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

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Wastes is easy, you don't have to split- just stand in the middle and spread out; camp the spawns.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Agree that Ice Wastes is now completely workable thanks to the Ice King buff. I have completed it numerous times now without difficulty with 2 people + heros.

The only difficulty has been the 4 Horsemen quest, due to the split and the enemy horsemen/dryders/skeltons overwhelming the person tanking on one side. So, my hope has been to refine the tank strategy & builds to make it easier for the tank to absorb aggro till the rest of the team takes out the other half of the enemy mobs. Alternatively, I have heard some folks mention completing this quest without a split, but it has not been clear if they are doing a round up in the area between the two spawn points, or if they are just fighting in front of the reaper. Either way, getting this solved seems like the biggest hurdle to a 2 person + hero FC.

One additional question, in case anyone knows: Do heros re-spawn in spirit form? It seems that no one has been able to provide a definitive answer to this question. There are queries about this on the official wiki, but no responses. :|

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

Quote:
One additional question, in case anyone knows: Do heros re-spawn in spirit form? It seems that no one has been able to provide a definitive answer to this question. There are queries about this on the official wiki, but no responses. :| assuming youre talking about the battle with dhuum, yes they do come back in spirit form. which,in all honesty, is probably better than any other build you can give them anyway. just remember to disable "encase skeleton" on their skill bar... you'll be a in a world of hurt if you dont.

P_A_A

Frost Gate Guardian

Join Date: Apr 2008

Me/

Quote:
Originally Posted by jetlaw View Post
Agree that Ice Wastes is now completely workable thanks to the Ice King buff. I have completed it numerous times now without difficulty with 2 people + heros.

The only difficulty has been the 4 Horsemen quest, due to the split and the enemy horsemen/dryders/skeltons overwhelming the person tanking on one side. So, my hope has been to refine the tank strategy & builds to make it easier for the tank to absorb aggro till the rest of the team takes out the other half of the enemy mobs. Alternatively, I have heard some folks mention completing this quest without a split, but it has not been clear if they are doing a round up in the area between the two spawn points, or if they are just fighting in front of the reaper. Either way, getting this solved seems like the biggest hurdle to a 2 person + hero FC.

One additional question, in case anyone knows: Do heros re-spawn in spirit form? It seems that no one has been able to provide a definitive answer to this question. There are queries about this on the official wiki, but no responses. :|

An easy way of doing it is taking 1 ER for healing. When you get to 4h, make him bond the reaper and spam infuse on him (reaper "tanks" 1 side), while the rest of the group kills the other side

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Quote:
Originally Posted by frostkisses View Post
assuming youre talking about the battle with dhuum, yes they do come back in spirit form. which,in all honesty, is probably better than any other build you can give them anyway. just remember to disable "encase skeleton" on their skill bar... you'll be a in a world of hurt if you dont.
Yep, battle with Dhuum. Thanks for that, out of the many people I have asked, you are the first person to be able to definitively answer that question! Thank you very much for the info, I'll be sure to disable encase.

Quote:
Originally Posted by P_A_A View Post
An easy way of doing it is taking 1 ER for healing. When you get to 4h, make him bond the reaper and spam infuse on him (reaper "tanks" 1 side), while the rest of the group kills the other side Is there a specific infuser/bonding build you are using that you wouldn't mind sharing? I have seen a bunch of different infuse builds, and would want to take the one that has been tried and tested (especially with the enchant stripping from the enemy bosses).

Funny that you should mention the Reaper tank option, as I was actually considering the question as to whether it would be possible to have the Reaper be the tank one or possibly even both groups.

I presently have a Mo/D tank build I have used to successfully complete the Ice King quest, which uses a backup hero bonder and chained Spellbreaker (basically it is a modified 600 build). I was therefore looking at the question as to whether it would be possible to have the tank and bonder use their skills on the Reaper, using chained Spellbreaker to prevent enchant stripping and the bonds + the tank's healing skills to keep the Reaper alive. The key would be to keep the enemy from attacking the team members who are protecting the Reaper - but as long as the enemy stays put, it seems that this could have promise. I'll need to give that a try and see how it works. Thanks

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

i dont suppose too many people try UW full clear with heros, and if they do, dont make it to dhuum. not usually fault of their own...heros have some silly logic.

Anduin

Krytan Explorer

Join Date: Jul 2006

Ice Dragon Berserker Lodge

W/

Sorry to hijack this for a second, but I was wondering if there is a section on this forum to make posts looking for groups?

Even my full human player guild teams have failed the last couple times I have tried this stupid area. I just want to finish The Waiting Game with all 8 of my characters (no monk or ranger) and never set foot in there again.

Why they felt the need to hamper this area for the regular players and make it a gold mine for the SCers, I'll never know.

chullster

chullster

Lion's Arch Merchant

Join Date: May 2008

Blighty, Land of bad weather and plucky Brits

R.I.P. DJ HMS [BZRK]

Just tried the 3 person 5 hero build in UW NM, but changed the SoS human to a hero.

made it in 2h 51 minutes. I put pain inverter on my bar for dhuum, turned out it was a wasted slot, all the heroes interrupted judgement of dhuum 95% of the time.

One hero and my girlfriend came back as a ghost, me too right at the end, but by then dhumms rest was full so I just used the damage skill only.

The bars could use a tweek here and there, and we over used cons, ie a full set a dhuum, where as just an essence would probably be enough.

Me and the girlfriend reckon on getting it down to 2 hours shouldn't be asking too much, especially with more optimized builds etc, ie I dont think the sin tank is needed at 4H, if you crowd 4 heroes either side of him, a 2nd DwG human might kill stuff quick enough. More experimentation is needed.

So good luck to all you couples

P_A_A

Frost Gate Guardian

Join Date: Apr 2008

Me/

Quote:
Originally Posted by jetlaw
View Post
Is there a specific infuser/bonding build you are using that you wouldn't mind sharing? I have seen a bunch of different infuse builds, and would want to take the one that has been tried and tested (especially with the enchant stripping from the enemy bosses).

Funny that you should mention the Reaper tank option, as I was actually considering the question as to whether it would be possible to have the Reaper be the tank one or possibly even both groups.

I presently have a Mo/D tank build I have used to successfully complete the Ice King quest, which uses a backup hero bonder and chained Spellbreaker (basically it is a modified 600 build). I was therefore looking at the question as to whether it would be possible to have the tank and bonder use their skills on the Reaper, using chained Spellbreaker to prevent enchant stripping and the bonds + the tank's healing skills to keep the Reaper alive. The key would be to keep the enemy from attacking the team members who are protecting the Reaper - but as long as the enemy stays put, it seems that this could have promise. I'll need to give that a try and see how it works. Thanks
The build changes if you want to rely on the bonds or on the infuse spam.

If you rely on bonds (aka, you'll be maintaining 9 enchantments, -5 mana deg), apart from the usual ER, AoR, Protective Bond, Protective Bond, Life Attunement and PS - this leaves you 3 extra spaces. I like to take Infuse (lol xD), Burning Speed - emanagement gets hard with 8 -4 energy triggering at the same time - and IAU to prevent the group dying if i get knocked down.

If you want the infuse powa, take spirit bond and gdw.

Attributes as you wish

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

chullster:

First, congrats on what appears to be the first 2 man UW full clear! Although I know it is a PvX team build, since the PvX build lacks any specifics on tactics for the quests, you deserve credit for a job well done!

I presume that the builds are all essentially the same as the PvX Wiki UW Heroway team build? (Obviously a few modifications would have been needed for the SoS, but I'm just curious if you needed any other modifications to make it through.)

Would you mind sharing some of the key tactics you needed to use for the quests? The biggest question I have is about the strategy you used for 4H. Did you use the standard choke point strategy, or did you need to do something different? Also, what was the party split for this (basic 4 + 4, or did you have certain heros flagged on the other side)?

Sorry for all the questions, I just really would love to FINALLY get past this area (post Dhuum).

P A A:

Thanks very much for they build and the strategy idea for 4H.

chullster

chullster

Lion's Arch Merchant

Join Date: May 2008

Blighty, Land of bad weather and plucky Brits

R.I.P. DJ HMS [BZRK]

Well, today, we did it again, but with a D/A using deadly paradox and shadowform for 4H, with a couple of sin enchantments and asuran scan plus attack skills.

Tank stands just out of aggro range of reaper, other 7 people on other side, again just out of aggro range of reaper.

I brought GDW instead of pain inverter on my bar this time, so the derv could KD too.


chiuna

Ascalonian Squire

Join Date: Jun 2005

LOST

E/

I did it today by myself with 6 heroes, using a modified version of the heroway build on pvx wiki. I played an emo bonder, and dropped the tank and glaiver and soul twisting ritualist from the pvx build. I used a hero for SoS, and I added a panic mesmer because I like panic so much



Other build changes I made were: I gave the keystone mes life attunement to put on me instead of balth spirit. I gave the SoS prot spirit instead of a res in case I lost bonds, and pain, anguish, and spirit siphon instead of the pve skills.

Template codes used:
bonder: OgNDwcPPTkE3MaR3VHE0k0C1CA
keystone mes: OQNDA7wvN/g8spjrZ9pHPAeK
panic mes: OQNEAqwD2yQDyBkOBnMYEmB0JA
sos: OAOk8YgrITKz1scGt/mVToJzseA
(the others are the same as wiki)

Since I was bonding, I never had the team split up, I just prot bonded important npcs and mobbed it. I did flag the heroes into place before taking the quests though. Some screenshots that show positions of heroes:

4h:


Ice Wastes:
I started out with them like this-


Then I moved them closer together after the spawns came because Razah's spirits weren't attacking where he was.


Pits:


I didn't take a picture, but I flagged the heroes to where the keeper of souls spawns between lab and chamber before I took unwanted guests. And to be safe I did some teleporting around to get into easier positions to go after the keepers, although I don't think that was actually necessary.

I used consets for ice wastes, plains/pits, dhuum and one extra armor of salvation when I lost some bonds and panicked. I also used eggs & corn to make ether renewal easier to keep up since I'm not used to playing emo bonder. The timer said 5 hours after dhuum was dead, 1 hour of that I was away eating lunch, and I wasn't trying to rush, so I think this could have been done in maybe 3-3.5.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Nicely done chiuna, that is most certainly an accomplishment! Most importantly, thank you very much for the builds and the screen shots, I greatly appreciated it! Good to see that there is more than one way to make it through, and that if you have patience, you can make it through on your own (with a little help from a friend to "lend" you their heros).

Now you guys have me inspired that the UW Heroway team build provides a very good framework for a team that is running with heros. I plan to do some more testing on this shortly.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Finally had our successful split-clear, although it took 3 hours so I'm not sure we gained anything.... one team of 2 spirit spammers, illusion hero, panic player, and another 2 spirit spam, keystone hero, barrage ranger. Splitting the quests as needed was even easier than a tank, the hard part was sometimes slow going clearing the places up to it.

Anyway as mentioned, the key is really mesmers. They can destroy large dryder groups completely, and protects your heroes not only from damage, but running around like idiots from AoE as well as protecting spirits and shutting down aura of resto.

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

I have now been able to use a slight variation of the Heroway team build to complete Ice King and 4H (did numerous times with 2 humans + 6 heros, and once with 1 human + 6 heros).

Amazingly, which is now the most problematic is the Imprisoned Spirits (Bone Pits) quest. This quest used to be easily manageable, but the spawn types and locations have changed substantially since the addition of Dhuum. If you are at the spirit spawn location facing the bridge, silver dryders now spawn to your left, while the terrorwebs spawn in a circle on the reaper side of the bridge (the side of the bridge which is closest to you). Sadly, the wikis don't have maps showing specific spawn points. I see chiuna's screen for the pits showing the hero placement, but the screen doesn't show the spawn locations, and that team was running with the spirits being bonded.

Accordingly, I have two questions:
(1) Does anyone have a map or screen shots showing the specific spawn locations for Imprisoned Spirits?

(2) Both chiuna's screen shot and my successful run used a human bonder. My current team config is able to dominate most of the other zones, but doesn't use a bonder. Any thoughts/suggestions on completing this quest with heros in a team without a bonder? I presume that a different party split would help, but I am still trying to sort out the best possible tactics.

As always, thank you all for your time and efforts!

_________________________________________

EDIT: Found solutions to both of these issues. Now know the spawn points and solved the issue with the need to protect the spirits.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

There's an infinite amount of combinations that are possible, the one he used is just one of the more common ones. When me and my co-leader do it, we'll show you what we use

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

I am VERY pleased to report that I have FINALLY made it through, and with 2 people + 6 heros.

Here is a screen from the successful run.



Thanks to Anduin for joining me on this run and for doing an awesome job.

chullster

chullster

Lion's Arch Merchant

Join Date: May 2008

Blighty, Land of bad weather and plucky Brits

R.I.P. DJ HMS [BZRK]

Congratulations Jetlaw on achieving your goal

Countess Marie

Frost Gate Guardian

Join Date: Oct 2005

Theatre Debauchery

N/R

Hey, just dropping in to give props to 2-man UWers. That's leet status, period.

Next is Hard mode, eh?

-CM

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

Grats on your full run

JoeGrogan

Frost Gate Guardian

Join Date: Jul 2009

ecok

Me/

Last night did a full UW run with 2 players (both ritualists spirits) and 6 heroes - I'm at work so don't have the full builds available but roughly builds were -

Player 1: Full Channelling rit, rest into Spawning, running SOS, channelling spirits, painful bond + technobabble
Player 2: Full communing rest into spawning running SOGM, + Vanguard Assasin

Hero 1: AOTL minion master - even though UW has a lot of non fleshies, the places that do have them - MM is very useful - eg 4 horsemen
Hero 2: Mesmer running interupter + PI
Hero 3: Soul Twist + displacement Ritualist, + spirits
Hero 4: RIT spirit heal
Hero 5: Wanderlust + earthbind necro + other spirits
Hero 6: Earth Ele

No hard bits really, we had our Ele die once - no deaths apart from that even at Dhuum.

Did take a while, and only cons used was a moral boost at the start

Normal mode though - might work in HM but would definitely need cons - will get the full builds and tactics for the quests up in a couple o days

Argaen

Lion's Arch Merchant

Join Date: Mar 2006

Me/Rt

Done!

This night, a friend (Danny Assasin) and me do it in 1:51. Now, we are thinking in do it in less than 1:30.
We do it with the heroway post on pvx, but change the SoS human for one hero, and minor changes on skills.
Hm is, imo, a bit hard with this builds, because they have +7 regen, atack faster, etc...




EDIT: Done in 77 min. Thinking about do it in less than 1 hour.



Gl all


PD: Sorry for my bad english, i only know the english i learn in the school, and that was few years ago XD

jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Argaen:

Care to share what you are doing to get it done so quickly? I've done a couple runs with the hero team, with the second run being around 3 hrs. Would be interested to know what build mods and tactics changes you used - if you wouldn't mind sharing. I'd also be curious to know if there were some special tactics you were using to get through the quests quickly, since I'd wager that is part of how you have been able to speed the process up. Thanks!

chullster

chullster

Lion's Arch Merchant

Join Date: May 2008

Blighty, Land of bad weather and plucky Brits

R.I.P. DJ HMS [BZRK]

After a few false starts at 4H quest, me and my girlfriend managed to complete UW in hard mode with 6 heros.

We changed the SF tank to an E/mo bonder, and the DwG rit for a fevered dreams necro.

Also we changed the necro rit for a Bsurge Para. Unusual I know

Most of the other builds are the same as the nm heroway on PvX.

It took 3 hours 19m , with a meal break and a few bathroom breaks.

We took a cautious route through missions doing the harder ones first, like 4H etc, rather than the most direct order.

As it was our first time completing it, we used a full conset at 4H, Pits and Wastes, as well as more personal cons at dhuum himself.

We think a couple of skills can be changed here and there, but it's possible to do UW HM with heroes, without shadow form involved.


jetlaw

jetlaw

Academy Page

Join Date: May 2007

Wizardry Players Guild [WPG]

Nicely done chullster!

Completing it with a Emo bonder really makes the process much easier, especially when you add the bonding to the protection offered by the prot Rit. Most importantly, having a human bonder allows the targeting of NPCs, to keep the ghosts and keepers alive (sometimes a challenging prospect during the Pits quest and 4H). Having done it with a hero Emo a couple times, I can attest to the increased difficulty of having to micro heros to make sure that they heal/protect the NPCs. In one particular instance the hero healers completely refused to heal the NPC ghosts during the Pits quest, even while I was micromanaging their skills (the healers were in range of the ghosts, I had the ghosts targeted, and they had plenty of energy, but for some odd reason they simply refused to cast on the ghosts - it was one of the oddest things I have seen).

One thing that is nice about the Heroway build is that it seems to have lots of possibilities for variation. The Perma puller is helpful (especially for quests like Unwanted Guests), but most certainly not needed (all of my completed runs through Dhuum have been without a perma). The key requirements appear to be: 2 Mesmer interrupters (choosing between Keystone, Psy Insecurity, and Panic), 1 party wide protter (either Rit or Para), 1 UA monk, and at least one other character providing some healing (such as the standard SS necro hero with healing skills, an Emo bonder, etc.). The remaining 3 are really variable, and can include numerous options, such as SoS (probably the most valuable of the damage dealers), Glaive, Perma, as well as lots of other damage dealing alternatives (I have had fun running a RoJ in this role to make easy work of skeletons, but I can easily see possibilities for every profession). Accordingly, it looks like it is finally possible for people to be able to take all of their characters through the UW, thanks to this team config.

MarksAngel

Pre-Searing Cadet

Join Date: Nov 2008

Congrats to all who have 2 man UW with Hero's It gives me hope that my hubby and I will get there

Adul

Adul

Frost Gate Guardian

Join Date: Nov 2005

I'll share my own experiences here, this will mostly be a C&P job though.

Me and my bro did UW in normal with 6 heroes some time ago. It took us a 4-5 tries because we didn't know most of the quests and there is only so much knowledge you can get from the wiki. You basically try and fail until you get it right.

We didn't use consets except for Dhuum. We didn't want to **** up there.

The team setup was:

- Me, a sword warrior with the generic PvE skills (it certainly wasn't optimal for UW)
- My brother with his RoJ monk with Summon Ruby Djinn, Assassin Support and Vampirism
- 3 Spiritway heroes (MM-protector, SoS-healer, SoGM spirit spawner)
- 2 RoJ monk heroes with some healing capabilities
- 1 earth magic anti-melee hero with Eruption, Ward Against Melee, Unsteady Ground, etc.

Once we got the quests figured out, they were not particularly difficult except for the Four Horsemen. In 4H, we started off by placing spirits to 2 of the 4 spawn locations to delay the attacking groups. Then we accepted the quest and killed the remaining two groups quickly on each side. After being overwhelmed, we regrouped near the Reaper from where we finished them off as they arrived. This tactic seemed to work most of the time.

When we got to Dhuum we spread out in the center of his sanctum, and the healers could keep up with the damage he did to the party. We used a conset here for safety, but it should be manageable without one as well. Heroes in ghost form automatically use the Encase Skeletal skill which can cause your party to be overwhelmed, so it's best to disable it if a hero turns into a ghost.

If you're giving UW a try with heroes, keep in mind that it is the most difficult elite area in Guild Wars and even if you do know every quest inside and out, you may still be sent back to town a couple of times before going through.

??iljo

??iljo

Desert Nomad

Join Date: Jan 2006

N/

Did it yesterday with a friend. I was hb,he went war endurance.
Heroes were earth ele,panic mes,ritual lord with comm spirits,roj,prot and ua.

Took us 2h, we did 4h and wastes quests 1st since those are the hardest.Rest was c-space.

At dhuum we balled at the gate and almost perma kd'd him.