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Old Oct 14, 2008, 11:06 PM // 23:06   #1
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Default UW SC: Terraway

Credits:
Fallen God Loki {Legacy of Knightly Immortals} [Loki]
Odetta Amarante {Legacy of Knightly Immortals} [Loki]
Swiftz Leacher, aka James {Happy Guild Moor} [hgm]
Wire Dawg {The Looney} [BIN]

Disclaimer: I am posting this thread not to emphasize the builds but the collective team nature of the builds and team roles. Some skills are crucial but variations should be based on your comfort level, not unwillingness to get the missing skills. There may be faster builds out but these are easier to use.

After training, running, and tweaking builds for UW SC with our alliance, Happy Guild Moor [hgm], we have been regularly using a 6 Terra UW SC team for some time now, with one Necro as vale support, and a Chambers Mes or Sin. I am now posting the builds and brief description to explain the rationale for what we use and why we use what we use. Also, I’m posting to try to increase PUG quality and to make 3-man Vale team obsolete. The very slowest time for completion without deaths should be maxed at 19 minutes with faster times being around 16 minutes for full clear – this is without the usage of personal cons.

~ GENERAL BUILDS ~

~ Chambers & Unwanted Mes or Sin ~
I list this one first because it’s the most crucial role, without it no one can finish their roles.
Build:
1. Deadly Paradox 2. Shadow Form 3. Channeling 4. Spirit of Failure/Ether Nightmare 5. Wandering Eye 6. Cry of Pain 7. Radiation Field 8. Death Charge
Template Code :
Mes - OQdVAkgOQf8ZiHRnxEAGAB0G0tE3BA
Sin - OwVUE4h5l/S8I6MmAsg2gIgul4OA
Notes: if using Spirit of Failure,you should have 12 in Inspiration after cons. SF should be atleast 13 after cons for any perma/terra. After finishing Unwanted Guests and when Vale Terra is about ready for Escorts, Chambers should go activate Escort of Souls to save Vale about 1 minute time of having the Necro running all the way back to Chambers to activate the quest. Chambers will then walk the Souls over to Vale once Vale Terra says it’s clear.

~ 5 Normal Terras ~
Wastes: 1. Deadly Paradox 2.Shadow Form 3. Glyph of Lesser Energy 4. Ebon Battle Standard of Honor 5. Sliver Armor 6. “By Ural’s Hammer”/Radiation Field 7. Shadow of Haste 8. Feigned Neutrality
Template Code: OgdTkY28ZiHRnBZIXkHKVM0JNDA
Notes: Even after quest is updated, all Terrorwebs still need to be killed because even if all quests is done and UW is cleared the NPC from quests are not invulnerable and if they die u still fail. If Ice King dies at any time your party will fail and be kicked out of UW

Pits:
1. Deadly Paradox 2.Shadow Form 3. Glyph of Lesser Energy 4. Radiation Field/“By Ural’s Hammer” 5. Ebon Battle Standard of Honor 6. Sliver Armor 6. 7. Light of Deldrimor 8. Death Charge
Template Code: OgdTkY28ZiHRnBZwtMXkHiUE3BA
Notes: The 2 Groups of Deads behind the Reaper have been known to cause failed runs because they kill the Spirits on about 2-5% of runs even after quest completion. We have stumble across the possible explanation why even though your quest have been completed for along time that the Spirits still die. Reason is this – the spider that spawns after the quest is done wanders around pretty aimlessly. In its random wandering if it come too close to the Deads, Deads will aggro onto them and come for the Spirits killing them and causing fails in Pits.

Pools, Mountains, Utility:
1. Deadly Paradox 2.Shadow Form 3. Glyph of Lesser Energy 4. Ebon Battle Standard of Honor 5. Sliver Armor 6. “By Ural’s Hammer” 7. I Am Unstoppable!” 8. Feigned Neutrality
Template Code: OgdTkY28ZiHRnBZIXkHKVkmMNDA
Notes: builds are identical because Pools and Mountains have the highest rate of death and any 3 of these Terras can do any other Terra area, with the exception of the quest Servants of Grenth in Ice Waste. Not to say that Pits or Waste bar can’t do it, but their builds aren’t the most effective. We refer to Plains Terra as Utility Terra because if any1 dies its Utility’s job to resurrect them or assist/complete their area as needed. I generally only allow Players to do Plains if they know how to do ALL areas – it’s a group effort for UW SC not individual farming. Also, opposite of normal runs where Mountains holds agro the Utility will hold it instead. Reason being that all other Terras will have to spend atleast 1-2 minutes to run to Chaos Plain. Holding aggro before Twin Serpent’s Mountain slows you down only by 15-30 seconds and you don’t have to run to Plains, your already there. Pits always takes the lead after Pools triggers Barbed Traps if unavoidable. Pool holds aggro of Charging Darkness should anything happen to let Pits escape first.

~ Vale Terra & Necro ~

Vale Terra: 1. Deadly Paradox 2.Shadow Form 3. Stoneflesh Aura 4. Glyph of Lesser Energy 5. Crystal Wave 6. Tenrai’s Cyrstals 7. Shadow Refuge 8. Death Charge
Template Code - OgdTkY285hHpz+qIjsxS0lh7AA
Notes: useful to have an energy set when Grasping Darkness use Fear Me and take all your energy away. Drop Shadowform and regen energy & health before starting Wraithful Spirits. Kill the two groups in the middle first and when those friendly Spirits are safe go directly to the group on top of the hill next (Death Charge uphill saves time). Save the last 2 groups for your path back to Chambers; this is faster because you traverse a shorter distance. Very important to keep one of the friendly Spirits alive otherwise Vale will fail. You should always position yourself in the middle of each group for maximum AoE damage effect and avoid taking on multiple groups at a time.

Vale Necro: 1. Awaken the Blood/”By Ural’s Hammer 2. Spiteful Spirit 3. Defile Enchantments 4. Spirit Rift 5. Ancestors’ Rage 6. Reckless Haste 7. Signet of Lost Souls 8. Flesh of My Flesh
Template Code: OAhkYgHcoIqzbIP4CdceThWV9iB
Notes: When fighting the Grasping Darkness group in Vale, save your Rit skills for when most of the Graspings stop attacking because SS won’t have an effect unless you can target the few that are still attacking. Use your Defile Enchantment and Rit damage skills to finish them off. Also, when Vale is pulling all the Grasping Darkness, Nec should scan the area pass the bridge for the Dying Nightmare popup and kill it. This Dying Nightmare if not taken out first can cause major problems for Vale Terra later. Vale Nec should stay by a Reaper after Wraithful Spirit is completed in case a team teleport is needed since Chambers will assist Vale Terra instead.

Equipment for All:
- All Radiant Insignias and Runes of Attunement where you aren’t using Professions specific Runes
- Chambers Mes: Superior Illusion with +1 headpiece, Superior Inspiration, Superior Fast Casting
- Chamber Sin: Superior Shadow Arts with +1 headpiece
- All Terras: Superior Earth Magic with +1 headpiece and Minor-Superior Energy Storage
- Vale Necro: Superior Curse with +1 headpiece and Minor-Superior Soul Reaping
- Weapons: 20% longer enchantment and max energy, I normally only use a Staff to deal extra damage but having multiple sets could help as long as they all have the 20% longer enchant mod on it. Only exception would probably be Vale Necro which is more flexible.

~ DISCUSSIONS ~

1. Utility Terra: Why have “I am Unstoppable”?
- UW SC is a team effort and that means all 8 players contribute to the run completion with minimal idle time. IAU is used in the event that pools or mountains either dies or cannot complete their area and its usage makes completing other difficult areas easier
2. Why would Utility Terra need to other Terra’s job? Other Terras should be able to do their jobs without dying.
- Yes. In a perfect world and if we all played like robots without any errors this would be the case, but we are all human and do make mistakes from time to time. Utility Terras helps relieve the effects of occasionally mistakes. How many PUG runs have u been on that a Terra hasn’t died? This argument can be carried over to why Vale Necro brings a resurrect skill, in case Vale Perma dies.
3. Why not use Sliver Armor combo instead Crystal Wave and Tenrai’s Crystals?
- Sliver is good at dealing damage and takes down a single target fast, but the main trouble in Vale is the enemy Spirits in Vale’s Wraithful Spirit Quest. Sure you could kill one of them fast if you’re targeted and have Sliver up, but what happens if your target is the one with SS on them? This will make killing the last two a little harder. Also, it helps when the Grasping Darkness in Vale stop attacking and you can use these Earth skills to help finish them.
4. What?! No Chilblians?!
- Chilblains isn’t necessary with this build because you can kill them pretty fast. The friendly Spirits that you have to keep alive wont’ be a problem if you kill them fast enough which you will be able to do with this team combo.
5. Im a A/D or A/E, why do I keep getting kicked from parties?
- A/D are assigned to one areas and are not as effective as Eles for 4H, so basically after ur area is done your virtually worthless to the team ... granted I do kno of teams who use about 6 A/D but thats only with a trained and co-ordinated team ... A/E is a no no, any1 doing A/E instead of E/A is doing out of either laziness, lack of skills, or personal reasons ... if your Earth Magic is not atleast 17 after cons, you are not the most efficient potential - Earth and Shadow Arts should be 12 based for terras (pointing this out because of the unreasonable amount of PUGs who go otherwise)

~ FINAL THOUGHTS ~

The major benefit to using a 6 man Terra team is that it relieves pressure of the regular Terra team but reassigns the pressure to Chambers and Vale team for faster completion. UW SC is a team effort and no single player alone can do it all in an efficient time. Builds and roles should be team focused and not for individual farming of ectoplasms – UW SC is farming the endchest! Everyone makes mistakes from time to time no matter how good or “experienced” they are. Don’t get too mad at others when they failed because you’ve probably done the same thing. Do feel free to get mad and angry at players who outright deny their obvious faults or blame others. Everyone was a beginner at one point, where you are now or heading is what matters most.

~ ADDITIONAL NOTES ~
- Everyone should carry atleast one Resurrection Scroll with them; recommended is two scrolls. If you die and get res’d, be kind and drop one to the res’r
- All Terras should strive to learn all areas and not limit themselves to one specific area or a few. If you’re really a team player you will try to learn to do all 8 positions.
- This is the faster Pools Speed as I know it (8-10 minutes): 1. Deadly Paradox 2.Shadow Form 3. Glyph of Lesser Energy 4. Ebon Battle Standard of Honor 5. Sliver Armor 6. “By Ural’s Hammer” 7. Dark Escape 8. Death Charge
Template Code: OgdTkY28ZiHRnBZIXkHytsBC3BA
~ Expected time completion of areas ~ (without personal cons)
- Wastes, Pits, Pools, Mountains and Plains in the right hands should be done around 10-12 minutes or 15-18 minutes if you’re newer. 4H can be done in 15-16 minutes if there are atleast 2 Terras on plains in time; all Terras should head to Plains after their area is completed.
- Chambers should be done in 9-12 minutes or 15-18 minutes if you’re newer.
- Vale team: Reaper should be up in 8-10 minutes, Wraithful done in about 10-13 minutes and Escort completed in 15-16 minutes. Add 2 minute to each time if a newer duo doing Vale.

~ below are 2 links for my training lessons ~
paid service:
http://www.guildwarsguru.com/forum/s...44#post4302244
free service:
http://www.guildwarsguru.com/forum/s...70#post4302270
*dont reply for either of them here; reply in the appropriate post or pm me on Guru

Last edited by Luxifer; Oct 21, 2008 at 08:25 PM // 20:25.. Reason: updating template codes
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Old Oct 14, 2008, 11:48 PM // 23:48   #2
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How would I go about learning how to do the A/Me (only character I have out of the roles)? I have little to no experience in UW for SC for that matter (pvper) and only play on weekends mainly, but have been interested in something like this for a way of getting money (broke lol)
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Old Oct 15, 2008, 12:49 AM // 00:49   #3
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geez. this is about the 5th different post about the same thing.

one note on the N/Rt build, Reckless Haste is going to nothing b/c in HM they already attack 33% faster which is already the max. Reckless Haste is pointless. put Mark of Pain. it's ALOT better. speeds everything up.

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Old Oct 15, 2008, 12:51 AM // 00:51   #4
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we have tested both out and reckless haste kills a lot quicker then mark of pain its 2 mins faster using reckless haste
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Old Oct 15, 2008, 12:58 AM // 00:58   #5
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Quote:
Originally Posted by wire dawg View Post
we have tested both out and reckless haste kills a lot quicker then mark of pain its 2 mins faster using reckless haste
MoP > RH. Missing on attacks is nowhere near as great as AoE hex dmg from mark of pain. As for faster, that probably depends on who your vale sin is :P
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Old Oct 15, 2008, 12:59 AM // 00:59   #6
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Originally Posted by wire dawg View Post
we have tested both out and reckless haste kills a lot quicker then mark of pain its 2 mins faster using reckless haste
Did you alienate that variable so that it could be proven to be the sole factor affecting the faster time? Otherwise, the previous statement concerning the limits of attack speed increase would prove to be a stronger point.
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Old Oct 15, 2008, 12:59 AM // 00:59   #7
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we don't use a vale sin at all and we only use haste for the spirits and as we stated it is a personal choice our necros use haste and we seen it work better then mark of pain on the spirits and that why it was put into our alliance builds
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Old Oct 15, 2008, 01:03 AM // 01:03   #8
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i'm sorry but i think MisterT69 is right. it depends on your ValeSin. also, why would you want them to miss with an attack when they ALREADY miss with an attack? i'll also say again, RH does not increase attack beyond 33% which everything in HM is already attacking at.

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Old Oct 15, 2008, 01:08 AM // 01:08   #9
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mark of pain requires your vale tank to call a target where as reckless haste u do not..during the vale quest we don't take em down one at a time as u would have to do with mark of pain we want em all to drop at same time or as near same time that is reason whey vale ele's build is aoe and not with sliver...but as we keep saying it is a personal preference
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Old Oct 15, 2008, 02:06 AM // 02:06   #10
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incase you all did not read through the whole post....there is no vale sin doing any melee damage at all, its a terra.....hence the use of MoP would be useless here.

we have done this run many times, and reckless makes it go much faster.

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Old Oct 15, 2008, 03:41 AM // 03:41   #11
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i highly recommend a aeromancer insignias for the pools are HIGHLY recommended
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Old Oct 15, 2008, 04:18 AM // 04:18   #12
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- No one said anything about missing on attacks, Reckless Haste is used to increase attack speed of enemies to increase overall damage of Spiteful Spirit ... and if u have ever been a SS Necro with reckless hate in HM, it does make a difference ... reason may be the IAS increase cap only affects players not enemies

- We use the Terra Vale and Necro combo because they can kill so much faster, hence y we dont even use Chilblains in our bar ... the enemies are dead before they can kill the friendly Spirits because of the added damage of roughly 112 damage from each Crysyal Wave or Tenrai's Crystal - thats 224 damage in less than 2 seconds alone .. I believe that the Vale sin team still requires Chiblains rite? Sorry havent used sin for Vale in ages

- Ill agree that Aeromancer or the armor with defense against lightning damage or having a shield would be recommended, but only to a beginning Pools Terra ... w/o armor vs lightning damage, but with IAU and Feigned up you only take around 16 damage ... I run all Terra areas with the same armor and same staff
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Old Oct 15, 2008, 06:25 AM // 06:25   #13
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good that someone finally posted this in the farming section so ppl stop asking.
gg
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Old Oct 15, 2008, 10:01 AM // 10:01   #14
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Nice post.

I have found terraway to be less fail than the others simply because the roles can be easily switched. Good advice on the rez scrolls as well.

Quote:
Originally Posted by Luxifer View Post
The major benefit to using a 6 man Terra team is that it relieves pressure of the regular Terra team but reassigns the pressure to Chambers and Vale team for faster completion. UW SC is a team effort and no single player alone can do it all in an efficient time. Builds and roles should be team focused and not for individual farming of ectoplasms – UW SC is farming the endchest! Everyone makes mistakes from time to time no matter how good or “experienced” they are. Don’t get too mad at others when they failed because you’ve probably done the same thing. Do feel free to get mad and angry at players who outright deny their obvious faults or blame others. Everyone was a beginner at one point, where you are now or heading is what matters most.
Well said.
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Old Oct 15, 2008, 12:00 PM // 12:00   #15
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Default UW Terra/Builds

Hi,

To put it this way, as a member of the HGM guild, i normally run the SS vale necro, Reckless haste is definetly a must for the vale necro skill bar, its does not really make sence to have Spiteful Spirit with out Reckelss Haste, just like any good ranger would not be caught without Distracting shot on his skill bar, Reckless Haste just makes your kill so much faster, these builds posted by the OP, have been tested, time, and time again, i have been personally trained by the OP, and he definetly knows what he is talking about., another tip, is i usallay run awaken the blood as skill bar position # 1, and use a staff with 20% / 20 %, + 1 curse Mastery, with cons up, that gives me 19 attribute at curses as a minumum, with 20% chance at 20 attribute on curses, which increases the dmg output on all my curses skills, which equal faster kills.
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Old Oct 15, 2008, 01:24 PM // 13:24   #16
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Quote:
Originally Posted by Luxifer View Post

~ GENERAL BUILDS ~

~ Chambers & Unwanted Mes or Sin ~
I list this one first because it’s the most crucial role, without it no one can finish their roles.
Build:
1. Deadly Paradox 2. Shadow Form 3. Channeling 4. Spirit of Failure/Ether Nightmare 5. Wandering Eye 6. Cry of Pain 7. Radiation Field 8. Death Charge
Template Code :
Mes - OQdVAogOOv8ZiHRnxEAGAB0G0tE3BA
Sin - OwVUE4h5l/S8I6MmAsg2gIgul4OA
Notes: if using Spirit of Failure,you should have 12 in Inspiration after cons. SF should be atleast 13 after cons for any perma/terra. After finishing Unwanted Guests and when Vale Terra is about ready for Escorts, Chambers should go activate Escort of Souls to save Vale about 1 minute time of having the Necro running all the way back to Chambers to activate the quest. Chambers will then walk the Souls over to Vale once Vale Terra says it’s clear.
I have some questions concerning this build. I've been running Chamber with my Assassin with the following:

Paradox
Shadow Form
Channeling
Radiation Field
Ether Nightmare
Arcane Echo
Cry
Viper's Defense


- How is Wandering Eye good? Since it hit's only one target, I assume you only kill the Keeper of Souls? Otherwise, it seems really slow.
-Also, I haven't found the need to use another energy management skill than Channeling, as long as I make sure there's plenty of stuff around me. Why do you suggest it? What situations?
- Is Death's Charge better than Viper's Defense? The recharge is much lower on Defense, and it seems to be better suited to get you out of stucked situations.

Last edited by Bahamuth; Oct 15, 2008 at 01:27 PM // 13:27..
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Old Oct 15, 2008, 03:42 PM // 15:42   #17
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Quote:
Originally Posted by Bahamuth View Post
I have some questions concerning this build. I've been running Chamber with my Assassin with the following:

Paradox
Shadow Form
Channeling
Radiation Field
Ether Nightmare
Arcane Echo
Cry
Viper's Defense


- How is Wandering Eye good? Since it hit's only one target, I assume you only kill the Keeper of Souls? Otherwise, it seems really slow.
-Also, I haven't found the need to use another energy management skill than Channeling, as long as I make sure there's plenty of stuff around me. Why do you suggest it? What situations?
- Is Death's Charge better than Viper's Defense? The recharge is much lower on Defense, and it seems to be better suited to get you out of stucked situations.
- I understand ur concern about Wandering Eye and used to think that Clumsiness was better ... reason for its usage is that in the Chambers when the Grasping Darkness drop health they stop attacking and Clumsiness would have no effect on them so you would throw wandering eye on the Bladed instead and damage them indirectly .. Wandering Eye has AoE damage if ur target attacks within like 4 seconds
- Yeah sumtimes there is a energy issue especially with newer Chambers, thats y I use Spirit of Failure for its double bonus ... bonus #1: it gives u energy back over time; bonus #2: it counts as a hex so ur Cry of Pain will deal the damage when cast and it lasts 30 seconds instead of the 10 seconds of Ether Nightmare ... but Ether Nightmare makes killing faster though, but if ur having energy issues ur prolly sitting around not dealing damage ... My Ally Swift Leacher and I are the only Members in our Alliance that I kno that can do Chambers in 9 minutes w/o personal cons and he uses the Sin variation with Ether Nightmare instead of Spirit of Failure and I use the Mes variation with Spirit of Failure instead of Ether Nightmare ... we've stop using Arcane Echo for CoP now because CoP is contigent on Ether Nightmare hexing targets ... Wandering Eye is independent - a little less damage but you dont have to wait for the down time of Arcane Echo to recharge after it expires to deal extra damage
- Vipers Defense or Heart of Shadows Usage is best for Shadow Stepping if your body blocked by Vengefuls that you cant target otherwise you wont wanna use it (exception being on the Keeper of Souls with VD) ... its a major, major no no to use when clearing Chambers as it will cause scattering thats y we dont promote its usage ... we use Death Charge to speed up the run .. and yeah the recharge of the other Shadow Step skill is faster but if Chambers is getting stuck more then once every 20-odd seconds, then Shadow Stepping is the least of their problems ...
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Old Oct 15, 2008, 03:59 PM // 15:59   #18
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Quote:
Originally Posted by Luxifer View Post
- I understand ur concern about Wandering Eye and used to think that Clumsiness was better ... reason for its usage is that in the Chambers when the Grasping Darkness drop health they stop attacking and Clumsiness would have no effect on them so you would throw wandering eye on the Bladed instead and damage them indirectly .. Wandering Eye has AoE damage if ur target attacks within like 4 seconds
- Yeah sumtimes there is a energy issue especially with newer Chambers, thats y I use Spirit of Failure for its double bonus ... bonus #1: it gives u energy back over time; bonus #2: it counts as a hex so ur Cry of Pain will deal the damage when cast and it lasts 30 seconds instead of the 10 seconds of Ether Nightmare ... but Ether Nightmare makes killing faster though, but if ur having energy issues ur prolly sitting around not dealing damage ... My Ally Swift Leacher and I are the only Members in our Alliance that I kno that can do Chambers in 9 minutes w/o personal cons and he uses the Sin variation with Ether Nightmare instead of Spirit of Failure and I use the Mes variation with Spirit of Failure instead of Ether Nightmare ... we've stop using Arcane Echo for CoP now because CoP is contigent on Ether Nightmare hexing targets ... Wandering Eye is independent - a little less damage but you dont have to wait for the down time of Arcane Echo to recharge after it expires to deal extra damage
- Vipers Defense or Heart of Shadows Usage is best for Shadow Stepping if your body blocked by Vengefuls that you cant target otherwise you wont wanna use it (exception being on the Keeper of Souls with VD) ... its a major, major no no to use when clearing Chambers as it will cause scattering thats y we dont promote its usage ... we use Death Charge to speed up the run .. and yeah the recharge of the other Shadow Step skill is faster but if Chambers is getting stuck more then once every 20-odd seconds, then Shadow Stepping is the least of their problems ...
I never knew Wandering Eye had AoE damage. That's pretty awesome. I'll be using it from here on certainly. Also, Cry, Eye is much less mana intensive than Echo, Cry, Cry. It's another argument for me not to use Spirit of Failure.

I've never used Death's Charge to get out of stucks before. I brought up the low recharge because it can sometimes take a couple of tries to get out of the stuck situation. What should I target using Death's Charge?

9 Minutes is an amazing time (you mean doing Chamber & Quest right?). I usually am able to do it in about 16 minutes. But then again, my time doesn't really seem to matter, because in the PUG-teams, some1 always manages to die multiple times or something....
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Old Oct 15, 2008, 05:44 PM // 17:44   #19
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Another post on UW SC which is not all bad. Some good points here, but would like to point out some concerns that some have already voiced:

1. Chamber Sin
Death Charge will not work on Vengeful and if you are concerned with body blocking that much to bring a skill, take Vipers Defense as it does not need a target and will cause poison degen. Also I like Wandering Eye but it will dilute attributes putting it into Illusion, so I still would go with Ether Nightmare.
2. Mnt, Pools Tera
I think Feign Neutrality is very good for Pools and possibly wastes, but I like Shadow Refuge for Mountain. In Mountain, because you are always trying to hit the Behemouths to knock down there spirits and traps I find that FN is troublesome there because its stops if you attack or use a skill. There are only a few Charge Blackness, where FN AC buff would be a benefit over SR, but they generally pose little issue if you kill them off and attack while killing as SR will buff you about 100 hp and its spammable.
3. Vale Necro
The vale necro should not leave home without Necrosis, this is such a great and spamable spike when you hex foes, its a must have. Reckless haste will be not very effective for Spirits in HM with Illusionary Weapon for two reason, attacks speeds are capped at 133% of IAS and Illusionary Weapon is an enchantment so the missing buff will not apply.

I am not sure done correctly that taking a Vale Dagger Sin or a Vale Ele will speed up Vale, but certainly having another Ele clear Plains can help speed up things or cover for deaths or bad spawns. There may be some slightly more optimum builds for the team, but looks darn good.
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Old Oct 15, 2008, 07:13 PM // 19:13   #20
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Quote:
Originally Posted by gerg-nad View Post
Another post on UW SC which is not all bad. Some good points here, but would like to point out some concerns that some have already voiced:

1. Chamber Sin
Death Charge will not work on Vengeful and if you are concerned with body blocking that much to bring a skill, take Vipers Defense as it does not need a target and will cause poison degen. Also I like Wandering Eye but it will dilute attributes putting it into Illusion, so I still would go with Ether Nightmare.
2. Mnt, Pools Tera
I think Feign Neutrality is very good for Pools and possibly wastes, but I like Shadow Refuge for Mountain. In Mountain, because you are always trying to hit the Behemouths to knock down there spirits and traps I find that FN is troublesome there because its stops if you attack or use a skill. There are only a few Charge Blackness, where FN AC buff would be a benefit over SR, but they generally pose little issue if you kill them off and attack while killing as SR will buff you about 100 hp and its spammable.
3. Vale Necro
The vale necro should not leave home without Necrosis, this is such a great and spamable spike when you hex foes, its a must have. Reckless haste will be not very effective for Spirits in HM with Illusionary Weapon for two reason, attacks speeds are capped at 133% of IAS and Illusionary Weapon is an enchantment so the missing buff will not apply.

I am not sure done correctly that taking a Vale Dagger Sin or a Vale Ele will speed up Vale, but certainly having another Ele clear Plains can help speed up things or cover for deaths or bad spawns. There may be some slightly more optimum builds for the team, but looks darn good.

will take each of your points and explain why we use em...we use deaths charge instead of vipers or heart of shadow for 1 reason and one major reason only both vipers and heart tele u to a random location if you are body blocked clearing layb out game over cause u just messed up the agro and sometimes will go back ot reaper we saw this yesterday with a pug.

mts terra using sr is a hugh problem because people over spam it and most will not get it off in time after setting off the traps..if you do it right u hitting fn before u set off any of the traps as which most of our guys do and are clearing mts in 8 mins

the vale necro necrosis is useless..period we tried it and slowed us down in vale and reckless haste is not caped as they will hit at 150 and there a post on this allready

and yes a vale ele speeds up vale a lot a vale sin and necro do it in about 20-25 mins 2 man as 2 man ele necro do it in 16 mins if they are a good team
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