MiteeThoR's Ultimate UW Solo - getting things as efficient as possible...
miteethor
There are a lot of UW Solo builds out now and I have been putting my contributions into the huge tutorial thread along with everybody else, but it's getting to the point where the good information is buried so far back that nobody can find it.
All of the UW Solo variants are based on Protective Bond at lvl 17 using the 20% +1 offhand, but many of the other versions have some significant weaknesses. The Divine Boon/Zealot's Fire builds simply don't do enough damage for the cost, and are VERY vulnerable to bleeding and small mobs, and for the createures that they do the damage to it isn't needed. The Healing Breeze build is very vulnerable to interruption which can get you killed in UW. Anybody who wants to bring Symbol of Wrath is not using their skills effectively, because at 2 second casts and 30 second recharge for only 150 points of damage you simply aren't going to do a lot of damage and are wasting valuable space on your bar.
Finally, none of the previous builds can survive TERRORWEBS, which this one can handle comfortably, meaning you can now do every Ataxe, Grasping Darkness, Coldfire, Smite, and Terrorweb in the game. You should even be able to do the spirits that use IW, meaning you could easily get 20kxp or more solo in UW if you wanted to.
Ok, here is the new build I have been running, which can easily handle big mobs of 15+, mixed mobs of darkness/ataxes, and terrorwebs. I can sit inside 3 malestroms at once without even losing health, etc.
I realize these are all variations on the same theme but I have found this to be the most effective and highest survival of all the versions I have tried so far, and it's still just as fast as anything else, and only requires 5 buyback points to complete.
MiteeThoRs V3.0
Starting:
Healing 9+3
Smiting 8+3
Protection 12+4
Divine 4+3
tactics 2
Ending:
Healing 9+3
Smiting 11+4
Protection 10+3
Divine 4+3
tactics 2
Skills
Protective Bond
Balthazar's Spirit
Mending
Watchful Spirit
Bonetti's Defense
Blessed Signet
Balthazar's Aura
Shield of Judgement
1. Wear Protection hat and hold protection +1 offhand, cast Protective Bond until it's +1
2. Change to Healing hat for healing of 13, cast mending so it's at +4 arrows
3. Change to Smiting hat, drop 2 points of protection, add 3 to smiting.
4. Change to -50 offhand from "Cities of Ascalon" quest for 55hp and the Smiting skill 20% recharge wand from Droknar's Forge collector
5. Cast Balthazar's Spirit and Watchful Spirit
Now you are ready to fight. Notice that we have NO direct healing spells. We don't need them. At your current stats you have 6 arrows of constant regen, and only take 2 damage for each hit. Since most creatures take slightly more than 1 second to attack in melee you can safely stand inside a mob of 6 without doing anything indefinitely. What I find happens is that even a larger mob (such as 8 grasping darkness) will have enough momentay pauses that you never need to do anything when standing inside them.
However, you can take mobs of a much larger size using Bonetti's Defense and Shield of Judgement as "control rods" To put it simply, turning one of these on will reduce the enemy attack rate to about 1/3-1/4th of the previous speed, meaning the mob you can handle will scale up from 6-8 to 18-24. Please note that when fighting Ataxes, you will be bleeding which will count as 3 arrows in your mob calculation.
By having a mix of Bonetti's and Blessed signet you can have ample energy regardless of the enemy type. Signet's don't work against Grasping Darkness, but Bonetti's fills up instantly. However Bonettis doesn't work against Coldfires or Dryders but Blessed Signet works quite nicely.
As I said, all you have to do is count the size of the mob and you will know how to control them. Pretty much without fail if the mob gets overly large, that also means that Bonetti's will charge up. If I need my health bar to fill up because of excess hits I just turn on Bonetti's and it shoot straight back to the top.
Also for interruptions, starting by first casting Bonetti's will create the casting window you need to get Shield of Judgement or Balthazar's Aura. If you have both available, do the SoJ first, because it then give you 20 seconds of casting time for Bath Aura. Otherwise you can wait for Bonetti's for your next opportunity.
When fighting Coldfires, simply turn on SoJ as often as you can. When you are in a malestrom, simply move out of it and cast Balt Aura, then move back in. Also, you can use your Blessed Signet while standing in the Malestrom because you technically aren't casting. It also works against Ataxes, but the Darknesses will interrupt your signet.
Smites are so easy I don't even need to talk about them. Just cast 1 of each and they will probably be dead or almost dead. You can easily take 15-20 smites if you can find that many together in one place
Terrorwebs are a little slower but very possible. Run in and run circles around them until all 3 cast their meteors. Then activate SoJ and Balth Aura as often as you can. Once they run low on energy they start to do regular attacks which are vulnerable to SoJ. You may not get many SoJ hits the first time around but by the second cast they should be falling. The funny thing is that with +6 arrows, even when you are on fire it only drops you to -1 for 3 seconds which is 6 damage. Over that same 3 seconds you might take up to 9 hits but that's still only about half your bar, and then as soon as the fire ends it goes right back up. I have absolutely killed all the terrorwebs without a proper heal spell in a very reasonable amount of time.
One last thing about the terrorwebs - they have an attack that seems to hit for -3 energy. I haven't figured out what it is yet but something they do can potentially break your Protective Bond. The way to fight it is to never cast anything to take your energy below about 7, that way you have a buffer of at least 2 of these attacks without getting killed.
MiteeThoR
ign I WANT YOUR PANTS
All of the UW Solo variants are based on Protective Bond at lvl 17 using the 20% +1 offhand, but many of the other versions have some significant weaknesses. The Divine Boon/Zealot's Fire builds simply don't do enough damage for the cost, and are VERY vulnerable to bleeding and small mobs, and for the createures that they do the damage to it isn't needed. The Healing Breeze build is very vulnerable to interruption which can get you killed in UW. Anybody who wants to bring Symbol of Wrath is not using their skills effectively, because at 2 second casts and 30 second recharge for only 150 points of damage you simply aren't going to do a lot of damage and are wasting valuable space on your bar.
Finally, none of the previous builds can survive TERRORWEBS, which this one can handle comfortably, meaning you can now do every Ataxe, Grasping Darkness, Coldfire, Smite, and Terrorweb in the game. You should even be able to do the spirits that use IW, meaning you could easily get 20kxp or more solo in UW if you wanted to.
Ok, here is the new build I have been running, which can easily handle big mobs of 15+, mixed mobs of darkness/ataxes, and terrorwebs. I can sit inside 3 malestroms at once without even losing health, etc.
I realize these are all variations on the same theme but I have found this to be the most effective and highest survival of all the versions I have tried so far, and it's still just as fast as anything else, and only requires 5 buyback points to complete.
MiteeThoRs V3.0
Starting:
Healing 9+3
Smiting 8+3
Protection 12+4
Divine 4+3
tactics 2
Ending:
Healing 9+3
Smiting 11+4
Protection 10+3
Divine 4+3
tactics 2
Skills
Protective Bond
Balthazar's Spirit
Mending
Watchful Spirit
Bonetti's Defense
Blessed Signet
Balthazar's Aura
Shield of Judgement
1. Wear Protection hat and hold protection +1 offhand, cast Protective Bond until it's +1
2. Change to Healing hat for healing of 13, cast mending so it's at +4 arrows
3. Change to Smiting hat, drop 2 points of protection, add 3 to smiting.
4. Change to -50 offhand from "Cities of Ascalon" quest for 55hp and the Smiting skill 20% recharge wand from Droknar's Forge collector
5. Cast Balthazar's Spirit and Watchful Spirit
Now you are ready to fight. Notice that we have NO direct healing spells. We don't need them. At your current stats you have 6 arrows of constant regen, and only take 2 damage for each hit. Since most creatures take slightly more than 1 second to attack in melee you can safely stand inside a mob of 6 without doing anything indefinitely. What I find happens is that even a larger mob (such as 8 grasping darkness) will have enough momentay pauses that you never need to do anything when standing inside them.
However, you can take mobs of a much larger size using Bonetti's Defense and Shield of Judgement as "control rods" To put it simply, turning one of these on will reduce the enemy attack rate to about 1/3-1/4th of the previous speed, meaning the mob you can handle will scale up from 6-8 to 18-24. Please note that when fighting Ataxes, you will be bleeding which will count as 3 arrows in your mob calculation.
By having a mix of Bonetti's and Blessed signet you can have ample energy regardless of the enemy type. Signet's don't work against Grasping Darkness, but Bonetti's fills up instantly. However Bonettis doesn't work against Coldfires or Dryders but Blessed Signet works quite nicely.
As I said, all you have to do is count the size of the mob and you will know how to control them. Pretty much without fail if the mob gets overly large, that also means that Bonetti's will charge up. If I need my health bar to fill up because of excess hits I just turn on Bonetti's and it shoot straight back to the top.
Also for interruptions, starting by first casting Bonetti's will create the casting window you need to get Shield of Judgement or Balthazar's Aura. If you have both available, do the SoJ first, because it then give you 20 seconds of casting time for Bath Aura. Otherwise you can wait for Bonetti's for your next opportunity.
When fighting Coldfires, simply turn on SoJ as often as you can. When you are in a malestrom, simply move out of it and cast Balt Aura, then move back in. Also, you can use your Blessed Signet while standing in the Malestrom because you technically aren't casting. It also works against Ataxes, but the Darknesses will interrupt your signet.
Smites are so easy I don't even need to talk about them. Just cast 1 of each and they will probably be dead or almost dead. You can easily take 15-20 smites if you can find that many together in one place
Terrorwebs are a little slower but very possible. Run in and run circles around them until all 3 cast their meteors. Then activate SoJ and Balth Aura as often as you can. Once they run low on energy they start to do regular attacks which are vulnerable to SoJ. You may not get many SoJ hits the first time around but by the second cast they should be falling. The funny thing is that with +6 arrows, even when you are on fire it only drops you to -1 for 3 seconds which is 6 damage. Over that same 3 seconds you might take up to 9 hits but that's still only about half your bar, and then as soon as the fire ends it goes right back up. I have absolutely killed all the terrorwebs without a proper heal spell in a very reasonable amount of time.
One last thing about the terrorwebs - they have an attack that seems to hit for -3 energy. I haven't figured out what it is yet but something they do can potentially break your Protective Bond. The way to fight it is to never cast anything to take your energy below about 7, that way you have a buffer of at least 2 of these attacks without getting killed.
MiteeThoR
ign I WANT YOUR PANTS
Lucian
Very nice. Thanks for passing this along.
kleps
you are the man! version 2.0 was the basis for my mo/w. i'll have to try this one out as well.
BrotherReins
thanks a lot miteethor, works like a charm.
ShadowWrath
I don't understand where you go the offhand that gives -50 HP. My Cities of Ascalon doesn't give that.
BrotherReins
cheers!
Ranger Li
Oh joy since these seem to work lets go spend 200k to make this *off to UW trapping*
notwist
how do i know when to stop casting protection bond on myself?
ShadowWrath
Lol I can't believe I'm copying someone's build... >.< At least it works great! ^.^
Sunman222
what kind of armor
Kazahana
doesnt really matter since the monsters dont hit the armor
Sunyi
Quote:
Originally Posted by NiceJorb
how do i know when to stop casting protection bond on myself?
When you cast an enchantment on yourself, an icon of that enchantment appears on the upper left corner of the screen (check the screenshots in this topic). Move the cursor upon the icon, the appearing description will tell you how much energy you lose when prot bond activates.
Krack Jacker
I have sold all the rewards from the cities of ascalo quest @_@, what do i do now buy it from someone?? and is it ok if i wear a healing hat with this build cause I have my sup healing prayers on it and i dun wanna lose it from expert salvage...
four20life
hey where do you get shield of judgement its one of the only elites i havent found for monk .....can some one tell where it is
Audhumla
Mineral Springs.
It's on Myd Springclaw.
It's on Myd Springclaw.
DarkRagnorak
Hey im having trouble fighting the terrorwebs
After a few balts/SoJs Im out of eneryg and have to use blessed signet because they dont trigger bonettis for some reason
but by the time I finish blessed signet they drain another 6 then drain more after that and im dead :O
After a few balts/SoJs Im out of eneryg and have to use blessed signet because they dont trigger bonettis for some reason
but by the time I finish blessed signet they drain another 6 then drain more after that and im dead :O
kleps
make sure you have full nrg before you begin the fight against the terrorwebs. avoid their meteor showers by running a round in the beginning. start by using SoJ, then blessed for energy. balthazars, then blessed for energy. rinse, repeat and finish.
DarkRagnorak
Alright I got past the terrorwebs but the behemoths completly own me when I get close...should I just go past them?
V-Pi
Quote:
Originally Posted by miteethor
1. Wear Protection hat and hold protection +1 offhand, cast Protective Bond until it's +1
2. Change to Healing hat for healing of 13, cast mending so it's at +4 arrows
3. Change to Smiting hat, drop 2 points of protection, add 3 to smiting.
4. Change to -50 offhand from "Cities of Ascalon" quest for 55hp and the Smiting skill 20% recharge wand from Droknar's Forge collector
5. Cast Balthazar's Spirit and Watchful Spirit Sorry for the lame question but when you cast Protective Bond until it's +1, how do you know if it's +1?
Thank you,
V-Pi
2. Change to Healing hat for healing of 13, cast mending so it's at +4 arrows
3. Change to Smiting hat, drop 2 points of protection, add 3 to smiting.
4. Change to -50 offhand from "Cities of Ascalon" quest for 55hp and the Smiting skill 20% recharge wand from Droknar's Forge collector
5. Cast Balthazar's Spirit and Watchful Spirit Sorry for the lame question but when you cast Protective Bond until it's +1, how do you know if it's +1?
Thank you,
V-Pi
super dooper
that was already explained, you move your mouse over the Protective Bond icon in the top lefthand corner (or wherever your condition/hex/enchantments bar is, if you moved it), and it will say either 'lose 2 energy', or 'lose 1 energy'.
velvetbunny
One problem with this build. The -3 energy attack you attribute to the terrorwebs is due to getting +3 energy when you are below 40% health from the focus. If you get that bonus and have 2 energy, then go back above 40%, losing the +3, you lose all your enchanments. The same thing goes for fighting coldfires and getting hexed/unhexed. If someone can find another negative hit point item without the hex/40% life bonuses, this would work flawlessly. But still, a very nice build if your careful about your energy.
swordofrue
There are a few things I do not understand pleae forgive my ingorance. What do you mean by a offhand? Is that something that was not equiped and then you equip it for the bonus? If so where are these so called off hands? My other question has to deal with stats, healing 9+3,, smiting 8+3, Protection 12+4!, and divine 4+3. How do you suggest we get those additonals? Supprerior runes? All that health gone? Then again would you need that health. If you do use supierior runes how to you get the extra protection +1?
Does it matter what amour you use? How is damage calculated in the Under World. I read some other posts and it seemed like the less health you have the less you get hit.
Thanks I am just a little confused on how you produce such methods of getting your attributes that high and what amour and items you use.
Does it matter what amour you use? How is damage calculated in the Under World. I read some other posts and it seemed like the less health you have the less you get hit.
Thanks I am just a little confused on how you produce such methods of getting your attributes that high and what amour and items you use.
Phoenix Of The Rising Sun
hmmm...there are two places i know, with protection icons, for protection bonus-the collector outside bloodstone fen, and the collector north of LA(lions arch)..armor does not matter, u can strip yur self of all armors , and still take the same dmg, because of the protection bond.(you cannot take more than 5% of yur health damage at a time, -1 energy when this effect comes into play). And u also need the essence bond and bathazar spirit to negate the effects of protection.
swordofrue
I understand how off hands work now ^_^ Are there more different type of off hands for like healing and smiting? When does the extra attribute wear off? I would think it would when you zone, but not sure.
kleps
Quote:
Originally Posted by Phoenix Of The Rising Sun
hmmm...there are two places i know, with protection icons, for protection bonus-the collector outside bloodstone fen, and the collector north of LA(lions arch)..armor does not matter, u can strip yur self of all armors , and still take the same dmg, because of the protection bond.(you cannot take more than 5% of yur health damage at a time, -1 energy when this effect comes into play). And u also need the essence bond and bathazar spirit to negate the effects of protection.
you cant strip yourself of all armor because you need the runes. you cant place them into your skins. otherwise, you'll only get a highest of a lvl 14 cast with a -2 energy.
V-Pi
Quote:
Originally Posted by kleps
you cant strip yourself of all armor because you need the runes. you cant place them into your skins. otherwise, you'll only get a highest of a lvl 14 cast with a -2 energy.
I don't think thats what he meant. I think what he meant is that the armor level doesn't matter because Protective Bond only allows 5% of his HP through . So if his max health is 105 the most damage he would receive from one hit would be roughly 5-6. It would be 5-6 if he he is wearing 70 AL armor from Droknar's or 20 AL armor from early in the game.
Therm
This build works soooooo well. Im impressed
Legendary Battousai
this build does work very well, the only problem in it that I can see, is if you cast a spell that puts you at 0 energy and you take a hit from a terrorweb's shadow damage wand, your prot bond will break meaning you instantly die. other than that, it works quite well. yet overall, your energy gain is slower. yet i must disagree with your saying that healing breeze is enterupted.... the last time my healing breeze was interupted it was by maelstrom due to a mistake ^-^ but other than that its a good guide for someone who likes to do this run while half asleep... you dont really have to pay much attention
Red Locust
Yeah that's the great thing about this, you can just enter UW, turn on the TV and click SoJ/BA every once in a while. Minimal attention required.
apollo190
Best Build Ever. but I don't do all the fancy foot work with changing attribute points. I found it works great without it anyways.
lol... I just need to find a group willing to put up with a 55hp monk trying to skill cap SoJ.. I've been sticking to Balth Aura and Signet of Judgement and killing oh so slowly.
lol... I just need to find a group willing to put up with a 55hp monk trying to skill cap SoJ.. I've been sticking to Balth Aura and Signet of Judgement and killing oh so slowly.
Mugon M. Musashi
changing attributes points is just a way to optimize your run
with 11 points in smiting you deal 22 damage per second with balthazar's aura
with 14, you deal 25
after casting protective bond, you don't need points in protection anymore anyway
and about SoJ, it's not a critical skill
most of the damage is done with balthazar's aura
with 11 points in smiting you deal 22 damage per second with balthazar's aura
with 14, you deal 25
after casting protective bond, you don't need points in protection anymore anyway
and about SoJ, it's not a critical skill
most of the damage is done with balthazar's aura
Bloodyblackthorn
Um just 1 question, HOW DO I GET 55HP ;_;, plz tell me..
TideSwayer
Quote:
Originally Posted by apollo190
lol... I just need to find a group willing to put up with a 55hp monk trying to skill cap SoJ.. I've been sticking to Balth Aura and Signet of Judgement and killing oh so slowly.
Change to a healing primary monk for the cap run, and you'll find a group in no time. You should have no problem getting enough XP to fill your attribute refund points back up while doing this.
kleps
Quote:
Originally Posted by Bloodyblackthorn
Um just 1 question, HOW DO I GET 55HP ;_;, plz tell me..
5 superior runes and the -50hp offhand.
Bloodyblackthorn
5????????
Bloodyblackthorn
BTW, this works well ^^ even though i have 130 Health .....
But still, 5??????????
But still, 5??????????
Saetia
where do i get the -50hp offhand and the +1 prot rod? thanks in advance
ShadowWrath
Read the thread. Its all there.
V-Pi
Quote:
Originally Posted by Bloodyblackthorn
BTW, this works well ^^ even though i have 130 Health .....
But still, 5?????????? Yes - add another superior (doesn't matter which kind) to what ever piece of armor that does not have one. You won't get the extra +3 attribute points but will get another -75 HP.
But still, 5?????????? Yes - add another superior (doesn't matter which kind) to what ever piece of armor that does not have one. You won't get the extra +3 attribute points but will get another -75 HP.
Rin
I don't get how you achieve lvl 17 protective bond.
10 + 3(rune) + 1 (hat) + 1 (Protective Icon) = 15
where does the +2 come from? Can you recast spells w/ Protective Icon equipped and just keep getting + 1 per recast?
10 + 3(rune) + 1 (hat) + 1 (Protective Icon) = 15
where does the +2 come from? Can you recast spells w/ Protective Icon equipped and just keep getting + 1 per recast?