Underworld=Hard....no VERY HARD!
Wa$d
Im a lvl 20 acended warrior/monk, all infused 1.5K knights armor, max gold hammer and i cant get 3 feet without getting killed. I did the Underworld with a full group of lvl 20 infused and we kill about 6 mosters, then we died. am i missing something? i think if it is this hard for me it must be hard for many others! I think the difficulty should be turned down. (Dont get upset if you think it shouldn't its just my opinion, if u disagree then provide a reason for yourself)
Sir Skullcrasher
i think the difficulty is not a factor, its the NPC tendency to group up or storm you team with 10 or more monsters at the same time.
Don't know if A-net will lower the NPC's skills level? but if they done that, the game might be too easy for other people!
Don't know if A-net will lower the NPC's skills level? but if they done that, the game might be too easy for other people!
Kha
First, infused armor isn't going to provide any bonuses in the underworld.
Second, it's really pretty easy once you get a group that knows how to work together. I've been playing it since beta, so I do have plenty of experience in there, but you just have to know the right skills to bring to counter enemies. Blind skills, Ward against Melee, Aegis and Protective Spirit are all your friends for the UW. It's an overwhelming place at first, but with the right knowledge many of the mobs are just pushovers. It's the quests that can be annoying.
Second, it's really pretty easy once you get a group that knows how to work together. I've been playing it since beta, so I do have plenty of experience in there, but you just have to know the right skills to bring to counter enemies. Blind skills, Ward against Melee, Aegis and Protective Spirit are all your friends for the UW. It's an overwhelming place at first, but with the right knowledge many of the mobs are just pushovers. It's the quests that can be annoying.
Wa$d
well we tried to kill 3 of those guys that u first meet when u get there and i got kill twice!! Now theres 30% Dp out of the gate! Thats how to make a game fun, make it impossible!
ShadowStorm
It's not impossible... you probably just had a bad pick-up group... I've only been in Underworld twice... the first time I didn't know what I was doing and actually paid the 1 plat not knowing that it would transport me there all alone. The second time I went with my guild members and got so far into the Underworld that we all got bored after playing for about 4 hours down there that we all teleported back to temple of ages without dying...
My point is that it isn't too difficult if you're with a group that knows what they're doing. You probably just had a bad group.
My point is that it isn't too difficult if you're with a group that knows what they're doing. You probably just had a bad group.
KuTeBaka
Quote:
Originally Posted by Wa$d
well we tried to kill 3 of those guys that u first meet when u get there and i got kill twice!! Now theres 30% Dp out of the gate! Thats how to make a game fun, make it impossible!
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Wolf89
What he said I bring protective spirit with me and a zealous warhammer for unlimited mana.
Zeru
UW is absurdly difficult if you just try to power through it but if you have strategy and good builds it's a breeze.
Some things you'll want to have:
ward of melee
protective spirit
Guardian/Aegis
Word of Healing
Shadow of fear
Enfeebling blood
throw dirt/blinding flash/whatever that blind trap is called
Then as long as you have someone who can interrupt the smiting spiders and nuke the dryads you shouldn't have too many problems. 3 monks really are key here though and definitely invest in protective type spells.
Some things you'll want to have:
ward of melee
protective spirit
Guardian/Aegis
Word of Healing
Shadow of fear
Enfeebling blood
throw dirt/blinding flash/whatever that blind trap is called
Then as long as you have someone who can interrupt the smiting spiders and nuke the dryads you shouldn't have too many problems. 3 monks really are key here though and definitely invest in protective type spells.
Freyas
Well, you have to be ready for guys that do insane amounts of damage, and guys that have insane amounts of armor, etc. The trick is just to bring skills to counter that- armor-piercing damage, skills that prevent damage or limit the amount that is dealt, etc. I would never try the underworld without a protection healer, for instance- Aegis, protective spirit, etc are a must- that 250 damage hit from the Aatxe becomes a 48 damage hit- much more manageable. Smiting skills work great, seeing as most everything is undead, and they're armor piercing even for things that aren't undead. Aegis, Ward against Melee, blinding(glimmering mark, blinding flash), or weakness(enfeebling blood, enervating charge) can work excellently as well.
The underworld just takes different strategies and a somewhat intelligent team to get through- the only place I've really ran into problems is versus the swarms of mesmers that appear out on the plains- clumsiness, interrupts, etc can be devastating if they manage to interrupt the right skills. As it is, I definately like the challenge in the Underworld and Fissure, and I definately like going there for the very nice exp rewards for the missions- probably the easiest method of getting additional skill points after ascention.
The underworld just takes different strategies and a somewhat intelligent team to get through- the only place I've really ran into problems is versus the swarms of mesmers that appear out on the plains- clumsiness, interrupts, etc can be devastating if they manage to interrupt the right skills. As it is, I definately like the challenge in the Underworld and Fissure, and I definately like going there for the very nice exp rewards for the missions- probably the easiest method of getting additional skill points after ascention.
Wolf89
Err even without protective they only do like 90 dmg I dont know what kind of armor ur wearin lol.
Pyro2442
In UW you need a competant party without NPCs and you need a lot of team work if you want to make it through alive. Overall its not overly difficult
egads
Quote:
Originally Posted by Wolf89
Err even without protective they only do like 90 dmg I dont know what kind of armor ur wearin lol.
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I was listing a load of skills that would be useful, but I see I was beaten twice. I'll add that Warriors should bring things like defensive stances or Endure/Defy Pain, and it's generally a good idea for Monk primaries or secondaries to bring Rebirth.
As for the difficulty, I hope they make it harder if anything. It's great fun with a decent team.
hassoon
I do the underworld or fissure every night it is very hard but doable.Good heals 2 tanks,and most important a good puller.Gung ho will kill u real fast, there are patrols that roam.Patience is the key without it you may as well not go.
Kha
Quote:
Originally Posted by egads
I'll add that Warriors should bring things like defensive stances or Endure/Defy Pain
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Glimmering Mark is my favorite blind to bring. Done right, I can keep both aatxe (always pull two at max) blinded for 16 seconds, enough time for group to kill one before I need to recast.
And things do hit hard. 200+ or even 300+ dmg is not a lie. You want to see something funny dealing with the dmg, check out this post This is why we wear armor
Wolf89
Lol kha try that with a frenzied warrior now lol see if you can get 4 digits.
igormak
Think this is bad PuG.
Yesterday i wasted 2 hours on it:
I formed a group, asked if every has at least 1 hour to play. Yes, yes, yes... okay, lets go.
We got in, one guy is afk for 5, 10, 15 minutes.. Then some1 else is afk, other left, third pulled 3 groups of mobs.
NEVER DOING Fissure again with ranodm group!
Yesterday i wasted 2 hours on it:
I formed a group, asked if every has at least 1 hour to play. Yes, yes, yes... okay, lets go.
We got in, one guy is afk for 5, 10, 15 minutes.. Then some1 else is afk, other left, third pulled 3 groups of mobs.
NEVER DOING Fissure again with ranodm group!
egads
Quote:
Originally Posted by Kha
Not necessarily the best choice. I ran a build that gave me over 1,100 HP. It really isn't useful at all. It can't compare to having a good protection monk with Protective Spirit. They're good if you need that extra few seconds near death, but I say there are much better skills to bring.
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Please elaborate on the skills you think are more effective for Warriors going there though, as I'm not too sure about my PvE Warrior build. Do you mean chipping in with group buffs/enemy debuffs instead?
Deagol
Not another place to be nerfed! Like Althea's Ashes... The game should be designed so there are areas for all player skills levels. Not so all player skill levels can take all areas.
Let PvE hold challenges also for people who play in good, coordianted teams.
There should always be areas or quests that you are *almost* good enough to take, so PvE players also have an incentive to keep improving their strategies.
Let PvE hold challenges also for people who play in good, coordianted teams.
There should always be areas or quests that you are *almost* good enough to take, so PvE players also have an incentive to keep improving their strategies.
Inacurate
[QUOTE=Deagol]Not another place to be nerfed! Like Althea's Ashes... QUOTE]
What did they do to the AA Quest? :\
Inac
What did they do to the AA Quest? :\
Inac
sojen
AA was quite hard if I remember correctly. It fact, teams even die and respawn several times at the spawn point to fight through. Now pretty much, you can take on everything in AA. I mean, literally kill everything until nothing is left. Really much easier now.
Holoman
I think you got into a bad group. I went into the underworld for the first time yesterdsay with 6 guildmates and 2 random players. 3 of my guildmates were there the first time too so we were pretty much a newbie group. With 2 monks 3 tanks 2 ele and 1 ranger, we did a couple of quests and stayed in there for almost 4 hours. We almost got wiped a couple times but were able to recover.
Kha
Quote:
Originally Posted by egads
Please elaborate on the skills you think are more effective for Warriors going there though, as I'm not too sure about my PvE Warrior build. Do you mean chipping in with group buffs/enemy debuffs instead?
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Experience from playing both a W/Mo and an E/Me in UW, I can honestly say that with some of the creatures you can't always rely on your elementalists to do the heavy damage while the warriors just need to take the hits. You need to get mobs down fast and hit them hard.
I do occasionally bring Protective Spirit, Mark of Protection and other buffs for myself or team, but I rarely bring in anything self-only now. Other players who have played heavy defense warriors may have great builds and be just as good/better as I am, but from playing both extremes of a warrior in UW(heavy defense to heavy offense), I found a constant, higher DPS build will keep the group safer.
The biggest threats come from the casters, especially mesmers, not the warriors of UW.
Acan Vishnu
Warrior defensive skills can excel in there, so long as your warriors aren't dumbasses. Gladiator's Defense(elite) will give you 75% blocking chance for 9 seconds, and deals back nice damage (up to 29 per block), Shield Stance gives 75% blocking chance for 17 seconds, Bonetti's Defense gives 75% block chance for 9 seconds.
If a warrior brings any or all of these they can take care of themselves better than having Guardian, Aegis or Ward against Melee (protective spirit is still really useful though). Dolyak Signet is also very nice against any knockdowns, and gives +20 armor. (The -speed is workable if the warrior knows what their doing and casters stay away from the front so as not to pull the monsters off of the warriors)
I've found that using a protection monk to cover the warriors from time to time is much safer than just relying completely on the monks. Elementalists are pretty much the best for damage, and Mindblades? one word: Maelstrom. (and 3 more words for free: lots of it)
Overall I'd say using Ward Against melee is not the best way to go, protection monks protect better, and don't risk pulling off monsters from the warriors (many monsters are more than willing to break off from warriors if an easier target gets close to them, but will stay put if casters and such stay back). And again, Ele's can really dish out the damage (preferably from a range).
A load out that I take many times is 2 wars, 2 monks, 3 eles, and one other support class (ranger, necro or mesmer) I play alot with a very competant warrior, so with him holding them down and me healing or protecting (depending on what the other monk does) we've had alot of success.
Although, if anyone has managed to complete the quest that the Reaper of the Chaos Plains gives you, let me know
If a warrior brings any or all of these they can take care of themselves better than having Guardian, Aegis or Ward against Melee (protective spirit is still really useful though). Dolyak Signet is also very nice against any knockdowns, and gives +20 armor. (The -speed is workable if the warrior knows what their doing and casters stay away from the front so as not to pull the monsters off of the warriors)
I've found that using a protection monk to cover the warriors from time to time is much safer than just relying completely on the monks. Elementalists are pretty much the best for damage, and Mindblades? one word: Maelstrom. (and 3 more words for free: lots of it)
Overall I'd say using Ward Against melee is not the best way to go, protection monks protect better, and don't risk pulling off monsters from the warriors (many monsters are more than willing to break off from warriors if an easier target gets close to them, but will stay put if casters and such stay back). And again, Ele's can really dish out the damage (preferably from a range).
A load out that I take many times is 2 wars, 2 monks, 3 eles, and one other support class (ranger, necro or mesmer) I play alot with a very competant warrior, so with him holding them down and me healing or protecting (depending on what the other monk does) we've had alot of success.
Although, if anyone has managed to complete the quest that the Reaper of the Chaos Plains gives you, let me know
dansamy
Any suggestions as to what an Elementalist/Monk shoud take into the UW? I'm usually either fire or smite, but I am not opposed to reskilling for another element. I figure Anet gives me refund points for a reason, lol!
Inacurate
Quote:
Originally Posted by sojen
AA was quite hard if I remember correctly. It fact, teams even die and respawn several times at the spawn point to fight through. Now pretty much, you can take on everything in AA. I mean, literally kill everything until nothing is left. Really much easier now.
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That was my first memorable Quest in GW! Me and two others got ditched by this really really annoying lady, and we musta been up til like 5am taking down one mob at a time with our -60% DPs....LOL...oh man, that was a freaking blast!!
Annoying? Sure....but fun as hell!
Inac
dansamy
Quote:
Originally Posted by Inacurate
No way, that is so not cool.
That was my first memorable Quest in GW! Me and two others got ditched by this really really annoying lady, and we musta been up til like 5am taking down one mob at a time with our -60% DPs....LOL...oh man, that was a freaking blast!! Annoying? Sure....but fun as hell! Inac |
DrSLUGFly
Quote:
Originally Posted by ShadowStorm
the first time I didn't know what I was doing and actually paid the 1 plat not knowing that it would transport me there all alone.
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Mercury Angel
Don't know if Althea's Ashes was altered, as I usually save high exp quests for when I need refund points, but I know the one in Yak's Bend with the lvl 28 beastmaster was changed
You couldn't just try to kill that thing with pure damage, you needed interrupts, which meant learning respect for the powers of Mesmers and Rangers weilding Distracting Shot or Diversion.
You couldn't just try to kill that thing with pure damage, you needed interrupts, which meant learning respect for the powers of Mesmers and Rangers weilding Distracting Shot or Diversion.
Brother Mhenlo
underwolrd is too easy i do it solo sometimes
Brother Mhenlo
ya i went in there solo, once, afer i paid the one plat that was the only tiem i went solo again learn from mistakes
-Mhenlo
-Mhenlo
Perishiko ReLLiK
This is more of a post game place... where stradegy is needed... the begining is pretty hard if you're not use to it, but a simple protective spirit, or ward vs melee takes them out... and well... as of yet i havent had a problem with anything else down there, past about 4-5 quests, and ventured about 3 hours down there... meh... just depends on your team, the stradegy you're using, and the skills you're using...
DrSLUGFly
do you keep getting refund points after level 20? I wish there was a way to buy them...
dansamy
Yes, for every "x" exp you get, you receive "y" refund points. I, personally, am grateful for refund points. I think my El/Mo is the most flexible character in the game, largely due to the ability given to me by refund points to transform from fire AoE to earth defensive to monk healing with just a few clicks. And because I've been willing to experiment around, I am familiar now with almost all aspects of my character instead of pigeonholing myself into a frozen orb-spamming bot.
Revo.d
whats with the UW Armor
Elessar18
do you have to pay money to get to underworld? i never have been down there, but i read some posts.
Numa Pompilius
Previously AA had these enormous groups of Charr which were within 'listening distance' of eachother so you couldn't pull just one group of 4, but would instead end up fighting 8-16. Now the distances between groups have been increased, so it's just a question of walking through and killing each group of 4 singly. Also previously the groups were mixed with both casters and melee, now they're either or, which is much easier to deal with. The remaining challenge is the bossfight by the ashes, which is as hard/easy as it's always been.
On one hand I can agree it's a bit sad that the quest has been made much easier, but on the other hand it's in the "noob area" of the game, and the original version of AA was too hard for the lvl 8-12's there.
On one hand I can agree it's a bit sad that the quest has been made much easier, but on the other hand it's in the "noob area" of the game, and the original version of AA was too hard for the lvl 8-12's there.
Inacurate
Quote:
Originally Posted by dansamy
Yes, for every "x" exp you get, you receive "y" refund points. I, personally, am grateful for refund points. I think my El/Mo is the most flexible character in the game, largely due to the ability given to me by refund points to transform from fire AoE to earth defensive to monk healing with just a few clicks. And because I've been willing to experiment around, I am familiar now with almost all aspects of my character instead of pigeonholing myself into a frozen orb-spamming bot.
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I do the same with my Monk, I love being able to switch form Smiting God to Healing Wonder, both self pro-claimed titles, of course. Though after last nights mission I had a few followers!
As for AA..I can't believe they did that, really. I don't care if it is in the n00b area or not....people still need to have to TRY to do things. I mean, I wa slike level 14 when I did that Quest, maybe even 15. Am Level 20 now and I JUST reached Denravi or whatever it is called last night.
Inac
Myodato
I love the Underworld. It's one of the few areas of the game where you have to consider more than just damage and healing.
Yes it's hard, but I think it's good that there is an area of the game that is challenging however far you have progressed.
Yes it's hard, but I think it's good that there is an area of the game that is challenging however far you have progressed.
dansamy
I went today with a PUG. We had a good group. I wish they hadn't nerfed down the drops in there though. It's hard enough without making it abysmally disappointing in the drop results. I did however get 2 gobs of ecto which promptly got sold.
Spike
Don't bother going to the UW if your anything but a W/Mo As geting killed in ONE hit from full health in the UW is not what i call fun in fact i would call that stupid.