[7H] the Underworld Guide

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

[Pink]

R/

What do you use as SoGM? Could I see build, one ritualist would run those.
What you think of E/me for E-Surge? (this way I could put back Razah to mesmer!)
Do they do it effiecent? I've seen E/me in some people screenshots, but didn't have time to check it.

If it works good, I could put Zhed as E/Me, and then switch to Razah back to Rt...would use then SoS/ST rit and a SoGM necro/rit (are these builds good: OAKkYNgcYSmjzOaf2+mTOppzk2A and OAKkYNhpITm01U5En4kj0kz0FDtB) . One is SoS, other is SoGM? Don't know, don't have game now to test it, will check it later!

Sorry if these seems noobish, doing UW NM is easy except 4H...Did yesterday with guildie wastesm then went to 4h, got hammered there, but we didn't have good builds since we just went for black widow in wastes

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Can you post your current team build for the underworld as a whole? And how crucial is the third mesmer for your group? Surely a primary elementalist performs better with spells from the four elements than he would with Energy Surge. Low damage due to limited attributes, long cast and recharge due to absence of Fast Casting. The general hate towards elementalist heroes is greatly exaggerated and as mesmers are the new hype people have became blind to the old, good builds that still remain as functional as ever.

SoGM is a very powerful hero build but I do not use it as it doesn't fit my personal play style. I can suggest you a template once I see the basic idea of your team build.

Main post updated under the general section

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

[Pink]

R/

My 7H is usually this:

1. R/ - I go as Bararge, SoS, Poison/Fire..all depends on area, to be honest. Interrupting kind of lost it's touch with mesmers in a team.
2. N/Rt - OAhkUwG4RFmTM7oaHQEDTpJ1+iB
3. N/Mo - OANEUshd9JFzoAWFgGUPEQY0M9B
4. N/Rt - OAhjUoGYIPxsjaGbYO5kmjzLGA

I use Discords because I'm working on my VQ, and find them good as they got dmg/heal, so overall, nice utility for my VQ. Can change them to something else here if needed, though, since in some areas I tend to have other heroes instead of triple nec/discord.

5. Me/R - OQJUASxOSLN0gpnpLH0DyALfaDA
6. Me/Mo - OQNDA8w+M/g8spjrZ9R+PAeK
7. Razah - currently OQhkAkC8QGOzJY6Z6IdEhlfGI5C
8. Usually this: P: OQCjUimL6OBZf8FeCXhrx7Y3NA

I tend to use that for my VQ / FoW NM when I'm running people.
Most of build that I use was posted by Tuwek.

I do variations as well, changing heroes, some skills etc., but some overall default teambuild I use is that. For VQ it works well. Sometimes I bring Vekk wth E/me (archane echo SF).

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Care to post a screenshot? I cannot access GW at the moment. Keep in mind UW isn't your general vanquish or normal mode FoW and you could consider other options than Discord.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

This build is pretty basic and it should be able to clear the Underworld on Normal Mode if you follow the guide in the three difficult quests - 4HM - Wastes and Pits. I left the player bar blank as I haven't got much experience playing a Ranger primary, though you could totally bust out a hammer and bash Dhuum for added knockdowns.



Attributes should be quite simple. Max points in the elite skills' attribute on all characters. SoS rit doesn't need much spawning power so he can have high resto on top of maximum channeling. For mesmers it's important they have at least 10 inspiration. Command should be 9 but they can get away at 7. The rest aren't too important.

Let me know how it works out and where you fail if you don't get through the Underworld.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Disregard the build above, I finally got around to testing a build idea I had and it worked really well:



This build is pretty solid for the Underworld. I did the UW HM with this build and all of the quests went pretty smoothly with the tactics explained in the original post. For Dhuum I sacrificed the bottom 3 heroes with Blood Rit + vampiric weapons. Dhuum's Rest got up pretty fast with 3 additional Rest users, and the Reapers get to use Ghostly Fury faster. It's somewhat important you get these three heroes killed at Dhuum.

I reckon this build will work for any primary profession. AP casters will do exceptionally well in the quests, and against Dhuum: Minions and Champions keep recharging EVAS (because of AP) that you will be spamming on Dhuum for additional KDs and damage.

Those with Mercenary heroes can use a Ritualist primary as Signet of Spirits, and a third Mesmer instead of the Curses Necromancer. Let me know if it works for you.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Are two copies of Earthbind really necessary? At two high specs and only the posibility of KDing two foes at a time.

Also... Spiritual Pain?

batno_mercy

Frost Gate Guardian

Join Date: Dec 2006

Myth

E/

Underworld. Minions. Spirits. Bloody chained souls. Do you really need more summoned creatures in an area to start considering spiritual pain? Vale team in UWSC uses it already. And yeah, can Earthbind on the Soul Twisting bar be dropped? Then you would only have one earthbind without ST charges to keep it up.

How do you think the necro build would be with ulcerous lungs or meekness? Those bars are pretty awesome

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Two copies of Earthbind may not be necessary, but I had it as a backup, in case Dhuum and his minions destroy it in more than one occasion. Spiritual Pain is decent unconditional damage. alternatives would be Overload, Power Spike, Shatter Enchantment, Cry of Frustration and possibly even symbolic posture for Unnatural Signet. I find Spiritual Pain satisfying enough for it to warrant a slot in most Domination builds.

What's the big hate on Spiritual Pain? ;>

@batno_mercy - Meekness had it's uses back when you could only take three heroes, but now it's usefullness is overshadowed by the speed your hero party kills at, and abilities such as Displacement and Aegis. Ulcerous Lungs is pretty redundant, too. but it can be used in FoC builds just as well.

paranon

paranon

Site Contributor

Join Date: Aug 2006

UK

[Zraw]

Mo/

Stickied. Nice guide

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

When the spirits are off your compass, you can plant a second copy; if you didn't do that already. Drop them in a line heading to the reaper on Pools side then run over to the top of Pits entrance and place spirits around the highest spawn point.

Mordiego

Mordiego

Furnace Stoker

Join Date: Sep 2007

Pozna??, UTC+1

We Are From Poland [Pol]

N/A

couldn't find it... what's the /age for this in HM?

Illion

Ascalonian Squire

Join Date: Jun 2011

I guess since it was my first post it wasn't worth much.

Well then to my second post. I agree with peter81 above, I feel the dps is kind of low, I wonder if its because I run a ritualist and not a warrior like you. Which class and build would you add to the build above to get max damage output?

This is what I am running right now:
http://www.gwpvx.com/Build:Rt/any_Spirit_Spammer

peter81

Krytan Explorer

Join Date: Sep 2007

HHG

W/N

Right. As imbagon im not a dmg dealer. Is this build support enough dmg output with no human help ?

Second question: ranger skills are only for 4HM ?

Partizanovac

Partizanovac

Forge Runner

Join Date: Feb 2007

WT[B] swamp club, pm me if you have it, or know someone who does..

Golo dupe na mesecini

W/Mo

hey, i tried the build with invoke ele in NM, failed at 4 horseman. Can someone be kind to post a guide for the quest in NM, ill be gratefull
thx

Xelanger

Academy Page

Join Date: Mar 2008

Council of Iris

R/

Hi there, I haven't finished reading the whole thing, but before I do so, I'd like to clarify one thing:

This guide by EFGJack applies more to melee/damager being the human, and if you're a caster you're better off following the quoted/linked guide by Jeydra?

(I'm a monk.) Sorry for the confusion, newb here; died twice at Horsemen already, so looking for guides. :P But I'd rather finish UW with 7 heroes than pay for a run, so...

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Quote:
Originally Posted by Xelanger
View Post
Hi there, I haven't finished reading the whole thing, but before I do so, I'd like to clarify one thing:

This guide by EFGJack applies more to melee/damager being the human, and if you're a caster you're better off following the quoted/linked guide by Jeydra?

(I'm a monk.) Sorry for the confusion, newb here; died twice at Horsemen already, so looking for guides. :P But I'd rather finish UW with 7 heroes than pay for a run, so... It's a guide for all professions, even though the videos are from a melee user's perspective. All the builds that are not included in the original post are not a part of the guide. The purpose of this guide is to instruct and demonstrate how the quests of the Underworld are supposed to be done with a 7H party. As noted in the original post, the Underworld can be done with a variety of setups, that's why there is no build posted in the guide.

There's a highly detailed guide on how to: The Four Horsemen in the first post, study it. Lacuna cleared the Underworld as a monk, using this guide. You can find his post on the first page, ask him for consult.

And I'd like to clarify that the Underworld is -the- hardest zone in the game, and 4H is the hardest quest to clear with a 7H party. It's only normal to fail once, or twice. Attempts by Jeydra and I were close to twenties before we killed Dhuum, granted it was on Hard Mode. The point is that even with the builds and strategies presented to you, you still have to play the game and learn through trial and error.

Xelanger

Academy Page

Join Date: Mar 2008

Council of Iris

R/

Thanks for the clarification =)

Angerus

Ascalonian Squire

Join Date: Jun 2011

W/

Just wanted to say a big Thank You to EFGJack, Great Guide.

I'm not a great player and I managed to finally complete UW this weekend in NM with alot of help from this guide. Without this guide and the build found on page 3, there's no way i could have done it. Even with the guide I failed several times with the majority of the failures attributed to 4H, mainly in keeping the Reaper alive i.e. getting the timing right when running back. The problem I found was in inflicting enough damage to the second horseman as I could seem to get the heroes to target him until the spiders were dead. In the end the tactic that seems to work for me is to run back within 40 seconds of the fight starting, making sure all the spiders died and inflict as much damage as i can on the horseman then run back. Then deal with western group at the Reaper (usually need to micro heal him when i first get there), making sure spiders die and eventually ill be left with 3 horseman and skeletons to deal with.

I have a feeling this will not work in HM but im not planning on doing it in HM yet as I have plenty to do elsewhere.

Thanks Again EFGJack.

tre_peter

Academy Page

Join Date: Nov 2006

Northern Ireland

Thanks EFGJack!

Brilliant guide, just completed UW for the first time on NM for my HoM. Used the hero builds on page 3 and I was a Panic mesmer. Had to try about three times but there are some things you just need to get familiar with that a guide can't prepare you for.

One tip I might add, for 6 year playing noobs like me, is that there seems to be a difference between creating your spirits then flagging the heroes in a different place, rather than leaving heroes parked on-top of the spirits. This might seem obvious but it seemed to be the difference between party wipes and success (without 1 res) at Servants of Grenth - where I was having most trouble.

Good luck to anyone trying this, I feel like I've beaten Guild Wars lol.

papaschtroumpf

Academy Page

Join Date: Mar 2009

[Moon]

I failed Terrorweb Queen and I don't know why. Everyone was still alive, so my guess is the reaper spawned and got killed? I'm not clear on what spawn the reaper, there were several terrorwebs remaining and I thought the reaper would only spawn once I cleaned the area?
Also a map of how to get from one reaper to the next would be helpful for this guide.

Thanks for the guide, I don't have patience for teams, PUGs keep failing and the pros/farmers expect you to know what you're doing before you join, so doing it with 7H is a good way to learn and go at my own pace.

By the way, there is not way to flag individual heroes #4 through #7 is there? I was struggling a bit with the dryder AoEs, the heroes are too stupid not to bunch up.

Angerus

Ascalonian Squire

Join Date: Jun 2011

W/

I've read that sometimes a patrol of aatxe can kill the labyrinth reaper so i generally kill everything around him before moving on. Also i notice that after Imprisoned Spirits, when i zone back to labyrinth to head to Wastes theres a group of grasps in the area.

When i did it i just went in order of the guide so just went the most direct route between maps.

No you cant flag the last 4 heroes as individuals, and i have difficulties with hero flagging too. Best thing i found is the formation EFGJack uses, it usually means the main group dont get AoE damage or limited.

papaschtroumpf

Academy Page

Join Date: Mar 2009

[Moon]

>I've read that sometimes a patrol of aatxe can kill the labyrinth reaper so i generally kill everything around him before moving on

My problem was at the pools, not the labyrinth. I never saw the reaper, so I'm not even sure it's what happened to me but since my entire team was alive, it's got to be the only reason I failed.

What causes the reaper to spawn at the pools?

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Reaper spawns once you have killed the correct group of terrorwebs by the monument, as long as RGM is active. It's difficult to tell which geoup is the RGM group, so it`s better to wait for the webs to patrol away from the Reapers' spawn location. That, or play it aggressively and rush the other groups when the reaper pops, and then focus webs that target him.

And your location is irrelevant: if a patrol kills a Reaper you will get kicked out, even if you aren`t in the vicinity. The same thing has happened to me once before. Nowdays I take care of every group that patrols near a reaper before I advance further.

papaschtroumpf

Academy Page

Join Date: Mar 2009

[Moon]

#$@! i DID IT AGAIN!

I completed all the other missions missions and did Pools last, and spawned the reaper before I was even in the statue enclosure and he got fragged within seconds

Is there a way to recognize which one is the "correct" group of dryders?

I though today would be it This is the most missions I ever got in UW, way better than PuGs. I'll try again this weekend.

Chthon

Grotto Attendant

Join Date: Apr 2007

If you reeaaally want to play it safe, you can pre-clear places with potentially dangerous reaper pops before taking Restoring Grenth's Monuments. Just be warned that this will add a truckload of time to an already long quest chain.

Angerus

Ascalonian Squire

Join Date: Jun 2011

W/

Ouch Harsh.. TBH thinking back its lucky I some how managed to kill all the dryders without killing the dryder group that spawns the reaper. I suppose i was lucky with the spawn, that being said i think they do patrol.

I guess the safest way is to clear the area first before taking RGM as stated above.

Spears From Hell

Ascalonian Squire

Join Date: Jun 2009

The Imperial Guards of Torment [TIGT]

P/W

Is Jedra's build on the first page the best for an elementalist btw?

Nice guide and I'm looking forward to trying it

papaschtroumpf

Academy Page

Join Date: Mar 2009

[Moon]

>If you reeaaally want to play it safe, you can pre-clear places with potentially dangerous reaper pops before taking Restoring Grenth's Monuments. Just be warned that this will add a truckload of time to an already long quest chain.

hmm, it's actually not that bad, at least compared to getting kicked out on 9/10 missions

papaschtroumpf

Academy Page

Join Date: Mar 2009

[Moon]

OK, Im getting the hang of it, but I have only been able to finish the Ice Vale once. I always party wipe because of the dryder AoEs (+skellies). I can't tell if you're doing anything special in the video to set up.

Alay

Frost Gate Guardian

Join Date: Nov 2010

Beat 4H on normal mode using the outlined approach after ~10 tries. Once I got the hang of it, it's a really really good method. Thanks for the guide!