Q: How vital are hex removal skills? Should multiple players/heroes be carrying them? We don't usually bring many.
Ehhhhhh, I'd say Cure Hex on your Discord Bomber, a removal or two on your UA Protter, and maybe a Smiter hero (again, buff that Warrior up!) with Strength of Honor (disable and micro on the War), Smite Condition, Smite Hex, Holy Wrath, and Empathic Removal or Signet of Removal for the elite (plus some /Me energy management I'd say) ought to cover you just fine.
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Q: What skill should the Necro bring to deal damage to Urgoz / Explosive Growths at the end? I was planning on having the Warrior and myself with Ebon Vanguard Assassin Support (EBVAS) - would this skill be ideal for the Necro as well?
Explosive Growths will, well, explode. The Necro can definitely carry EVAS and use it on Growths to recharge Assassin's Promise. It'll give her just about infinite energy in Urgoz Chamber (which she'll probably have anyway) and let her keep spamming her important buffs on Urgoz himself. I don't think your Warrior needs it, he's gonna be busy whacking away at that big ole' tree.
One more thing EVAS is good for: at the beginning of the mission, there's a nice little surprise . Make sure you fall back from the starting position, and deal damage at a distance keeping the insta-killers busy with EVAS/minions.
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Q: In general, do people consider The Deep harder than Urgoz's, or vice versa? We had a lot of fun when we went through The Deep (minus the almost-wipe at Kanaxai, which scared me to death XD) - I'm just curious if most people find one significantly more challenging than the other, or not.
Eh. It's give and take. I always found The Deep's boss fight more annoying with that stupid Aspect of -12 Health Regen Lol Kanaxai, but Urgoz is no pushover, especially if you don't take EoE, and he'll be tough anyway because heroes won't move through Growths like a human. Overall, not debating over the boss fights, I'd say Urgoz is easier. It's a more standard "Kill things. Don't die," style mission than The Deep seems to me.
As for you and your Ele, an Assassin's Promise caller/leader is fine. I'm not so sure about Air though (single target stuff in here is not as effective). I'd think about a Glyph of Sacrifice Meteor Shower spammer just for the AoE and some crowd control around your Warrior while he triggers your Necro's MoP on helpless victims. If you were so inclined, you could bring GDW to further ridicu-buff your War. Otherwise, AP with YMLaD, EVAS, FH, and some Ele utility. Just bring something useful .
So let me review my suggestions and see if I'm giving you decent advice:
1. E/A (You) - Something useful 
2. N/A (Fiancee) - AP/MoP/Barbs/BuH/YMLaD/EVAS/FH (something along these lines)
3. W/N (Friend) - HB/Whirlwind/Traversal/maybe some "tanking" skills like IAU or Wary Stance to quickly charge Whirlwind
4. N/Mo - AotL/Death Nova/Bone Minions/PS/Aegis/Cure Hex (you get the picture)
5. N/Rt - Bone Minions/Resto. Icy Veins for AoE? Xinrae's or WoR?
6. Mo/Me - Signet of Removal/SoH/Smite Cond/Hex/Leech Sig/Castigation Sig/Power Drain
7. Rt/ - SoS/Splinter/A-Rage/Spirit Siphon/PwK/Spirit Light, etc
8. Rt/R or R/Rt (ugh) - Barrage with EoE? Could also consider another spirit spammer with /R for EoE.
9. Mo/Me - UA Prot. Standard stuff.
All of it's up to you, and there's no perfect setup. The last 3 I'd suggest:
-Maybe a Discord-esque Curser Necro with Putrid Bile, Shadow of Fear, and another PwK/Recovery/Rejuvenation, etc.
-Another dedicated healer, if you feel it's necessary. You'll have lots of offense one way or another with 12 characters. Just don't overextend yourself one way or another.
-Some Mesmers. Mesmers are friggin' good. Panic and PI bars with Wastrel's Worry/Demise, Unnatural Signet, and Mistrust are simultaneous crowd control and armor ignoring AoE damage.
-Ether Renewal + Orders. More physical damage from physicals with the option for whatever extra support you feel is necessary.
I hope this is helpful, if not lengthy .
01 Nov 2010 at 15:39 - 3
A. No, a person must use Necrotic Traversal because heroes can't touch switches.
A. Necro heroes or an ER hero will have a ton of energy needed, don't bother bringing a monk hero to heal.
A. Yes. No only does it deal a ton of damage but it makes Urgoz a total cake walk.
A. No use. Condition removal isn't vital either.
A. Run around, let EoE kill Urgoz.
A. I find Urgoz harder due to much stronger enemies but the Deep is more cryptic when it comes to beating it (tons of spawns, the gate switches, harsh environmental effects etc.). That if you don't know it to well it means GG.
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From what I've read, I'll probably be running Searing Flames as E/Me (and I'll throw EBVAS somewhere in there for Urgoz).
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No. Searing Flames suck, bring Pain Inverter + Assassins promise + EVAS combo. It would also be best for necros to bring skills like Spiteful Spirit, mesmers to bring Visions of Regret/Panic. Also the warrior should toss in Mark of Pain in his hundred blades.
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1. E/A (You) - Something useful
2. N/A (Fiancee) - AP/MoP/Barbs/BuH/YMLaD/EVAS/FH (something along these lines)
3. W/N (Friend) - HB/Whirlwind/Traversal/maybe some "tanking" skills like IAU or Wary Stance to quickly charge Whirlwind
4. N/Mo - AotL/Death Nova/Bone Minions/Aegis (you get the picture)
5. N/Rt - Bone Minions/Resto. With rit spammable heals.
6. N/Me - Spiteful spirit with rit spirits hybrid
7. Rt/R - SoS with EoE
8. Me/ - Panic
9. Me/N - Visions of Regret with necro hexes/debuffs
10. N/Mo - Another Spiteful spirit hybrid
11. N/Mo - MM with prot spirit hyrbid
12. Mo/Me - UA Prot with some condition removal. Standard stuff.
I would go with this.
01 Nov 2010 at 16:11 - 5
About consumables, I would consider bringing an Essence of Celerity. If you were to buy it, it would cost below 3k... or you could just do a short and easy quest, O Brave New World, so you can get it as a reward (along with the Mindbender PvE skill). The best part about Essence of Celerity is that it gives you a 20% speed boost and all your skills will recharge 20% faster for 30 minutes. Compared to the other consumables, which basically make you harder to kill, the Celerity could make the run a lot faster to complete.
1) Absolutely anybody can use Consume Corpse, even the Warrior. It's just for one situation where you will see a bunch of enemies on top of an unreachable bridge above you, then you will have to kill them (and make sure the Minion Master doesn't exploit all their corpses), and then one human player will have to teleport on that bridge by exploiting an enemy corpse with Consume Soul, click on 2 mechanisms of some kind that open a gate, and then walk through a blue teleporter which sends him/her back to the party.
2) The MM with protection spells sounds good but the SoS healers sound bad imo. I would REALLY recommend that your fiance plays the the BiP Necromancer (with a 55 armor and normal armor in his/her inventory). That extra +6 energy regeneration on most of your party members helps A LOT. A Hero can play the SS Necromancer just fine, but BiP can only be played well by a human. So, as long as you have a BiP Necro, 2 Monks should be enough (I would also recommend you make one UA and one HB, both with Arcane Mimicry and Heal Party).
3) EoE makes the boss fight a LOT easier so yes, I recommend you bring it on a Barrage Ranger, a Searing Flames hero, or something like that. One of your human allies can bring Draw Spirit to save you some head ache in the boss fight (so you can make sure it's close enough to Urgoz).
4) Don't bother with hex removal. The only hexes present at all will be Shroud of Silence (which goes away after 2-3 seconds and has a recharge of 30 seconds), Life Siphon (-3 health degeneration, be very afraid :P ), Icy Veins (this hex is only triggered when the target dies, so hopefully that won't happen :P ).
5) EBVAS is more of a spike skill since it has a long recharge (30 seconds). I would recommend you focus more on DPS skills like Necrosis and such. Keep in mind that, in the boss fight, you will have Explosive Growths spawn every few seconds (if you get in Urgoz's range, which is roughly the size of the compass/radar) so you have to cast a skill, then move, cast, move, cast, move etc. This is why EoE is so effective here. I recommend you keep the healer and the BiP in one spot where Urgoz can't reach you, let them spam Heal Party and maybe UA if someone dies, cast EoE and move it with Draw Spirit close enough to Urgoz (have a player adjacent to Urgoz so you know it's close enough), get Urgoz's health below 90%, and then just run around constantly and let EoE do the work.
6) I think the Deep is harder at the beginning but easier afterward, since you're split up in groups of 3 and have to kill enemies that have rezzing capability and healers, but it's a lot easier when you get together with your allies. Urgoz, on the other hand, is relatively straight-forward at the beginning, but the boss fight is a lot different and a lot more challenging. So, overall, I'd say Urgoz is harder than the Deep.
Hope that helps, have fun!
01 Nov 2010 at 16:51 - 6
Thank you so much for the replies guys! (Special thanks to FengShui, for posting a very lengthy and detailed response!)
I know that people are going to have varying opinions based on their experiences with clearing Urgoz's Warren, and I already see some conflicting opinions - I'm just sort of analyzing all of it, and I'll make final decisions one way or the other, but I want to remind everyone to not take it personally if I follow one suggestion or the other.
After all, the end result should be that me and my two companions have a ton of fun, right? It's our first time doing this! And we had a blast in The Deep, so I'm expecting the same from Urgoz's.
With that out of the way, let's move back to strategy. I'm also trying to work around the available hero builds that each person has (the Warrior is a bit of a slacker, so he has a more limited selection, hah!). While none of us mind going out and getting more skills, I'd like to avoid spending hours hunting down elites, since we all have limited time to play.
Here are my current thoughts:
Q: Is Barbs useful for anything other than Urgoz (not sure if there are other dangerous/high HP bosses up until him)? Is it definitely worth a slot on a Necro bar, considering everything else sounds like it requires heavy AoE?
Me
E/A - AP, EBVAS, YMLAD, Finish Him!, Glyph of Sac, Meteor Shower, GoLE, Searing Heat [open to suggestions on the last skill, just an AoE filler at this point]
Hero 1: Me/E - Illusion mesmer. PI/Wandering Eye/Clumsiness/Signet of Clumsiness/Power Drain/Arcane Conundrum/Waste Not, Want Not/GoLE
Hero 2: Rt/R - SoS Rit with EoE (no resto, just channeling)
Hero 3: Me/Rt - Panic/Wastrel's Worry/Unnatural Signet/Power Drain/Wastrel's Demise/Cry of Frustration/Waste Not, Want Not/FoMF
My fiancée
N/Mo - Still up in the air about this one. She's not used to playing a caller build, and is very used to playing SS. If possible, I'd like to set her up with a bar like: SS/MoP/EVAS/BuH/Barbs(possibly)/Rebirth/Enfeebling Blood/Necrosis - I'm open to more suggestions on this one, of course.
@KoalaGuy: I always want to hear more opinions!
Hero 1: Rt/any - SoGM spiritway hero with Flesh of My Flesh
Hero 2: N/Rt - Bone Minions+Resto, with Icy Veins
Hero 3: N/Rt - Spiteful Spirit/Rit resto hybrid. PWK/Putrid Bile/Shadow of Fear/Rejuv/Recovery/etc
My Leeroooooy-ing Warrior friend
W/N - HB/Whirlwind/Traversal/S&M Slash/FGJ!/Flail/Enraging Charge/IAU! - this seems like it'll work pretty well.
Hero 1: N/Mo Minion Prot Bomber - AotL+Bone Minions+Death Nova with Aegis/Shield of Absorption/Prot Spirit
Hero 2: Same as hero 1 (MM Prot Bomber with Aegis)
Hero 3: Mo/Me - UA/Power Drain/Leech Signet/Cure Hex/Aegis/Dismiss Condition/Dwayna's Kiss/Divine Healing
Total of:
3 Minion users (all are minion bombers -- should I change one to a true Minion Master?)
3 bar pushers (1 with Monk heals, 2 with Rit resto heals)
3 Aegis carriers (two of which have a couple other prots)
2 Mesmers (one Panic [Domination], one Psychic Instability [Illusion])
One of each of the following spirits available: SoS, Bloodsong, Shadowsong, Pain, Disenchantment, Dissonance, Anguish
And plenty of AoE damage and debuffs (HB warrior, MoP, glyph sac+Meteor Shower & Searing Heat, and plenty of Spiteful Spirit)
That's just my current thoughts, I'm definitely wide open for critique. As for the actual Urgoz fight, does this strategy from the wiki still work well?
"Clear out the entrance to Urgoz's room to the east first and then clear and enter via the southern entrance. Just inside the southern entrance is a safe spot with a rock on the right. This is a safe place to flag your heroes, healers and your caster for Edge of Extinction. Take a moment to run a player right up to Urgoz to ensure that Urgoz is in the area of effect for Edge of Extinction.
Each Player can now run into the pop area for Explosive Growths, cast their Urgoz Skill (3 second cast time or less) and then move on and dodge Growths as needed. Keep running around the room using this technique. Once you reduce Urgoz to below 90% health it will start dying faster, but keep the pressure on with your Player characters."
If so, I think we'll definitely stick with that, to avoid having to be constantly flagging our heroes away from Explosive Growths.
Once again, thank you SO much to everyone who is replying! My whole group really appreciates it, and honestly, I love the whole team-building aspect of preparing anyways! =)
EDIT: @Schmerdro: Thank you for the details about hex removal. I switched up the UA Monk's build based on that advice. Are conditions a big issue in there, if you know?
01 Nov 2010 at 17:35 - 7
I just thought I had to mention that there can only be one kind of a spirit out at a time. So you really shouldn't bring 3 SoS heroes.  Replace one of them with a ST Communist Rit and go barumbas on the other slot.
Say hai to Urgoz from me, good luck!
01 Nov 2010 at 18:38 - 9
There are quite a few conditions but I don't think you need anything more than Dismiss Condition, Spotless Soul, or Pure Was Li Ming/Recovery. You'll get some Crippiling and Poison from Maddened Dredge (Ranger), some conditions from various traps (make sure you sweep or send the Warrior to trigger them), and Bleeding + Deep Wound from Thorn Wolves.
By the way, there was a hex that I missed, it's Scourge Healing, which might hurt a little. But that's easily interrupted by a hero, so I wouldn't worry about it.
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Originally Posted by Gypsie Ettin
there can only be one kind of a spirit out at a time. So you really shouldn't bring 3 SoS heroes
^ That is why I'm against SoS healers. Imo, the SoS should have Channeling, Communing, and a bit of Spawning... so there's not much room for Restoration.
In Urgoz, I prefer Monks over Rit healers when there's a BiP Necro. But, since you're not using a BiP, I agree that a Restoration Healer is probably best for your team (and I'd suggest using an N/Rt healer and not a Rit primary). Also, as long as you have 2 dedicated healers, I think that will be enough... because then they just heal the same targets and it's not very efficient.
Give the Warrior a 3rd MM and take out the Monk, you don't want that healer to be following him too close to the front-line. Now replace the MM that's controlled by your fiance with a Monk. This way you'll know that all the minions will be close to the Warrior... it just seems safer to me.
This might be more of a personal preference, I would take out the interrupts from your Monk so you can set her to Avoid Combat. I find that when I put my healers to Defend, they seem to be more concerned with attacking with their Staff or Spear, rather than healing. I would also replace Heal Party with Heaven's Delight. Alternatively, you could make this a N/Mo hero with 14 Soul Reaping and 12 Prot Prayers; you'll have much better energy management and you can still use UA as the elite (since it's an excellent resurrection skill).
Last thing, your fiance doesn't really need Rebirth since your Monk has UA and the other heroes have some rezzing as well. Maybe he/she could bring Draw Spirit in case you're having a hard time placing the EoE in just the right spot.
And yes, I also find it enjoyable to discuss and plan these kinds of stuff
01 Nov 2010 at 19:01 - 10
@Schmerdro:
I edited the set-up to no longer have an SoS healer (it just has a pure channeling SoS Rit, for Splinter Weapon & Ancestor's Rage). There are technically three bar pushers (two are N/Rt, and one is a UA Monk) in the set-up now, but two of them are hybrids, so I think it'll be okay.
I put the interrupts on the Monk's bar for additional energy management too, not just for the sake of interrupts. I was always under the assumption that Power Drain/Leech Signet were useful on Monk healer heroes for that purpose, though I could certainly be wrong! Also, I had Heal Party on there in case that strategy against Urgoz actually panned out (where you can hide your heroes away behind some rock, out of range of Urgoz, while the players do all the kiting/damage) -- I figured Heal Party's massive range would be useful here.
Also, I have Rebirth on my fiancée's bar because I really want her to be the one to run the hell away if things fall to pieces, and come back and rez us, so it's not a complete wipe. I don't expect that it'll come to that, but.. just in case. I would really hate to get even decently deep into there, and then fail the whole mission!
Thank you for the feedback - we're probably going to be running it tomorrow (finishing up Sorrow's Furnace today!). After we're done with Urgoz's, we'll also be running Fissure of Woe.. but I'll be making a separate thread for that at some point.
01 Nov 2010 at 21:16 - 11
Seems good, you can also trade 1 minion bomber for Visions of Regret mesmer for more AoE hex damage.
Heal Party isn't needed, use those points for damage.
I'll be on tomorrow, PM me, Zodiac Ele and I can lend a hand.
02 Nov 2010 at 13:39 - 12
The difference between the setups I posted and Zodiac posted are basically that Zodiac throws in more caster damage, which is just fine as well.
I'll make sure to look for your FoW thread, as I do that one with myself and 6 heroes all the time  . Build making is a blast for me so I always search out these threads.
Anyway, good luck in Urgoz, and have a lot of fun!
03 Nov 2010 at 12:47 - 13
@Zodiac: I tried sending you a PM when we ran it, but you weren't on. No worries though, and thanks for the offer!
We finished Urgoz's yesterday (no wipes, huzzah!)
It wasn't so bad, actually! Pretty straightforward overall (much more so than The Deep), and we only came moderately close to wiping once when we got a double pull of Maddened Wardens.
The Urgoz fight was, for us, 100x easier than Kanaxai. We just flagged all the heroes at the edge of the hill (from the western entrance into the room) so they were in healing range of us, but out of Explosive Growth range, and the three of us just kited around and let EoE do most of the work after 90%.
Hell, even without EoE, I'm pretty sure we could've eventually killed him - it just would've taken forever, haha. But with how we had positioning set up, we would've been able to last indefinitely pretty much.
Either way, we're all now proud owners of a nice statue of Urgoz in our HoM!
Thanks again to everyone who contributed advice! Next up: FoW! =)
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