New UW: Join my frequent running EXPERIENCED 5 Man Team!

jgortner

Lion's Arch Merchant

Join Date: Dec 2005

Saints of Sin

W/Mo

Hi All,

I'd like to make contact with other experienced players that can fill the following roles for 5 man New UW runs. I'm probably going tonight and often in the future.

If you can fill a role before (or close to description: I'm up for reasonable changes). Please PM me in game :] Looking for at least somewhat experienced players that make this run at least occasionally.

IGN: Isaac Ixbane
IGN2: Icarus Ixbane (2 accounts so add both)

1 Tank, W/E
- No Sup Runes, Glads Armor
- Max Earth, Max Tactics, 8 Hammer
- Hammer +30hp, Req 8 Hammer
- Skills:
* Armor Earth (plus ~50 AL)
* Watch Yourself (plus 20 AL)
* Disciplined Stance
* Gladiator's Defense
* Bonetties Defense
* Distracting Blow
* Earth Shaker
* Ward Against Foes

1 Minion Master, N/Me
- Sup Death Magic, Scars Armor
- Max in Death, Near Max Blood, Some Soul Reap
- Staff +30/+5
- Skills:
* Animate Bone Fiend
* Animate Bone Horror
* Blood of the Master
* Verata's Sacrafice
* Blood is Power
* Blood Ritual
* Mantra of Resolve
* Leech Signet
* Power Drain

1 Pure Heal Monk, M/N
- Sup Heal Rune, Tats
- Max in Heal and Divine
- Staff +30/+5
- Skills:
* Word of Healing
* Orison of Healing
* Dwanya's Kiss
* Heal Other
* Divine Boon
* Heal Party
* Offering of Blood
* Rebirth

1 Prot / Condition Removal Monk, M/N
- Sup Prot Rune, Tats
- Max Prot and Blood, Remaining in Divine
- Staff +30/+5
- Skills
* Aegis
* Prot Spirit
* Reversal of Fortune
* Holy Veil
* Mend Ailment
* Smite Hex
* Offering of Blood
* Rebirth

1 Elementalist Nuker, E/Me
- Sup Fire Rune, Pyromancer Armor
- Max Fire and Energy Storage, Remaining in Inspiriation
- Staff +30/+5
- Skills:
* Echo
* Meteor Shower
* Incendary Bonds
* Fire Attunement
* Fireball
* Glyph of Lesser Energy
* Mantra of Resolve
* Meteor

Calebuhrrr

Pre-Searing Cadet

Join Date: Jan 2006

WoTU

Hey, looks like a great build, only the full healing monk is using 2 elites, word of healing and oob, maybe you should change word of healing to heal other...

i would like to try this build with you some times

mpa

Ascalonian Squire

Join Date: Jun 2005

Hi, it looks like a nice team.

Thoughts on the Ele:

Why not just use Arcane Echo instead of Elite Echo ? Most of them are spells so it would work just as well. Mantra of Resolve's recharge is 20 seconds, lasts for around 60 seconds with 8 insp and cant be stripped so there should be no need in echoing it. While echoing Glyph is pretty useful you might as well get Elemental Atunement, it usually dont get stripped.

Rodgort's Invocation probably would work better than Meteor because since monster AI has been updated, monsters move around too much making meteor very inaccurate.

Also, is this for US or European players ?

Xx Devour Xx

Xx Devour Xx

Wilds Pathfinder

Join Date: Nov 2005

Ontario, Canada

W/

isnt the warrior using 2 elites glads and earth shaker????
anyways never really likes mm's maybe another ele i dunno....*continues to ponder**

Sunsu Pyro

Academy Page

Join Date: Dec 2005

UK

W/Mo

Mate, im a Nuker. I don't use those spells but the ones i use rock anyway.

Rodgort's Invocation
Meteor
Fireball
Meteor Shower
Glyph of Renewal
Fire Attune
Arcane Echo
Mantra of Resolve

Ever need a nuker, add me to your friends list and contact me.

oscarmk

oscarmk

Lion's Arch Merchant

Join Date: Nov 2005

I would be interested. I am a really really good monk. Add me to f list monk mk, monk mkx, warrior mk or elementalist mk. Only one note from my little experience there its not necessary to have a team of 5, since by the time i reach hoh we are only 5 lol, takes so long ppl tend to leave.

JMFD

JMFD

Jungle Guide

Join Date: Apr 2005

Looking...

E/

I could run either of the monk or ele builds, provided in several cases I could run two elites

I'll run my own builds thank you to fill the prot healer or nuker role, and you can decide for yourself if you can deal with that or not. I've been around since beta and consider myself experienced.

Incedentally, I'd at least put a rez on the other 3 characters incase the monks get taken down.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

1. I don't go with groups that say they're experienced, as "experienced" is subjective and really hard to prove. It's much easier to pick up "unexperienced" players and help them learn.

2. Why +30/+5 staves and all tats? A Deadly Cesta 20% and Idol 20/20, along with +15/-1 sets for backup, would go much farther for Monks as far as energy is concerned. Armor and health don't matter too much for Monks as they shouldn't be anywhere close to aggro.

3. You sure you mean Ward Against Foes and none of the other Wards?

4. Why Echo and not Glyph of Renewal?

5. Smite Hex and Holy Veil: rather redundant, especially considering how few critical hexes there are to remove.

6. The Warrior should have Knight's Boots and Stonefist Gauntlets. I'd also just prefer going axe and taking along Disrupting Chop, which works for shutting down one Siege Wurm.

7. What the others said about two elites.

axe

axe

Wilds Pathfinder

Join Date: Sep 2005

Pwn Appetit [NJoy]

W/

One thing I would like to mention. As a warrior that has done a few Tombs runs (never completed though I dont pretend to know everything) I was at 0 energy almost 90% of the time, from tanking "Fear me" spamming enemies along with drawing agro from the energy surge spikers. That W/E build looks pretty energy intense, and by energy intense in this particular zone, I mean it uses energy skills. The first couple runs I had a near useless skill bar, even with 5 energy cost skills.

The only skills I could really find useful for tanking were Bonnetis defense, Dolyak Sig, and watch yourself. Other than that, adrenal skills are the way to go to deal damage, but dont count on dealing much damage as a mele fighter with constant blind on you. Just my observations of Tombs so far.

generik

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Sunsu Pyro
Mate, im a Nuker. I don't use those spells but the ones i use rock anyway.

Rodgort's Invocation
Meteor
Fireball
Meteor Shower
Glyph of Renewal
Fire Attune
Arcane Echo
Mantra of Resolve

Ever need a nuker, add me to your friends list and contact me. you can forget it, so you are one of those who.. after a near teamwipe at the 2 hours mark, declare you have "no rez"

jgortner

Lion's Arch Merchant

Join Date: Dec 2005

Saints of Sin

W/Mo

Guys,

Sorry about the double elites and slight miscalculations I was at work =)

Anyhow, just posting to see who would be interested in a 5 man team. I appriciate all the constructive critisism! Keep the posts comming if you are interested.

evil.E

evil.E

Academy Page

Join Date: May 2005

IT Hell

::::::::::::::::::::::::: Old World Soldiers [oWs]

Quote:
Originally Posted by generik
you can forget it, so you are one of those who.. after a near teamwipe at the 2 hours mark, declare you have "no rez" If you look at the entire build no one has rez except the 2 monks. I'm also quite sure that if asked most people would swap out one skill for a rez signet. If not drop them and pick someone else. Don't be a jerk just because he didn't list it in the skills he normally runs with.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

How much has this build been tested? I'm going to assume it hasn't been since you have errors in your templates. I would never have my main tank using a hammer (no offense to the hammer warriors out there) but considering you're only using one hammer skill (one of the two elites, please clarify which one you are bringing) you would be better off with a +45/-2, -2/-2 or -3/-2 shield. No reason to sacrifice 16 defense just for a shot to knockdown one enemy every so often.

Also, +70AL and stances is just overkill. No reason to have three stances and that many armour enhancing skills. My warrior just uses Dolyak Signet and Watch Yourself for +54AL and attacks were doing around 10 damage on me. At that point a Healing Seed is sufficient to keep the warrior standing. It has already been mentioned that the warrior is too energy heavy. Immediately, the Scythes of Chaos will hit you with two Energy Surges draining 20 of your at most 28 energy as you typically fight two of them at once. Then come the Fear Me! spams. Basically if you don't kill initial mobs quickly you will be in trouble, and a 5 man team should typically take it slow since any minor error can be deadly. Not to mention since your warrior's secondary is elementalist that he will be easily interrupted by finger when casting spells. Also your warrior is using a +30 health. Degen is not the main form of offense in tombs, +5 AL as always instead.

Blood Ritual and Blood Is Power? If you're using Blood Is Power to avoid energy problems on the warrior fine, but why have Blood Ritual as well? I have yet to play with an "experienced" person who pings their energy when a Blood Ritual will actually make it in time to save someone. Not to mention if this is an "experienced" group they should have no problem maintaining their energy on their own.

Your Healing Monk also has two elites. Drop Offering Of Blood, Word of Healing is an energy saver on its own. On that note, drop Heal Other for Healing Seed. Your Prot Monk is using Protective Spirit, much like Armour of Earth they are both Shatter fodder and will do more harm than good. Banished Dream Riders will eat that enchantment alive, not to mention your warrior should have enough AL anyway to be taking less than 10% of his/her maximum health. The only spells that would override this would be Energy Surge. There is no reason for 16 protection... not even in PvP would I consider sacrificing 75 health for that additional +2. 14 is enough for the 11 second Aegis, drop Smite Hex for Guardian, and use a 20% enchanting over +30 health (since you shouldn't be getting attacked anyway). Reversal of Fortune again has limited uses. The warrior is the only one who should be taking damage, and with that much defense RoF will heal very little. You're better off with something like Signet of Devotion since it will be healing for more than RoF will be preventing.

Sunsu Pyro

Academy Page

Join Date: Dec 2005

UK

W/Mo

Quote:
Originally Posted by generik
you can forget it, so you are one of those who.. after a near teamwipe at the 2 hours mark, declare you have "no rez" Team-wipe? Never had one. I ALWAYS tell my team when we are forming it that i have no rez, i need my spells and i ain't giving them up. They are fine with it, they say not a problem.

Anyway, i've done around 9 runs (not alot i know) but i have NEVER died in those 9 runs.

Effendi Westland

Effendi Westland

Wilds Pathfinder

Join Date: Dec 2005

Isle of the dead

[DVDF][LDS]

P/W

Quote:
Originally Posted by Sunsu Pyro
Team-wipe? Never had one. I ALWAYS tell my team when we are forming it that i have no rez, i need my spells and i ain't giving them up. They are fine with it, they say not a problem.

Anyway, i've done around 9 runs (not alot i know) but i have NEVER died in those 9 runs. There's always a first

Like just yesterday, was in a pretty good team, in a 6 man party. We did the run in a little less then 2 hours, but in the 2nd level got too much aggro. Everybody died except us 2 nukers, both Ele/mes. That rez sig was enough to get the monk back up and he rebirthed the party. If we nukers hadn't been packing rez sig, one hour would have been wasted....

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Sunsu Pyro
Team-wipe? Never had one. I ALWAYS tell my team when we are forming it that i have no rez, i need my spells and i ain't giving them up. They are fine with it, they say not a problem.

Anyway, i've done around 9 runs (not alot i know) but i have NEVER died in those 9 runs. It's not a REAL run unless the group gets near-wiped

And the fact that you have never died in 9 runs is more reason than ever to bring res... I like my res carriers to still be alive during near-wipes But so long as the team knows, its not a problem.

Max Earth, Max Tactics, 8 Hammer you say? Where do you get these 231 stat points from?

aron searle

aron searle

Jungle Guide

Join Date: Aug 2005

Mo/

1 Pure Heal Monk, M/N
- Sup Heal Rune, Tats
- Max in Heal and Divine
- Staff +30/+5
- Skills:
* Word of Healing
* Orison of Healing
* Dwanya's Kiss
* Heal Other
* Divine Boon
* Heal Party
* Offering of Blood
* Rebirth

Is offering of blood any good?

I would have thought that you have to take points away from healing or divine into blood to make it worth it, but you say max healing and divine?

(according to the desc you will get 3 energy (you get 8 but costs 5) with 0 points in blood for 10% health, with a couple of points that you have left your looking at 5-6 energy? for 10% health seems a waste).

And heal party, Its a great skill but the 15 energy is abit much for my taste. I rarely need to heal more than 1-2 people, when i do then i hit divine spirit and can spam dywanas/orison/word of healing for 1 energy each for 11 seconds.

Make what you will of my build.

Orison
Dywanas
Word of healing
healing seed
healing touch (for myself) = sometimes swapped for mend condition or ailment
divine spirit
protective spirit
rebirth

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

OoB is an excellent energy maintaining spell usually, putting around 10 points into blood. Not with 3 in blood as the build suggests though Not sure if it works better in PvE than some other favored methods however, since I don't play monk

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Racthoh
Blood Ritual and Blood Is Power? If you're using Blood Is Power to avoid energy problems on the warrior fine, but why have Blood Ritual as well? I have yet to play with an "experienced" person who pings their energy when a Blood Ritual will actually make it in time to save someone. Not to mention if this is an "experienced" group they should have no problem maintaining their energy on their own. Phew, now I don't have to write this same paragraph.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

The only big error I see is having the necro a MM. If you want the warrior to get all agro, a MM will be too sloppy and the minions will eventually lead the creatures to your healers and casters!

As an ele...I basically use that build. Attunements tend to suck here because they get stripped so often, so I just bring fire not elemental. This leaves you free to use Echo. I prefer Echo over glyph because it lets you reuse a spell as long as you still have time left in it. Meteor IMO is a waste, it takes too long and causes exhaustion, so I substitute that for Rebirth. Other than that, you have my build.

As the protection monk, I would consider Mes secondary over Necro. The mes hex removals are faster than the monk and you can throw in a mes spell to get you some energy also.

As a warrior you want Bonnetti asap because you need energy, so why not be axe and use cyclone? One knockdown hammer skill is not worth it and it takes too long at 8adr. Plus this way you get extra armor from your shield and can use Gladiator as your elite, although I would probably go with dolyak.

Either way...add Catalina Fyre and Katie Kimono to your friends list!

saphir

Lion's Arch Merchant

Join Date: Jun 2005

doa

Mo/

Quote:
Originally Posted by Sunsu Pyro
Team-wipe? Never had one. I ALWAYS tell my team when we are forming it that i have no rez, i need my spells and i ain't giving them up. They are fine with it, they say not a problem.

Anyway, i've done around 9 runs (not alot i know) but i have NEVER died in those 9 runs.
I honestly don't understand that logic.
If you NEVER die, then that is the whole reason you SHOULD be packing a res as you are most likely to survive in the party.

On my old in the old uw e/r i always survived w/ dodge and troll ungent and i always brought a res sig because i would usually be the only survivor in a wipe.

same reason i bring a stack of candy canes to the new uw on my monk, and they're not for me =)

Star Gazer

Star Gazer

Wilds Pathfinder

Join Date: Nov 2005

Zerohour Enterprises [ZHE]

W/

yall tore him a new one on this...perhaps people will actually start thinking about builds before thinking they know everything about it

Pan Sola

Frost Gate Guardian

Join Date: Nov 2005

Mo/

Yeah, the only person who have an excuse to NOT bring a res sig is the person who always dies...

Anyways here's my pure-healing monk build that has survived 5-man runs:
* Orison
* Kiss
* Touch (self-heal)
* Vig Spirit (all-purpose cover enchant, semi-spammable 5-energy heal)
* Divine Spirit (back up energy management)
* Peace and Harmony (primary energy management)
* Divine Boon
* Rebirth

16 healing, 15 divine

With another monk (which can be boon prot, full bond, or healer), my build works fairly well with 2.5 (vig spirit count as a half) spammable 5-energy heals and no energy problems most of the time.

I use a 11% chance healing recharge rod from presearing and a 20/20 healing focus.

The 5-man team uses MM + SS, no echo nuker.

lishi

Forge Runner

Join Date: Jul 2005

emhh your experiecend build seem have a lot of flaws ...

anyway monking looking like become cheap with all those battery necro...

magnusmu

magnusmu

Ascalonian Squire

Join Date: May 2005

Sons of ZEUS

N/E

[QUOTE='ChoKILLate[FDG]']The only big error I see is having the necro a MM. If you want the warrior to get all agro, a MM will be too sloppy and the minions will eventually lead the creatures to your healers and casters.]

Having one of my characters as MM I tend to have a different perspective, and those that have played with me in under 2 hour wipes will agree. I've never lead anybody back to the healers and casters. Sure sometimes the minions will run ahead (mostly at my will), but people in party should know better not to follow unless my army is in the 20s and not against dryders.

I typically stand guard next to everyone but the designated tank with my 15 fiends, and a few sacrificial bombers that go in to do 105 damage AoE each.

If any aggro gets through the warriors, my fiends make target practice out of them. And if they managed to kill the leading ones with death nova, they themselves are killed. When up against dryders, I know not to send my minions in until after the meteor showers begin so I hang back till they've been cast and then send the army in.

If anything, my minions often act as a wall/barrier which they do not or are not able to get through. As long as the casters remain next to me, or behind my army still within casting range of the main aggro tank, there have been no issues. Even on a retreat, the minions take the fall while the rest of us run away while also doing a Death nova number on them.

With that said, I have all classes available and I regularly switch it up. One thing I don't do is Protection monk - I have the best guild officer that handles that.

I agree on the Rez signet thing. Always bring one because you never know...

Messner

Academy Page

Join Date: Jan 2006

Champaign, IL

Coloring Book [mad]

I've got an awesome Mo/N build all you need is to run 8 elites at once.
Healing Hands
Word of Healing
Mark of Protection
Spellbreaker
Offering of Blood
Blood is Power
Shield of Regeneration
Peace and Harmony for better energy upkeep

Xx Devour Xx

Xx Devour Xx

Wilds Pathfinder

Join Date: Nov 2005

Ontario, Canada

W/

^^rofl if only we could have 8 elites....

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

Quote:
I agree on the Rez signet thing. Always bring one because you never know... Yeah, you need rez. It sucks to be last man standing and have to declare you don't have it. Game over. I've been there and will never leave home without it again.

Rha Carnak

Ascalonian Squire

Join Date: Dec 2005

Mo/

U nubs,

Just run my uber 8 cap sig spike!!

Siren Danica

Siren Danica

Academy Page

Join Date: Aug 2005

Niantic, CT

N/R

[QUOTE=magnusmu] Quote:
Originally Posted by ChoKILLate[FDG]
The only big error I see is having the necro a MM. If you want the warrior to get all agro, a MM will be too sloppy and the minions will eventually lead the creatures to your healers and casters.]

Having one of my characters as MM I tend to have a different perspective, and those that have played with me in under 2 hour wipes will agree. I've never lead anybody back to the healers and casters. Sure sometimes the minions will run ahead (mostly at my will), but people in party should know better not to follow unless my army is in the 20s and not against dryders.

I typically stand guard next to everyone but the designated tank with my 15 fiends, and a few sacrificial bombers that go in to do 105 damage AoE each.
. Is it possible to get an army of 15-20+ using his build with BiP?

I have always had energy issues, especially with the 25 energy rqmts of Fiends, so I always use Offering of Blood as the elite. Is that what you use to get your army?