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Old May 24, 2011, 10:02 AM // 10:02   #1
Ascalonian Squire
 
Join Date: May 2011
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Default 7H Urgoz?

Hi all,

I tried Urgoz in the double Kurzick weekend with 2 typical 7h builds but didn't get very far.

Any ideas how to do it? Doesn't have to be super fast, just want to finish it.

Build 1:

me: SS Necro
3H: Ineptitude Mesmers
2H: Panic Mesmers
1H: SoS Rt
1H: ER E/Mo

Build 2:

me: SS Necro
3H: Standard Discord Necro's
1H: Panic Me
1H: Ineptitude Me
1H: Offensive Rt
1H: Defensive Rt
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Old May 24, 2011, 12:36 PM // 12:36   #2
Frost Gate Guardian
 
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You'll surely need eoe, it gets very usefull.

Maybe a BiP or B(lood)R(itual) necro

Some minions might get handy to tank the large amount of mobs you can encounter.

And as comment on the first build, mostly Panic and SS dont get along quite well, if you intend using SS you might want to take VoR mezmers in stead.

I'll give it a try sometime and come give feed-back.

Arta.
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Old May 24, 2011, 01:06 PM // 13:06   #3
Furnace Stoker
 
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There's a successful 9h + 3p build that involved alot of SF eles in hard mode, most of the place is plants so fire can actually dent them.
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Old May 24, 2011, 02:07 PM // 14:07   #4
Frost Gate Guardian
 
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Quote:
Originally Posted by FoxBat View Post
There's a successful 9h + 3p build that involved alot of SF eles in hard mode, most of the place is plants so fire can actually dent them.
If thats the case, some eles and dervs might come in handy

And i even found a rojway to run it nm without consumables.

http://www.gwpvx.com/Build:Team_-_Urgoz_RoJ_Heroway
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Old May 24, 2011, 09:14 PM // 21:14   #5
Frost Gate Guardian
 
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That hasn't been tested.^
And if you ask me, your build needs more healers as well as less ineptitude. Its just not enough damage, seeing that they get blinded like every 20 seconds for ~110 damage.
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Old May 25, 2011, 06:53 AM // 06:53   #6
Ascalonian Squire
 
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Quote:
Originally Posted by Balistic Pve View Post
(snip) And if you ask me, your build needs more healers as well as less ineptitude. (snip)
True Balistic, my 'build' was an epic fail. Couldn't get past the first few groups.

Tried it last night with UA monks and SF ele's. That got me a bit further but still nothing spectacular. You're also confined to Necro (primary or secondary) because u need a corpse teleport skill.
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Old May 25, 2011, 08:22 AM // 08:22   #7
Frost Gate Guardian
 
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Ok so i tested it out a bit

I actually ran the builds used for hero'ing The Deep
(http://www.gwpvx.com/Build:Team_-_7_Hero_Deep)

With some tweaking tho, I play rt/n with SoS and necrotic travel
The hero SoS has clamour of souls

In about 20 mins nm i got to the entrance of 6th room where some wolves spawned right on me and heroes, nothing to do...

I'll try something different next time

EDIT: retry with same builds and got to inside room 8 and screwed due to exhaustion - went to get the wrong bark.

Last edited by Artaban; May 25, 2011 at 03:38 PM // 15:38..
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Old May 25, 2011, 05:00 PM // 17:00   #8
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I did this not too long ago without too much trouble, you can see the builds used in the ss below.




As far as I'm concerned the only problems came from the combination of thorn wolves + exhaust effect. Just proceed carefully through the rooms with popups and pull them back to a waiting spirit + minion wall.
Just make sure you have the urgoz wiki page nearby so you know what to expect in each of the rooms and proceed carefully until you have a better understanding of each of the rooms and it's effects/popups/sneaky parts.

@Urgoz: I just flagged the st + sos out of harms way (sos was just because I forgot to put rez on the ST) but within eoe reach. I then ran around with my heros damaging urgoz, while popping stuff to trigger eoe. Heros don't really last very long this way so that's what BuH was for. Instant rez for all + dmg boost. Not getting yourself killed shouldn't be much of an issue if you just keep moving.

Also, don't mind the time in the ss, it can probably be done much closer/around the hour. That was just my very first attempt at it, I got lost more than once and took two shortish breaks while waiting for heros to get rid of exhaustion.

Good luck on your further attempts, I hope you can get something useful out of what I said.
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Old Jul 06, 2011, 08:58 AM // 08:58   #9
Ascalonian Squire
 
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I tried Urgoz (NM) for the first time last night and used the build above. With careful play and a couple of breaks I got to Urgoz without to many problems. The only issue i had was ALOT of lag which caused a few deaths and it didnt help that i got lost between Area 5 to 7 as the wiki wasnt entirely clear.

Anyway after all of that i got wiped straight away LOL. Not having been there before I didnt realize how much damage i would take from the explosive growths (despite reading about it on wiki). Whats the best tactics for this?

I went through the center door, should i have flagged my 2 rt on the ramp and just run at Urgoz then run around him?
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Old Jul 06, 2011, 12:34 PM // 12:34   #10
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Reading on wikia, it says one tactic is to plant EoE near the left door and kill Urgoz just by spawning explosive growths. Problem is am i correct in that you need to first take Urgoz hp do to 90% first before EoE has any effect?
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Old Jul 06, 2011, 05:38 PM // 17:38   #11
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Some tips from my attempts...

Builds.
You want a ST, a mm (or some minions at least), panic, inep, and lots of party healing (pwk, healing burst, etc). Inep's not super big damage, but is very useful vs wolves.

For skills, somebody needs eoe (hero 1-3 so you can mirco at urgoz), stand your ground, never surrender, shield of absorption, healing seed. In general, there is a ton of enemies and degen so you need to be able to last. If you are frontline, bringing melee support (strength of honor, splinter weap, ancestors rage, smite/shatter hex, mark of pain) is helpful. For offense, fire damage is good (roj...) but using armor-ignoring damage is still your main option.

For your own bar, you need by urals hammer and necrotic transversal. Necrotic is used to hit the switches in the third room, and urals is helpful for urgoz.

Tactics.
General. Go slow. There are a LOT of pop-ups depending on the path you take. Pull each enemy group at a time, and make sure you are at or near full health/energy before getting next group. Overaggroing, especially in the later rooms, can cause a wipe quickly. Always try to group the enemies on a choke point for aoe. Note there are environmental effects per room, which will be removed when you kill the twisted bark.

Specifics for harder sections.
Room 2 (Degen room). You can try and rush the twisted bark when the patrols are away, leading to a much faster room, albeit risky. Otherwise, pull each patrol back to the entrance of the room (without the degen) to kill. Note once you start going down the ramp, there are pop-ups.

Room 3 (Switch room). Pull the patrols to the door, nuke. Kill everything on top of the bridge. Traversal up and hit both switches, then use the teleporter to get back down.

Wolf bits.
Flag your heroes back and sweep. Note that wolves come in sets of two - if you pop one group, once you kill it another pop-up group will "spawn" in the same area.

Exhaustion. Hands down the most annoying parts with heroes. Caster heroes ignore the environmental effect and so spam spells as usual til 0 energy. Go VERY slowly and only advance once the exhaustion has worn off (may take minutes, so go make a coffee or something). Disabling spamable spells (healing ones in particular) helps.

Bridge room. Past the wolf section is a small bridge you cross to kill a worm. Flag a hero before the bridge. Take the rest of your heroes through the next room (which will be empty... moving all party members across the bridge spawns the enemies) and once you've crossed the big bridge unflag your hero (it helps to guide him with flags a bit).

Dual twisted bark room. Drag all the patrols to the entrance, nuke. Be aware that exhaustion effect is in this room. Go up the LEFT side, and pull the twisted bark's patrol down and kill. Wait out exhaustion, then kill the bark.

Pop-up room. Don't fully enter the room til the opposite door is open. There are tons of pop ups- wolves and blood drinkers- so go slow and sweep.

Urgoz. Leave the ST and pwk healers on top of the hill. Mirco the eoe hero to put eoe on the left of the hill back a bit away from urgoz. Disable any long cast time spells. Hurt urgoz down under 90%, then keep running around and urals your heroes. Bring res scrolls for this part too :P
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Old Jul 06, 2011, 06:19 PM // 18:19   #12
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^what a wizard
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Old Jul 06, 2011, 07:41 PM // 19:41   #13
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Quote:
Originally Posted by Mig Coconut View Post
Some tips from my attempts...

Builds.
You want a ST, a mm (or some minions at least)
^MM+ST=MM. Minions will kill ST's spirits in ~3 seconds.
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Old Jul 06, 2011, 10:42 PM // 22:42   #14
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Using a high level EoE is pretty much key to killing the large enemy groups. My Beastmastery is usually at 10 (13 with headgear switch).

If you are talking about 7Hing Urgoz in NM, it shouldn't be too difficult as long as you are familiar with the quirks of the mission (pop-up locations, bridge with door and rooms where you cannot all enter at once). The end part may be a bit problematic unless you leave the STprot out of agro range and manually keep up Shelter and Displacement.

For HM, it's highly doable with cons. I was messing around once and got to the warden room before I died from impatience (pulling multiple groups at same time). This is with half my party being composed of one of the weakest damage dealer classes in PvE (Rangers). With stronger classes, I can see it being less problematic.
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Old Jul 07, 2011, 03:15 AM // 03:15   #15
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Quote:
Originally Posted by Windbow View Post
^MM+ST=MM. Minions will kill ST's spirits in ~3 seconds.
I never had a problem using both. Minions work well in helping distract enemies from laying their most powerful spells/attacks on you in the initial seconds of combat. By then, you can get your key spells off-Panic, RoJ, Mark of Pain, Inep- so you can take things down fast and consistently.

Minions are by no means necessary, but I felt they gave me a bit of wiggle room for error when I was learning the area.
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Old Jul 07, 2011, 07:25 AM // 07:25   #16
Ascalonian Squire
 
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Quote:
Originally Posted by Mig Coconut View Post
I never had a problem using both. Minions work well in helping distract enemies from laying their most powerful spells/attacks on you in the initial seconds of combat. By then, you can get your key spells off-Panic, RoJ, Mark of Pain, Inep- so you can take things down fast and consistently.

Minions are by no means necessary, but I felt they gave me a bit of wiggle room for error when I was learning the area.
When i played it I didnt have a problem getting to Urgoz using the build Squishy_ftw used and that has both MM and ST in it. The ST as you can see has Shelter and 2 offensive spirits so Shelter got burnt in no time due to minions. If I had a standard ST I imagine all the spirits would get burnt real quick making the hero useless when the team is really being pressured.

Last edited by Angerus; Jul 09, 2011 at 11:49 AM // 11:49.. Reason: Typo
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Old Oct 05, 2011, 11:59 AM // 11:59   #17
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Quote:
Originally Posted by emilix123 View Post
no problem for me i played good with the same option
Its not that it isnt playable, like i said i made it all the way to Urgoz and i only failed due to inexperience of the area but having an ST with an MM seems counter productive. I noted that my ST on a few occasions, didnt have any spirits up and was sitting there waiting for spirit spell to recharge because he cast without ST being up (he had already Cast 3 and couldnt cast ST again).

Oh and i want to clear up what I meant by my spirits getting burnt, I meant that the spirits life ended pretty quickly and i did NOT mean that it somehow gave my spirits burning condition.
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