"New Underworld" - Builds

Der Zweifler

Der Zweifler

Academy Page

Join Date: Dec 2005

[FoS]

E/Mo

Hi!

I tried to clear the "new underworld" a few times, but we never came to the 4th level.

never came to the bosses and their green weapons.

we ever tried with a 8-ppl group. now i saw some screenshots of a 4ppl or 5ppl group killing the bosses in lvl 4.

Could someone tell me a good build?


thx

(my english sucks )

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

I can't say for combat builds, but my monk is a generic healer really, only thing different is that as a Mo/R, he packs symbiosis. Spam the short enchantments (breeze, etc.) on those that are taking damage, you give them a nice little HP buff while you heal. I have, for the short enchants, Breeze, Divine intervention and that 30s one that heals them as they attack but I forget the name and am too lazy to look up. Again, although short lived, this gives the first in combat as much as almost 300 additional HPs. Hey, first time in, went all the way through. Got the green shield. Must have done something right...

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Choking gas ranger with practiced stance does a good suppression job; the casters tend to group up, you can get tons of interrupting done this way. Reduces incoming damage a lot.

M3lk0r

M3lk0r

Lion's Arch Merchant

Join Date: Jul 2005

R/Mo

Mesmers with Empathy and Energy Surge {Elite} work pretty well.
Put as much hex removal as possible on everyone, Hex Breaker on monks is nice.

Fire Nukers work suprisingly well (mobs seem to like styaing in AoE) but be ready for interrupts.

Warrs are a tough call, as they are constantly blinded and crippled. Plague touch is nice but even that 5 energy will be too much sometimes. I havnt tried it yet but I think "To the Limit!" + Earth Shaker {Elite} would be a fun combo.

Arwen Granger

Arwen Granger

Krytan Explorer

Join Date: Dec 2005

Melbourne, Australia

Mo/Me

I am a prot monk and have teamed up with various groups/builds. I can say the following:
1. bonds don't work - don't try them as they get shattered constantly
2. use a standard prot build (e.g. orison, reversal, prot spirit, aegis, guardian/shielding hands, remove hex/holy veil and rebirth) I can do most of the prot needed. Elite must be spell breaker. The mob is mesmer mostly so you can hear all the failed spell cast sounds from them once I sb our nuker or tank.
3. you have to get rangers with traps (dust and barb) to slow down their grasps of insanity so that the casters have a chance to kill them.
4. Wards against xxx are very useful, as well as a ss necro with blood ritual. The eles need to have glyph of concentration or prepared to be interrupted.
5. on average i use 3-4 candy canes per full run
6. prepare to spend 2.5-3 hours for a full run and make sure u have a good Internet connection. We had a guy dc'ed in level 4 and that's not very nice.

Overall I'm quite impressed with this new challenge.

IlikeGW

Jungle Guide

Join Date: Aug 2005

pack lots of interrupts, a pure stance tank or two, mob damage like ss and meteor shower... it's not so bad... just tediously long at points.

oh ant the most important thing: do not enter without a guide who's done it. there are extra pop up mobs everywhere you'll need to be aware of.

Soflaz

Soflaz

Academy Page

Join Date: Sep 2005

PA, USA

Fissure Death Dealers [FoW]

R/Rt

This should be the team:
4 rangers
2 tanks
2 monks

The ranger should all be trappers with 16ws 14ex atleast 9 marks and 4 beast (or something close to that)

then just do the ol'd trapping and there u go. It works for both uw's lol.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

All you need is 1 monk with Life Barrier and you can complete this with the dumbest pug

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

My experience, since they are fleshies (except the horsemen) have this build:

2 Trap/Interupt/Condition ranger (you can use 1 if that ranger can keep 2 chaos Wurms interupted)
a) Poison arrow [E], Savage Shot, Distracting Shot, 3 traps, SQ, Rebirth
b) Melandrus Arrow [E], Savage Shot, Distracting Shot, 3 traps, SQ Rebirth

As you notice the rangers dont have healing or defensive stances since the Fingers of Chaos pretty much make your defensive stances and blindness useless.

2 Heal/Prot Mo/Me
Should have MANTRA OF CONCENTRATION, no maintained enchants,

1 W/R
Must have "I will Survive!" and Melandru's Resilience

1 GOOD Minion master who knows how to keep minions FAR AWAY when rangers are trapping/pulling

Optional:

1 SS with mantra of resolve


I havent brought an Ele to UW yet, and i think a Hydromancer might help severly

Edit: i did a run with no MM and echo nukers instead and it works fine.

Hailfall

Hailfall

Jungle Guide

Join Date: Aug 2005

Germany

Phantom Commando

N/

We did it with 2 Rangers (1 Interrupt and 1 Interrupt/Trapper), 1 Warrior, 2 Necros (1 SS and 1 Battery with several wells), 2 Monks and 1 Ele.

I noticed that it works good.. the key to it all is that you don't need to aggro a lot and just take it slowly and take your time.

No rushing otherwise you end up dead..

It took us a good 2 hours to get to the end but it was worth it.

Gildor Took

Krytan Explorer

Join Date: Jun 2005

Australia, 3rd rock from the sun

Mo/

Quote:
Originally Posted by twicky_kid
All you need is 1 monk with Life Barrier and you can complete this with the dumbest pug
im sorry but that isn't very effective there are practiacally mesmers in every group with enchant removal, chained souls with rend enchantmants and the grasping have a creature skill that shatters all enchantments and makes you blind a and crippled.

Bane of Mortality

Bane of Mortality

Lion's Arch Merchant

Join Date: Nov 2005

Valor and Zeal [VZ]

I just did it with a group of 5 other guildies. We had two monks (one healing, one protect), two necros (one death, one ss), an ele (nuking) and me (knockdown warrior). We still had some difficulties but as long as you bring candy canes you should be fine. Dont you wish you did more farming during the xmas update now?

Duality

Duality

Ub3r Pro0fr34d3r

Join Date: Feb 2005

Atlanta, GA

Girl Power

<pet peeve>

i wish people would stop calling the defiled tombs area "new underworld".

</pet peeve>

Bane of Mortality

Bane of Mortality

Lion's Arch Merchant

Join Date: Nov 2005

Valor and Zeal [VZ]

:P I just call it HoH UW

EF2NYD

Wilds Pathfinder

Join Date: Jun 2005

It's very doable with less than a full party if everyone stays awake.

Robster Lobster

Krytan Explorer

Join Date: Dec 2005

I did it with 2 tanks who for the most part blocked the stairs really well allowing the casters to get off spells.

Make sure casters bring Matra of Resolve (I think, the non-interrupt one), I forgot this and payed for it severally, most of my decent skills were interrupted. So I spent most of my time using Blurred vision and spamming Ice Spear. On the few times I did manage to get off Maelstrom though, it did really help clear the aggroed group.

LoKi Foxfire

LoKi Foxfire

Krytan Explorer

Join Date: Apr 2005

Florida

One Corgi Army {OCA}

R/Rt

Whoever not to bring bonders is wrong. If you have a good bonder he should be able to keep them going throughout the fighting. This also involved not pulling 3 groups at once that all cast dispel....

Son of Urza

Son of Urza

Frost Gate Guardian

Join Date: Dec 2005

I'm the guy right behind you staring through your head . . . .

W/

You cannot pull any groups that do not remove enchantments, because the monster skill "Fingers of Chaos" removes an enchantment every time they attack (it's a stance) as long as the character has monk as a primary or secondary profession. Oh, and sympathetic visage is very helpful, as it stops those evil warriors from spamming "Fear me!" every 5 secs or so and draining all your energy.
The full effect of "Fingers of Chaos" is this: It removes enchantments from monks, removes hexes from them against necros, interrupts eles every hit, cannot miss on rangers (no stance tanking), and causes blind and crippled on warriors (it just says "conditions", but it's always blind and crippled). There is no effect on mesmers, but the effects trigger for both your primary and secondary profession. It is hard to deal with. You MUST bring mantra of resolve if you are an ele, and prepare to heal conditions and get your enchants stripped if you're a monk.
I think that the w/r might be a good build, since then you don't have enchants stripped, although it forces you into armor stacking for tanking. I like the combination of defy pain, watch yourself, and possibly dolyak signet.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Heres the four man build we did it with. Just did it for fun, so its not really a build, we just kind threw it together. It seemed to work, i'm not really sure if everyone could pull it off though.

(Not 100% sure about the warrior, added "??" after any skill I am uncertain of. Also not entirely sure if the attributes are dead on)

Boon Prot

Monk/Necromancer
Level: 20

Divine Favor: 13 (11+2)
Protection Prayers: 11 (10+1)
Blood Magic: 10

- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Smite Hex (Smiting Prayers)
- Divine Boon (Divine Favor)
- Offering of Blood [Elite] (Blood Magic)


Boon Prot

Monk/Necromancer
Level: 20

Divine Favor: 13 (15+4)
Protection Prayers: 11 (10+1)
Blood Magic: 10

- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Shielding Hands (Protection Prayers)
- Rebirth (Protection Prayers)
- Divine Boon (Divine Favor)
- Offering of Blood [Elite] (Blood Magic)


Spitefull Necro

Necromancer/Monk
Level: 20

Soul Reaping: 10
Curses: 16 (12+4)
Blood Magic: 9 (8+1)

- Spiteful Spirit [Elite] (Curses)
- Price of Failure (Curses)
- Blood Ritual (Blood Magic)
- Rebirth (Protection Prayers)

(Yes, he did only have four skills on his bar.)


Griffon Farmer

Warrior/Elementalist
Level: 20

Strength: 11 (10+1)
Axe Mastery: 15 (11+4)
Tactics: 11 (10+1)

- Dolyak Signet (Strength)
- Healing Signet (Tactics)
- Endure Pain (Strength) ??
- Gladiator's Defense [Elite] (Tactics)
- "Watch Yourself!" (Tactics)
- Cyclone Axe (Axe Mastery)
- Executioner's Strike (Axe Mastery) ??
- "I Will Survive!" (Strength) ??


A definate tip for people putting the build together, however. Everyone but the monks should do Mesmer secondary, as you get no ill effects from 'Fingers of Chaos' or whatever it is from that secondary proffesion. Aside from maybe two or three people using rebirth, who can take monk secondary. Unless your monks have the space to fit it on their bars.

LordDeArnise

LordDeArnise

Krytan Explorer

Join Date: Jan 2006

California, USA

The Elite Knights of Tarnia [PwnD]

Ok, now why would you want everyone but primary monks and some rebirthers go mesmer secondary just for that very high-end place. I can understand the need for ways to combat such monster spells, but if ppl read that you need to have mesmer as a secondary profession just for Mantra of Resolve, then you're going find alot of ppl running and PL's, long after this weekend.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by LordDeArnise
Ok, now why would you want everyone but primary monks and some rebirthers go mesmer secondary just for that very high-end place. I can understand the need for ways to combat such monster spells, but if ppl read that you need to have mesmer as a secondary profession just for Mantra of Resolve, then you're going find alot of ppl running and PL's, long after this weekend.
Not for mantra of resolve (although that does help a lot), it's to avoid getting a second bad side-effect from Fingers of Chaos. I'm not entirely sure what you mean by "running and PL's" either, but to most characters who have finished the game, changing their secondary involves a quick trip to the desert.

Sereng Amaranth

Sereng Amaranth

Desert Nomad

Join Date: Jun 2005

The Amazon Basin [AB]

thanks for the info! after 3 runs with 8 people, i could start to see how its possible with less

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

----- 15^50[Rare] ---- Alliance: ----- [SMS] -----

http://static.flickr.com/31/89245934_114d8a1496_o.jpg <---- 8 man

http://www.flickr.com/photos/manicsmile/88824556/ <----- 5 man

Der Zweifler

Der Zweifler

Academy Page

Join Date: Dec 2005

[FoS]

E/Mo

yeah i did it!

w00t w00t =)

got victos blade

Zephro

Zephro

Frost Gate Guardian

Join Date: Oct 2005

I'm guessing 4man will take quite a while though. Especially since there are no interrupts for the stationary Chaos Wurms.
And as for me, I seem to keep getting into shitty PUGs. Only completed it twice, got a Kole's Gauntlet on my first, and nothing on my second. Whee. Oh, and on the second there was some noob ranger that insisted on tanking, messing up the War's aggro. He got two greens as well. Sigh.

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

Did it twice last night...well, once successfully. Unfortunately, I didn't get any good drops. A bunch of blues and one gold. One member got two ectos and a green and another got two greens. I took my standard N/Me SS/SV UW build and she worked out great. I also did some Battery work. We also had:

2 Tanks
3 Monks
1 MM
1 Nuker

On my first run, we had all of the same above, except we had one trapper and only one tank. We didn't make it past the second level. We started out well, but sort of desolved as a team, otherwise I think we would've been okay.

BellyFlop

BellyFlop

Krytan Explorer

Join Date: May 2005

what should i take as a tank? skills i am talking about

coz i go with a normal Warrior and spend more time blind than anything else.

I try go with Hammer for knockdown but i dont think i got all good hammer skills yet.

I went with W/E for earth damage but not working for me.

Any Advise, or should i just go with defense and forget attacking?

Santanus_Perro

Frost Gate Guardian

Join Date: Jun 2005

Scott Township, PA

Iron Rangers

W/Mo

Our guild took three rangers that could trap and interrupt, three ele nukers (I came as my ele/me so used a couple interrupts, too), and two healing monks. We didn't bring any enchantment skills what so ever. From start to finish we may have had 10 total deaths and that was because the player (myself included) got out of position. Rangers up front, eles next, healers behind.

As for the question on a warrior hammer build.

Sprint, Irrestible Blow, Devastating Hammer, Frenzy, Crushing Blow, Mighty Blow, Dolyak Sig, Rez Sig. (Frenzy can be replaced with some other fighting speed increaser). I go for max damage output so stay with frenzy rather than flurry. Dolyak Sig should be kept on at all times during the battle.

Hammer should be 16 (12+dwarven helm+superior hammer rune)
Strength should be 13 (12+minor strength rune)
If you want to use something besides dolyak sig, then put the remaining points in tactics. Otherwise, you don't really need it.

Make sure you have a hammer with a good damage mod (15% over 50), and is a 10-10 sundering. This build is about knockdowns and damage output. My guild used to hate me playing hammer, but became believers when I stopped using tank skills (other than a stance, shout, or dolyak).

BellyFlop

BellyFlop

Krytan Explorer

Join Date: May 2005

thanks Santanus_Perro once i get home i will try and check if i have all of skills. i remember just getting Earth Shaker i guess its not good to use here then, i need to go and Hunt the Devastating Hammer (Elite).

Quote:
and is a 10-10 sundering.
i dont understand this bit, what does this means?

I have a couple of hammers but dont recall the stats i only remeber one been green from SF, thorgall stone smasher.

Sunsu Pyro

Academy Page

Join Date: Dec 2005

UK

W/Mo

I don't get this, it's easy as hell!
You just need an organised team with people that listen and most importantly A WARRIOR WITH STANCES THAT KNOWS WHAT TO DO.

This is the build i use all the time and it works a dream:

1 Stance Warrior
2 SS Necros (you may think there is no need for 2 but it works extremely well)
1 Echo Nuker
3 Healing Monks (spell breaker and healling breeze is a must)
1 MM (They cause trouble, yes but IME they produce more good points than bad)

Done the farm run with this build 4 times and i got through every time.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Quote:
Originally Posted by BellyFlop
what should i take as a tank? skills i am talking about

coz i go with a normal Warrior and spend more time blind than anything else.

I try go with Hammer for knockdown but i dont think i got all good hammer skills yet.

I went with W/E for earth damage but not working for me.

Any Advise, or should i just go with defense and forget attacking?
W/N with plague touch/sending/signet and lots of stances are good.

Just "Hold the line" basically.

Basically the layout of this level has LOTS of chokepoints. Two warriors can effectively block the path and funnel enemies into a killzone and let the casters and ranger attack from a safe distance.

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

Our build is pretty simple... 2 to 3 pure healers (add rebirth and vengeance)
3 elementalist (one casting wards and armor of earth) the others doing spiking or metors)

1 or 2 Necros (Minion master with Death nova for when they die, and or for the Vengeance Character that is casting wards and drawing groups)

and maybe 1 warrior tank... we have mixed this around some but basically that's it. 1 or 2 guys get vengenced and do a lot of dying, but also provide wards for the minions. Then nova bomb the agroed groups and take down with spike / meteor. Rinse repeat. occasionally you get a bad agro and have to retreat and do some rebirths, but that's OK... by the time you get to the end normally you only have -15dp much more then that. use a candy cane to get rid of it before bosses.


Key hint. DONT leave the bosses for the very last to kill. try keeping the patrol to the north alive and loop around after killing the last two worms. Kill the pop ups and patrol to the south, Then agro and pull the bosses south to kill (clear of the north patrols agro bubble). That way you always have time to claim your green drops. Then clean up the north patrol as they attack the spirits. ... kk have fun...


ingy...

PS: this is a LONG process. THESE greens are actually EARNED!!! this is how greens should have ALWAYS been. 4 levels of creatures just to get to the bosses that drop them. That is Wonderfull. However because of this. this process takes some time. Plan for this. Our groups ave around 3 1/2 hrs for a full run on the hall from tombs. With a designated 5 to 15 min break once we get to the courtyard... just pull away from the patrols and rest up for a while before starting out again. You will find your party members normally rather happy to go take a bathroom break or snack or something during this time... Then they are ready and LESS anxious when the bosses finally appear in the next level "hall of heroes". Good luck....

Rainy Ico

Academy Page

Join Date: Jan 2006

For me, the best build I have found was:
1. Tank. Preferrably me being your tank because I'm awesome.
2. Monks. Our third monk dropped out right in the middle do we were stuck with a prot and a healer. Though it would probably be better with 2 healers instead of 1 prot.
1. Ward Elementalist: Without two-three tanks to block a section, the melee units will probably get through, so throwing down wards is a very good way to keep you alive and spike the melees.
1. MinionMaster: Our minionmaster also brought a well, which is VERY important (I think it's the well of suffering). It saved our hides more than once, and it made my life alot easier).
1. I forget........I think it was an SS necro, but I'm not sure.

Has anyone tried rezmers on this?

Littzain

Ascalonian Squire

Join Date: Dec 2005

P/N

I dislike it, it's impossible for me to get a group as a mesmer

heist23

Journeyman

Join Date: Jul 2005

R/Mo

well....spellbreaker monks are a must. you have to have them for pulling.

and interrupt ranger (or a ranger w/ interrupts) is also a must to shutdown the Chaos Wurms out there.

Barrage Rangers with a necro spamming out orders is also great because of the constant DPS you can mash out. favorable winds helps out a lot, because there aren't any archer enemies out there either.

i went in with 1 tank, 1 nuker, 3 monks, 2 barrage rangers and 1 orders/battery necro. we kicked ass. i even got victo's blade and elswyth's recurve bow. XD so happy.

Wyldchild777

Wyldchild777

Academy Page

Join Date: Sep 2005

State of Confusion

Lords Of The Dragons Dine [LORD]

Mo/Me

Greetings,

I thought I'd just jump in with my thoughts about this place.

First, I've taken to calling this the Realm of Chaos. There is more mesmer type stuff going on here. Maybe Lyssa has finally taken over an area of her own?

Anyway, the build that I used as a protection monk in here is:
Attributes - Divine Favor 12 (10+hat+minor), Protection Prayers 12 (11+minor), Blood Magic 10
Skills - Offering of Blood (E), Remove Hex, Aegis, Guardian, Protective Spirit, Reversal of Fortune, Mend Ailment, Rebirth

Now, as far as the team to go with -
2 healing monks - should be a safe margin, though you might be able to get away with one if they are extremely good.
1 protection monk - That aegis works well against those warrior mobs, and reversal of fortune works quite nicely as an emergency measure until some healing gets cast.
2 warriors for tanking - be it high armour levels or stances.
1 or 2 interrupters - be it mesmer or ranger. Those terrorweb dryders are packing one helluva meteor shower. Interrupting those final bosses is also quite handy
1 or 2 necro or elementalist for damage output, however, the ele in my group made good use of ward vs harm, so earth would work as well. A minion master, as pointed out earlier, would also work well here, as there are plenty of corpses to use and no competition from the monsters for them.


As for the realm itself - Don't rush this area. You will be quickly overwhelmed if you do. And coordination and communication is a must. However, I hope that most people have learned this by the time they get here. Watch your aggro circle. Pretty much all the mobs patrol here, so be careful not to pull extras. Make sure when engaging that the warriors always get aggro before the rest heading in (should be a standard rule if you've made here). Those Chaos Worms (on level 2 I believe, could be wrong) - stay by them and don't move. If you do move away, they will keep going back under the ground and popping back up again. I think the same tactic used to hunt the desert worms should work here. If you've ever competed in HoH, then you should know the maps here. They are the same, from what I've seen using observer mode (thank you ANet for that by the way). The final battle takes place in the actual HoH map.

Well, that's my bit of brain-splurging. Take it or leave it as you need, and enjoy your hunting time.

Merry meet, merry met, merry meet again
Wyldchild777

Scutilla

Scutilla

Wilds Pathfinder

Join Date: Sep 2005

Tyrian Explorers League

R/P

I finished my first run last night, here's our team:

-3 monks, all healing. Two monks alternating Heal Party is a must, and Purge Signet is great for keeping the tank healthy (although there should some single hex/condition removal skills as well)
-1 warrior/mesmer, my guildmate's great tank build. I haven't asked him the full build yet, but I know it involves I Will Survive, Dolyak Signet, and Mantra of Flame (to protect against spiders and to give equipment stance bonus).
-1 fire elementalist
-2 domination mesmers, one with Spiteful Spirit (on second thought, we should have worked to keep them from overlapping skills a little more).
-A Barrage/interrupt ranger that dropped out on level 3.

The monk single-remove condition spells are great for keeping the warrior healthy, but don't forget to have hex removing ability as well, or you'll regret it when you face the mesmer bosses.

Will be trying it again tonight with a Choking Gas/Practiced Stance ranger.

Arwen Granger

Arwen Granger

Krytan Explorer

Join Date: Dec 2005

Melbourne, Australia

Mo/Me

Can someone confirm if the warrior is a w/n or a w/r, he/she won't get enchantments shattered like a w/mo?

SirJackassIII

SirJackassIII

Wilds Pathfinder

Join Date: Oct 2005

Belgium

none

N/E

W/R and W/N don't get their enchantments shattered, but it might be best not to be either of those. W/R can't evade or block attack, so stances are useless, and W/N will cause the monsters with Finger of Chaos to lose a hex everytime they hit the W/N. W/E or W/Me is the best choice really...

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

Our group did it yesterday. We started with 8, and lost a warriror on the second stage when he died once and got impatient.
it
Our team consisted of a stance/adrenaline sword warriror
3 monks
2 nukers and a blood necro.

The necro had to leave in 3rd map to go to work.

I find E/Me works really well to put in mantra of resolve. Since it is a stance it doesn't get interrupted, lasts longer than its duration with only a few points in it. For an ele primary the energy hit from the resolve doesn't hurt as much because energy storage.

That's just the way we did it. Took us about 4 -5 hours to clear.

I am finding the hard part isn't so much finding people who know how to play their class, but because it is so new, it is difficult to figure out the most effecient way to clear the map, knowing where to trap, what to pull etc.

The enemies are very tough to pull and harder to keep them body blocked to keep the eles and monks safe.

That all will come with practice of course, but in the meantime, there are people that go down who act like they know it all and start bossing people around and telling them how to use their builds.

It is very frustrating and just makes the whole practice take longer.