arch Merchant

Join Date: Jan 2007

in a utopian dream

clan dethryche[dth]

N/

Thanks for all the work ducky, I was glad to tag along with you guys the last few days, good job.

X Ghoul, UW is serious business because long time players of the game have no new content to sink their collective teeth into and therefore seek out new challenges in the game to keep themselves interested.

X Ghoul

Frost Gate Guardian

Join Date: Dec 2009

IGN: X Ghoul

Mega M O R P H I N Power Ranger [pR]

Rt/W

lol, damn uwsc is srs business

Deadly Fire Flyer

Lion's Arch Merchant

Join Date: Oct 2007

Chicago

Clan Dethryche [dth]

E/

Cool, thumbs up, let's hope for less pug phailorz :P

madsGW

madsGW

Academy Page

Join Date: Apr 2009

Denmark

Me/E

whats up with strange build names

Songbringer

Songbringer

Desert Nomad

Join Date: Aug 2007

EastCoast

E/Me

Its obv named after his sin Rubberducky or whatever it said in the last sentence of his post.

dr love

dr love

...is in denial

Join Date: Sep 2006

Hyperion

starcraft 2

P/Me

props to ducky for typing it all up. its not easy to run this (not as easy as uwsc was before, but if you follow it to the T and are a competent player, you should be good. times should be under an hour conistently

Blades Of Decree

Blades Of Decree

Lion's Arch Merchant

Join Date: Dec 2008

IGN: Blades Of Decree

Stick Figure Formation [웃웃웃웃]

Mo/Me

NOTE

Make sure they know that the E/Mo needs personals (I.E. Egg, Corn, etc.)

Also make sure they know that the E/Mo should only bond people while Dhuum is Popping in and out of the ground and not when they are directly tanking him.

Ducky50

Ducky50

Academy Page

Join Date: Oct 2009

IGN : Ducky Vs Dhuum

Terra Noise [Zraw]

E/

Quote:
Originally Posted by Blades Of Decree View Post
NOTE

Make sure they know that the E/Mo needs personals (I.E. Egg, Corn, etc.)

Also make sure they know that the E/Mo should only bond people while Dhuum is Popping in and out of the ground and not when they are directly tanking him. Learn to read Pl0x it's in there, also bonding while being hit isnt really that big of a deal as long as you dont have Weight of Dhuum on you, the casting time should be plenty enough to regain the NRG lost from being hit. Just spam all enchantments on recharge and your golden.

Welthas

Lion's Arch Merchant

Join Date: Jan 2007

Pennsylvania

E/

Very nice guide, now pugs can run it :P

Ioroth

Pre-Searing Cadet

Join Date: Jan 2008

Victory Is Life Eternal [VILE]

W/

Somewhere in the guide you say the vale a/me holds aggro of top MB spawn and first graspings to the side to let Rt and Emo pass into vale.
Then on the next bit you state that the same A/Me also holds the bottom MB spawn to the side to allow the 2 squishies to pass.
I'm assuming you meant the bottom ones are held and killed by the A/D while he waits for UWG, or did I miss something here?

other than that, nice guide, I hope this guide will dramatically increase the general PUG efficiency at this ^^

ranger o mine

ranger o mine

Frost Gate Guardian

Join Date: Mar 2008

R/

now we're back in bussiness =)

Day Trooper

Day Trooper

Frost Gate Guardian

Join Date: Mar 2006

Guild With No [NAM???]

E/Mo

Quote:
Originally Posted by Ioroth View Post
Somewhere in the guide you say the vale a/me holds aggro of top MB spawn and first graspings to the side to let Rt and Emo pass into vale.
Then on the next bit you state that the same A/Me also holds the bottom MB spawn to the side to allow the 2 squishies to pass.
I'm assuming you meant the bottom ones are held and killed by the A/D while he waits for UWG, or did I miss something here?

other than that, nice guide, I hope this guide will dramatically increase the general PUG efficiency at this ^^ First off Ducky thanks for writing this guide

Since the A/D is assisting the E/Mo and Rt/R on the way to Vale - and the Vale A/Me is there too, that means 1/2 the party is in the Vale tunnel. With all that firepower, to make things easy I recommend they team up and kill the 1 skeleton, Aatxes, and 3 Mindblades that pop up at the bottom of the back stairs.

Although note, before popping the 3 mindblades at the bottom of those first set of stairs, it's probably best to let the AAtxes by Vale first come down to you and kill them (the blades won't pop up until you go about 1/2 way up the first set of stairs). I guess you could kill them altogether, but it would definitely be easier to do it they way I just described.

Once killed, the A/D can either stay and assist with Vale (but frankly the E/Mo and Rt/R can do it just fine) or head to Pits and pop the Pits Reaper.

Now, the Vale A/Me should go ahead of the E/Mo and Rt/R (who are now standing in between the two sets of stairs heading up to Vale) and let the A/Me pop the 3 mindblades at the top of the stairs and pull them to the left into Vale along with any graspings he pops. This will allow the E/Mo and Rt/R to sneak by on the far right side as Ducky laid out in his guide above.

-DT

dr love

dr love

...is in denial

Join Date: Sep 2006

Hyperion

starcraft 2

P/Me

i've played every role and done quite a few uw runs using these general tactics. i still wouldn't say this is pug friendly because of the requirement of teamwork and communication (e.g. ventrillo). there are a dozen or so fail points (kicked out of uw) to be aware of:

- vale if all spirits die (ele can bond spirits to mitigate this problem)
- vale if graspings chain kill the spirits (make sure to kill all graspings before taking quest)
- vale if mindblades chain kill the spirits (vale team make sure to not agro the mindblades near bridge)

- escort if the a/me tries to hex 21 mindblades at once (hexbreaker kills) without shield set + cupcake + candy apple
- escort if the a/me agros tortured spirits and mindblades (careful on your agro) and tortured spirits kill them
- escort if the tortured spirits in the way of mayor aren't killed or pulled aside by vale team and they illusionary weaponry the new souls to their demise

- uwg if the a/me gets pawned by the first skeleton (hide behind a wall as soon as u take uwg)

- 4H if the terras aren't comfortable (build massive agro if its your first time)

- pits (nobody fall asleep, sometimes it can take everyone on the team to make it through.) sometimes the last soul that spawns will run into massive agro

- wastes as a team (same as pits, but harder). use ducky's map. there's a total of 6 skeletons.

- dhuum: if the ele is a first timer, lags and/or is just not a confident, they will probably lose bonds, and die. (use lots of personal candies. blue + green + pie + corn + egg is enough for me, some recommend even more. if using candies is a problem for you, don't play ele bonder or there are other builds, but then you can't duo vale quest with the rit)

good luck

ThomOfDeath

ThomOfDeath

Frost Gate Guardian

Join Date: Nov 2007

Netherlands

The Mirror of Reason [SNOW]

Rt/

It's to me that 100% clear what the EoE does. What exactly need it to kill? If I'm right, it does vale. I guess the EoE has to put EoE up while chamber kills dryders/graspings/aatxes in lab, and has to help kill dryders and spirits.

But does it have more jobs then that?

Ducky50

Ducky50

Academy Page

Join Date: Oct 2009

IGN : Ducky Vs Dhuum

Terra Noise [Zraw]

E/

New Version is up, Check out updated bars on the SoS and Ele Bonder and Vale Mes Bar.

Added some new tactics to the Dhuum Fight to make it more PuG friendly, Dhuum seems to be the toughest part, made it easier on the ele.

schmoky

Academy Page

Join Date: Jan 2006

can you maybe poste the sos bar again? i cant copy it

Navis

Navis

Academy Page

Join Date: Feb 2006

Paris, France

Tears of the Ascended [ToA]

Mo/

RE: the E/Mo tank

I don't see what's been updated in the E/Mo bar.
OgNToU2+UyFsWgW4mpsiXgu8gA is the only bar I've ever seen posted in the threads about D?Way.

Also, could you confirm that:
1. Ebon Escape is only to save time during wrathful spirits, for the groups that are up on the hill.
2. Putting Protections Prayers at 10 is useful only if you're using both Egg and Corn to get 13 (with Grail).
3. If you lack one or the other, might as well go 12 ES / 11 FM / 6 PP, then you get the 8 break point.
4. If you really don't have any personnal consumables for attributes, 12 ES / 10 FM / 8 PP is the way to go.
5. 100% coverage break point for Ether Renewal is at 15 with 20% longer enchants, and 5 energy break point is at 18.

Do you use a superior fire magic rune?

Hell_Matt

Ascalonian Squire

Join Date: Mar 2007

Heroic Order

E/

Hi I was doing the vale role (in a run you dced in xD) and the vale team was very slow (only took wrathful once i had killed bottom lot of mindblades). I pulled the top lot to the right, but the wrathful souls wandered into the new souls and took them down. Normally this isnt a problem as the vale can do wrathful nice n fast and if not kill the ones near chamber can at least pull them away...but might be useful info for pugs

Ducky50

Ducky50

Academy Page

Join Date: Oct 2009

IGN : Ducky Vs Dhuum

Terra Noise [Zraw]

E/

Quote:
Originally Posted by Navis View Post
RE: the E/Mo tank

I don't see what's been updated in the E/Mo bar.
OgNToU2+UyFsWgW4mpsiXgu8gA is the only bar I've ever seen posted in the threads about D?Way.

Also, could you confirm that:
1. Ebon Escape is only to save time during wrathful spirits, for the groups that are up on the hill.
2. Putting Protections Prayers at 10 is useful only if you're using both Egg and Corn to get 13 (with Grail).
3. If you lack one or the other, might as well go 12 ES / 11 FM / 6 PP, then you get the 8 break point.
4. If you really don't have any personnal consumables for attributes, 12 ES / 10 FM / 8 PP is the way to go.
5. 100% coverage break point for Ether Renewal is at 15 with 20% longer enchants, and 5 energy break point is at 18.

Do you use a superior fire magic rune?
Updated the E/Mo bar sry forgot to do that, adjusted the att's with the new tactics should be fine, and also made it more pug friendly less intense. although the original can be run via egg/Corn/lunar.

Ebon Escape is used to speed up vale correct, it saves almost a full 1-2 min, extra dmg can be added or another enchantment Fire Attune would make it really easy, It also can heal the Rit if he gets into trouble.

Good points on the break points

Quote:
Originally Posted by Hell_Matt View Post
Hi I was doing the vale role (in a run you dced in xD) and the vale team was very slow (only took wrathful once i had killed bottom lot of mindblades). I pulled the top lot to the right, but the wrathful souls wandered into the new souls and took them down. Normally this isnt a problem as the vale can do wrathful nice n fast and if not kill the ones near chamber can at least pull them away...but might be useful info for pugs Ye my sat internet isnt cooperating lately, sry bought DC. Wrathful should be taken as soon as the vale reaper is popped, the last group of tortured spirits can be pulled out from the mindblades either via longbow, or they are killed during escort of souls. Im seeing if I can get some videos posted soon.

Teknikaali

Teknikaali

Frost Gate Guardian

Join Date: Nov 2007

Rt/

Thanks Ducky50 for the writeup.. Could someone draw the path for the Rt and Ele? Clear paths could really prep the new Rt and Ele a bit before joining a group.. ^^
The Underworld map

Deadly Fire Flyer

Lion's Arch Merchant

Join Date: Oct 2007

Chicago

Clan Dethryche [dth]

E/

Answering Teknikaali's question:

Rit's and E/Mo's path is extremely easy and clear, they basically stick together, because E/Mo keeps prot bond on rit (and himself ofc!) pretty much all the time. Rit keeps EoE up on top of first flight of stairs (right side) for faster kills.
Right after the first group of aatxes/graspings is killed, EMo (watch out for Dying Nightmares everywhere - rend=death in most cases) and A/D aggroes 2nd skeleton on top of left stairway towards the lab reaper and kills it (lab A/Me should already be past this skeleton gathering lab aggro.
After 2nd skeleton is killed, E/Mo, vale A/Me, A/D and rit goes towards basement, while lab A/Me holds lab aggro. Vale A/Me runs to vale through the basement without stopping, spawning 2x3 mindblades.
It helps if Rit casts EoE on the bottom of left stairway to help lab A/Me kill faster. The faster lab A/Me does his job, the sooner Restore Grenth's Monuments quest will be taken.
A/D, E/Mo and rit kills basement skeleton, then E/Mo and rit heads to vale while A/D holds aggro of two basement aatxes (if they are still alive) and first minblade (3x) spawn. Vale A/Me holds 2nd mindblade spawn (that spawns near the bridge) to the left side while E/Mo and rit gets to vale, hugging right side after the bridge. Rit should check for Dying Nigtmare spawns between the bridge and first hut (nightmares cause A LOT of problems for E/Mo) - vale A/Me should already have graspings spawned there and holding their aggro.
E/Mo and Rit kills vale dryders while vale A/Me is killing skeletons and graspings (it helps if rit casts EoE within graspings' range). Don't aggro graspings or skeletons if they already aggroed on vale A/Me!
After vale is clear and reaper is spawned rit immediately takes Wrathful Spirits (vale quest). E/Mo should already be in a position where first group of spirits spawn. E/Mo and rit does vale quest alone. Vale A/Me is doing escort in the meantime.
E/Mo and rit duo kills first group (3x3) of spirits, making sure that at least one friendly spirit stays alive (bond and heal spirit via Ebon Escape if necessary). Rit soloes second group while ele is soloing BOTH spirit groups that spawn by the bridge at the same time (best position is near Mayor Alegheri). This ensures safe passage for New Souls (Escort of Souls quest). DO NOT AGGRO MINDBLADES! Migraine + power drain/leak causes a lot of problems for E/Mo, Ignorance is bad for rit.
After 4x3 bottom spawns are dead, E/Mo uses Ebon Escape to teleport to the spirits uphill, teleport into rit after spirits are killed.

Navis

Navis

Academy Page

Join Date: Feb 2006

Paris, France

Tears of the Ascended [ToA]

Mo/

Eww, new build template for E/Mo - OgNToOgNDoKzPS1C3Mfe0ClV8CHE0lA - is seriously messed up.
Doesn't work for me in GW, and PvX Decoder gives a bar with necro spells, fast casting and hammer mastery levels!



[Edit]Btw, the one we had before - OgNToU2+UyFsWgW4mpsiXgu8gA - even if it was not different from the initial version, seemed good enough.

Ducky50

Ducky50

Academy Page

Join Date: Oct 2009

IGN : Ducky Vs Dhuum

Terra Noise [Zraw]

E/

A Suggestion if you plan on forming your own groups and you want to get more exp'd people that are post Dhuum. Have them show you their summoning stones. Yes I realize that people might just buy them to get into groups, but then at least there is a market for the stones.