New UW Complaints

Energizer Deth Buni

Banned

Join Date: Jan 2006

Near Atlanta GA

MVoA

N/Me

I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.

Marodac Evilbane

Marodac Evilbane

Site Contributor

Join Date: Nov 2005

The Netherlands

Rite of Passage

E/Mo

Fire nukers are in fact very effective in the new UW! First use mantra of ... (forgot the name, against interrupt), then meteorstorm the scyths. 2 E/ME firenukers can make things real easy in the new UW.

As for ranger, the new UW is a good place for trapping, but I prefer to have interrupt in the team. One ranger can disable to chaos wurms, making them real easy for the rest of the team.
(Also, expertise will reduce the amount of energy used for setting traps, use spirits like EW and QZ for more traps)

And as for it being jard to fins a team, finding a good PUG is always a problem. Guilds and friends are an easy solution to this.

Hope this helps!

boxterduke

boxterduke

Furnace Stoker

Join Date: Jun 2005

Walking the ruins of Ascalon

DVDF

Me/

Well, thats the challenge, you do not want a high level area to be a walk in the park do you?

Also I think Anet filled the place with mesmers so people wont be able to solo it.

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

Don't expect for traps to take less time to set, that would mess up PvP and god forbid that happen

coolsti

coolsti

Wilds Pathfinder

Join Date: Jul 2005

Denmark

Its great that Anet has made an area which really does make good use of the Mesmer and Ranger (I am thinking more here of interrupts rather than traps). However, it still amazes me how few PUG groups are advertising for Mesmers to join their parties. Guess they haven't learned!

I play mostly Mesmer and Ranger, and it is my Ranger I take down to FOW. But it is my Mesmer that I take to this new UW. There are several Mesmer builds that would be successful here, but I have found one that I like the best: empathy, clumsiness and ineptitude (elite) against just about anything that can attack but is very useful against the grasps, two spell interruptors (the one that gives me energy and the one that does damage) and that ether spell (can't remember full name) for self-healing, and rebirth since I have a Monk secondary.

I have completed this new UW with this Mesmer and henchies only several times already, and so I for one can vouch for the usefulness of a Mesmer here. The "friends" groups I have been in have also done well, and here we usually have had 2 mesmers in the group plus a trapping ranger.

What I am curous about is how well the groups do that stick to the more traditional group composition of "lots of warriors" plus "lots of monks" plus "lots of nuke elementalists".

Detis Zan

Detis Zan

Lion's Arch Merchant

Join Date: Jun 2005

Guardians of the Black Curtain [GBC]

N/Me

The reason I believe people don't choose mesmers is because they rather have the necro/meser to Spiteful spirit and interupt.

I go with the same group a lot and here's the set up.

W/R -The tank
N/mo - MM
N/Me - SS
Mo/? - SB heal/prot
Mo/? - Full healer (would be me)
Mo/? - Prot/Heal
E/me - Nuke
E/me - Nuke

This group works pretty well sense most of us are already on and decide to group up for a run. We go in, and come out in about 1hr 30min.

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

2 Warriors, 2 Monks, 1/2 Necros, 2/3 Rangers.

Can go in and come out within 40 minutes.

Xenrath

Xenrath

Desert Nomad

Join Date: Oct 2005

W/Me

They added a high level area that actually requires teamwork... in this... multiplayer game.... oh nos!

Sereng Amaranth

Sereng Amaranth

Desert Nomad

Join Date: Jun 2005

The Amazon Basin [AB]

Quote:
Originally Posted by Sekkira
2 Warriors, 2 Monks, 1/2 Necros, 2/3 Rangers.

Can go in and come out within 40 minutes.
1 W/Me
5 R/Mo
1 N/Mo
1 Mo/N

The best we did was just over an hour. I'd like to be in your group one time. I can do the N or the R very well.

Cronos Khan

Cronos Khan

Frost Gate Guardian

Join Date: Apr 2005

New Jersey

W/

Quote:
As for ranger, the new UW is a good place for trapping, but I prefer to have interrupt in the team. One ranger can disable to chaos wurms, making them real easy for the rest of the team.
(Also, expertise will reduce the amount of energy used for setting traps, use spirits like EW and QZ for more traps)
I use the interrupt technique with Barrage. That elite is always a good solution to a horde of monsters!

Branskins

Branskins

Frost Gate Guardian

Join Date: Feb 2005

At first UW seemed hard, but after a while we pulled through and actually made it to the end. The interupts I really did not see as a problem since the level is probably designed with some kind of challenge.

All I can say is that those worms look amazing! (ironically)

Neriandal Freit

Neriandal Freit

Forge Runner

Join Date: Nov 2005

Spiral of The Red Rose, Kryta (Columbus, IN)

Heros of Titans Realm [HotR]

E/

I think Storm Mages need to get some loving, along with the Earth/Water Mages!!!!

I was in a beautiful team

3 Storm Mages (E/Me)
1 Ward Mage (E/Me)
3 Monks (Heal, Prot and Heal)
1 Necro (forget)

*Druels* - Great combination there.

jciardha

jciardha

Krytan Explorer

Join Date: Sep 2005

International Districts

The Labyrinth of Night [LoN]

Me/

Pfft. HOH UW is a domination mesmer's paradise. I can steal spells off of the enemies and turn it on them at full power, and then e-deny and interrupt them all to hell. Since I only ever use my secondary for the elementalist glyphs, the Fingers of Chaos doesn't bother me. My mesmer is usually the last to die in a fight in HOH UW, and always topped off on energy after a mob encounter (whereas everyone else is crying for Blood Ritual or BiP).

Empathy
Wastrel's Worry
Arcane Thievery
Power Spike (or Res Sig, since you can just AThieve it off the Dream Riders)
Power Drain
Guilt
Mantra of Resolve
Glyph of Renewal (or Echo; Echoing AThievery is also pretty effective)

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

I'm giving up on Tombs for now. It's just too frustrating. Yesterday I went with three different PuGs. Everytime people started dropping out when we were about 1/2 thru the second level. I even advertise, "LFG that has time to finish," or something to that effect. I know, "go with Guildies." Well, I'm the most active person in my Guild and it's very small. I can't leave it though. Don't ask why. It's personal. I'm just tired of it and the idiots I seem to be lucky enough to get stuck with. I've probably been 10 or more times, but have only finished maybe 3 or 4 because of the jackasses who can't seem to finish what they start.

Gorebrex

Gorebrex

Jungle Guide

Join Date: Jan 2006

Quote:
Originally Posted by Xenrath
They added a high level area that actually requires teamwork... in this... multiplayer game.... oh nos!
Of course! To force people into teams! Having a bad day? dont want to team with players, and use henchies instead? Want to try out a build without ticking off teamates, or having people leave party due to failure(s)? GOOD LUCK! I dont mind teaming, but you should ALWAYS be able to "solo" an area with henchies, if you play it right.

Manic Smile

Manic Smile

Desert Nomad

Join Date: Dec 2005

Hawaii

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

Quote:
Originally Posted by Energizer Deth Buni
I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.
learn to stay back...i have no problems with my old echo nuker

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

Quote:
Originally Posted by Energizer Deth Buni
I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.
If you take Mantra of Resolve (Mez spell), you won't be interrupted. It's what my nuker takes and she always gets her spells off because of it. It's very handy...and funny watching everyone around you get hit with interrupts as you're casting away.

Rahl

Rahl

Furnace Stoker

Join Date: Apr 2005

Austin, Tx

Mmph Its [Good]

Mo/

Quote:
Originally Posted by WoodyDotNet
If you take Mantra of Resolve (Mez spell), you won't be interrupted. It's what my nuker takes and she always gets her spells off because of it. It's very handy...and funny watching everyone around you get hit with interrupts as you're casting away.
Seconded!

I use it on my Monk.. its like a gift from heaven :P

I can't understand why no one uses it

Especially most nukers, or necros.

Tijger

Wilds Pathfinder

Join Date: Sep 2005

Mo/E

Quote:
Originally Posted by WoodyDotNet
I'm giving up on Tombs for now. It's just too frustrating. Yesterday I went with three different PuGs. Everytime people started dropping out when we were about 1/2 thru the second level. I even advertise, "LFG that has time to finish," or something to that effect. I know, "go with Guildies." Well, I'm the most active person in my Guild and it's very small. I can't leave it though. Don't ask why. It's personal. I'm just tired of it and the idiots I seem to be lucky enough to get stuck with. I've probably been 10 or more times, but have only finished maybe 3 or 4 because of the jackasses who can't seem to finish what they start.
Go with us then, we got a good group together of about 6 core players and we are always happy to take someone along who has the time, patience and intelligence to play the game properly.
If I'm online look for Sir Samuel, we enjoy taking good players with us, most of PUG's are either unbalanced or full of idiots who havent got clue what to do when faced with a real challenge.

We do a Tombs run pretty much daily, yesterday we did 3, if we get greens we generally trade them amongst each other (as in swap) or simply give one to someone who didnt get any. None of us are desperate for cash or greedy, just enjoying the challenge and the fun of playing this area with a good bunch of players.

Rahl

Rahl

Furnace Stoker

Join Date: Apr 2005

Austin, Tx

Mmph Its [Good]

Mo/

I'd like to try that sometime, give me a PM if you ever see me online

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

The groups I've run with were 2 stance tanks / 2 or 3 nukers (w/MS) / 1 Necro - (Battery, SS, or Minions) /1 or 2 Heal monks / 1 prot monk.

It's not the fastest way to get through, but it's successfull. The trick is that In the makeup there's 3 or 4 of my guild mates in it and the tanks know how to block the stairs! (going with a guild group is also a good way to cut down on bail-outs)

FREE TIP: If the casters all stand to one side of the stairs (on the landings behind them), the monsters will all run up that side of the stairs, making blocking them and grouping them up easy.

blakk

blakk

Lion's Arch Merchant

Join Date: May 2005

The Marble Clan [KING]

R/Mo

ranger mesmer with arcane echo. solves all your trapping time problems
the rest of your ranger skills wouls be all interrupt

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Arcane echo doesn't copy skills (like traps), only spells. And it itself is a spell (expertise doesn't work on those, no?), and would butcher your energy.

gou

Lion's Arch Merchant

Join Date: Mar 2005

globally warmed england

the discarnate

This is an open rant to the ranger who reminded me (between laying every trap) how bad a trapper I was.
My wilderness survival isn't 16, gosh. I didn't bring spirits, blimey. I don't use a staff, heaven forbid. And didn't waste my elite on a trap, the shame!

Traps are only there to put important conditions on the rushing mobs, 2 each of 3 traps max is more than enough, more only if you are waiting for a patrol to get into luring position. Otherwise, as was the case in this instance, the other members of your group are standing around needlessly behind you waiting for the inevitable anti-climax
/bored
/yawn

If you want to kill them with traps, join an all ranger trapping team and don't waste everyone elses time.

Fevered dreams and Virulence ftw

onilink

onilink

Wilds Pathfinder

Join Date: Aug 2005

Consortium of Evil Monkeys

E/

I just went in a group that used a warrior with an ids (or any icy sword) along with a necro who would cast spinal shivers on the w's target. This took care of the worms and terrors quite nicely, and we were able to clear everything in about 45 minutes.

Pevil Lihatuh

Pevil Lihatuh

Jungle Guide

Join Date: Apr 2005

Yorkshire, UK

R/Me

no way traps should take less time to set. trapper teams are deadly enough as it is (i love being in a trapper team ), setting up 15 - 20 traps per ranger within the 90 seconds before they go off is insane. Get a team of 5 trappers, thats at least 75 traps in one spot, drag all the enemies through, nothing is gonna get through unless they are tagging along at the back and "only" get hit by the flames from flame trap. Plus as already said, using high expertise (can easily have 16 WS, 11 Expertise and 9 marks), the energy cost is low, especially using a trapping wand/offhand/staff, and if you bring the right skills, the regen on the traps isn't too bad either.

the problem isn't the char design, the problem is that no one wants to stop and think for themselves "wait a minute, these skills all complement each other to do loads of damage! hooray!". Nope, everyone just goes "oh look, this build is proven to do a lot of damage *steal build*" and then they get stuck in the "nuker/bonder/tank" mindset. Of course plenty of players do like to think out an intelligent build that often is better than the 'normal' builds, but the problem is that by now, those players are fed up with PUGS and only go with henchies or friends.

maina

maina

Ascalonian Squire

Join Date: Oct 2005

Random Benevolence Society

E/Me

I have been happy with the new UW. I've been through several times, pugs, friends, all kinds of builds. Really happy to be "Fire Kitty" again, it was time us fire lovers were wanted again.

I guess the real point of this was to say hats off to anet. In the UW, some monsters have shut-down builds, some monsters try to pull you. In the challenge on Battle island, you fight AI controlled Iway teams, trapper teams, etc. To me it seems that Anet has made the monsters play like us. All the dirty tricks and tactics players use are starting to be used back at us, love that! (also it gives some experience in defending against these types of builds and tactics).

I can't wait till some monsters start stripping and danceing insted of attacking the target, then I know they've added PUG AI.

Pevil Lihatuh

Pevil Lihatuh

Jungle Guide

Join Date: Apr 2005

Yorkshire, UK

R/Me

or calling you n00b when you kill them lol

Deathqueen

Lion's Arch Merchant

Join Date: Jan 2006

I would love it if mobs said stuff like that or shouted PWNED GU NOOBS haha when they beat the team instead of gg. Anet probably doesn't agree (smile)