UWSC - Fast Builds
impulsion
The Builds:
Chamber: OgVUIwxmW2QaDfVbVGAmCaAxkoAA
Earth Magic: 11+1+3
Inspiration Magic: 11
Domination Magic: 8
Energy Storage: 3+1
Necro: OAhjYsHsYS5BpieTOO4iylVVXMA
Curses: 12+1+3
Channeling Magic: 9
Soul Reaping: 11+1
Bonder: OgNToU2+UqW4mpsiXwFUe4gIeA
Energy Storage: 11+1+3
Protection Prayers: 10
Fire Magic: 10+1
Wastes: OwZjkwf84Q6MfV8Q4gpiTQIQ4OA
Earth Magic: 12
Shadow Arts: 12+1+3
Critical Strikes: 3
Pools: OwZTgmE/ZSn5riHKVcB0tkmE3B
Earth Magic: 12
Shadow Arts: 12+1+3
Air Magic: 3
Mnts: OwZSk4PT6MfVID5i8QpilC4OA
Earth Magic: 12
Shadow Arts: 12+1+3
Pits: OgNTkY24YSb4r6eILiUMVUeguE
Earth Magic: 12+1+3
Smiting Prayers: 12
Energy Storage: 3+1
Vale: OgVTM4EzGSb4rKCIXkHKVcryAA
Earth Magic: 12+1+3
Inspiration Magic: 12
Energy Storage: 3+1
The Split:
Clear The Chamber: Tanked by Vale with E/Mo bonding, killed by Necro.
Restoring Grenth's Monuments: Lab and Vale reapers are popped by Vale with E/Mo bonding and Necro killing. Planes reaper is popped by Mnts & Pools. All others are popped solo by their respective areas.
Escort Of Souls: Solo by Vale.
Unwanted Guests: Solo by Chamber.
Wrathful Spirits: Tanked by E/Mo, support from Necro.
Imprisoned Spirits: Tanked by Mnts & Pools, quest taken by Pits.
The Four Horsemen: Pools & Mnts do one side each.
Demon Assassin: Solo by mnts.
Terrorweb Queen: Solo by Pools.
The Nightman Cometh: Tanked by E/Mo, Necro with Pain Inverter, all others die and come back as spirits.
I have one video, which shows the lab pulls here. The pulls for vale in this video are not good (first time trying it).
What to do:
- Enter UW
- EMo puts prot bond on Vale and Chamber, followed by life bond & balthazar's spirit. Then puts balth spirit and prot bond on himself, and finally puts prot bond on the rest party.
- Vale grabs aggro and tanks on the stairs (make sure to take a small step to the side or they will break).
- Necro runs in and nukes.
- Pits, Mnts, Wastes, Pools run through wastes door to get to their areas. EMo keeps bonds on as long as possible by waiting at spawn. When running here, the wastes should rop a summoning stone as he enters wastes to get rid of aatxe/grasps. The Pits, Mnts, Pools should run around and dcharge on the behemoths to get past. Do not stop to recast, you will get rupted. Once you are away from the aatxes, you can put up stoneflesh and SF or w/e. Pits: do not use balth spirit at all yet.
- Necro and Chamber kill the skele on way to lab, EMo moves up to the corridor and Vale grabs all aggro in lab.
- Necro kills. Chamber stays back ready to tank the group of grasps (and possibly nightmare) that can sometimes come. If this nightmare gets to the EMo your run is over.
- Take restore and head to vale. The aatxe in the corridor are tanked by Vale, EMo tanks the skele, just kill them it's easy. Chamber is basically waiting around / helpnig with empathy here.
- EMo and Necro go to the top-left corner of the room. Vale pops the 3 minds and pulls them up. He aggros the 2aatxwe, and pops the otehr 3 minds. Ball all of these together, so that SS on the aatxe is in range of all minds if possible. Necro comes and helps kill, EMo can help finish off. Chamber runs back to lab reaper.
- Vale grabs all grasps in vale (avoid skeles), EMo and Necro come into vale, maintain bonds on Vale and kill the skeles.
- Vale gets all grasp aggro (but not the terrors, leave them for now) and pulls to the house. Start slivering them, Necro can SS. Once they are dead, go pop vale reaper.
- Meanwhile, Chamber takes unwanted once the other 3 are clear. Start with the reaper directly in front, then do the vale keeper. Use ether feast to keep up kinetic armor, you need to time tings well here but other than tat it's not hard. For the keeper at spawn, run in and aggro it, refresh kinetic, then go behind the stairs on waste side. This blocks the skeles attacks, and although you will be body-blocked by vengeful, tey die once keeper is killed. The hardest keeper is mnts one, you will have to tank 2 aatxes, so make use of cancel-casting and rock candies. Use ether feast to waste their interrupts.
- Once vale is popped, Necro and EMo do the quest, whilst Vale runs back to lab to take escort. Use mantra of earth & stonestriker for energy here, and sliver the minds, once they are all dead help with wrathful quest.
- Meanwhile, Pits goes to pits and pops (pull everything into one ball at the top where dryders are, then kill the bottom group afterwards). This pop is unnecessarily fast, so perhaps A/E would be more suitable so you can glitch skeles.
- Pools & Mnts go and do their areas. Pools use IAU in queen room, but you don't need stoneflesh vs just terrors. Mnts stand in the middle of traps and kill behemoths, you only need armor of earth for Slayer (in fact could probably change this, it is not really needed tbh).
- Once Mnts & Pools finish, they do 4H, and then goto pits to trio the quest. Timings may fit that the whoel party teles to do pits.
- Wastes clears wastes and pops reaper.
- Once everything is done, tele wastes and do as before, Dhuum is as before, the Necro puts SS on minions to kill them.
Notes:
- Essence bond does not give energy for taking 0 dmg, thus it is useless on the EMo.
- Stoneflesh only stops critical hit damage, thus you will still get knocked down by behemoths in pools, hence IAU on the bar.
- Vengeful Aatxes do not use their interrupt, ever.
- SF no longer uses up enemies energy, so even 1 or 2 enemies can be very dangerous to reapers (affects pools & wastes mostly).
All parts of this run have been tested individually, and the expected time for a clean run is 25-30mins. I have not managed to assemble and complete a full run yet, and I'm not sure if I can be bothered, so here it is.
Credit: James for helping come up wit a lot of these, Prodigious Slayer for reworking vale & chamber tactics, Aleks for helping come up with builds and tactics in preparation for SF nerf, everyone who has been around to test and things in runs, although we have not managed to get chest Hopefully some people more organised than myself can get a good time
Chamber: OgVUIwxmW2QaDfVbVGAmCaAxkoAA
Earth Magic: 11+1+3
Inspiration Magic: 11
Domination Magic: 8
Energy Storage: 3+1
Necro: OAhjYsHsYS5BpieTOO4iylVVXMA
Curses: 12+1+3
Channeling Magic: 9
Soul Reaping: 11+1
Bonder: OgNToU2+UqW4mpsiXwFUe4gIeA
Energy Storage: 11+1+3
Protection Prayers: 10
Fire Magic: 10+1
Wastes: OwZjkwf84Q6MfV8Q4gpiTQIQ4OA
Earth Magic: 12
Shadow Arts: 12+1+3
Critical Strikes: 3
Pools: OwZTgmE/ZSn5riHKVcB0tkmE3B
Earth Magic: 12
Shadow Arts: 12+1+3
Air Magic: 3
Mnts: OwZSk4PT6MfVID5i8QpilC4OA
Earth Magic: 12
Shadow Arts: 12+1+3
Pits: OgNTkY24YSb4r6eILiUMVUeguE
Earth Magic: 12+1+3
Smiting Prayers: 12
Energy Storage: 3+1
Vale: OgVTM4EzGSb4rKCIXkHKVcryAA
Earth Magic: 12+1+3
Inspiration Magic: 12
Energy Storage: 3+1
The Split:
Clear The Chamber: Tanked by Vale with E/Mo bonding, killed by Necro.
Restoring Grenth's Monuments: Lab and Vale reapers are popped by Vale with E/Mo bonding and Necro killing. Planes reaper is popped by Mnts & Pools. All others are popped solo by their respective areas.
Escort Of Souls: Solo by Vale.
Unwanted Guests: Solo by Chamber.
Wrathful Spirits: Tanked by E/Mo, support from Necro.
Imprisoned Spirits: Tanked by Mnts & Pools, quest taken by Pits.
The Four Horsemen: Pools & Mnts do one side each.
Demon Assassin: Solo by mnts.
Terrorweb Queen: Solo by Pools.
The Nightman Cometh: Tanked by E/Mo, Necro with Pain Inverter, all others die and come back as spirits.
I have one video, which shows the lab pulls here. The pulls for vale in this video are not good (first time trying it).
What to do:
- Enter UW
- EMo puts prot bond on Vale and Chamber, followed by life bond & balthazar's spirit. Then puts balth spirit and prot bond on himself, and finally puts prot bond on the rest party.
- Vale grabs aggro and tanks on the stairs (make sure to take a small step to the side or they will break).
- Necro runs in and nukes.
- Pits, Mnts, Wastes, Pools run through wastes door to get to their areas. EMo keeps bonds on as long as possible by waiting at spawn. When running here, the wastes should rop a summoning stone as he enters wastes to get rid of aatxe/grasps. The Pits, Mnts, Pools should run around and dcharge on the behemoths to get past. Do not stop to recast, you will get rupted. Once you are away from the aatxes, you can put up stoneflesh and SF or w/e. Pits: do not use balth spirit at all yet.
- Necro and Chamber kill the skele on way to lab, EMo moves up to the corridor and Vale grabs all aggro in lab.
- Necro kills. Chamber stays back ready to tank the group of grasps (and possibly nightmare) that can sometimes come. If this nightmare gets to the EMo your run is over.
- Take restore and head to vale. The aatxe in the corridor are tanked by Vale, EMo tanks the skele, just kill them it's easy. Chamber is basically waiting around / helpnig with empathy here.
- EMo and Necro go to the top-left corner of the room. Vale pops the 3 minds and pulls them up. He aggros the 2aatxwe, and pops the otehr 3 minds. Ball all of these together, so that SS on the aatxe is in range of all minds if possible. Necro comes and helps kill, EMo can help finish off. Chamber runs back to lab reaper.
- Vale grabs all grasps in vale (avoid skeles), EMo and Necro come into vale, maintain bonds on Vale and kill the skeles.
- Vale gets all grasp aggro (but not the terrors, leave them for now) and pulls to the house. Start slivering them, Necro can SS. Once they are dead, go pop vale reaper.
- Meanwhile, Chamber takes unwanted once the other 3 are clear. Start with the reaper directly in front, then do the vale keeper. Use ether feast to keep up kinetic armor, you need to time tings well here but other than tat it's not hard. For the keeper at spawn, run in and aggro it, refresh kinetic, then go behind the stairs on waste side. This blocks the skeles attacks, and although you will be body-blocked by vengeful, tey die once keeper is killed. The hardest keeper is mnts one, you will have to tank 2 aatxes, so make use of cancel-casting and rock candies. Use ether feast to waste their interrupts.
- Once vale is popped, Necro and EMo do the quest, whilst Vale runs back to lab to take escort. Use mantra of earth & stonestriker for energy here, and sliver the minds, once they are all dead help with wrathful quest.
- Meanwhile, Pits goes to pits and pops (pull everything into one ball at the top where dryders are, then kill the bottom group afterwards). This pop is unnecessarily fast, so perhaps A/E would be more suitable so you can glitch skeles.
- Pools & Mnts go and do their areas. Pools use IAU in queen room, but you don't need stoneflesh vs just terrors. Mnts stand in the middle of traps and kill behemoths, you only need armor of earth for Slayer (in fact could probably change this, it is not really needed tbh).
- Once Mnts & Pools finish, they do 4H, and then goto pits to trio the quest. Timings may fit that the whoel party teles to do pits.
- Wastes clears wastes and pops reaper.
- Once everything is done, tele wastes and do as before, Dhuum is as before, the Necro puts SS on minions to kill them.
Notes:
- Essence bond does not give energy for taking 0 dmg, thus it is useless on the EMo.
- Stoneflesh only stops critical hit damage, thus you will still get knocked down by behemoths in pools, hence IAU on the bar.
- Vengeful Aatxes do not use their interrupt, ever.
- SF no longer uses up enemies energy, so even 1 or 2 enemies can be very dangerous to reapers (affects pools & wastes mostly).
All parts of this run have been tested individually, and the expected time for a clean run is 25-30mins. I have not managed to assemble and complete a full run yet, and I'm not sure if I can be bothered, so here it is.
Credit: James for helping come up wit a lot of these, Prodigious Slayer for reworking vale & chamber tactics, Aleks for helping come up with builds and tactics in preparation for SF nerf, everyone who has been around to test and things in runs, although we have not managed to get chest Hopefully some people more organised than myself can get a good time
don_the_vito
Finally got the build to work eh? Very nice ^_^
novawhiz
Quote:
Originally Posted by impulsion
the expected time for a clean run is 25-30mins.
Anet nerf fail
Welthas
Very nice, glad to see smaller numbers are coming of these runs
Ungle
Dammit Impulsion you gave em out to public
UnChosen
I love you <3 (No homo intended)
Pugging for the last few days was dreadful, wasted hours and hours with a normal group for 3 pathetic ectos after 4 hours+, this is the relief I've been waiting for. QQ loses.
Pugging for the last few days was dreadful, wasted hours and hours with a normal group for 3 pathetic ectos after 4 hours+, this is the relief I've been waiting for. QQ loses.
Risus
wastes should be an E/Me otherwise it takes forever, so should every single area. 25-30 min run is impossible, takes that long just to do chamber. 1 cons runs are gone unless you swap to E/Me the damage limit on SF is too low to do a run that fast, wastes takes nearly that long to pop regardless your PvE ranks.
Also, wastes A/E build should have Shadow Sanctuary, not Heart of Shadow, that scatters aggro, also, lose Dash for Dark Escape, you take 0 with that and also don't lose aggro.
Also, wastes A/E build should have Shadow Sanctuary, not Heart of Shadow, that scatters aggro, also, lose Dash for Dark Escape, you take 0 with that and also don't lose aggro.
ThomOfDeath
Very very nice! Can't wait for people to PUG this!
szim
really nice, maybe i would come back to gw and start playing, but .... only uw mostly \:>
Garretto The Necro
=P i like my builds better! =P <3 gg
SpiritBond
GJ Impulsion .
Jk)Phoenix
25-30 mins in ur dreams lol
Yuna Matsumarui
in your face Anet. GG guys, now Obsidian armor will decrease in value once more ^.^
impulsion
Quote:
Originally Posted by Jk)Phoenix
25-30 mins in ur dreams lol
This is for a CLEAN run, no fails, no deaths. I am quite accurate at predicting how long these things take, judging from previous predictions I've made. I do assume that everyone is competent though, which is sometimes too much to ask ^^
flapjack
Well it seems that people are putting out builds lately and of course there is a lot of similarities since many of us know and play together often .
Regarding e/a vs a/e: You know impulsion loves his ele so he put up a/e bars for a good reason lol. Exactly as he stated it is about the sliver cap on lower SA that would hinder e/a.
We are currently using different builds and of course always refining splits/tactics etc but many similarities none the less.
Under 30min is possible but unlikely to occur in a pick-up group. So i think the qq'ing about UW being too fast and easy wont be pervasive as in the past. In fact fast UW runs weren't that common in the last iteration of uwsc much less the current more challenging climate.
Regarding e/a vs a/e: You know impulsion loves his ele so he put up a/e bars for a good reason lol. Exactly as he stated it is about the sliver cap on lower SA that would hinder e/a.
We are currently using different builds and of course always refining splits/tactics etc but many similarities none the less.
Under 30min is possible but unlikely to occur in a pick-up group. So i think the qq'ing about UW being too fast and easy wont be pervasive as in the past. In fact fast UW runs weren't that common in the last iteration of uwsc much less the current more challenging climate.
impulsion
Quote:
Originally Posted by flapjack
Regarding e/a vs a/e: You know impulsion loves his ele so he put up a/e bars for a good reason lol. Exactly as he stated it is about the sliver cap on lower SA that would hinder e/a.
Yep, the mnts it is definitely better to be A/E, and for pools & wastes I think they are both pretty similar.
Ungle
http://www.youtube.com/watch?v=RP6C88_tiyI
Waste EMe. Just another option
Waste EMe. Just another option
impulsion
E/Me is no doubt faster once in wastes, but getting there is harder without assassin running skills. Clearing the way to wastes is a waste of time
ix James Wai the bladed
E/Mo should bond everyone And stay in the first Spawn pop, Emo should be able to keep bonds till everyone is safe IMO, only thing to add is Dont get stuck , so no need for assa running skills unless your in pools or something. other than that, the run to everyones areas shouldn't be to hard, unless you get body blocked in which case, a clear will be necessary.
Hooded Doom
flapjack
It will be nice to see some screens of fast times again. We are doing things a bit differently atm but its always cool to see other people working on different splits and tactics. Mad damage at wastes btw Yomi/ungle2. Knowing when you can get away with droping oby/shadow form is very helpful with the new skill mechanics and adds a new aspect to playing that I find fun. Hopefully with new variations in builds and techniques there will be less qq'ing from the "I don't play GW anymore but farm builds bother me" croud.
cya in game (I still play and try to keep crying to a minimum)
cya in game (I still play and try to keep crying to a minimum)
ValaOfTheFens
I shall call you Impway! I can't get anyone to try this with me. So sad.
impulsion
Quote:
Originally Posted by ungle2
Hella fun seeing 70's show up on sliver
I laugh at 70s pre-nerf
Welthas
firstfire
My Hoard of 16 stacks Corn/Apples looking good, can't wait to get at this on my ele or sin
Spyda Prince
Nice build, but we are to big of wimps not to clear the path to waste and mtns, we like to use all eles. We have completed several runs, but none clean yet. Our best time is 1:30 atm, but could cut that time in half with a clean run.
Garretto The Necro
Quote:
Originally Posted by impulsion
I laugh at 70s pre-nerf
i remember that run =PPP
i remember that run =PPP
Spyda Prince
ok, one question for your build, I see u dont clear the path to mtns, so how does your chamber make it to the last keeper on uwg at the bridge??
impulsion
You can tank the 2 aatxe. Cancel cast, and use up their interrupts on ether feast before casting important stuff like stoneflesh aura and OF. I think it is also possible to run fast and break aggro of the aatxe by running to the 3 skeles, then come back and block them with the wall on the bridge.
William C Wallace
Are all of the personal cons needed to clear chamber, as seen in the video?
impulsion
No you don't need all the cons for chamber, however you probably do need rock candy on the mnts keeper of unwanted guests.