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Old Nov 23, 2009, 07:40 AM // 07:40   #1
Frost Gate Guardian
 
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Default UWSR- Under World Steam Roll

This team has been tested in NM and worked, Works for HM but take your time

CONS NOT REQUIRED(Preferred for Dhuum)

Bring Res Scrolls
just in case the ua dies you can get them back up and you cant res people when they die as spirits when fighting Dhuum

Not A Speed Clear

but semi-fast and safe

Builds are on this page:
http://pvx.wikia.com/wiki/User:Necro_Ecro

Team Consists of:

Perma Tank-OwZTkY/8ZS6jHRnhHCZ4rqVAuE

Imbagon-OQGjUymIqShizgxgfYAhXFpbubA

FoC-OAljYsHrJSsBpiXCee3g+Y7OVVA

SS-OAljYsHrJS3g2B5B5ipiVV0b7YA

RoJ-OwYS4YIT+MWf4VUfuEVfID2kA

SoS-OACjAqiLZS+gRblTXTQT0gVTMTA

HB-OwYT04nBXaj43ZTb67jAZIu6FE

UA-OwYS8YITXEdR5g1Dba3VIDMEA
The FoC or RoJ can be switched out for a SF Nuker
SF Nuker-OgBSoYGT0NjVNNugpiADID4CA


Usage:

You can do the quest in what ever order you want this is just the way i did them.

It is pretty basic, Perma holds agro Casters go to town on mob
for the most part this is going to be a basic guide, build still needs testing.

Clear the Chamber
- Tank holds agro casters kill. When done take Restoring Grenth's Monuments. That easy

Restoring Grenth's Monuments
-Will get done by doing the other quests.

Servants of Grenth -Go to the Wastes and clear every thing thats in the path of you and the reaper, clear where King Frozenwind will go. Have the SS take quest since they have "Fall Back!"and can quickly get back down
Perma stand where the red dot is.
Imbagon,SF/FoC,RoJ,SS,and UA stand where the green dot is.
SoS and HB Stand where the teal dot is and make sure nothing gets to King Frozenwind. Monks heal perma when needs it.



Wrathful Spirits - Tele back to the lab reaper and head to vale. Perma leads and pops the mindblades. When in Vale pop all of the graspings, killing 1-2 groups at a time. Kill any Coldfire Night group that might attack reaper. Take the quest and kill the spirits, perma doesnt really need to tank because they are so darn weak its funny.

Demon Assassin- tele back to lab and start going to mountain. run past Behemoth's unless they are blocking the way.Kill all charged blackness. AVOID THEIR TRAPS.Kill every thing within the red circle. Make Sure you kill the Behemoth's then the Dryders or Behemoth's might attack the Reaper. The green dot is where the perma stands. The teal dot is where the res of the team stands. the blue arrow is the way the hound and dryders come.


The Four Horsemen- Clear the plains but leave the solo riders alone because they are just a hassle. When you get done go back to where the dryders are and pull the solo rider from the dryders. kill it and its waves of mindblades, then kill the 3 dryders. When ready take quest. Have the Perma at the green dot and the rest of the team at the teal dot. Perma use sliver to kill the two horsemen on your side. Sliver the rest until the rest of the team comes to help after they are done on their side. Thats how easy plains is.


Imprisoned Spirits- Run to the Pits and kill practically everything besides chained souls because they don't do anything. have the SS take the quest and run back down to the team since they have "Fall Back!". The red dots are the dryder spawns, green dont is where the team stands. teal dot is where the perma stands. When you have your side clear help the perma kill the rest of his. Kill chained souls so spirits move faster & SS use "Fall Back!" to make spirits walk faster.


Terrorweb Queen- Tele Back to plains and run to pools. Perma tank casters kill. SS use "Can't Touch This!" when engaging charged blackness. Kill till you get to reaper and make sure hes safe(sometimes hard to tell which dryder group to kill first). Have the perma run to where the teal dot is. the red dot on top is where the queen spawns, and every one else just stay back by the reaper. When the queen is Slivered to death main team tele back to the lab Reaper.


Escort of Souls- Take the quest and have the perma gather the mindblades in the red out line. Casters, just go to town on them. Teal line is route they take, Green dot is where they need to be. SS use "Fall Back!" to speed up souls to the mayor.


Unwanted Guests- sin tank every thing runs to the Keeper of Souls sliver armor to kill it team kills all of the Dhuumies around them. That simple.


Thats all 10 quests go to lab and tele to wastes. You have to tele individually.Run to the Hall of Judgment and take the quest The Nightman Cometh from King Frozenwind.

The Nightman Cometh- SS spam "Fall Back!".KITE.. Don't attack Dhuum until the red bar is full. Ele die and come back as a spirit ,xD, because your pretty useless against Dhuum(conditions dont affect him). Monks, heal reapers when they are getting attacked. If/When you become a spirit spam skill #1 like crazy. When there are to many minions and your a spirit use skill #3. when someone needs health hit #2. When his red bar is full just go beast mode on Dhuum and you only got to get him to lke 25% health and he will become non-hostile. GG.

Last edited by x sithis x; Nov 23, 2009 at 10:49 AM // 10:49..
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Old Nov 23, 2009, 07:47 AM // 07:47   #2
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Nice build, will work for normal mode because monsters AI is insanely stupid.
However, they buffed the AI for hard mode for monsters to move out of AoE literally after 1-2 hits, so this would struggle in hard mode especially considering the health boosts.
Good find for NM though
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Old Nov 23, 2009, 07:49 AM // 07:49   #3
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Originally Posted by iTwilight View Post
Good find for NM though
ty ty took us like i think 2 hours to do it in nm but that was like takin 10 min breaks after every quest xDD
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Old Nov 23, 2009, 08:08 AM // 08:08   #4
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Hello Necro Ecro, tis I Dead Geezer from the group last night

Good idead to put up a guide, but where am I on there? I see no FoC necro, with a lack of ecto drops, in a funky outfit in that team build, was I surplus to requirements

Anyways gtg to work now, have fun next time.
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Old Nov 23, 2009, 08:17 AM // 08:17   #5
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lol my friend told me to put in RoJ for the support ... ill make option of FoC or RoJ :P

Last edited by x sithis x; Nov 23, 2009 at 08:18 AM // 08:18.. Reason: forgot a word
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Old Nov 23, 2009, 08:35 AM // 08:35   #6
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nice guide, for guilds and players who dont like SC, and prefer "balanced" will be just fine

only think in skill templates no 1 got rez, just 1 UA, and what if he dies, DCs or something, should every1 take bunch of rez scrolls?
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Old Nov 23, 2009, 08:37 AM // 08:37   #7
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Originally Posted by I Am Not Ok View Post
nice guide, for guilds and players who dont like SC, and prefer "balanced" will be just fine

only think in skill templates no 1 got rez, just 1 UA, and what if he dies, DCs or something, should every1 take bunch of rez scrolls?
yeah guess forgot to put that ... cuz with Dhuum now you cant use reses when facing him so i thought well might as well make use of that slot lol
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Old Nov 23, 2009, 08:59 AM // 08:59   #8
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The "Main team" has no need for the perma Tank, infact the Perma is MUCH, MUCH handier if he/she is well knowledgable and can go solo to pop Plains, Wastes, & Mt's Reapers, and go do Pools by himself.

Did a guild run in NM with a similar balanced set up, specifically we had a W/Me with mandatory Mantra of Flame and SY, Crit scythe(not perma scythe, it's not needed), an HB Monk, a UA monk, an ele with Unsteady Ground and similar earth skills, an imbagon and a Spirit Spammer Rit.

The exact set-up is variable to a point. I did this with two Rit's and no ele and we did just fine. However the UG was very helpful. You didn't Post your time but we had 9/10 quests done at one hour and 11 minutes.

The only reason we died was because we neglected to kill a wandering Skele and he killed Frozenwind with only two Dryders left to sliver down.

The mainteam was slow through UWG and time could have been saved there. With practice I think we can get a Full run including Dhumm Done in under an hour and a half.


Basically what i'm saying is instead of having the perma with the group have him split off and pop reapers/do pools.

Last edited by Coolpb; Nov 23, 2009 at 09:01 AM // 09:01..
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Old Nov 23, 2009, 09:04 AM // 09:04   #9
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Damn warriors are out again?
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Old Nov 23, 2009, 09:07 AM // 09:07   #10
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hmmm im theory crafting another team build ... ill make and post in a bit


ok this is all theory craft

manly spike? >.>


Last edited by x sithis x; Nov 23, 2009 at 11:13 AM // 11:13..
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Old Nov 23, 2009, 09:10 AM // 09:10   #11
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Thank you And thanks for the guide, it will help my guild alot.
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Old Nov 23, 2009, 09:16 AM // 09:16   #12
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Mobway's great and all but Balanced needs to come back! Half the people in our group just needed to get the quest done so we put it all together and tried to balance as best as we could.

And you know what? The team worked and we Rolled through UW. It was great. Balanced gives many mroe opportunities for guildies to join in the runs.
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Old Nov 23, 2009, 09:35 AM // 09:35   #13
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Build looks ok, similar to what my group used except we went with 1 ua healer, 1 d/n orders hero, 1 RoJ smite support, 1 a/d perma, 1 d-slash brawling headbutt war, 1 imbagon, 1 mes/n with SS, barbs and gdw and an SoS rit with earthbind.

Doing the quests took the most time/ effort we weren't experienced with uw at all and left one side unattended during 4 hoursemen. Nearly wiped but we survived. Fighting dhuum is a breeze if you bring 2 copies of gdw and use permanent earthbind. You negate a good 75% of the damage you take over the time of the fight.

Plus as long as you can complete every quest leading up to it, just about any physical build with gdw and earthbind can easily beat him.
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Old Nov 23, 2009, 10:28 AM // 10:28   #14
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Quote:
Originally Posted by x sithis x View Post
Servants of Grenth -Go to the Wastes and clear every thing thats in the path of you and the reaper, clear where King Frozenwind will go.
Perma stand where the red dot is.
rest of the team go up to where the reaper is and take quest so all of the dryders are on the perma. Kill each wave.
Brilliant. How hasn't anybody think of that? Only that no matter where perma sits he can't take all agro and some skellies will escape for the king (and since your whole team is at the reaper ... king dies?) and even discarding that problem perma dies in like... half a second from the attacks of the 4-5 skellies that spawn.
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Old Nov 23, 2009, 10:36 AM // 10:36   #15
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Quote:
Originally Posted by Test Me View Post
Brilliant. How hasn't anybody think of that? Only that no matter where perma sits he can't take all agro and some skellies will escape for the king (and since your whole team is at the reaper ... king dies?) and even discarding that problem perma dies in like... half a second from the attacks of the 4-5 skellies that spawn.
Fixed ... love the sarcasm

Last edited by x sithis x; Nov 23, 2009 at 10:49 AM // 10:49..
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Old Nov 23, 2009, 10:55 AM // 10:55   #16
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I find 1 A/E 100b Spiritspam Roj SS nuker and 2monks a good setup, but I'd like to try out different things
I use the 100b as offtank during 4h while the other Sin tanks pits/pools side

also at wastes
1 healer goes to ice king with spiritspam and 100b and kills anything that comes trough. while the perma sin tanks the dryders

The tricky part is, if your perma sin dies the quest fails.
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Old Nov 23, 2009, 11:10 AM // 11:10   #17
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Quote:
Originally Posted by Strife17 View Post
The tricky part is, if your perma sin dies the quest fails.
yucky. No likely. Rest of the team build sounds pretty good though.
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Old Nov 23, 2009, 11:19 AM // 11:19   #18
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Quote:
Originally Posted by Strife17 View Post
I find 1 A/E 100b Spiritspam Roj SS nuker and 2monks a good setup, but I'd like to try out different things
I use the 100b as offtank during 4h while the other Sin tanks pits/pools side

also at wastes
1 healer goes to ice king with spiritspam and 100b and kills anything that comes trough. while the perma sin tanks the dryders

The tricky part is, if your perma sin dies the quest fails.
ohhhh i made that team i edited a team pic above & put it there
but for that wastes split 100b,ua,MoP nuke,& SS protect king
then perma tanking dryders with ss,RoJ,&hb killin dryders >.>
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Old Nov 23, 2009, 02:20 PM // 14:20   #19
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Originally Posted by x sithis x View Post
Fixed ... love the sarcasm
Better now

Still not 100% convinced that setup can do it still. When we did it perma was to the south the spirit spammer protected the king (if anything escaped up or down - maintaining two sets of spirits basically) and one monk was next to the reaper but close enough to heal the perma. (There is actually a spot where perma can stay and still be in spell range from Mo next to reaper).
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Old Nov 23, 2009, 02:30 PM // 14:30   #20
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What's the purpose of Earthbind?
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