PvE EASY MODE: General PHYSWAY

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by DigitalFear View Post
Nono, the run where you let the reap0r die. Ohh, that was before I realised how essential it was for the Secondary ER to do it, because of the extra spammable enchant. Makes all the difference apparently.

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

Minion is mean. Never stalks my PM for UW. </3

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

Expect to be spammed daily. :3

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

You need to take out the Skeletons too, or they'll rape you soon enough.

DigitalFear

DigitalFear

Jungle Guide

Join Date: Jul 2009

My mother's basement.

Me/

Hm, suppose I could ER if it's needed. Today;s run was pretty good.

Also, lolmeta. all the nabs are running it.

DigitalFear

DigitalFear

Jungle Guide

Join Date: Jul 2009

My mother's basement.

Me/

Btw, Panic or not? G liked it, it seems. ;o

Malician

Oak Ridge Boys Fan

Join Date: Jun 2007

E/P

Here's the story of four different PUG groups, ERing it each time, all HM. All had basically the right builds.

Two of the E/MO partners were completely and utterly incompetent. I mean completely unable to maintain bonds AT ALL bad.. right builds and gear but 100% useless.

The third was able to keep bonds up (sometimes), but not at all in Mountains even with me bonding 2/3 the party. Still made it through Four Horsemen without any problems but the team tried to blitz to pools, gathered up all the remaining aggro in Plains and some of Pools, then the two guys still alive managed to draw all the mobs to the rit who'd gotten away. Wipe.

The fourth ER was the best. He made it all the way to the second fight in Escort on the way to Vale before dropping bonds! Party did fine until we were on the way to Mountains where he dropped / left. I solo ER'd it through Mountains but couldn't deal with plains alone.



The other two others were able to keep bonds up.. some of the time but lost them as soon as any real fighting started.

Made it through Four Horsemen with the first playable ER, then the team tried to blitz to Pools gathering all aggro, 2/3 team died.. rit gets to safety and two people go run to bring mobs to him.

Lesson: most of the E/MO in TOA are really, really, *REALLY* bad. You're honestly better off with a half decent prot monk.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

I don't think people know what Ether Renewal does... They should really be practicing via dungeons, like we did.

PUGging HM missions and dungeons is a good way to learn how to play it better. Work your way up to UW.

Spam more prots, cover more, spam INFUSE; pretend it's Burning Speed if you have to...

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

E/

The problem is they panic without BURNING SPEED on their bar.

They also don't understand that Infuse can serve the same purpose as Burning Speed for when energy is needed.

The introduction of ER Eles into SC teams produced people who can't handle using a proper ER build.

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

Finding an ER is a pain. I sat in ToA for an hour trolling people, there were like 3 parties looking for an ER and 1 hour later they were still looking for them. ;p

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

That's because I was afk, sorry!

Myotheraccount

Myotheraccount

Lion's Arch Merchant

Join Date: Mar 2010

On the interweb. n__n

Desolation Lords [DL]

A/W

No you weren't. Liar! >:

DigitalFear

DigitalFear

Jungle Guide

Join Date: Jul 2009

My mother's basement.

Me/

DUN CALL MINION LIAR!
(He knows he is ;p)

And yeah Arro, 'EMOs' with Burning Speed should die.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

Physway is a pretty fail team set up. It's a gimmick that fails very often by the very people who made it in Underworld. People can run all sorts of awful junk and pass, but it doesn't make it good.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Aohm on the OP listed scythe bars? wut? yano, cos its fits perfectly with the orders bot xDwink Or is there a really good reason for it to be there? .........

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Just with the moaning on pvx about the crap bars ppl were putting in variants, then reverts and been sent here for alt phys bars :P i found it kinda funny that the ones here were borked too :P

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

I know what you mean. It's come to a point where we need to start making compromises and less guess-work/theories. The idea's been planted, and now it's time to see what they do with it.

Chthon

Grotto Attendant

Join Date: Apr 2007

Did a run last night with Aina, Cuilan, and 5 PUG people. Went surprisingly well for a PUG and surprisingly not-super-slow (1:50) considering that it was a PUG and featured quite a few delays on account of the retard and one sin discoed with 3 or 4 quests to go. Few things of note:

1. One retard aside, PUG people were surprisingly decent -- even the guy who had never finished UW before. Everyone always complains about PUGS, but this one gave me a little hope.

2. Putting the SoS back in makes a ton of difference. Everything that involves mindblades is much easier with a bunch of Clumsy-proof spirits hacking away while your sins are doing a boatload of DPS to themselves and not so much to the mindblades. It also allows you to do the 7-1 split for 4H if you like, or a very conservative 6-2 split. It also makes mountains faster and easier if you happen to get a blocked path.

3. Aina made the sins (or at least most of them, I wasn't sure) take IAU. That went a long way towards solving the problem with noob/sloppy sins getting stuck in meteor showers.

4. Shadowstep on a sin or two makes UWG much easier.

5. I've said several times before that the run from Plains to Pools is way too risky for the time it saves. The better alternative in my mind (which worked fine last night) is to: kill the wailers, kill the horsie, immediately push forward into the pops so that the spawns from the horsie don't aggro to you, kill the pops, kill the patrols, pull and kill the wailers, run past the horsie to the dryders. Adds maybe one or two minutes while being 1000x safer.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

They're getting better. Either that or the bad players have already given up... /ponder

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Ha. I see you got the name changed at last. Now to get some of those faggy builds updated! =)

Malician

Oak Ridge Boys Fan

Join Date: Jun 2007

E/P

Quote:
Originally Posted by Chthon
View Post
Did a run last night with Aina, Cuilan, and 5 PUG people. Went surprisingly well for a PUG and surprisingly not-super-slow (1:50) considering that it was a PUG and featured quite a few delays on account of the retard and one sin discoed with 3 or 4 quests to go. Few things of note:

1. One retard aside, PUG people were surprisingly decent -- even the guy who had never finished UW before. Everyone always complains about PUGS, but this one gave me a little hope.

2. Putting the SoS back in makes a ton of difference. Everything that involves mindblades is much easier with a bunch of Clumsy-proof spirits hacking away while your sins are doing a boatload of DPS to themselves and not so much to the mindblades. It also allows you to do the 7-1 split for 4H if you like, or a very conservative 6-2 split. It also makes mountains faster and easier if you happen to get a blocked path.

3. Aina made the sins (or at least most of them, I wasn't sure) take IAU. That went a long way towards solving the problem with noob/sloppy sins getting stuck in meteor showers.

4. Shadowstep on a sin or two makes UWG much easier.

5. I've said several times before that the run from Plains to Pools is way too risky for the time it saves. The better alternative in my mind (which worked fine last night) is to: kill the wailers, kill the horsie, immediately push forward into the pops so that the spawns from the horsie don't aggro to you, kill the pops, kill the patrols, pull and kill the wailers, run past the horsie to the dryders. Adds maybe one or two minutes while being 1000x safer. Here's the reason IAU is invaluable even in a good team: there are lots of good ways to dodge MS in controlled circumstances, but even skilled assassins will end up getting knocked down here and there. UW is long; Terrorwebs feature in every area, especially Pools; peeps get bored. Even if they stop being lazy long enough to avoid wiping on an unlucky 4HW fight, I can feel the aggravating slowdown when A/Ws are on the ground and not killing.

From what I've seen, PUG rits, necs, and imbasins all far surpass the (admittedly very low) requirements for easy, failproof UW runs.

Granted, their ERs can't even keep bonds up long enough to vanq Dalada Uplands, let alone do Mountains..

Comments on the run:

#1: You're very good. It's hard for the team to fail if both ERs know the basics of the build. It's also nice not to have to bond 5-6 in a vain attempt to keep your partner from losing his :-)

#2: After seeing the Rit hold 4HW so well, I want to know how possible it is for one ER to do the whole thing. Obviously unreliable without a solid rit, but would be fun to try.

#3. Plains is probably just a matter of the team sticking together. Like most cases, fails happen when people are out of heal range, running around and not attacking, or otherwise fubaring themselves tactically.

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

E/

4h without the rit stalling is extremely variable since the nerf to cons (can't reapply bonds fast enough).

The original strategy was the secondary ER keeping the rit alive solo, which worked well up until now. Before the update, I only failed using that strategy once because a PuG necro panicked when he saw me keeping Reaper alive solo (his first reaction was to aggro everything and draw them towards me :/)

Strife17

Lion's Arch Merchant

Join Date: Jul 2008

Mo/

Fail Physway in underworld just now

because a A/W didn't knew that if you kill certain dreamrider, mindblades pop. and that if you kill those mindblades, more will pop.

This is very annoying with only 3 ppl alive.

lesson learned: do not take anyone with "Shana" in his IGN.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

The rit should nicely place his spirits in a line or curve such that one meteor AOE does not kill all at the same time. Seriously, the rit should be able to take out an entire side (pool) by himself with the ER watching his/her back. The rit much slide lieft right only while changing spirits cast. Remove feast of souls from the bar (the rit mustn't heal - his job is to spam spirits). Failing to use armor of unfeeling is learning to fail.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Malician
View Post
#2: After seeing the Rit hold 4HW so well, I want to know how possible it is for one ER to do the whole thing. Obviously unreliable without a solid rit, but would be fun to try. You mean 4H or the whole of UW?

Like Minion said, back in the day Dis (Cowbot) could reliably hold Pools side long enough to kill Pits side and get back to the reaper. It was a 7-1 split. Flair was able to do the same if I recall. (Note, however, that we were usually running an AP-MoP necro, and it was usually me, so the Pits side died very fast.) After they eased up the quest, I can only imagine that the Rit's job has gotten easier.

I'm somewhat torn between returning to the 7-1 split and repeating that 6-2 split we basically stumbled into. On the one hand, you've got maximum firepower on Pits side, but no insurance against the Rit failing; on the other hand, you've got excellent safety on the Pools side, but no insurance against the Horsemen shutting down the one ER on Pits side.

As for doing the whole UW with just one ER, I doubt it could be done, for a few reasons:
1. Lack of cast time versus high pressure. Even spamming the optimal skill choice at every opportunity, I don't think one ER could keep up with the pressure from 9 Mindblades or 3-4 Skellies.
2. Splitsville. Sure, the Rit can handle 4H, but can they handle Pits, Wastes, and UWG? There's too many times the ER would have to be in two places at once.
3. No backup if the ER slips up. It's rare to go a whole run without getting stripped or interrupted. With a second ER (player), you can play conservatively until ER (skill) recharges and usually keep your bonds up; just let the other ER take over more healing duties for ~45sec. Similarly, it's spam by the other ER that keeps people alive if an ER's bonds do go down. Without that second ER present, a lot of relatively minor problems with ER failure would turn into major disasters.