MASSIVE amounts of interrupts
That's your problem, Interrupts =/= PvE. Monsters hit hard and they heal badly, most amount of interrupt you would need is Broad Head Arrow for foes high powered spell spike damage.
Great Dwarf Weapon is great because not only it increases damage, spammable on allies, but it randomly knocklock foes regardless if you have 0 Delver Rank. If you get great dwarf weapon on 3 people that means 1 foe will garrentee never move or doing anything while being attacked.
19 Dec 2009 at 01:18 - 8
Thanks for the comments folks.
Based on the comments here and the other posts on UW Full Clears that I have seen, it appears that there are 2 constants with most of the balanced team builds: (1) A SY! Para to lower the damage done to the party (per wiki this results in a 82.3% reduction of the damage dealt to the team), and (2) GDW to help add some KDs to keep the level of aggro manageable.
I have some ideas as to how it might be possible to do this with 2 + heros , but I'll have to do some testing to find out if it is really feasible. Of course, if anyone succeeds with a 2+H team in the interim, please post the team build you used to make it through.
Thanks again.
22 Jan 2010 at 01:47 - 9
I have cleared the UW (in normal mode) with 2 players and 6 heroes.
Player 1: SY! Paragon
Player 2: BHA Ranger
Heroes:
P/any Motivation Paragon
P/any Command Paragon
D/N Orders Dervish
N/Rt Corrupt Enchantment Necro w/ Barbs and MoP
Mo/E WoH Hybrid monk
Mo/E Prot Monk
This was however accomplished before the Dhuum update, but I don't think he'd be much of a problem against the sheer DPS the team build can put out.
02 Feb 2010 at 13:55 - 10
I too, am interested in doing this, with no permas. Is it possible? (2 players and henchmen).
I wonder how hard it will be once the SF nerf takes place. I just want to beat it on all of my characters to finish that Halloween quest once and for all.
02 Feb 2010 at 17:24 - 11
i haven't done it, but my recommendations would be:
1. play on NM
2. both players come as e/mo ether renewal protters + infusers
3. some sort of mish mash of damage heroes
the hardest part will be 4H and wastes quest. but i think its doable.
05 Feb 2010 at 01:29 - 13
Attempted 3-man 5 heroes after Dhuum update in NM.
Failed at the last quest...Unwelcome guests while killing the last dryad. We were tired after the 2 hr ordeal and screwed up. We did kill it but got wiped simulatenously, lmao. So, it was 10/10 and I got the option to return to ToA.
At 4H, don't split, and at Wastes make sure no skeleton can run to King. Even one is enough to kill King while the snowmen do nothing but watch.
I was imba, and friend was spirit spammer. The other dude was a ursan I think.
05 Feb 2010 at 17:30 - 14
for all this trouble at henching uw u should just do FoW it is still as easy and u can probaly get faster times, if u want u can even do it in HM with cons me and my freind would do it all the time.its great FUN, most ppl now only go cause they want to finish very fast. but u seem like a leader who just want to have fun with his guildies and make a bit of cash doing it.
08 Feb 2010 at 20:11 - 15
The assessment by acastillo is pretty accurate. I've done FoW numerous times, NM, HM, with people and Heros. I've even done FoW with fun theme groups - such as an all monk team. Since I'm not a big farmer, I mostly look at adventures that are fun or unique. Although I still do FoW on occasion, my real goal is to finally complete the darned Holloween UW quest. I have completed the UW numerous times B.D. (Before Dhuum), but have never been able to complete it A.D. (After Dhuum). Since I have completed EVERY other mission, dungeon and elite area in both NM and HM, it is now a matter of principle for me to get this done.
As with Anduin, I have numerous characters looking to complete this, so my hope is to find a way to do it with multiple professions (although at this point even being able to do it with one prof would be a welcome respite). Frankly, I haven't had time to try it in the past month and am eager to try focusing more on GDW + SY! to help keep the aggro during the Ice King at a manageable level. Adding in MoP should help a great deal as well. I will hopefully be set aside some time to be able to get this sometime soon.
On another note, with a rumored nerf of SF, I am curious as to whether ANet will change the way that the UW is set up. Permas allegedly provided the impetus for ANet to add the skeletons to the UW. If permas are taken out of the equation, one would hope that the skeletons (at a minimum the skeletons that spawn during quests) will be either deleted or reconfigured (e.g. - not having their damage ignore all forms of defense). Absent such changes, my guess is that the UW teams will become even more scarce, and the UW will become yet another area of the game that people choose not to venture to.
Thanks again for the comments. And of course, if anyone discovers a good hero based build for this which works effectively, please post it.
11 Feb 2010 at 17:56 - 16
I also am wondering how UW is going to work without SF, for as much as I know it is basically required now to beat the stupid place.
Also, Amatz Basin is pretty much impossible without it.
I hope these places (and all others like them that need cheese in order to be passable) get balanced after they remove one of the only methods of beating them.
03 Mar 2010 at 20:48 - 18
So... can it be done? Or does this require an all/mostly human party?
04 Mar 2010 at 02:36 - 19
Yes, it can be done. No gimmick of any kind is required to beat it, nor with Amatz Basin.
05 Mar 2010 at 21:48 - 22
While I have seen some balanced teams with 8 humans make it through following the modifications to the UW (adding the skeletons, Dhuum, modifying the quests, etc.) I have yet to see verification of any team conquering Dhuum with only 2 people plus heros. Of course, if someone has actually been able to take out Dhuum with 2 + heros, feel free to post some screens and let us know what builds you have used to make this work.
As has been the case since the Dhuum modifications were made to the UW, the Ice King remains the quest which seems to break most teams. That said, the nerf to SF now adds a whole new set of variables to the more manageable quests. Unwanted Guests (the Vengeful Aatxe quest) has become more challenging, as have quests like the 4 Horsemen, since it is no longer possible to simply use SF by itself to deflect both spells and melee attacks. In the wake of the SF nerf, it is my belief that the UW is in need of a substantial re-work.
05 Mar 2010 at 23:22 - 23
I disagree with you sir, because every time my guild has done the Underworld, we did not use Shadow Form to complete it. We did not speed through it, but to me that is not what the game is about. We complete it in a pretty fair time if you ask me, between 3 and 4 hours and usually do not run into any trouble. Now, because Obsidian Flesh is slowly becoming the new meta for everything, we plan to change it up and use a Defy Pain tank to lead us. We don't think the time will be any slower either. But, the Underworld does NOT need to be fixed at all, it is one of the hardest areas in the game because of whats down there. It is supposed to be hard, as hard as it is now (though personally i miss the Mindflay Spectres  ). Basically, your saying that without having someone immune to spells the party will fail. Well sir, let me tell you that once we complete the Underworld Sunday evening with our Defy Pain tank, we will prove you wrong
06 Mar 2010 at 04:32 - 24
imo, UW is fine as is.
Even vengefuls arent a problem with a spirit bodyblock while others spike the keeper...but anyway.
On topic:
Unfortunately, the biggest problem is see you having is healing. Imo, hero's will fail at wastes. I've completed UW with 3 people and 5 heros. People being a necro (ss), a monk (ua), and a ritualist (sos). Dont exactly remember what the heros ran, but really I would suggest you take a look at the recent buff to some of the rit skills. Many rit skills would be beneficial should you make it to Dhuum seeing as hes immune to conditions and hexes last half their normal duration. If your friend is going to be running warrior, I would suggest him bringing rending aura, if for nothing else, the smites. All that being said I REALLY advise you to be some sort of spirit spamming rit..SoS or Sig of Ghostly Might. In normal mode, a rit SHOULD be able to defend one side for 4h with one monk. At least long enough for the main team to finish off their side.
07 Mar 2010 at 08:50 - 25
Quote:
Originally Posted by WarcryOfTruth
I disagree with you sir, because every time my guild has done the Underworld, we did not use Shadow Form to complete it. We did not speed through it, but to me that is not what the game is about. We complete it in a pretty fair time if you ask me, between 3 and 4 hours and usually do not run into any trouble. Now, because Obsidian Flesh is slowly becoming the new meta for everything, we plan to change it up and use a Defy Pain tank to lead us. We don't think the time will be any slower either. But, the Underworld does NOT need to be fixed at all, it is one of the hardest areas in the game because of whats down there. It is supposed to be hard, as hard as it is now (though personally i miss the Mindflay Spectres  ). Basically, your saying that without having someone immune to spells the party will fail. Well sir, let me tell you that once we complete the Underworld Sunday evening with our Defy Pain tank, we will prove you wrong 
|