Urgoz heroway
JimmyTyme
Yes that's right I've invented a Urgoz heroway, the very first of it's kind to be more successful than most human teams.
To quote Kayata because I couldn't have said it better than him and he captured the essence of the build PERFECTLY:
Quote:
Originally Posted by Kayata
To quote Kayata because I couldn't have said it better than him and he captured the essence of the build PERFECTLY:
Quote:
ANY negative comments are simply BM on YOUR part.
Build now on PvX Wiki
Current builds: (post suggestions for improvements)
I am looking for individuals to help me further test and improve upon this build if interested in aiding me you can PM me in-game or you can send me a private message on here.
Once again my IGN is Stone Of Leaves
(this is only cuz I've limited and unreliable access to more experienced players)
Player 1 Imbagon Template code (OQGkUim45hy0MYMoGGQYPW62OGOG)/Low Spear mastery variant(used during record attempt) Variant Template code (OQGkUKm4piy0MYMoGGQYPW62OGOG)
> Hero 1 E/Mo Template code (OgNEoMn985Q3GrT/6ByIggLoFA)
> Hero 2 E/Rt Template code (OghjowMZYO0tx6kDZMMxF0iLGA)
> Hero 3 E/RtTemplate code (OghjowMZYO0tx6kDZMMxF0iLGA)
SoS/EoE Rit Template code (OAKkYpgqoSWE0EN4Zz3kP41E0xFD)
> Hero 4 E/Mo Template code (OgNUoYW2mXO0txqRb6jMCI4CaB)
> Hero 5 E/Rt Template code (OghjowMZYO0tx6kDZMMxF0iLGA)
> Hero 6 N/Rt MM/Healer/Bomber Template code (OAhjUwGYoOyhjaVANENncDzqH)
3rd Player Template Guideline (OAVDEmtHTTA2g2B3gLB5BtliBA)
> Hero 7 Me/Rt Panic Mesmer Template code (OQhkAsC8gFKDNY6lDMdaglfG4iB)
> Hero 8 E/Rt Template code (OghjowMZYO0tx6kDZMMxF0iLGA)
> Hero 9 N/Rt SoLS Healer Template code (OAhiYwh8kOncSzhJ1ecWVvYA)
Problems discovered: (Includes steps taken to correct problems)
*( > ) = noticed, theorised or took this action
-ENERGY! > possibly corrected since but in the initial builds they had their own spirits causing energy problems with most builds > moved spirits onto a necro healer to aide with energy management. > (may need more tweaking) > testing proved nearly successful > aggressive refrain removed from paragon > Testing proved hugely successful
-Health > a huge problem for all builds > gave all heroes healing > Minor disadvantage in healing compared to other groups > removed 1 dmger, added SoLS healer, removed spirits from individuals granting more energy to heal/dmg, placed spirits on SoLS healer necro. > (needs to be put into practice) > test revealed minor healing problems > switched mend mind and body for spirit light on 2 characters > testing proved adequate > added dwayna's sorrow to use on minions > testing proved more sucessful
-Armor > ele armor = 60 (caster) too low > added Imbagon > defenses still too low > added aegis + protective spirit > added warder (needs to be tested) > added SoS rit to use spirit meatshields > still not effective enough > added MM > added wards to MM & removed warder to be replaced by SoLS healer >(all's good in theory, needs realworld testing) > testing proved adequate
-Damage > ....9 SF ele's need I say more > lacked survivability ^see armor > added Ebon vanguard wards to player 3 (later became MM) > Alls beyond good in theory (debating +3 or +1 fire rune, needs testing to be sure) > player 3 switched to damager, MM/warder moved to hero & added death nova > +1 Fire proved successful >Testing proved successful
-Failed battle recovery > added Flesh of my Flesh to all heroes & MM > Removed from e/mo's upon creation due to conflicts with survivability > we shall return? on imba (may force huge changes to imbagon build) > testing proved we shall return IS needed > testing proved adequate
-Urgoz > Brought EoE > send in heroes only > not enough overall > kill serpents first (needs testing) > testing failed, further research proved serpents DO NOT affect Urgoz himself > new plan Urgoz himself to be brought down to 90% for EoE to be effective, imbagon uses WSR to revive any dead heroes > testing proved sucessful, barely, looking for ways to improve success > testing revealed this to be the best way > further testing added the realization that heroes work better with higher rates of success, when LOCKED! onto Urgoz (It's an option in your hero command panel)
-Hexes > Brought Convert hexes on 1 e/mo to counter necro hexes > not enough > added cure hex to remaining e/mo's (needs testing) > Testing proved too much, wasted energy > convert hexes dropped and replaced with cure hex >Testing proved sucessful, with slight surplus
-Conditions > brought recovery > Only reduces duration by 1/3 > brought mend body and mind > more than enough (in theory needs testing) > too much, mend body and mind replaced to add more healing, dedicated healer retains the only one
-Co-ordination > heroe's attack owners target > Imbagon calls targets, Rit and MM press T and call same target (forcing AI to switch targets) > Testing proved sucessful > Further refined to use vent but still optional (most successful)
-Snares? > added limited snares to warder *may need to be replaced with a player to work properly* > added unsteady ground to hold them in place upon attacking (may cause scatter, needs testing) > warder/snarer removed due to waste of a space, made room for dedicated healer > Testing proved snares not necessary, minions & spirits proved beyond adequate
Notes:
-The runes are VERY easy to figure out (+1+1 for main attribute and +1 for secondary) and then just load up on survivors insignias (with the exception of imbagon who uses centurions) and highest vigor you can afford *the panic mesmer use's a +1+3 domination rune as opposed to a +1+1 seen elsewhere*
-Build Inspired by Discordway & SF
-"Armor" includes ALL forms of damage mitigation & redirection
-Requires alot of knowledge about Urgoz pre-hand I suggest doing it in NM about a dozen or so times to familiarize yourselves with the builds & the map layout.
-Speed does increase risk but only partially.
-Most of the speed is dependant on how fast the SS/EoE rit can set up & move his spirits. (suggested to be the player most familiar with Urgoz)
-The 3rd player is the most open of all the builds, but is definitely required to be either N/any or any/N and MUST bring Consume Corpse or Necrotic Traversal
-It's recommended that the Spirit spammer use Texmod and bring the spirit range compass overlay (like can be seen in my second picture) for use against Urgoz.
-It's possible to use a 4th, 5th and even 6th player as the panic mesmer, the dedicated Healer and/or replace one of the SF Players with a EoE Ranger and have the spirit spammer bring Splinterweapon to support the ranger's damage and increase the spirits survivability
-First Successful test: 1h 37m in HM without con's (picture below)
-Current record: (without cons, and with mistakes on our part, entirely feasible to achieve under 1h, though significantly more risky)
1 hour 06 minutes (picture below)
Please note, I DON'T CARE!!! if YOU like it or not because IT WORKS! better than any non-elitist player teams I've seen in a LONG time.
~Added notes due to misconceptions or replies regarding omitted thoughts or details~
-Urgoz only needs to be brought down to just below 90% health after that EoE does 99.9% of the damage from that point on due to plants dieing (explosive growths like Urgoz ARE plants) so beyond that point heroes are only useful for making more growths spawn and may be left for dead (to a limited degree) as seen in my picture above try to use we shall return to bring them back and flag them but remember YOUR survival is MUCH more important than any hero.
-This Build is and/or can be significantly slower than very very organized and knowledgeable guild teams where everyone knows whats going on 100% of the time let it be known that these are in almost every circumstance better options, but for individuals who have limited access to these 'hyper-aware', knowledgeable personnel, this build is probably you're best option as it requires only 3 people and only 1 (the Ritualist) needs to be 'hyper-aware' the others just need to follow his instructions so in the end of the day it boils down to what you as an individual have access to. *hyper-aware means in comparison to other individuals and refers to knowing the lay-out extremely well.
-For attacking Urgoz (this is the hardest part with heroes), you have to LOCK!!! your heroes onto him this can be done by targeting Urgoz, not by attacking him but by simply having him as your target (meaning he's in the enemy selection bar that's usually at the top of your screen), then opening your hero menu's (the small ones in which u can micromanage their skills) just below their pictures there's a little what looks like a target sign make sure this is ORANGE! and check to make sure it says he's targeting Urgoz (you may have to force-drop bundles, since most of them will likely have ashes with them) then all at once, you have to attack him directly (remember to FLAG your heroes, as needed) the rest is at the bottem of the page
-If your uncomfortable with texmod and some people are for various reasons, I recommend (and I apologize for not having a pic for ya) the location just off to the north of the ramp, its on a lower elevation and theres a door with a serpent guardian 'in front' of it (as you're technically behind it) from there look to the south at the ramp, there should be a nice big dark-coloured patch at the end closest to urgoz it ends abruptly after that end is where the explosive growths spawn so just place the EoE JUST barely before the end of that dark patch (the closer you come the better, usually)
Comprehensive Guide
For You're Reference:
Room 1 - Weakness room
This Room isn't too much trouble and it simply involves being partially clumped up with the spirit spammer JUST in front of the main team and the mm/warder just in this middle, in fact this is the formation that u should have going into every area/fight, now the unique challenge with this room is unlike most rooms where u can handle all the pressure at once... for some reason this build just...doesn't like to cooperate in large numbers and the maddened dredge tend to use 100b and splinter weapon to mow down your tasty minions and spirits then proceed to spike you're group, so the only real way to fight this group is to break it down into 3-5 smaller fights grabbing 1-2 of the groups at a time, you may have to start the initial group in the center and wait for it to start breaking off into manageable chunks (if you attack one single target with a longbow all 5 groups act as if they were 1 so this is NOT recommended, unless you use a mysterious summoning stone like the crystal guardian who eats dredge like candy) after that proceed as per normal to the room feel free to aggro all 3 groups at once or kill the first 1 then work on the other 2, but DO NOT go near either side just travel STRAIGHT to the guardian serpent.
Room 2 - Degeneration
This is one of 3 tricky locations along the way that you'll encounter, but don't be afraid all it requires is careful timing, and 2 pings at the appropriate time, when u get in the room stay away from the degen for a moment let 1 person (usually the paragon) move ahead and wait for the spawns to move down the cliff below, JUST BEFORE this happens the paragon (or whoever's watching the spawn) will call the tree and EVERYONE! move up to the paragon and bunches up nice and tight when they see this happen the paragon will then call this again and everyone will then call the tree and attack him absolutely first (if you timing is even slightly off or someone moves to far forward your party will wipe), once the tree is dead stay where you are and proceed to at at steady pace, roll through the enemies, calling juicy tightly packed groups of enemies for you heroes to munch down upon not much about this room is scary once the tree is dead (as the -10 degen is gone)
Room 2 - Alternate (slightly slower, ALOT more reliable)
Before you enter the room, have your designated puller, usually the paragon, activate the blood drinker spawn, being careful not to aggro the dredge, and pull them back to the corner (between the two doorways between rooms) so that the degen doesn't affect you're party (or atleast not as much) once their dead, move your team forward to the doorway, once again being careful not to aggro the dredge (you may have to wait for them to move, it's a very good idea to spend the time on your first few runs to map their patrol pattern) when you are sure you're not going to aggro them have your pulled (using a longbow or flatbow) pull the tree (he will only go to the edge of the grass at the bottom of the mound he's standing on) once he's at his maximum distance, attack him (don't be afraid to back off if you're going to aggro the dredge) the tree should go down very quickly (you may sometimes aggro a group, it's best to attack the group first, unless he's weak[below 60%-ish]), once the tree's down go about the room as per before, just spirit-roll through them (meaning have your ritualist lead the way with his heroes unflagged and summon spirits the instant something spawns then back off [not much, just 5 or so feet to get you behind your spirits]) the room itself is VERY easy once the intial degen is gone.
Room 3 - Switches/Little bridge
This room is very straightforward, kill the bushes first using same technique as room 1, then run down following the left-hand wall, and munch munch munch enemies yum, while munching player 3 with consume corpse or necrotic traversal will jump up top and continue killing stuff with you while you munch MOAR! enemies, player 3 will then flip both the switches and use the teleporter to get down (it's one way and will NOT let you back up) procede towards room 4.
Room 4 - Fire Flower Bridge
This rooms easy just roll through it like you did in room two just wait for spirit spammer to remake spirits and stay back, when the spirit spammer comes under contact he will use summon spirits to bring them up to him and protect him, the others (+heroes) then continue munching, and repeat until across the bridge, stay in that area where the serpent died for room 5
Room 5 - Wolf Land/Exhaustion
This room appears empty but can be very dangerous and long, at the start stay in the end of room 4 wait for spirits to be set up and the paragon (with protective spirit on) will run forward and as soon as he sees red dots on his screen he will immediately press X (the 180degree turn button) and then use fall back running towards the others and he will proceed to run PAST them balling them up nicely.
(Remember to call nice juicy bundles of enemies for heroes to munch)
after the groups are done (there should be only 2 groups, but check for 3, just in case)
Run ahead to the bridge flag you heroes ahead of you to avoid them casting any spells (remember you have exhaustion), now once through the vine door and on the bridge wait (flagging you heroes in circles to avoid spell casting) wait for the other vine door to go up, then come back down once its down EVERYONE moves very quickly (with fallback on the party) PAST the Thorn Wolves ignoring them completely untill you're in the safe zone, now's where it becomes tricky as its likely a fair amount of you party has just died, if you retain 7 or more people you may want to bunch together and fight the Thorn Wolves or if you have less than 6 alive you may want to run further running to the other wall (with a second fall back) and hoping they don't follow, once you've either killed or escaped you Thorn Wolf pursuers, you will want to setup facing either forward(if you fought them and won), or backwards (if you escaped them or fought and lost), the paragon will run back and res as many as he can with we shall return (if your paragon wiped you're most likely screwed unless he was one of very few who died), either way your paragon needs to cast we shall return and res as many as possible allowing you to either fight or prepare to continue, if you fight just do what ya can you'll likely win, if you continue just stay back at the door setup spirits on a wall and have heroes just behind (standard formation) the paragon will run forward and aggro 2 groups (just like before) running out and falling back quickly, checking again for a 3rd once no groups remain move to the far wall avoid going near the nearest vine door , and move along the wall to where the paragon should've been pulling from at the door the rit will summon spirits and the first of 2-3 thornwolf spawns will come again fight them off kill the bushes all's easy, pre-summon spirits and roll forward just like on fire flower bridge, and take the first right going up and across the bridge after that take first right beware there will be 1 spawn just after the bridge (use spirit spammer to roll through it, taking the first right going into the chasm below the bridge, use the spirit spammer to roll through 2-3 more spawns until u find room 5's guardian serpent.
Room 6 - Energy Degeneration
One party member (usually the paragon) stays behind everyone else (including the paragons heroes if he can flag them good, if not they stay with him) {if the paragon was to enter the room 100,432,543,454,354,361,545,643,898,433 wardens spawn and kill, rape and maim you then proceed to eat your babies so don't enter the room}
The party moves up kills the tree and then kills the guardian serpent, then proceeds to cross the bridge once across the first person will say clear queing the paragon to catch up very very quickly and onto room 7
Room 7 - Exhaustion, Weakness
Stay at the doors leading into the main room aggro all 4 groups of wardens (1-2 at a time, be careful when aggroing 2 groups and ensure the paragon's survival) kill two groups of bushes (not necessarily in that order) and remember to pull to one side of the chasm you're in and remember to HUG THE WALL! its imperitive (always is but this time it's more so) The paragon will then procede up the hill on his left and bring down a 3rd group of bushes which will then be killed, Remember to disable ALL healing/enchantment skills and force pre-cast them before proceeding up the hill to kill the exhaustion tree, once the tree is dead re-enable ALL healing/enchantment skills, and run to the other hill and kill the remaining tree/bushes in one fell swoop then return to kill the guardian serpent (if you've not already done so),
Room 8 - Warden Land!
There's 7 groups of wardens in this group aggro the first 3 up to stairs and to the left side of the door munch munch munch yum! move down the stairs aggro the 2 groups closest to you move up just slightly outside the door aggro the remaining 1, then move up to a pillar and kill the final 1 (killing bushes along the way as necessary), kill wurm, make sure u stay between the 2 doors (there's 1 set leading into room 9 and back into room 8)
Room 9 - Pop-ups with a nice waterfall twist
In this room there's a shitload of pop-ups and to avoid very bad thins happening only 1 person goes even remotely deep into the room to aggro(keeping in mind you may need to majority of the group inside the room to kill certain monsters) and always remember to have 1 person(or hero) outside the room at all times (or the doors will close behind you leaving you without an escape route when shit hits the fan)
boom lots of spawns boom boom munch munch yum when theres a single group of blood drinkers near the exit of the room (far side) that's usually an indication of there being only 1 pop-up next to them so feel free to move the entire group into the room and kill them before proceeding to room 10
Room 10 - Health degeneration
There's nothing protecting the tree kill it cross the bridge kill yum, if you can't figure it out I have no idea how u made it that far....
Room 11 - Urgoz Himself
Everyone runs down and to the left spirit spammer finds the sweetspot for EoE where it hits him but won't get blowed up, once spirits up everyone LOCKS their heroes onto Urgoz and get him down to 90% health, keep ressing heroes and players as they die spirit spammer should back out and keep EoE up, Urgoz should take no more than 2 minutes, expect heroes to die, paragon use WSR to res as many as possible at one time, keep flagging heroes around and avoiding explosive growths until EoE kills Urgoz, after that WIN! *avoid attacking the guardian serpents they don't heal Urgoz*
If you have any minor little questions like how to do certain areas feel free to contact me in-game the character who took the screen shot is me "Stone Of Leaves" if your PM doesn't work just add me to your F-List for a later time (or another character), that being said if u have a big question post it here on the forums so that others can see it and be aware of it. Also feel free to make suggestions to me if it's a major change I may ask you to come along and show me what you mean.
byteme!
I applaud you for this. As per usual in this forum you may get a few trolls who just can't be pleased. F___ them. You did well.
Dace Hunters
Well i applaud you for attempting it...but you hardly invented it.....ive seen a couple of heroway builds that can do it in around 45 mins and have been around for quite a while. But kudos for being creative anyway
JimmyTyme
Quote:
Originally Posted by byteme!
Quote:
Quote:
Quote: Originally Posted by JimmyTyme -It's recommended that the Spirit spammer use Texmod and bring the spirit range compass overlay (like can be seen in my second picture) for use against Urgoz. Please reference the compass and notice the little line? thats spirit range but..... if your uncomfortable with texmod and some people are for various reasons, I recommend (and I apologize for not having a pic for ya) the location just off to the north of the ramp, its on a lower elevation and theres a door with a serpent guardian 'in front' of it (as you're technically behind it) from there look to the south at the ramp, there should be a nice big dark-coloured patch at the end closest to urgoz it ends abruptly after that end is where the explosive growths spawn so just place the EoE JUST barely before the end of that dark patch (the closer you come the better, usually) [added to first post under omitted statements, for clarification]
Quote: Originally Posted by Swahnee
To make things more interesting, then, i discovered that urgoz's hits strip enchantments, so even protective spirit doesn't work at all.
I'd always thought he did something like that just never bothered to spend the time to test it...