Possible to do an UW Full Clear with 2 People + Heros???

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

My background: I am a guild leader who has played since the initial release, done every mission in the game, hundreds of UW farming runs and plenty of UW clears before the UW nerf (including 2 man + hero full clears). My only reason for mentioning this is to verify that I am not a clueless noob who doesn't know the UW or have clue what they are doing.

That said, I have made multiple attempts at doing full clears since the nerf and failed miserably. The ONLY quest I have had any difficulty with has been the new Ice King quest. Tried with various groups, and bit it hard. Tried with 2 people + heros and did fine until the Ice King quest, and then bit it as soon as the 2nd group spawned.

Since I always seem to get in bad PUGs, my question is: Is there is a way to do an UW FC with 2 people + heros? I have tried various builds that dominate in other areas of the game, and they have not worked at all for this quest. I have even tried running a team with heros with MASSIVE amounts of interrupts, and also failed. So, I am now seeking some thoughts from you 1337 pros out there, to see if there is something out there which might do the trick.

Any thoughts/suggestions would be appreciated!!!

Braxton619

Braxton619

Desert Nomad

Join Date: Jul 2008

A/W

It's possible with this setup:
--------------
x1 SY Spammer, x1 HB Warrior
x2 ER Heals/Prots
x1 MoP SS Nuker
x1 FoC Necro
x1 Nuker, x1 Spirit Spammer (or 2 spirit spammers if different spirits)

Agar

Agar

Frost Gate Guardian

Join Date: Jul 2009

Angry Marine Fortress

[ZoS]

W/D

You cleared UW with that setup? Dhumm too?

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by Agar View Post
You cleared UW with that setup? Dhumm too?
No he didn't.
Meta works with well coordinated people, not AI heroes.

For one, ER heroes can't heal at pits as they will be constantly drained. Heroes will blinding wonder into the casting range of a chained soul, not good when 6 dryders pop up. Unless you have heroes that auto target the spawning chained souls (Which they don't attack chained souls unless they attack) players and heroes ER's will have huge trouble.

Secondly, you need a person to hold 1 side of the plains quest. Either a spirit spam or perma which heroes can't solo, if you don't have those your backline healers will be eaten alive with meteor shower and anti-cast spells.

ER heroes use ER when low on energy or you micro them, either way it is a lose, lose. A Mark of pain caller requires a person, so does SY!

It is POSSIBLE with 3 people and the rest heroes and that includes Dhuum, but this is done in NM.
You need 2 ER players, 1 perma. 2 ER's has the heroes with communing spirits and channeling spirits. Last spots are 3 A/R Barrage heroes. The perma runs and pops the Reapers for fast teleporting while the other 2 ER's go out to complete the quests.
Send the channeling hero, perma and 1-2 A/R to their deaths to put Dhuum to rest.
Here a tip while doing the quests with the builds, kill fast. The A/R barrage is great because melee AI is horrible. Plus with Unwelcomed guests you can attack from afar no problem as the heroes will completely ignore the invicible spawns. The Skeletons in wastes should die very fast and probably won't notice them spawn. The mountain quest is super easy as the high can make barrage fly a long way. Pools is a simple pull and kill. The perma can easily handle 1 side while your team handles the other. Pits is also good because there is a nice safe spot where the spawns pop and chained souls can't touch you. Other than that, the remaining quests are hardly quests at all because they are very easy.
It takes ~1h and 20m with 2 consets and 1 back up. That includes 2 summoning stones. Worth it? No, NM = really small drops.

Quote:
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.

HellScreamS

Krytan Explorer

Join Date: Aug 2009

wouldn't you like to know?

^yea KFC just subscribed to me for 1 year^

P/

Quote:
Originally Posted by Zodiac Meteor View Post
No, NM = really small drops. Ectos have the same drop rate in Normal Mode and Hard Mode.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

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.

Kirzath

Academy Page

Join Date: Oct 2007

W/

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.

Anduin

Krytan Explorer

Join Date: Jul 2006

Ice Dragon Berserker Lodge

W/

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.

dr love

dr love

...is in denial

Join Date: Sep 2006

Hyperion

starcraft 2

P/Me

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.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

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.

acastillo666

acastillo666

Frost Gate Guardian

Join Date: Aug 2008

south texas,, RGV

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.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

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.

Anduin

Krytan Explorer

Join Date: Jul 2006

Ice Dragon Berserker Lodge

W/

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.

Anduin

Krytan Explorer

Join Date: Jul 2006

Ice Dragon Berserker Lodge

W/

So... can it be done? Or does this require an all/mostly human party?

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Yes, it can be done. No gimmick of any kind is required to beat it, nor with Amatz Basin.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

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.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

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

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

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.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Quote:
Originally Posted by WarcryOfTruth View Post
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
Wow, I don't think I have seen a message from someone before which has expressed strong disagreement, while at the same time being extremely polite. It is refreshing to see someone state their peace without having to resort to personal attacks.

While I appreciate your comments, I believe you may have misconstrued what I was trying to convey. My OP was focused on the question of whether it is possible for a group of 2 people and 6 heros to do a full clear of the UW in this post-Dhuum era. So far, I have not seen anything which convinces me that this is possible.

The reason I asked the question relating to such a team is that I often am limited to playing at odd hours, when not many people are on line - restricting my ability to field an 8 man team. And, on the occasions when I am on during a normal play time, most of the PUGs I have encountered have either (a) been completely unwilling to accept someone on their team who hasn't done a plethora of runs using the meta of the moment, or (b) have been lesser experienced players who are unfamiliar with full clears, and really aren't very familiar with what needs to be done to make it all the way through (e.g. - trying to bring a 55, when they are no longer a viable option for tanking). So, to have more of a chance to be able to complete a full clear post Dhuum, I had sought to find a way to complete this with heros filling in most of the team slots.

As for your comments on SF, I think you misunderstood my view on why changes would be appropriate in light of the SF nerf. The addition of skeletons to the UW was done for the specific purpose of countering super fast speed clears by teams filled with permas. But, with SF now nerfed and no longer immune to the other damage dealers in the UW, it would seem to me that the skeletons no longer serve the purpose for which they were created. So, in my view, it would make sense for ANet to revise the UW accordingly (at the very least removing the skeleton spawns from the quests).

Quote:
Originally Posted by frostkisses View Post
imo, UW is fine as is.
Even vengefuls arent a problem with a spirit bodyblock while others spike the keeper...but anyway. My focus has really only been on the Ice King and 4 Horsemen. That said, I continue to believe that the UW is not fine as is, and the Unwanted Guests quest is a perfect example of that. In the Unwanted Guests quest you are asked to deal with (a) enemies you can't kill (the vengeful) while (b) countering damage that you can't avoid (the damage dealt by the 3 skeletons that spawn with each keeper). Yes, it is still possible to complete the quest, but even the slightest miscalculation and the team is toast. And the odds of completing this quest are even smaller if you are part of a balanced team.

Quote:
Originally Posted by frostkisses View Post
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. I have run as a SoS Rit in the UW on numerous occasions. I have cleared out EVERY non-quest enemy in the UW with my solo rit, and have completed the 4 horsemen quest by tanking one side with my rit. But these accomplishments have done nothing to change the result of every attempt I have made to conquer Dhuum (failure).

The failure point has always been the Ice King quest. What was once a manageable quest has turned into an INSANELY difficult quest to complete. Running with 2 people + heros, I would tend to wager that the Ice King is not only difficult, but impossible.

I would absolutely LOVE to have someone prove me wrong, by showing precisely how they completed a FC with nothing but 2 people and their heros. To put my money where my mouth is, I make this offer: I will happy donate 10 ecto to the first person who is able to provide the tactics and complete team build for a group of 2 people + 6 heros that can complete a FC (meaning all of the quests and Dhuum), when used by reasonably competent players.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Well Jetlaw, my guild and some of my alliance (of which Frost Kisses leads, ironically ), we are planning to do UW this evening, not sure of the time, so if you'd like to join us for it your welcome to do so, my IGN is Silence And Despair so if you are interested drop me a line

Edit: Btw, about calling me polite: My intention was not to get a rise out of you, just to let you know that it is possible doing it without Shadow Form or anything like that. Many people when they disagree with someone in a debate they attack the person, not the idea, they think that they're stupid or whatever. And I by no means think that, you voiced your opinion, I respect it, and gave my rebuttal

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

Quote:
Originally Posted by jetlaw View Post
The reason I asked the question relating to such a team is that I often am limited to playing at odd hours, when not many people are on line - restricting my ability to field an 8 man team. And, on the occasions when I am on during a normal play time, most of the PUGs I have encountered have either (a) been completely unwilling to accept someone on their team who hasn't done a plethora of runs using the meta of the moment, or (b) have been lesser experienced players who are unfamiliar with full clears, and really aren't very familiar with what needs to be done to make it all the way through.
Unfortunately pugging in gw is close to sticking your hand in a kettle of acid...
And I do understand your odd hours, as I have them as well. It sounds like to me that you need to find an alliance/guild that is active all day long..even if its just one other person to help you...that 3rd person can be tremendous help.
Quote:
Originally Posted by jetlaw View Post The addition of skeletons to the UW was done for the specific purpose of countering super fast speed clears by teams filled with permas. But, with SF now nerfed and no longer immune to the other damage dealers in the UW, it would seem to me that the skeletons no longer serve the purpose for which they were created. So, in my view, it would make sense for ANet to revise the UW accordingly (at the very least removing the skeleton spawns from the quests). Not true, while permas were the number one foes, there were still 600's, obby flesh and rits to deal with. Skeletons are really no more than a mosquito by your ear when you get the hang of their patrols as you can often catch them on their own and squash them very quickly. (holy dmg ftw)


Quote:
Originally Posted by jetlaw View Post
The failure point has always been the Ice King quest. What was once a manageable quest has turned into an INSANELY difficult quest to complete. Running with 2 people + heros, I would tend to wager that the Ice King is not only difficult, but impossible. Clear the chamber, take restoring..then do this quest FIRST. Play around with things til you find what works. There are maps now of the spawn points for the dryders. Technobabble is hilarious against these guys...I havent had a whole lot of time to do any UW lately, but if I get a chance I may take you up on your offer to prove.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

A few follow up questions for Warcry and Frost with regard to the Ice King quest.
I see four possibilities for taking on this quest:

(1) Using a tank (or multiple tanks) which is able to absorb the damage from the skeletons while simultaneously tanking the 4 groups of dryders, without any external healing;

(2) Using a tank (or multiple tanks) which is able to absorb the damage from the skeletons while simultaneously tanking the 4 groups of dryders, with external healing;

(3) Using a tank (or multiple tanks) to hold the dryders without aggroing the skeletons; or

(4) Not using a tank at all, and using massive damage reduction (SY!), knock downs (GDW), healing, and high DPS (e.g. Barrage + MoP).
As to the first option, I would LOVE to see a tank build which is able to absorb the damage from both the dryders and the skeletons at the same time, without any external healing, but I have not yet been able to create such a build, nor have I heard of anyone who has. Have you heard of or seen any build which is able to do this?

As for the second option, the healing itself is pretty straightforward. However, getting the healer in range to heal, while not getting in the line of fire themselves, is more tricky that it looks. Every time I have seen this done either the tank has been out of range, or the enemy mob breaks off of the tank and targets the healer, resulting in a wipe. While it is possible to use Heal Party and/or LoD to heal the tank at a distance, this has been difficult to maintain, and the level of healing has been insufficient to counter the damage dealt by the skeletons for very long. So, how do you guys see this done? Is there a special place for the healer to stand so they can be close enough to heal the tank(s) wile remaining a safe distance away from the dryder spawns?

For the third option, I have seen some claims of people being able to get the dryders to target them, while leaving the skeletons to walk on their own towards the king and reaper. If this could be done, it would make things much easier, as it would allow the main team to spike down the skeletons alone, while the tank maintained the aggro from the dryders. The main team could then come in to help kill the dryders, or just let the tank kill them solo. Have you guys ever seen this done? If so, would you mind sharing the tactics of going about doing this?

The last option would be great in a perfect world, and I know that people have done it, but it seems exceptionally risky and hard to pull off. I have tried this a couple times, but it hasn't worked out so far (the enemy mobs ended up not staying close enough together, and the enemy firepower ended up overpowering the healing). If you believe this to be a good feasible solution, could you provide some specifics on how this is done?

Thanks for your responses guys :-)

Keneth

Frost Gate Guardian

Join Date: May 2007

I'm just gonna add my 2 cents here. I've been busting my brain on how to pull this off for weeks now and so far I haven't come up with a single idea on how to do Servants or Horsemen without employing the help of a fellow tank player (I figure an OF terra tank could pull it off). I've tried going defensive (spirits, lots of healing, SY!, etc.) and they crushed us, I've tried going with lots of damage (discord, DS, AoE spells,...), I've tried denial (shutdown, KD, interrupts), and I've also tried a couple of balanced teams - nothing worked.

Now I consider myself a pretty good PvE player, I've plowed through HM on missions, vq, as well as dungeons, and I've been doing elite missions with my friends lately without any serious problems, but beating UW in its current state seems like an impossible task for 2 people, no matter how experienced. And it doesn't make sense that a game should force you to team up with people you don't know or a PUG with cookie-cutter builds that doesn't have any need for your class, that's not my idea of fun. So yeah, I'm inclined to agree that UW needs to be seriously reworked because it's not fun getting wiped every time, wasting both my time and money. Or if they absolutely must leave it as it is, they should at least modify it in a way we can do each area separately, like DoA, so that all of our efforts aren't wasted if we happen to get wiped on account of inefficiency or even a simple blunder.

But that's just me...

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Quote:
Originally Posted by jetlaw View Post
Using a tank (or multiple tanks) which is able to absorb the damage from the skeletons while simultaneously tanking the 4 groups of dryders, without any external healing
;

(2) Using a tank (or multiple tanks) which is able to absorb the damage from the skeletons while simultaneously tanking the 4 groups of dryders, with external healing;

(3) Using a tank (or multiple tanks) to hold the dryders without aggroing the skeletons; or

(4) Not using a tank at all, and using massive damage reduction (SY!), knock downs (GDW), healing, and high DPS (e.g. Barrage + MoP).
[/INDENT]
As to the first option, I would LOVE to see a tank build which is able to absorb the damage from both the dryders and the skeletons at the same time, without any external healing, but I have not yet been able to create such a build, nor have I heard of anyone who has. Have you heard of or seen any build which is able to do this?
Yes, this is 100% possible. Go Dervish/Elementalist. While the skeleton damage will not be reduced by any means, turning the Dryder damage to zero, via Stoneflesh Aura, Armor of Earth, Armor of Sanctity, and I Am Unstoppable and/or Aura of Stability to prevent knockdowns. However I would perhaps use both, because I Am Unstoppable can bypass the armor boost cap of +24 armor by multiple skills. Combined with Armor of Earth, you'll have close to +90 armor, along with damage reduction of 33 (Stoneflesh Aura) + 15 (Armor of Sanctity IF enemies have conditions) + 5 (If using an Armor of Salvation). So with a damage reduction of 53, AFTER having over 190 armor (+90 from Skills, Derv might/should have +20 from Windwalker Insignias, and your 70 base, along with +10 from the Armor of Salvation), if you take any damage other then from Skeletons I will be impressed.

Quote:
Originally Posted by jetlaw View Post As for the second option, the healing itself is pretty straightforward. However, getting the healer in range to heal, while not getting in the line of fire themselves, is more tricky that it looks. Every time I have seen this done either the tank has been out of range, or the enemy mob breaks off of the tank and targets the healer, resulting in a wipe. While it is possible to use Heal Party and/or LoD to heal the tank at a distance, this has been difficult to maintain, and the level of healing has been insufficient to counter the damage dealt by the skeletons for very long. So, how do you guys see this done? Is there a special place for the healer to stand so they can be close enough to heal the tank(s) wile remaining a safe distance away from the dryder spawns?
Use what was mentioned above , and the Dervish should also have Faithful Intervention, Mystic Regeneration, and if not using Vow of Silence then Vital Boon + Signet of Pious Light. That should be overkill healing, and in fact it might be, but it will work when doing Servants of Grenth. Nothing in that quest will remove enchantments, but in Four Horsemen you need to be careful, because one Power Block ends it all, so instead of either Mystic Regen or Faithful Intervention, your choice, I would maybe put Pious Concentration. Sure, you are not using an elite skill, but you do not need one for this . This should work, and you should have no problems

Quote:
Originally Posted by jetlaw View Post
For the third option, I have seen some claims of people being able to get the dryders to target them, while leaving the skeletons to walk on their own towards the king and reaper. If this could be done, it would make things much easier, as it would allow the main team to spike down the skeletons alone, while the tank maintained the aggro from the dryders. The main team could then come in to help kill the dryders, or just let the tank kill them solo. Have you guys ever seen this done? If so, would you mind sharing the tactics of going about doing this? I have no idea how this is done, we generally have our tank stand in the middle, hold everything, and those that escape up to Frozenwind are stopped by our Spirit Spammer up there, the rest of the team stays near the Reaper, after all who break off toward Frozenwind are dealt with, the spirit spammer pincers the Dryder/Skellies to finish the quest.


Quote:
Originally Posted by jetlaw View Post
The last option would be great in a perfect world, and I know that people have done it, but it seems exceptionally risky and hard to pull off. I have tried this a couple times, but it hasn't worked out so far (the enemy mobs ended up not staying close enough together, and the enemy firepower ended up overpowering the healing). If you believe this to be a good feasible solution, could you provide some specifics on how this is done? That I am unsure of, we do not use Save Yourselves, nor have we, if we do HM ever, we would bring a different source of damage mitigation.




I hope my answers help, even if only a little bit, I am only going based on theories, the D/E thing was never tested, but if you look at the math, how can it not work? But, always good to try new things, I can maybe see how it would not work, but the Dervish would have just way too much armor.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Keneth:

Most certainly agree with you. Thanks for your comments. Although it is unclear if ANet actually reads them, you may want to post your thoughts on this on the official wiki in the suggestions section. LINK I posted some suggestions there for the UW, but of course, the more of us who post, the better the odds are that ANet will actually effectuate a change.
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Warcry:

Thanks, as always, for your comments. Definitely enjoyed running with you a week ago, and hope to be able to run with you again in the not so distant future. In the interim, I continue to plug along looking for alternate methods of making things work with a 2 + 6 team. Although it may not be possible, I keep at it in the hope that maybe, just maybe, a way can be found to make things work.

I was able to craft a 600 Perma Mo/As build which was able to tank pretty well, and was able to resist pretty much every enemy up to the Ice King quest with ease. During the Ice King quest I was able to withstand the damage from the dryders without issue, but had a few (4 if I recall correctly) skeletons pounding me at the same time, which made it rather difficult to counter their damage output (multiple spikes + multiple flurrys can be hard to counter, especially when they are in close succession). A Mo/De would generate far more healing ability, so I will likely do some testing with that. I will also need to try to test out the De/El which you have suggested.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

Quote:
Originally Posted by Keneth View Post
And it doesn't make sense that a game should force you to team up with people you don't know or a PUG with cookie-cutter builds that doesn't have any need for your class, that's not my idea of fun. So yeah, I'm inclined to agree that UW needs to be seriously reworked because it's not fun getting wiped every time, wasting both my time and money.... I agree 100%. I cannot stand that there is basically only 1-2 ways to do UW. IMO it is a waste of what could be a really fun area. Running the cookie cutter runs were fun for couple runs, but that doesnt last. Variety is the spice of life and tbh UW tastes a lot like sinamon...bland.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

I was reffering to PUGs. You either run this or you can't join. Plus there r the quests that require specific tactics...i.e couple methods....to complete. (frozenwind)

Neith

Neith

Krytan Explorer

Join Date: Jun 2008

Texas

One in Guild Wars

R/

yes we have beaten UW with a warrior tank several times. when we can't get an ele tank we take a warrior tank. Me and warcryof truth lead the same guild.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Care to post (or PM) the Defy Pain build you used? It would also help to know how it was used (eg, does it need a bonder to be used, is there a dedicated healer behind them, etc).

I have now been successful with completing the Ice King quest with 2 + heros (we have done about 10 successful runs through Ice King so far). It helps alot that they made the Ice King more resistant to enemy fire, so he can now handle a few dryders and skeletons on his own.

The only hitch we have had with a FC is the 4 Horsemen quest. We have come very close to finishing it with 2 + heros but have had a few inopportune failures (mostly based on the signet interrupts).

I know we are getting close, but to help refine our build modifications, I'd be interested to see what tank builds others have used recently that are able to handle both the Ice King and 4H. So, if anyone is willing to share their uber secret tank builds, it would be greatly appreciated. If you'd rather not post the builds, please feel free to PM them to me. I promise not to post or divulge any builds provided to me in confidence.

Neith

Neith

Krytan Explorer

Join Date: Jun 2008

Texas

One in Guild Wars

R/

actually jetlaw, i know someone who has beaten 4h and wastes with heroe's. I don't know the builds he has used and I know he is still practicing to make a full run with i think 3-4 people and the rest heroes. But like I said he has beaten 4h and wastes a few times now. If he wants to share his builds, i'll let you know in game. I don't know the warrior tank build we use tbh, i do know one monk uses balth on the warrior tank for e-mgmt. and i believe they use endure pain, obby flesh, signet of stamina i believe and others i'm not so sure about. Honestly, I'm saddened that they made 4h and wastes easier. It was a nice challenge to see if you can do it or not. Now it's just easy. Anyway, if you want more info let me know and I'll see what i can do.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Have run with Warcry before, and was good to see your guild in action. Sadly, the run didn't result in a successful clear, but it was good to see the tactics used nonetheless.

Yes, certainly would like the info on the tanking options. I really think that this is the only piece of the puzzle that we are missing. We have completed the other areas with multiple different hero configurations, and have been able to resist the enemy on one side of 4H, so it really comes down to perfecting the build for the tank.

Thanks much!

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

I've been solo+heroing UW in testing for a 2-man run later. Build right now is Panic + Mistrust etc. dom player in mantra of flame, channel + resto spammer, soul twist offensive commune w/shelter, clumsi spam mez hero w/shared burden and can't touch this. Can take pretty much all the mobs with care, the bigger the dryder group, the less they can cast, and they die fast enough. Clearing pits was cake, almost soloed Frozen Wastes quest (4-man cleared reaper side fine, king just finally died when the reaper waves were dead: when my buddy joins me she will take care of the king.) Not sure if 4H will work but the plan is to split that instead of merely tanking one side. Will update later.