Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Heroes & AI

Notices

Reply
 
Thread Tools Display Modes
Old Mar 05, 2011, 02:55 AM // 02:55   #1
Furnace Stoker
 
Daesu's Avatar
 
Join Date: Oct 2008
Advertisement

Disable Ads
Default 7-heroes completion of all UW quests

Has anyone done this yet? Is this possible now?
Daesu is offline   Reply With Quote
Old Mar 05, 2011, 04:05 AM // 04:05   #2
Krytan Explorer
 
Join Date: Feb 2007
Location: Riverside,Ca
Guild: Kings Of Heaven And Earth
Profession: E/Me
Default

Ummmm, I went into UW the first day of the upgrade, I did like 3 or 4 quests, however the vengful aataxes were I died. So it's possible.
Snorph is offline   Reply With Quote
Old Mar 05, 2011, 04:19 AM // 04:19   #3
Desert Nomad
 
Join Date: Nov 2010
Default

Certainly possible, but most likely the hardest thing left to do in GW (not that thats saying much now...). As always, the only real difficulty is 4 horsemen. Most likely the best (player-agnostic) way is to intercept and kill one group early with flagged heroes ontop of the spawns, then rush back ASAP to defend the reaper from the other side. Its not that the mobs themselves that are hard, but combined its a real PITA to keep both yourself and the reaper alive against all 4 groups, especially with the amount of AoE they put out vs the amount that heroes will be clumping together. Can't really offer more advice then that, I don't do UW too often.

Last edited by Kunder; Mar 05, 2011 at 04:23 AM // 04:23..
Kunder is offline   Reply With Quote
Old Mar 05, 2011, 04:40 AM // 04:40   #4
Desert Nomad
 
Join Date: Jan 2009
Location: Kamadan Dis 1
Guild: LF trolling/flaming guild, 8=D
Profession: W/
Default

maybe with 6 heroes yes, you need perma sin and emo bonder
Zanagi Kazuhiko is offline   Reply With Quote
Old Mar 05, 2011, 04:49 AM // 04:49   #5
Desert Nomad
 
Gabriel of Ravn's Avatar
 
Join Date: Mar 2010
Location: Virginia
Guild: None, retired to GW2.
Profession: W/A
Default

did 6 quests died on 4 horsemen just because of my stupidity with bad flagging of heroes no cons used was there about an hour

Last edited by Gabriel of Ravn; Mar 05, 2011 at 04:53 AM // 04:53..
Gabriel of Ravn is offline   Reply With Quote
Old Mar 05, 2011, 04:52 AM // 04:52   #6
Frost Gate Guardian
 
Join Date: Jan 2009
Profession: A/E
Default

rolled threw it until i got to the 4 horsemen with 7 hero's. was first time trying so didn't know what to expect, imagine it wouldn't be that hard in nm tho.
greenough is offline   Reply With Quote
Old Mar 05, 2011, 06:49 AM // 06:49   #7
Lion's Arch Merchant
 
Join Date: Jul 2009
Profession: W/E
Default

Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
KingCrab is offline   Reply With Quote
Old Mar 05, 2011, 07:13 AM // 07:13   #8
Krytan Explorer
 
Join Date: Feb 2007
Location: Riverside,Ca
Guild: Kings Of Heaven And Earth
Profession: E/Me
Default

Clear the chamber.
Snorph is offline   Reply With Quote
Old Mar 05, 2011, 07:20 AM // 07:20   #9
Grotto Attendant
 
Join Date: Apr 2007
Default

4 Horse is going to be a problem for reasons already stated.

Pits and Wastes are also going to be problems because, in both cases, the quest giver is miles away from the immediate monster spawn that needs to be kept away from some flimsy NPCs. In both cases you'll run a risk that a monster will spawn outside of hero aggro or just decide that it wants to go visit the NPCs instead of fighting your heroes. Additionally, the wastes spawns will pile up to a huge mountain of monsters if you don't kill them promptly as they spawn - which heroes can't always be relied on to do.

All in all, it's not a matter of the UW monsters being too hard for the heroes; it's a matter of the hero AI not being able to handle some of the quest structures very well.
Chthon is offline   Reply With Quote
Old Mar 05, 2011, 03:06 PM // 15:06   #10
Academy Page
 
Join Date: Oct 2010
Guild: Club Of A Thousand Pandas [LOD大]
Profession: A/E
Default

Quote:
Originally Posted by Chthon View Post
4 Horse is going to be a problem for reasons already stated.

Pits and Wastes are also going to be problems because, in both cases, the quest giver is miles away from the immediate monster spawn that needs to be kept away from some flimsy NPCs. In both cases you'll run a risk that a monster will spawn outside of hero aggro or just decide that it wants to go visit the NPCs instead of fighting your heroes. Additionally, the wastes spawns will pile up to a huge mountain of monsters if you don't kill them promptly as they spawn - which heroes can't always be relied on to do.

All in all, it's not a matter of the UW monsters being too hard for the heroes; it's a matter of the hero AI not being able to handle some of the quest structures very well.
You could always take recall, you know...
Rafiftw is offline   Reply With Quote
Old Mar 05, 2011, 05:02 PM // 17:02   #11
Grotto Attendant
 
LifeInfusion's Avatar
 
Join Date: May 2005
Location: in the midline
Profession: E/Mo
Default

Four Horsemen is a problem, but I think a spirit wall or something like that (with armor of unfeeling to make them more sturdy) would be enough to not bring a gimmicky shadow form or obsidian flesh or spellbreaker hero.

It's not so much the dryders, it's the mesmer interrupts (Powerblock, cry of frustration, diversion, sig of humility) that are annoying. If you flag things out of meteor showers,meteor then it's not a big deal (or just ward of stability). Fireball isn't going to be particularly scary, if you have partywide prots like Shelter.

For the SOGM rits, your spirits will push level 10-12 which puts them at around 70 armor. Armor of Unfeeling would make that effectively 110 (+40 armor = half damage). Since you can't cast hexes on the spirits, only meteor shower/immolate/meteor/fireball will affect them so it comes down to spreading them out of adjacent range. A SoS rit can be subbed in here, then you need to drop 6+ points in communing for Armor of unfeeling and your spirits aren't spread out (3 spirits in one spot is nuke bait, unless you use draw spirit or swap). An alternative to a SOGM would be a Ritual Lord rit or ST rit packing communing attack/offense spirits.

I bet a Avatar of Dwayna dervish would deal with the mesmers easily (wastrel spam), since it has 0 cast time and shatter enchantment doesn't do much when it heals on enchantment end.

Ice Wastes is an issue with the terrorwebs once again, but it's not nearly as bad due to lack of mesmers.

Bone Pits is a problem due to running to the quest giver, but I think with careful flagging it can be done. The spawns are in multiple spots though, so the team must be split.

I think I will need to try this eventually, but not right now.

Of course, Hard mode is not a good idea seeing how even 8 player teams packing cons in UW HM fail (hence the "show stones").

Quote:
Originally Posted by KingCrab View Post
Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
Wrathful spirits, demon assassin, terrorweb queen need 0 flagging. It was doable with 3 heroes before, that's why I was able to run spiders.

Last edited by LifeInfusion; Mar 05, 2011 at 05:19 PM // 17:19..
LifeInfusion is offline   Reply With Quote
Old Mar 05, 2011, 08:19 PM // 20:19   #12
Krytan Explorer
 
Join Date: Dec 2008
Guild: Wold Pirates
Profession: W/
Default Nm only but meh

there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.


http://img199.imageshack.us/f/gw621.jpg/
http://img199.imageshack.us/f/gw621.jpg/
Deatgs Corrupter is offline   Reply With Quote
Old Mar 06, 2011, 06:29 AM // 06:29   #13
Desert Nomad
 
Kaida the Heartless's Avatar
 
Join Date: May 2006
Profession: N/
Default

Haha. Very impressive. With Discord none-the-less.

I recall Hero-ing UW with a few friends back in the day. We ended up actually bonding the Reaper at the 4 horsemen and came out nearly flawlessly. Worked well because the team didn't have to split up.

Now I can spend 200 hours completing Underworld enough times to get 500 stones to get into UW groups! Sweet.
Kaida the Heartless is offline   Reply With Quote
Old Mar 06, 2011, 06:38 AM // 06:38   #14
Furnace Stoker
 
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
Default

As long as you (the player) can "tank" one side of these quests (whether via perma or prot/heal spamming) it's not much of an issue.

The "speedbook" method is intriguing though.
FoxBat is offline   Reply With Quote
Old Mar 06, 2011, 06:59 AM // 06:59   #15
Krytan Explorer
 
Neith's Avatar
 
Join Date: Jun 2008
Location: Texas
Guild: One in Guild Wars
Profession: R/
Default

Quote:
Originally Posted by KingCrab View Post
Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
Easiest to not include Clear the Chamber would be vale. I was able to do chamber, vale, escort, and mountains. Didn't go further because i'm working on survivor and didn't want to chance it on the more difficult areas/quests. i'm sure it's possible. And I doubt you need a permasin or emo bonder. We've done it in NM and HM without those with a full party of humans, i'm sure you don't need heroes to run those builds.
Neith is offline   Reply With Quote
Old Mar 06, 2011, 07:08 AM // 07:08   #16
Furnace Stoker
 
bhavv's Avatar
 
Join Date: Sep 2006
Default

I've previously done everything but 4H twice with 2 accounts and 6 heroes.

I had to play E/Mo bonder of course. Clearing the terrorwebs wasnt hard at all because I had a panic mesmer.

Servents of Grenth was difficult, but doable (lots of flagging needed). But 4H was impossible without a tank.

I'll try it again with 7 heroes when I'm in the mood.
bhavv is offline   Reply With Quote
Old Mar 06, 2011, 07:35 AM // 07:35   #17
Furnace Stoker
 
bhavv's Avatar
 
Join Date: Sep 2006
Default

Quote:
Originally Posted by Deatgs Corrupter View Post
there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.


http://img199.imageshack.us/f/gw621.jpg/
http://img199.imageshack.us/f/gw621.jpg/
Really? Minions + Discord arent the best things to use in UW, but if that works then I cant wait to try it out with my builds (without cons).

How did you do 4H?
bhavv is offline   Reply With Quote
Old Mar 06, 2011, 08:03 AM // 08:03   #18
Grotto Attendant
 
Join Date: Apr 2007
Default

Quote:
Originally Posted by bhavv View Post
Really? Minions + Discord arent the best things to use in UW, but if that works then I cant wait to try it out with my builds (without cons).

How did you do 4H?
Isn't it obvious? He ran 5 & 1/2 defensive characters, with cons, in NM, and just plain out-healed the monsters. If you don't mind spending 2 & 1/2 hours for UW, I guess it works after a fashion.
Chthon is offline   Reply With Quote
Old Mar 06, 2011, 09:19 AM // 09:19   #19
Furnace Stoker
 
bhavv's Avatar
 
Join Date: Sep 2006
Default

Quote:
Originally Posted by Chthon View Post
Isn't it obvious? He ran 5 & 1/2 defensive characters, with cons, in NM, and just plain out-healed the monsters. If you don't mind spending 2 & 1/2 hours for UW, I guess it works after a fashion.
Oh, yea thats too much defense, you only need 3 max in UW.

I tried out a variation of my HM builds minus the discordway, I just changed my 3 discord necs to a SS, SV, and UA monk:



I hardly even needed to bond in the initial parts, I just keep myself bonded plus the monk and SV / Healer nec since they need to stay alive. The remaining 5 are all damage - SS necro with defile + desecrate enchantments, Panic + Ineptitude mesmers, plus SoS and sig of Ghostly Might.

What happened though was that partway through, I realized that my party order was wrong. I had my necros and a mes in slots 1-3 and I needed flag control over my rits plus the necro healer since they are going to one team for Servants of Grenth + 4H. I needed to have spirit light on the rits too so hopefully they can stay alive with the SV Necro.

It doesnt look like theres much direct damage at first glance, but theres plenty - Oppressive Gaze, SS + SV, desecrate + defile enchantment, Spirit Rift, plus the ineptitude mesmer are pretty much nuking everything down on top of the spirits.

Servents of Grenth + 4H are the difficult parts though, everything else should be easy with this setup.

Servants of Grenth is done. The ritus stayed alive for a while, but got owned without any bonds, but the mesmers + SS managed to kill all the terrorwebs near the reaper then we ran up to the dead rits + SV nec and finished them off.



Would have been impossible without the bonds.

And I failed again at the 4H .... I flagged my Nerco healer too far behind the rits and he wasnt healing them

Last edited by bhavv; Mar 06, 2011 at 11:57 PM // 23:57..
bhavv is offline   Reply With Quote
Old Mar 06, 2011, 04:09 PM // 16:09   #20
Krytan Explorer
 
Join Date: Dec 2008
Guild: Wold Pirates
Profession: W/
Default

At 4h, wastes and pits dont bother splititng the group at all. just saty at the reaper and uc an out damage and out heal, the point of the bars wasnt supposed to be speed but just do it. i only neede cons for those 4 quests. and you are correct discord was shit at dhumm. due to the fact he doesnt have any conditions but im gonna update bars try with mesmers and SV and ss instead with xinraes healer.
Deatgs Corrupter is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:39 AM // 05:39.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("