Mar 14, 2011, 03:01 PM // 15:01
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#41
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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After Clear the Chamber it doesn't really matter, other than you should clear to Vale (and probably do Vale quest) before you do Escort. The other quests are all contained in their own area and do not influence each other.
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Mar 14, 2011, 05:41 PM // 17:41
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#42
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Grotto Attendant
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Quote:
Originally Posted by powerslave
I might try UW with 7 heroes. Something along the lines of 2 necros (SS / SV), 2 mesmers (panic / ineptitude), 2 ritualists and still deciding on the last char.
What is the best order of doing the quests in UW?
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Assuming a "real" team that does everything together and none of this speed clear BS, this order involves the least backtracking:
- 1. Getting started
- 1.1. Clear the Chamber
- 1.2. Optional: Before taking Restoring quest, pre-clear Vale, Mountains, Planes, and Pools so that there is zero possibility of a reaper spawning into danger. (Warning: This is very time consuming.)
- 1.3. Take Restoring.
- 2. Lab-Vale Block (interchangeable with Planes-Pools-Pits Block)
- 2.1. Optional: Pre-clear skeletons from Vale before Escort. (If you do this, you might as well do Wrathful Spirits while you're there.)
- 2.2. Escort
- 2.3. Wrathful Spirits (if not already done)
- 2.4. Optional: Pre-clear skeletons from around Unwanted spawn points.
- 2.5. Optional: Free reapers of Vale, Wastes, and maybe Planes/Mountain so that you can teleport in behind Unwanted spawns. (If you do this, you might as well do Servants of Grenth while in Wastes.) (Warning: This is very time consuming.)
- 2.6. Unwanted Guests.
- 3. Planes-Pools-Pits Block (interchangeable with Lab-Vale Block)
- 3.1. Do Demon Assassin the first time you cross Mountains from Lab to Planes. Once the Slayer is dead, the reaper becomes unkillable, so you can run for Planes before the mass of dryders arrive. Note that this leaves the reaper totally unsafe to teleport to. (So do not take Demon Assassin if you are pre-popping this reaper for an advantage in Unwanted Guests; do UWG, then teleport back and do Demon Assassin.)
- 3.2. 4 Horsemen.
- 3.3. Pools/Terrorweb Queen (interchangeable with Pits)
- 3.4. Pits/Imprisoned Spirits (interchangeable with Pools)
- 4. Wastes/Servants of Grenth (unless already done while pre-clearing)
- 5. Dhuum
Strong human teams who know the spawns generally do not need to pre-clear. Heroes can be a little bit less reliable about "don't aggro that" and "don't kill that dryder yet" and are generally stupider about all aspects of UWG. On the other hand, pre-clearing takes forever. Choice is yours.
Since 4 Horsemen is the hardest quest...
... on the one hand, if your goal is to finish, that's a reason to do the Planes-Pools-Pits Block first so that you don't waste any extra time if you fail there.
... on the other hand, if you're trying to get the "UW experience," you might do the Lab-Vale Block first, and maybe even do Wastes, Pools, and Pits out of order (despite the backtracking that entails) so that you see as much as you can before you die.
Last edited by Chthon; Mar 14, 2011 at 05:44 PM // 17:44..
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Mar 14, 2011, 05:50 PM // 17:50
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#43
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Desert Nomad
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
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The one that is bothering me is the vengeful aatxe :s heroes never want to break aggro pain in the ass.
"EDIT"
I haven't tried recently (Even with the 7Hero update) I just figured that would be the hardest, It "was" a pain the last time I tried it...
Last edited by T1Cybernetic; Mar 14, 2011 at 06:07 PM // 18:07..
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Mar 14, 2011, 06:05 PM // 18:05
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#44
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by powerslave
I might try UW with 7 heroes. Something along the lines of 2 necros (SS / SV), 2 mesmers (panic / ineptitude), 2 ritualists and still deciding on the last char.
What is the best order of doing the quests in UW?
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I recommend doing the Restoring Grenth's Monuments quest. It lets you clear out some enemies in all the areas and allows you to travel quickly in the UW once you get it done.
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Mar 14, 2011, 09:17 PM // 21:17
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#45
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Frost Gate Guardian
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Quote:
Originally Posted by T1Cybernetic
The one that is bothering me is the vengeful aatxe :s heroes never want to break aggro pain in the ass.
"EDIT"
I haven't tried recently (Even with the 7Hero update) I just figured that would be the hardest, It "was" a pain the last time I tried it...
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They updated this awhile ago. you dont need to loose aggro of the vengefuls anymore. When the keeper of souls dies, the vengeful all die. as well as the terrorweb dyrders
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Mar 14, 2011, 09:44 PM // 21:44
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#46
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Desert Nomad
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
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Ah nice one, I guess it has been a very long time since I went into the underworld then lol Cheers for that, I'll give it a blast tonight
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Mar 15, 2011, 12:01 AM // 00:01
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#47
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Jungle Guide
Join Date: Jul 2005
Guild: [PIG]
Profession: W/A
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still working on a warrior +7 hero team that can camp the reaper at 4H, no luck so far, but sure gives me something to do in GW for now.
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Mar 16, 2011, 06:57 AM // 06:57
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#48
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Krytan Explorer
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I had SoS, St, Panic, Illusion (inept) mes, SS, Smite support with RoJ elite, UA healer and me as RoJ smiter.
For 4H I only cleared the patch of the reaper and let them come from both sides while I camped reaper. I called targets for heroes alternating the sides, st was behind us at a safe spot. 3 heroes died and I used grail and salvation only.
For servants we circled in the middle (except St, she was flagged a bit further down out of agro) and dryders spawned on top of us. Same cons and nobody died here.
For Dhuum I got scared and popped cons because 2 heroes died at first judgment, but it was not necessary at all. Dhum was a smooth ride (watch out: heroes love the encase skeleton skill!).
Oh and I used a blue rock candy at pits so that I can get there in time (which I would have if I have not taken a wrong turn: so one hero died there and souls were taking heavy damage but they lived).
I think the key is SoS, St, panic and one healer (any kind), the rest is fairly flexible.
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Mar 17, 2011, 09:38 PM // 21:38
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#49
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Academy Page
Join Date: Feb 2008
Location: In my house
Guild: Our Crabs Know True [LOVE]
Profession: Me/
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Cant get past Servents of Grenth, keep failing there, heroes wipe after the first group. I stay by the reaper and flag the heros in circle around the spawn point. I make sure the healers are in range for all the other heros.
Im going as a dmg mez with a modified hero setup based on BHAVV posted setup on pg1. This is nm to boot.
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Mar 18, 2011, 12:39 AM // 00:39
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#50
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Furnace Stoker
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I only managed servents of grenth by splitting my team with some going up to where frozenwind spawns. This gave me enough time to kill the mobs that go towards the reaper, and then get up to the top with frozenwind still alive.
On my last attempt, I did a few easy quests first (Demon assassin + terrorweb queen), and then thought I would try the bone pits. I failed because I completely forgot how to do it and didnt flag my heroes far enough in front of where the lost souls spawn, and some of the ghosts died before I could make it back to prot them.
Last edited by bhavv; Mar 18, 2011 at 12:41 AM // 00:41..
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Mar 18, 2011, 04:28 PM // 16:28
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#51
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Pre-Searing Cadet
Join Date: Oct 2010
Location: Netherlands
Profession: A/
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How do you kill Dhuum with 7 heroes?
I've managed to complete the 10 quests but Dhuum raped me verry hard...
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Mar 18, 2011, 05:09 PM // 17:09
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#52
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Academy Page
Join Date: Jan 2008
Guild: Ryders of The Sword [FRND]
Profession: Me/N
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Quote:
Originally Posted by tuweky
How do you kill Dhuum with 7 heroes?
I've managed to complete the 10 quests but Dhuum raped me verry hard...
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Just generally, what builds were you running?
I have been working through the UW quests a few at a time and have been able to complete all of them, just haven't sat down and done them all at once. My fear though is that once I do make it to Dhumm the same thing will happen to me.
I was under the impression a panic mes should be able to interrupt most of his skills, and then SS and SV necros should be able to take him out. But haven't been able to test this yet.
But now I am reconsidering whether I need some holy damage to help with the minions...
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Mar 18, 2011, 06:02 PM // 18:02
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#53
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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Quote:
Originally Posted by Esoteric Mesmer
I was under the impression a panic mes should be able to interrupt most of his skills, and then SS and SV necros should be able to take him out. But haven't been able to test this yet.
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Panic doesn't work on a single target.
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Mar 18, 2011, 06:09 PM // 18:09
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#54
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Krytan Explorer
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- You kill Dhuum with PI. It is one pve slot on your bar but it is worth it.
- To get the Dhuum rest bar down you have to let a few heroes die intentionally (1-4), the spirit heroes spam the dhuum rest skill like they should, remove dp, etc (disable encase).
- if you survived the quests, you can survive his minions as well, they are not a real threat, make sure heroes target them and not dhuum.
- Dhuum's Judgement: this is where you can die. You need to micro party wide heals (heal party, divine healing, etc) on heroes and activate them as quickly as you can. Therefore you want to keep Dhuum targeted at all times.
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Mar 18, 2011, 06:38 PM // 18:38
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#55
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Pre-Searing Cadet
Join Date: Oct 2010
Location: Netherlands
Profession: A/
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well like I've said, I've managed to complete the 10 UW quests but Dhuum was to hard. And I used these builds in UW:
Don't laugh at it, i've managed to complete whole Doa with it
(Without the use of Cons)
But yeah, AP build is really bad use at Dhuum so I should change that and add atleast Pain Inverter. Somebody has anymore tips I could use against Dhuum?
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Mar 18, 2011, 10:44 PM // 22:44
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#56
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Ascalonian Squire
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discord doesn't work on dhuum, he's immune to all conditions.
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Mar 21, 2011, 10:15 AM // 10:15
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#57
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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I beat it but I had to cheese a conset for the 4 horsemen and the ice wastes. I had myself as a sos channeler, 2 soul twist comuners, one with offense and one with defense, Gwen and norgu, one with physchic instability, the other with panic, the rest with domination(mistrust, cry, wastrels, ect), a half resto half blood N/Rt with party wide heals and reactive hexes and blood rit, a UA monk with aegis, prots and the 2 party wide DF heals, and vekk set for ER prot/infuse, and most of the party had Hex Breaker on them(the 4H was going to be the hard part so I kinda over prepared for it...). It was a little defense heavy, I know but my philosophy was, If I can Survive, I can win, also I figured I'd have to scatter my dudes around. I got to the chest in about 2h15m.
I didn't take an optimized route, went straight to the chaos planes, then the ice wastes, then unwanted guests, cause those 3 are the ones that have gotten me punted before. I beat all of them under 1 conset, then completed the rest without any more save an armor in dhuum's chamber.
At the 4H I dropped a few of the longer lasting spirits on one side(right facing the reaper) to delay the guys at that side, and tried to thin the left side as much as possible. I put the defense rit off to the side, but in range(last time I failed, the defense got dogpiled). With the conset I manages to survive, I had to micro a few key interrupts and flags to get my guys out of danger, and throw a few prots at the reaper, but we survived it, nd I ran to the ice wastes. I don't quite know what happened in the ice wastes... just dryders every****ing where. I used a summoning stone and drew a Crystal Spider, so bonus, and with the remaining conset buzz managed to agro and jam up the dryder horde till they died. I put gwen on one side and norg on the other with the spirits in the middle-ish, and I was running bach and forth with the channeling firing line. Pools was easy, vale was easy, unwanted was easier then I recall it being, the mountais was pretty simple, I held a high ridge and the spirits fired down on the bad guys in a choke point. I had a close call in the bone pits, a spirit charged the dryders, but I managed to micro a few prots on him. This is where the extra defender payed off(vekk died but oggles was alive). Once I got to dhuum, I burned a armor of salvation(i didn't have any more of the other cons, but I got a lot of armors and res scrolls from the WiK), and toughed it out. Dhuum had a raging hate**** boner for razah(my defense rit) and the master(my blood/AoE guy) and they went first. I eventually lost 5/8 to the ghost form, had to use like 5 res scrolls, but he got beat.
After all that, I got a R13 spawning ceremonial cauldron with non max endurance and +5 armor^50, a diamond, the stone, the key and the ecto.... WINNING!
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Apr 19, 2011, 10:39 AM // 10:39
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#58
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Krytan Explorer
Join Date: Dec 2008
Guild: Wold Pirates
Profession: W/
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So
I finally sat down and did this again, this time i used modfied builds and also only 1 conset for; servants of grenth,4h and dhuum.
http://img156.imageshack.us/f/gw671.jpg/
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Apr 23, 2011, 02:41 AM // 02:41
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#59
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD倧]
Profession: E/
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Quote:
Originally Posted by Chthon
Assuming a "real" team that does everything together and none of this speed clear BS, this order involves the least backtracking:
[list][*]1. Getting started[list][*]1.1. Clear the Chamber[*]1.2. Optional: Before taking Restoring quest, pre-clear Vale, Mountains, Planes, and Pools so that there is zero possibility of a reaper spawning into danger. (Warning: This is very time consuming.)
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First of, sorry for necro'ing this, but this caught my eye.
Ignore 1.2. completely. A reaper does not spawn until you clear everything out of the way, including the 3 Terrorwebs. So a reaper shall NEVER spawn bad. Ever. Don't clear first, that would be pretty stupid.
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Apr 23, 2011, 05:11 AM // 05:11
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#60
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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Quote:
Originally Posted by Bright Star Shine
First of, sorry for necro'ing this, but this caught my eye.
Ignore 1.2. completely. A reaper does not spawn until you clear everything out of the way, including the 3 Terrorwebs. So a reaper shall NEVER spawn bad. Ever. Don't clear first, that would be pretty stupid.
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Reapers spawn once the 3 terrorwebs have been killed at each of the sites (after restoring has been taken). So there is definately a chance of bad spawns......Mnts kill the webs b4 the the behemoths...bad spawn. Plains kill the webs b4 the riders...bad spawn. Pits....kill the webs b4 the thashers and collectors....bad spawn.
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn.
__________________
~"Serenity now.... Insanity later"~
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