Urgoz HM with 7 heros?

scratchdude

Ascalonian Squire

Join Date: Sep 2007

Hi all! ZB for thursday is Urgoz, and as I won't have any time to team up (I work the whole day), I was wondering if anyone had ever done Urgoz on HM with 7 heros? There are some points I'm not quiet sure of...

For the teleport room, I guess you have to bring the necro skill yourself?
And when you have to leave someone behind, can a hero do the job?

And for Urgoz himself, heros won't run around dodging the growths... could I flag them at the entrance and run around myself waiting for EoE to do its work?

Any insight would be greatly appreciated, I'm sure many other ppl are wondering if Urgoz is doable with 7 heros too! I know someone achieved to finish the Deep on HM some days ago with 7 heros too...

K. Kismet

K. Kismet

Academy Page

Join Date: Oct 2009

Italy (UTC +1 / +2 with DST)

[DND]

Quote:
Originally Posted by scratchdude View Post
For the teleport room, I guess you have to bring the necro skill yourself?
Yes, only a player can activate the levers opening the door.
Quote: Originally Posted by scratchdude View Post
And when you have to leave someone behind, can a hero do the job? Yes, just make sure the hero you want to leave behind is within the first three positions, so you can flag him/her individually.
Quote:
Originally Posted by scratchdude View Post
And for Urgoz himself, heros won't run around dodging the growths... could I flag them at the entrance and run around myself waiting for EoE to do its work? One player spawning growths isn't likely going to be enough to take it down, due to regeneration.

With only one playing character it may be a bit tricky if you're not a Ranger or a Necromancer I guess, as I'm not sure how precise you can be when it comes to placing EoE with heroes (close enough to affect Urgoz but without triggering a growth spawn while placing the spirit).

Mind that I did it in NM, and using two accounts before the seven heroes update (which shouldn't be much relevant, higher precision on characters placement aside, unless you want to do it as a non Ranger or Necromancer), but hopefully it may still be of some use:

What I did has been to place EoE then make an initial rush with all heroes to bring Urgoz (significantly) under 90%, making sure heroes are target locked, eventually with the opening cast selected (global flag heroes -> click on skills you want them to use first -> unflag when ready to attack) and any useless skill they may be tempted to cast anyway disabled. An Essence of Celerity can help a lot, maybe throw in an appropriate summoning stone too if you have one to spare.

Run around and eventually flag heroes to prevent them from remaining too long in the same place, but they're likely going to die anyway: the rest of the party just need to last long enough to have Urgoz significantly under 90% health (you need enough fire power to take it under 90% as soon as possible for EoE to start working and bring its health further down).

When Urgoz is low enough on health (or your damage dealing heroes are dead), flag all your heroes well behind the EoE Spirit (safe area) while running back to safety yourself, recast EoE if needed then resurrect any dead heroes (ideally with Resurrection Scrolls, pretty fast especially if they're all close enough to each other).
They should automatically run back to safety (as they're flagged), even if they may not make it in one run, and therefore require additional resurrections. This is why you need Urgoz well under 90%, in order to be sure that EoE will still work in the next phase.

Now flag 3-4 heroes behind the pillar which is between the EoE spirit and Urgoz, and of the remaining heroes place those with a resurrection skill close enough to the spawn-triggers to be able to resurrect them while remaining in the safe, no-spawn zone.

Your task is to maintain EoE up, between each summon you can run in for additional spawns and eventually long-range attacks, just be careful not to die.
The heroes will spawn growths, die on explosions but will be resurrected by the other heroes.

This is enough to take it down in NM: I had three heroes flagged to trigger spawns and me running back and forth in the spawn zone with the occasional crappy ranger attack and that was enough to beat Urgoz regeneration.

In HM I don't know if Urgoz regeneration increases, and the initial part of taking it down on health may become harder...

scratchdude

Ascalonian Squire

Join Date: Sep 2007

Thanks a lot for the info, this is a strategy I wasn't aware of. I might try it in HM, though i doubt it will work...

K. Kismet

K. Kismet

Academy Page

Join Date: Oct 2009

Italy (UTC +1 / +2 with DST)

[DND]

Quote:
Originally Posted by powerslave View Post
If you can't afford to go secondary Necro, put NT on a UA monk. Get the monk up on the bridge, then sacrifice yourself (vampiric weapon). Use UA to res yourself on top of the bridge.

I've managed to get to Urgoz with 7 heroes NM, but just could not take him down. Couldn't manage the heroes fast enough for them not to die from the explosive growths. Also couldn't find a good spot for EoE, often it was too close, so by the time the spirit is up, a growth is nearby. It explodes and takes out the spirit.

Tried going to the right side, but there is a -4 energy regen in that area that I couldn't figure out where is coming from. I thought I cleared all of the twisted barks and Guardian Serpents in the area where Urgoz is.
Nice tip for Necrotic Traversal.

The EoE sweet spot is on the left of the central ramp, if I remember correctly there's a a rocky texture on the floor "protruding" from the ramp rocky wall: it's on that patch that the spirit should be placed (hard to be more precise without a screenshot sorry).

With the tactic outlined above, 3 Searing Flames Elementalists plus whatever the rest of the team can add in term of damage are enough to bring Urgoz well under 90% (with EoE in place) before wiping (a conset and assorted resurrection skills on heroes further increase chances).

The energy degeneration on the right side is normal, no idea where the Twisted Bark associated with it is, I lost interest in the area after succeeding, so never looked into it.

Quote:
Originally Posted by scratchdude View Post
Thanks a lot for the info, this is a strategy I wasn't aware of. I might try it in HM, though i doubt it will work... If you never did it with heroes before I suggest trying it in NM first, to get the hang of it.

The hardest part in HM I think is going to get Urgoz well under 90% before the wipe, as you'll need to either rely only on armor ignoring damage or have a mean to maintain Cracked Armor on it despite Natural Resistance.

The latter part (exploiting EoE) should work fine, as EoE damage is armor ignoring, and I guess the spawns created by 4-5 characters should still be enough to beat whatever regeneration it may have.

I may give it a try too when I have enough time to crawl through it.

The Mancer Man

Academy Page

Join Date: Jan 2006

How do I take down Urgoz with heroes in HM with no cons? I play Rit/N spirt spammer and continually run up and down central ramp laying down spirits in same spot! Takes about 7/8 minutes if spirits lock onto Urgoz, If the don't wait a few minutes and start again! Can be down easily!