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Old Nov 23, 2009, 08:20 PM // 20:20   #41
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All in all it comes down to what Profs./build your particular team can run. That is the Key that makes this a true balanced way. It's about getting other people in who couldn't normally do an all Assassin run etc., etc.
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Old Nov 23, 2009, 08:27 PM // 20:27   #42
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All in all it comes down to what Profs./build your particular team can run. That is the Key that makes this a true balanced way. It's about getting other people in who couldn't normally do an all Assassin run etc., etc.
Well yes, but I was arguing why a MoP nuker would be better in that setup than an Earth Ele.

Besides, it's not as though necros are hard to find. The trick is convincing them to run something other than SS.
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Old Nov 23, 2009, 08:37 PM // 20:37   #43
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Yeah, I'd rather see a MoP than an SS most any day.

On a side note, the one place I could see a UG/earth ele. excel would be fighting Mindblades as hexes are near impossible to put on them.
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Old Nov 23, 2009, 08:50 PM // 20:50   #44
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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.
Actually, the part where we nearly lost the Reaper was before we actually started Four Horsemen, when the two groups of Mindblades spawned practically on top of the damn thing.

But yeah, it worked really well. Earthbind made Dhuum stupidly easy to fight. I think there was only one brief period where one of Dhuum's minions killed it before it had recharged for me to recast. And since all of us casters had spears, Dhuum was on his ass the majority of the fight.
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Old Nov 23, 2009, 10:38 PM // 22:38   #45
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coolpq has a good point regarding the mindblades, since mop is lolfail VS them. On the other hand, you only need to trigger one banished dream rider spawn in the whole uw. You dont even need to kill that one even, though it will cause some havoc then. Also the earth ele could help alot during 4hmen.

I really really REALLY agree on that this is all bout making professions that never saw action before valid.

There are quite a few ways of clearing the uw now. Mobway, several different balanced ways and even old tank and spank works, if you bring decent builds. Hell, bring QZ and run ursan way, though you might need builds that work during the down time.

All in all I think uw is really nice to, it allows a large variety of teams to clear it. The sad part is that certain professions still have very few options to choose from.
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Old Nov 23, 2009, 11:35 PM // 23:35   #46
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I just don't see how a single SoS Rit can hold an entire side long enough for the other team to finish their side. Terrors are nukers, spirits don't have brains to move out of AoE. I don't see this happening w/o a party wipe.
I know that 4H can be done with a perma on one side and a Rit spirit spammer on the other side, since I have done it - without using Summon Spirits. I did it by having the perma tank the right side while the rest of the party was on the left. I set the spirits a good distance apart, letting the dryders burn their MS casts on different spirits at the very beginning of the thin entry path to the reaper. Then, I kept backing up and setting up additional spirits. I finally killed the last of them just before the path turns towards the reaper (right before the tree on the left side). Yes, you have to be careful and know what you are doing, but it is most certainly possible.
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Old Nov 23, 2009, 11:48 PM // 23:48   #47
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Cool, well I apologize to those Rits that I didn't believe and I'm glad it gives another option once PermaSin is nerfed.

UW is great now. Balanced gives so many options.
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Old Nov 24, 2009, 01:14 AM // 01:14   #48
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I know that 4H can be done with a perma on one side and a Rit spirit spammer on the other side, since I have done it - without using Summon Spirits. I did it by having the perma tank the right side while the rest of the party was on the left. I set the spirits a good distance apart, letting the dryders burn their MS casts on different spirits at the very beginning of the thin entry path to the reaper. Then, I kept backing up and setting up additional spirits. I finally killed the last of them just before the path turns towards the reaper (right before the tree on the left side). Yes, you have to be careful and know what you are doing, but it is most certainly possible.
Next time you go and solo a side you should record a video and post it on youtube. It would at the very least give pugs with a spirit rit an opportunity to do 4 horsemen without a perma.
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Old Nov 24, 2009, 01:42 AM // 01:42   #49
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the ER E/Mo basically turns anything into a tank. As long as they have some self heals or the ER keeps infusing them, they can withstand just about anything, including a side on 4H.

I feel you can pretty much 'byob' as long as you use IronSheiks backline. So you can't complain anyone is excluded from uw, you just need ether renewal to carry your team.

Last edited by dr love; Nov 24, 2009 at 01:52 AM // 01:52..
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Old Nov 24, 2009, 02:06 AM // 02:06   #50
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the ER E/Mo basically turns anything into a tank. As long as they have some self heals, they can withstand just about anything, including a side on 4H.
I'm dubious to that.
Although I won't be very surprised if it's shown to be possible.


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Agreed with Coopb on this one, the fact that the first wave of terrors alone will kill the spirits and then gank the rit followed by the reaper, there is no way he can hold it long enough for the main team to kill the other side.
Even though I've already explained otherwise and other people have confirmed, I like to backup my claims.



6 people took down the entirety of one side (bar a few of the skeletons I think) with their AP-MoP caller suffering a lot of lag and people not following calls as well as they should have been. The Rit held the other side until we were done. He wasn't bonded.
The rit was running a SoS build, but with Earthbind instead of a 7th attack spirit.

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A SoS rit can solo one side in NM, and buy the other team around enough time to clear all/most of the foes on the other side before running to help him.
The above was done in HM.


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Originally Posted by jetlaw View Post
I know that 4H can be done with a perma on one side and a Rit spirit spammer on the other side, since I have done it - without using Summon Spirits. I did it by having the perma tank the right side while the rest of the party was on the left. I set the spirits a good distance apart, letting the dryders burn their MS casts on different spirits at the very beginning of the thin entry path to the reaper. Then, I kept backing up and setting up additional spirits. I finally killed the last of them just before the path turns towards the reaper (right before the tree on the left side). Yes, you have to be careful and know what you are doing, but it is most certainly possible.
If you managed to kill them, not just stall them like that, then that is impressive.
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Old Nov 24, 2009, 02:09 AM // 02:09   #51
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I still suggest AP-MoP though, especially if you run dagger sins. Dagger sins work great under GDW and Earthbind too - especially against Dhuum.
Frontliners are byob as dbulger said, can be scythes, axes, daggers, sword if your melees are pugs, etc.

I don't have AoHM on the bars due to one guy is an axe and I just dropped it for more utility, also barrage takes a better effect with orders. Then again can't use AoHM with barbs or MoP, so RoJ would have to take orders' elite spot.

Although even with 3 dagger sins I'd have to say SoH>AP Caller. They would just desimate things too fast to even have the need for MoP.

As for 4h, with my build E/Mo double bond everything including reaper, one E/Mo stays near center while ranger+rit take (West?) side, rest go and mob other. The E/Mo in middle occasionally throws GDW on barrage and with earthbind they can hold a side for up to two~ minutes until other side finishes up.
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Old Nov 24, 2009, 02:31 AM // 02:31   #52
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Frontliners are byob as dbulger said, can be scythes, axes, daggers, sword if your melees are pugs, etc.

I don't have AoHM on the bars due to one guy is an axe and I just dropped it for more utility, also barrage takes a better effect with orders. Then again can't use AoHM with barbs or MoP, so RoJ would have to take orders' elite spot.

Although even with 3 dagger sins I'd have to say SoH>AP Caller. They would just desimate things too fast to even have the need for MoP.

As for 4h, with my build E/Mo double bond everything including reaper, one E/Mo stays near center while ranger+rit take (West?) side, rest go and mob other. The E/Mo in middle occasionally throws GDW on barrage and with earthbind they can hold a side for up to two~ minutes until other side finishes up.
Our Rit SoS would manage it by himself, purely as a diversion. He only had to be 30 seconds and we can completely clear our side. (I was the E/Mo in the party of 6)

It isn't always as easy, but it all depends on two thing as to determine success:
1. The Rit fails to hold the left side long enough or dies.
2.Infuse Heal on one/both eles are Diverted; losing your super spammy spell and heal. You will eventually lose all bonds and the reaper will hastily, get dead.
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Old Nov 24, 2009, 03:33 AM // 03:33   #53
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Nice, a move towards balance, if only the tank wasn't a sin.
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Old Nov 24, 2009, 03:37 AM // 03:37   #54
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Nice, a move towards balance, if only the tank wasn't a sin.
If you are talking about the balanced team with ER eles, then you are wrong because the sins aren't "tanking".

They are there for damage.
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Old Nov 24, 2009, 05:19 AM // 05:19   #55
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This was a Balanced Way Guild Run with 6/8 guildies and two friends. Total time in Hard Mode was One hour 37 minutes.

Trying to see what other times the entire UW and Dhumm kill has been done in.

Last edited by Coolpb; Nov 24, 2009 at 05:39 AM // 05:39..
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Old Nov 24, 2009, 06:05 AM // 06:05   #56
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49 min run. Current Record?
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Old Nov 24, 2009, 06:06 AM // 06:06   #57
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49 min run. Current Record?
Only if there is a picture. Sadly that's the only way to prove anything these days.
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Old Nov 24, 2009, 06:07 AM // 06:07   #58
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http://img338.imageshack.us/img338/3905/gw271a.jpg

Sadly there is.
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Old Nov 24, 2009, 06:13 AM // 06:13   #59
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Looks near to Mobway, I see at least two sins and two others that could be either sins or necros.

Would anyone like some picture with their whiteout?
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Old Nov 24, 2009, 06:16 AM // 06:16   #60
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That's impressive, but geez over censored. I'm not 100% sure if it is real or not

... What's the point of whiting out your inventory? If it is a secret team build, ah forget it.

That reminds me, where is the underworld chest? Shouldn't it be behind Dhuum in the background?

Last edited by Zodiac Meteor; Nov 24, 2009 at 06:28 AM // 06:28..
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