7-heroes completion of all UW quests
Daesu
Has anyone done this yet? Is this possible now?
Snorph
Ummmm, I went into UW the first day of the upgrade, I did like 3 or 4 quests, however the vengful aataxes were I died. So it's possible.
Kunder
Certainly possible, but most likely the hardest thing left to do in GW (not that thats saying much now...). As always, the only real difficulty is 4 horsemen. Most likely the best (player-agnostic) way is to intercept and kill one group early with flagged heroes ontop of the spawns, then rush back ASAP to defend the reaper from the other side. Its not that the mobs themselves that are hard, but combined its a real PITA to keep both yourself and the reaper alive against all 4 groups, especially with the amount of AoE they put out vs the amount that heroes will be clumping together. Can't really offer more advice then that, I don't do UW too often.
Zanagi Kazuhiko
maybe with 6 heroes yes, you need perma sin and emo bonder
Gabriel of Ravn
did 6 quests died on 4 horsemen just because of my stupidity with bad flagging of heroes no cons used was there about an hour
greenough
rolled threw it until i got to the 4 horsemen with 7 hero's. was first time trying so didn't know what to expect, imagine it wouldn't be that hard in nm tho.
KingCrab
Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
Snorph
Clear the chamber.
Chthon
4 Horse is going to be a problem for reasons already stated.
Pits and Wastes are also going to be problems because, in both cases, the quest giver is miles away from the immediate monster spawn that needs to be kept away from some flimsy NPCs. In both cases you'll run a risk that a monster will spawn outside of hero aggro or just decide that it wants to go visit the NPCs instead of fighting your heroes. Additionally, the wastes spawns will pile up to a huge mountain of monsters if you don't kill them promptly as they spawn - which heroes can't always be relied on to do.
All in all, it's not a matter of the UW monsters being too hard for the heroes; it's a matter of the hero AI not being able to handle some of the quest structures very well.
Pits and Wastes are also going to be problems because, in both cases, the quest giver is miles away from the immediate monster spawn that needs to be kept away from some flimsy NPCs. In both cases you'll run a risk that a monster will spawn outside of hero aggro or just decide that it wants to go visit the NPCs instead of fighting your heroes. Additionally, the wastes spawns will pile up to a huge mountain of monsters if you don't kill them promptly as they spawn - which heroes can't always be relied on to do.
All in all, it's not a matter of the UW monsters being too hard for the heroes; it's a matter of the hero AI not being able to handle some of the quest structures very well.
LifeInfusion
Four Horsemen is a problem, but I think a spirit wall or something like that (with armor of unfeeling to make them more sturdy) would be enough to not bring a gimmicky shadow form or obsidian flesh or spellbreaker hero.
It's not so much the dryders, it's the mesmer interrupts (Powerblock, cry of frustration, diversion, sig of humility) that are annoying. If you flag things out of meteor showers,meteor then it's not a big deal (or just ward of stability). Fireball isn't going to be particularly scary, if you have partywide prots like Shelter.
For the SOGM rits, your spirits will push level 10-12 which puts them at around 70 armor. Armor of Unfeeling would make that effectively 110 (+40 armor = half damage). Since you can't cast hexes on the spirits, only meteor shower/immolate/meteor/fireball will affect them so it comes down to spreading them out of adjacent range. A SoS rit can be subbed in here, then you need to drop 6+ points in communing for Armor of unfeeling and your spirits aren't spread out (3 spirits in one spot is nuke bait, unless you use draw spirit or swap). An alternative to a SOGM would be a Ritual Lord rit or ST rit packing communing attack/offense spirits.
I bet a Avatar of Dwayna dervish would deal with the mesmers easily (wastrel spam), since it has 0 cast time and shatter enchantment doesn't do much when it heals on enchantment end.
Ice Wastes is an issue with the terrorwebs once again, but it's not nearly as bad due to lack of mesmers.
Bone Pits is a problem due to running to the quest giver, but I think with careful flagging it can be done. The spawns are in multiple spots though, so the team must be split.
I think I will need to try this eventually, but not right now.
Of course, Hard mode is not a good idea seeing how even 8 player teams packing cons in UW HM fail (hence the "show stones").
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Originally Posted by KingCrab
It's not so much the dryders, it's the mesmer interrupts (Powerblock, cry of frustration, diversion, sig of humility) that are annoying. If you flag things out of meteor showers,meteor then it's not a big deal (or just ward of stability). Fireball isn't going to be particularly scary, if you have partywide prots like Shelter.
For the SOGM rits, your spirits will push level 10-12 which puts them at around 70 armor. Armor of Unfeeling would make that effectively 110 (+40 armor = half damage). Since you can't cast hexes on the spirits, only meteor shower/immolate/meteor/fireball will affect them so it comes down to spreading them out of adjacent range. A SoS rit can be subbed in here, then you need to drop 6+ points in communing for Armor of unfeeling and your spirits aren't spread out (3 spirits in one spot is nuke bait, unless you use draw spirit or swap). An alternative to a SOGM would be a Ritual Lord rit or ST rit packing communing attack/offense spirits.
I bet a Avatar of Dwayna dervish would deal with the mesmers easily (wastrel spam), since it has 0 cast time and shatter enchantment doesn't do much when it heals on enchantment end.
Ice Wastes is an issue with the terrorwebs once again, but it's not nearly as bad due to lack of mesmers.
Bone Pits is a problem due to running to the quest giver, but I think with careful flagging it can be done. The spawns are in multiple spots though, so the team must be split.
I think I will need to try this eventually, but not right now.
Of course, Hard mode is not a good idea seeing how even 8 player teams packing cons in UW HM fail (hence the "show stones").
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Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
Wrathful spirits, demon assassin, terrorweb queen need 0 flagging. It was doable with 3 heroes before, that's why I was able to run spiders.
Deatgs Corrupter
there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.
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Kaida the Heartless
Haha. Very impressive. With Discord none-the-less.
I recall Hero-ing UW with a few friends back in the day. We ended up actually bonding the Reaper at the 4 horsemen and came out nearly flawlessly. Worked well because the team didn't have to split up.
Now I can spend 200 hours completing Underworld enough times to get 500 stones to get into UW groups! Sweet.
I recall Hero-ing UW with a few friends back in the day. We ended up actually bonding the Reaper at the 4 horsemen and came out nearly flawlessly. Worked well because the team didn't have to split up.
Now I can spend 200 hours completing Underworld enough times to get 500 stones to get into UW groups! Sweet.
FoxBat
As long as you (the player) can "tank" one side of these quests (whether via perma or prot/heal spamming) it's not much of an issue.
The "speedbook" method is intriguing though.
The "speedbook" method is intriguing though.
bhavv
I've previously done everything but 4H twice with 2 accounts and 6 heroes.
I had to play E/Mo bonder of course. Clearing the terrorwebs wasnt hard at all because I had a panic mesmer.
Servents of Grenth was difficult, but doable (lots of flagging needed). But 4H was impossible without a tank.
I'll try it again with 7 heroes when I'm in the mood.
I had to play E/Mo bonder of course. Clearing the terrorwebs wasnt hard at all because I had a panic mesmer.
Servents of Grenth was difficult, but doable (lots of flagging needed). But 4H was impossible without a tank.
I'll try it again with 7 heroes when I'm in the mood.
bhavv
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Originally Posted by Deatgs Corrupter
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there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.
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http://img199.imageshack.us/f/gw621.jpg/
http://img199.imageshack.us/f/gw621.jpg/ Really? Minions + Discord arent the best things to use in UW, but if that works then I cant wait to try it out with my builds (without cons).
How did you do 4H?
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http://img199.imageshack.us/f/gw621.jpg/
http://img199.imageshack.us/f/gw621.jpg/ Really? Minions + Discord arent the best things to use in UW, but if that works then I cant wait to try it out with my builds (without cons).
How did you do 4H?
Chthon
bhavv
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Originally Posted by Chthon
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Isn't it obvious? He ran 5 & 1/2 defensive characters, with cons, in NM, and just plain out-healed the monsters. If you don't mind spending 2 & 1/2 hours for UW, I guess it works after a fashion.
Oh, yea thats too much defense, you only need 3 max in UW.
I tried out a variation of my HM builds minus the discordway, I just changed my 3 discord necs to a SS, SV, and UA monk:
I hardly even needed to bond in the initial parts, I just keep myself bonded plus the monk and SV / Healer nec since they need to stay alive. The remaining 5 are all damage - SS necro with defile + desecrate enchantments, Panic + Ineptitude mesmers, plus SoS and sig of Ghostly Might.
What happened though was that partway through, I realized that my party order was wrong. I had my necros and a mes in slots 1-3 and I needed flag control over my rits plus the necro healer since they are going to one team for Servants of Grenth + 4H. I needed to have spirit light on the rits too so hopefully they can stay alive with the SV Necro.
It doesnt look like theres much direct damage at first glance, but theres plenty - Oppressive Gaze, SS + SV, desecrate + defile enchantment, Spirit Rift, plus the ineptitude mesmer are pretty much nuking everything down on top of the spirits.
Servents of Grenth + 4H are the difficult parts though, everything else should be easy with this setup.
Servants of Grenth is done. The ritus stayed alive for a while, but got owned without any bonds, but the mesmers + SS managed to kill all the terrorwebs near the reaper then we ran up to the dead rits + SV nec and finished them off.
Would have been impossible without the bonds.
And I failed again at the 4H .... I flagged my Nerco healer too far behind the rits and he wasnt healing them
I tried out a variation of my HM builds minus the discordway, I just changed my 3 discord necs to a SS, SV, and UA monk:
I hardly even needed to bond in the initial parts, I just keep myself bonded plus the monk and SV / Healer nec since they need to stay alive. The remaining 5 are all damage - SS necro with defile + desecrate enchantments, Panic + Ineptitude mesmers, plus SoS and sig of Ghostly Might.
What happened though was that partway through, I realized that my party order was wrong. I had my necros and a mes in slots 1-3 and I needed flag control over my rits plus the necro healer since they are going to one team for Servants of Grenth + 4H. I needed to have spirit light on the rits too so hopefully they can stay alive with the SV Necro.
It doesnt look like theres much direct damage at first glance, but theres plenty - Oppressive Gaze, SS + SV, desecrate + defile enchantment, Spirit Rift, plus the ineptitude mesmer are pretty much nuking everything down on top of the spirits.
Servents of Grenth + 4H are the difficult parts though, everything else should be easy with this setup.
Servants of Grenth is done. The ritus stayed alive for a while, but got owned without any bonds, but the mesmers + SS managed to kill all the terrorwebs near the reaper then we ran up to the dead rits + SV nec and finished them off.
Would have been impossible without the bonds.
And I failed again at the 4H .... I flagged my Nerco healer too far behind the rits and he wasnt healing them
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Deatgs Corrupter
At 4h, wastes and pits dont bother splititng the group at all. just saty at the reaper and uc an out damage and out heal, the point of the bars wasnt supposed to be speed but just do it. i only neede cons for those 4 quests. and you are correct discord was shit at dhumm. due to the fact he doesnt have any conditions but im gonna update bars try with mesmers and SV and ss instead with xinraes healer.
bhavv
SV + SS should tear Dhuum and most of the enemies in the UW down really fast.
Im thinking of what I should swap my ineptitude for to get more damage but also with the same amount of enemy nullification. I dont think that anything else would be better though.
My damage when the whole group was together is fine, splitting the rits is useless because the terrorwebs just destroy the spirits.
It would work better if I have the Mesmers + SS necros in front with the Rits + SV + Monk behind, and then myselff right at the back spamming to keep my energy full, but the problem with 4H is that they come from both sides
If you're playing as a rit, then you shouldnt need a Xinraes healer. If you play a Soul Twisting prot rit, you should be fine with a similar necro + monk to my setup.
Soul Twisting is also far easier to play than bonder is, on the harder bits you just make sure to keep shelter up all the time, and you have almost the same protection as a prot bonder without having to waste the rest of your bar on energy skills.
Oh, I can change one of the Illusion mesmer's interupts to fragility, that will help with all the AoE condition skills I have
I refined my builds a bit:
http://img8.imageshack.us/img8/3498/gw074v.jpg
I added more damage to the mesmers - I swapped leech signet to overload on the domination mes, and changed the Illusion mesmers domination splash skills to sig of clumsiness + fragility. I added in some more healing on the rits by swapping their resses to PWK, and I changed my Aegis to EBSOC, because I didnt have any problem at all with Aatxes + Graspings, the biggest problem is terrorwebs, and the ward would be more useful against those than Aegis is.
Im thinking of what I should swap my ineptitude for to get more damage but also with the same amount of enemy nullification. I dont think that anything else would be better though.
My damage when the whole group was together is fine, splitting the rits is useless because the terrorwebs just destroy the spirits.
It would work better if I have the Mesmers + SS necros in front with the Rits + SV + Monk behind, and then myselff right at the back spamming to keep my energy full, but the problem with 4H is that they come from both sides
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with mesmers and SV and ss instead with xinraes healer.
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Soul Twisting is also far easier to play than bonder is, on the harder bits you just make sure to keep shelter up all the time, and you have almost the same protection as a prot bonder without having to waste the rest of your bar on energy skills.
Oh, I can change one of the Illusion mesmer's interupts to fragility, that will help with all the AoE condition skills I have
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I refined my builds a bit:
http://img8.imageshack.us/img8/3498/gw074v.jpg
I added more damage to the mesmers - I swapped leech signet to overload on the domination mes, and changed the Illusion mesmers domination splash skills to sig of clumsiness + fragility. I added in some more healing on the rits by swapping their resses to PWK, and I changed my Aegis to EBSOC, because I didnt have any problem at all with Aatxes + Graspings, the biggest problem is terrorwebs, and the ward would be more useful against those than Aegis is.
tamora
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there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.
http://img199.imageshack.us/f/gw621.jpg/ http://img199.imageshack.us/f/gw621.jpg/ |
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bhavv
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do u mind posting ur builds? i wanted to try them as well and the skill icons are a bit small.
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Searing Flames is useless because it wont work on Dhuum, and I just tried swapping my two rits for SF ellys and everything was actually slower.
Builds that depend on conditions or minions are bad in UW. Hexway + spirit spam is a better choice, and beating 4H, Servents of Grenth and Unwanted Guests is going be insanely difficult with any kind of hero team.
Gabriel of Ravn
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Builds that depend on conditions or minions are bad in UW. Hexway + spirit spam is a better choice, and beating 4H, Servents of Grenth and Unwanted Guests is going be insanely difficult with any kind of hero team.
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4 horsemen I killed 1 side off but due to bad flagging I flagged my heroes away from the reaper because I clicked X before me and the other 3 heroes could come back dumb mistake on my part.
Servants of Grenth is the only one I can see there being a real degree of difficulty besides Dhumm himself of course.
chiuna
This was already possible with 6 heroes ages ago. Here's a post I made before describing a build I used last summer. Having 7 just makes it even easier!
Gabs88
Well I didnt even have a clue running around in there, did all up to 4 horsemen. Wiped there but pretty sure I would have made it with another try noprob
[Nika]
Carboplatin
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I lol'd hard!
As JDF sin with a roj; sos-hybrid; soultwist-rit; panic; inep emo-healer (not bonder); and some variables you can complete in nm in ~1:50 with 1 conset at dhuum. |
I've am working on doing NM with my warrior w/o cons. Its pretty easy to do with the E/Mo and SoS Rts.
It would be fun to see some other professions being able to do it.
[Nika]
Sorry: JFD -sin -> Jagged strike ; fox fangs; death blossom spammer.
Xslash
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do u mind posting ur builds? i wanted to try them as well and the skill icons are a bit small.
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player: vampirism, bloodsong, signet of spirits, armor of unfeeling, summon spirits (luxon), painful bond, spirit siphon, ebon battle standard of wisdom
boon of creation, soul twisting, union, shelter, displacement, armor of unfeeling, signet of creation, flesh of my flesh.
discord, signet of lost souls, putrid biles, animate bone minions, protective spirit, shield of absorption, aegis, convert hexes
discord, animate shambling horror, enfeebling blood, spirit light, protective was kaolai, mend body and soul, recovery, flesh of my flesh
discord, signet of lost souls, weapon of warding, spirit light, mend body and soul, protective was kaolai, life, flesh of my flesh
signet of ghostly might, dissonace, disenchantment, anguish, shadowsong, armor of unfeeling, signet of creation, boon of creation
unyielding aura, cure hex, spotless mind, dwaynas kiss, patient spirit, signet of rejuvenation, waste not want not, leech signet
panic, cry of frustration, leech signet, power drain, drain enchantment, mind wrack, shatter delusions, resurrection chant
though i agree with the other dood, i wouldnt run discord in uw either.
Dzjudz
Tried UW NM today with 7 heroes. No cons. Note: I have only done the Dhuum UW (with new Terrorwebs spawns etc) once before with a full human guild party with two ER bonders.
Me: SoS rit
- ER Prot
- Resto necro with Ravenous Gaze as elite
- AotL bone fiend MM
- Panic mes
- Ineptitude mes
- Command para
- ST communing/channeling hybrid
Pretty much this build, the first 6 mini skill bar heroes, the first player bar myself and then an ST communing/channeling rit (not in my Sandbox). I figured Enfeebling Blood and Shadow of Fear weren't really necessary in NM.
Chamber and Vale were a piece of pie of course. No danger to fail there.
Escort and Unwanted Guests were pretty easy as well. Spirits caught up with me a bit during Escort, but no problems.
Mountains on the way to Planes, no trouble either.
4 Horsemen. I just stayed near the Reaper, flagged my heroes slightly to one side of him and spirit pooped the other side. Must say, I thought it would be harder, it was over pretty fast. I remember there being more spawns from back when I used to do UWSC (before 2010 SF nerf).
Pools is similar to Mountains in difficulty, just pull 1 or 2 groups at a time and there's no danger.
Pits is where I failed. I wasn't familiar with the Dhuum version of it and a couple of Skeletons honed in on a spirit. Tried to manually ER Prot him, but it was too late. I should've prepared better. All I did now was flag my heroes to the spirit spawn and get the quest myself. I should have set up my own spirits, the ST's spirits and maybe flagged my heroes apart a little to cover more aggro ground.
The fail occurred at 1:34 /age.
Anyway, I didn't get to try Wastes, but I'll do this again definitely. My party was never in trouble of wiping. 0 deaths. ER Prot and a resto is enough to keep the party alive in NM.
Me: SoS rit
- ER Prot
- Resto necro with Ravenous Gaze as elite
- AotL bone fiend MM
- Panic mes
- Ineptitude mes
- Command para
- ST communing/channeling hybrid
Pretty much this build, the first 6 mini skill bar heroes, the first player bar myself and then an ST communing/channeling rit (not in my Sandbox). I figured Enfeebling Blood and Shadow of Fear weren't really necessary in NM.
Chamber and Vale were a piece of pie of course. No danger to fail there.
Escort and Unwanted Guests were pretty easy as well. Spirits caught up with me a bit during Escort, but no problems.
Mountains on the way to Planes, no trouble either.
4 Horsemen. I just stayed near the Reaper, flagged my heroes slightly to one side of him and spirit pooped the other side. Must say, I thought it would be harder, it was over pretty fast. I remember there being more spawns from back when I used to do UWSC (before 2010 SF nerf).
Pools is similar to Mountains in difficulty, just pull 1 or 2 groups at a time and there's no danger.
Pits is where I failed. I wasn't familiar with the Dhuum version of it and a couple of Skeletons honed in on a spirit. Tried to manually ER Prot him, but it was too late. I should've prepared better. All I did now was flag my heroes to the spirit spawn and get the quest myself. I should have set up my own spirits, the ST's spirits and maybe flagged my heroes apart a little to cover more aggro ground.
The fail occurred at 1:34 /age.
Anyway, I didn't get to try Wastes, but I'll do this again definitely. My party was never in trouble of wiping. 0 deaths. ER Prot and a resto is enough to keep the party alive in NM.
Xslash
steps/tips to do UW with 7 heroes:
1. bars arent even that important. cept for panic. rest big damage and some prots. i didnt bother runing or weaponing up heroes, cuz its all sold out and i used merch heroes because razah requires NF beat.
But here are my bars anyway:
I was ER Prot: ER Aura of restoration, burning speed, prot bond, infuse, heal party, breath of great dwarf. (8th skill is BYOPVE Skill)
These 3 heroes in slot 1-3
UA monk ( to rez me)
SoS Rit (the smaller group of heroes needs the more OP bars aka spirit spam)
SoGM Rit
The other heroes (These are not optimal builds, some heroes ran with 7 skills because of new account and not that many unlocked skills. I highly recommend ignoring this part, but I included it anyway if u need somewhere to start.
Panic Hero
A necro with just points in command, fallback, brace yourself, stand your ground, anthem of envy ( for spirit damage).
UG Ele Hero - Identical to the HA UG bar.
a hero ER Prot (this can be replaced in NM, but in HM, since im dead when the heroes are away, they like dying)
2. clear the chamber, take restore monuments. then flag ur heroes away from u; run towards vale and suicide.
3. now that are dead, u can flag your heroes around. walk towards wastes, there will be an bladed aaxte group and a grasping group + a skeleton. kill that, and then the rest of the path to wastes should be clear. Its like speedbooking, the enemies just don't spawn that far away from you. Walk up to wastes monument, kill the 3 dyrders, pop that reaper.
4. go towards mountain with your heroes. In NM you may have to kill the behemoths, because for some reason in NM they cast traps for fun. In HM, they dont start traps until u get there so u can just walk past.
5. After those behemoths, no more enemies will spawn. now you can freely walk up to mountain reaper, pits, plains, pools reaper and only vs 3 terrorweb dyrders. If you want to go fast, u probably want texmod (yes texmod now provides an ingame advantage) with the cartographer mod. This way the UW Map shows up instead of a black undiscovered area.
6. Now split heroes 1,2,3 to mountain - > pits..4,5,6 to plains then pools. After u clear pits, just flag the #1 hero along a corner with 2 walls that both face towards chamber. unflag him and he'll glitch out and teleport back to your dead body. (make sure u put rez on that hero). It is because the AI believes it is stuck and has no way to get back to u, so it just teleports to u.
7. Now you basically have restore monuments done. Only one left is Vale, and that is a joke. just rickroll that one later.
8. Have that hero rez you. and now u can teleport to each area. be ready to heal the reaper. I bring infuse for his ass. Kill the enemies in the area, make sure none of ur heroes are flagged in some faraway land because they will just run into a wall.
9. For pools, u probably want to clear a path to terrorweb queen before taking the quest, because quest spawns more enemies.
10. The most difficult quest is probably 4H. For 4H, all you have to do is Flag the Heroes where Ghozer Spawns. You sit alive at the Plains Reaper. Take the quest, they will kill Ghozer's group, and then you teleport to anywhere, and back to plains. This essentially takes out 1/4 of the enemies that you will have to fight at the monument, making it alot easier.
11. For wastes, I was playing ER prot bond, I'm not sure how else to do it, but I just stood by the reaper, took quest, and had my heroes flaged in the center. then just spammed burning speed and some party heal stuff, like breath of great dwarf or heal party or something.
12. For pits, the main group of enemies come from the way u normally enter pits. However, since heroes 4-7 ball up like no other, I sent them to the back, and had heroes 1-3 spread out in the front. That makes shit easier, 4-7 will kill the back few enemies quickly and can help front.
13. For Unwanted, have the heroes stand at the entrance to chamber when you take quest, they can kill that keeper, then walk towards chamber and kill that keeper too. You can teleport anywhere and find a good angle to hit the keeper alone, or just protbond up and rolfstomp the keepers.
14. Wraithful spirits: U cannot possibly die here with 8 ppl on your team.
15. Escort Souls: If you dont have enough killing power to beat the souls moving, dont go in yourself. Just flag your heroes into the mindblades, then ping the enemy (ie. "I'm targeting blah blah blah"). This makes the souls stick on you like glue. Luckily heroes will never ping so they will never steal the souls from u.
16. Demon Assassin: Flag your heroes at the bottom, where those couple behemoths would be. Those ones that are sometimes in range of the reaper.
They can kill the Demon assassin long before the dyrders arrive, then u just talk to the reaper and gtfo of there.
17. Dhuum: mesmers interrupt like champions, dhuum won't get off a judgement, if he does, start infusing bitches.
This may be confusing with just words, I'll probably post pictures after finals.
The basic concept is: UW works just like Against the Charr Hero Speedbook or if anyone remembers, HFFF.
Only quest enemies spawn aka. only 3 dydrers spawn. This makes UW easier because you now get to counter less enemies, giving you flexibility in the bars.
1. bars arent even that important. cept for panic. rest big damage and some prots. i didnt bother runing or weaponing up heroes, cuz its all sold out and i used merch heroes because razah requires NF beat.
But here are my bars anyway:
I was ER Prot: ER Aura of restoration, burning speed, prot bond, infuse, heal party, breath of great dwarf. (8th skill is BYOPVE Skill)
These 3 heroes in slot 1-3
UA monk ( to rez me)
SoS Rit (the smaller group of heroes needs the more OP bars aka spirit spam)
SoGM Rit
The other heroes (These are not optimal builds, some heroes ran with 7 skills because of new account and not that many unlocked skills. I highly recommend ignoring this part, but I included it anyway if u need somewhere to start.
Panic Hero
A necro with just points in command, fallback, brace yourself, stand your ground, anthem of envy ( for spirit damage).
UG Ele Hero - Identical to the HA UG bar.
a hero ER Prot (this can be replaced in NM, but in HM, since im dead when the heroes are away, they like dying)
2. clear the chamber, take restore monuments. then flag ur heroes away from u; run towards vale and suicide.
3. now that are dead, u can flag your heroes around. walk towards wastes, there will be an bladed aaxte group and a grasping group + a skeleton. kill that, and then the rest of the path to wastes should be clear. Its like speedbooking, the enemies just don't spawn that far away from you. Walk up to wastes monument, kill the 3 dyrders, pop that reaper.
4. go towards mountain with your heroes. In NM you may have to kill the behemoths, because for some reason in NM they cast traps for fun. In HM, they dont start traps until u get there so u can just walk past.
5. After those behemoths, no more enemies will spawn. now you can freely walk up to mountain reaper, pits, plains, pools reaper and only vs 3 terrorweb dyrders. If you want to go fast, u probably want texmod (yes texmod now provides an ingame advantage) with the cartographer mod. This way the UW Map shows up instead of a black undiscovered area.
6. Now split heroes 1,2,3 to mountain - > pits..4,5,6 to plains then pools. After u clear pits, just flag the #1 hero along a corner with 2 walls that both face towards chamber. unflag him and he'll glitch out and teleport back to your dead body. (make sure u put rez on that hero). It is because the AI believes it is stuck and has no way to get back to u, so it just teleports to u.
7. Now you basically have restore monuments done. Only one left is Vale, and that is a joke. just rickroll that one later.
8. Have that hero rez you. and now u can teleport to each area. be ready to heal the reaper. I bring infuse for his ass. Kill the enemies in the area, make sure none of ur heroes are flagged in some faraway land because they will just run into a wall.
9. For pools, u probably want to clear a path to terrorweb queen before taking the quest, because quest spawns more enemies.
10. The most difficult quest is probably 4H. For 4H, all you have to do is Flag the Heroes where Ghozer Spawns. You sit alive at the Plains Reaper. Take the quest, they will kill Ghozer's group, and then you teleport to anywhere, and back to plains. This essentially takes out 1/4 of the enemies that you will have to fight at the monument, making it alot easier.
11. For wastes, I was playing ER prot bond, I'm not sure how else to do it, but I just stood by the reaper, took quest, and had my heroes flaged in the center. then just spammed burning speed and some party heal stuff, like breath of great dwarf or heal party or something.
12. For pits, the main group of enemies come from the way u normally enter pits. However, since heroes 4-7 ball up like no other, I sent them to the back, and had heroes 1-3 spread out in the front. That makes shit easier, 4-7 will kill the back few enemies quickly and can help front.
13. For Unwanted, have the heroes stand at the entrance to chamber when you take quest, they can kill that keeper, then walk towards chamber and kill that keeper too. You can teleport anywhere and find a good angle to hit the keeper alone, or just protbond up and rolfstomp the keepers.
14. Wraithful spirits: U cannot possibly die here with 8 ppl on your team.
15. Escort Souls: If you dont have enough killing power to beat the souls moving, dont go in yourself. Just flag your heroes into the mindblades, then ping the enemy (ie. "I'm targeting blah blah blah"). This makes the souls stick on you like glue. Luckily heroes will never ping so they will never steal the souls from u.
16. Demon Assassin: Flag your heroes at the bottom, where those couple behemoths would be. Those ones that are sometimes in range of the reaper.
They can kill the Demon assassin long before the dyrders arrive, then u just talk to the reaper and gtfo of there.
17. Dhuum: mesmers interrupt like champions, dhuum won't get off a judgement, if he does, start infusing bitches.
This may be confusing with just words, I'll probably post pictures after finals.
The basic concept is: UW works just like Against the Charr Hero Speedbook or if anyone remembers, HFFF.
Only quest enemies spawn aka. only 3 dydrers spawn. This makes UW easier because you now get to counter less enemies, giving you flexibility in the bars.
tamora
Ewa Kirch
Well I did it with the following:
Ss necro with rt heals
Sv necro with rt heals
Smite monk with party heals/hex removal
UA monk
Panic mes
Keystone mes
Earth ele with wards – ele/melee/stability & fall back
Me as sos with pi
SV necro was for Dhumm – but he turned to ghost first – so was a waste of time, all heros ended up as ghosts, but with spirits and PI I was able to take dhumm down!
For 4H I delayed one side while heros took out the other, when my side got close to reaper I unflagged heros and they ran and helped me.
Ss necro with rt heals
Sv necro with rt heals
Smite monk with party heals/hex removal
UA monk
Panic mes
Keystone mes
Earth ele with wards – ele/melee/stability & fall back
Me as sos with pi
SV necro was for Dhumm – but he turned to ghost first – so was a waste of time, all heros ended up as ghosts, but with spirits and PI I was able to take dhumm down!
For 4H I delayed one side while heros took out the other, when my side got close to reaper I unflagged heros and they ran and helped me.
Ranger Jaap
Why?
i did quite a bit until one of the foolish npc's died during the unwanted guests quest.
I only had a UA monk for healing, no other heals at all.
I think this will be rather easy to finish once i actually learn UW, I am pretty sure this was my first trip ever to UW.
I only had a UA monk for healing, no other heals at all.
I think this will be rather easy to finish once i actually learn UW, I am pretty sure this was my first trip ever to UW.
My New Name
well did whole chamber and vale np,mnts were np as well then wanted to try 4h and failed big time
was running a war tho so i microed the rits SS and i pretty much failed in it :P
i think 4h can be done with a player SoS but a little harder with microing heroes :P
was running a war tho so i microed the rits SS and i pretty much failed in it :P
i think 4h can be done with a player SoS but a little harder with microing heroes :P
[Nika]
What should be so hard at 4H? Ok it isnt easy but, if you stay at the reaper and first kill all Dryders then skeles and after the skeles the white dryders and after them the 4 bosses then its not a big deal.
When the Riders arrive a Panic mes can completly take out 1 of both sides so you as (prefered) Sin can kill the other dryders using splinterweapon and mop.
Then you take the other side and so on..
When the Riders arrive a Panic mes can completly take out 1 of both sides so you as (prefered) Sin can kill the other dryders using splinterweapon and mop.
Then you take the other side and so on..
Dzjudz
I killed the Skeles first though. Against Dryders you can prot.
powerslave
I might try UW with 7 heroes. Something along the lines of 2 necros (SS / SV), 2 mesmers (panic / ineptitude), 2 ritualists and still deciding on the last char.
What is the best order of doing the quests in UW?
What is the best order of doing the quests in UW?