UWSC Duckyway Write-Up v1.0 (PuG Friendly Dayway Varient)
Ducky50
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
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
Haven't read it but glad somone out of us finally took the time to write this.
Loot Junkie
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, 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
lol, damn uwsc is srs business
Deadly Fire Flyer
Cool, thumbs up, let's hope for less pug phailorz :P
madsGW
whats up with strange build names
Songbringer
Its obv named after his sin Rubberducky or whatever it said in the last sentence of his post.
dr love
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
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.
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
Quote:
Originally Posted by Blades Of Decree
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.
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
Very nice guide, now pugs can run it :P
Ioroth
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 ^^
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
now we're back in bussiness =)
dr love
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
- 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
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?
But does it have more jobs then that?
Ducky50
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.
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
can you maybe poste the sos bar again? i cant copy it
Ducky50
Quote:
Originally Posted by schmoky
can you maybe poste the sos bar again? i cant copy it
Updated
Navis
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?
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
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
Quote:
Originally Posted by Navis
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?
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: