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Old Jun 25, 2010, 12:19 AM // 00:19   #61
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Quote:
Originally Posted by Countess Marie View Post
Hey, just dropping in to give props to 2-man UWers. That's leet status, period.

Next is Hard mode, eh?

-CM
Wouldn't refer to myself as leet, but I appreciate the sentiment. For a 2+6 FC it is more about strategy and creating the builds than it is about raw performance during the run.

I know it was in jest, but HM, methinks not. I've completed UW in HM before the addition of Dhuum, and that was tough enough. With the new version of HM though I see it as more than a little problematic. Although the enemies have less max health, they have constant +7 health regen, higher levels, attack faster, move faster, and respond more quickly to AoE. While this particular hero team works well in NM, I don't think that it would hold up in HM.
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Old Jun 30, 2010, 05:03 AM // 05:03   #62
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Last night did a full UW run with 2 players (both ritualists spirits) and 6 heroes - I'm at work so don't have the full builds available but roughly builds were -

Player 1: Full Channelling rit, rest into Spawning, running SOS, channelling spirits, painful bond + technobabble
Player 2: Full communing rest into spawning running SOGM, + Vanguard Assasin

Hero 1: AOTL minion master - even though UW has a lot of non fleshies, the places that do have them - MM is very useful - eg 4 horsemen
Hero 2: Mesmer running interupter + PI
Hero 3: Soul Twist + displacement Ritualist, + spirits
Hero 4: RIT spirit heal
Hero 5: Wanderlust + earthbind necro + other spirits
Hero 6: Earth Ele

No hard bits really, we had our Ele die once - no deaths apart from that even at Dhuum.

Did take a while, and only cons used was a moral boost at the start

Normal mode though - might work in HM but would definitely need cons - will get the full builds and tactics for the quests up in a couple o days
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Old Jul 01, 2010, 04:10 AM // 04:10   #63
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Done!

This night, a friend (Danny Assasin) and me do it in 1:51. Now, we are thinking in do it in less than 1:30.
We do it with the heroway post on pvx, but change the SoS human for one hero, and minor changes on skills.
Hm is, imo, a bit hard with this builds, because they have +7 regen, atack faster, etc...




EDIT: Done in 77 min. Thinking about do it in less than 1 hour.



Gl all


PD: Sorry for my bad english, i only know the english i learn in the school, and that was few years ago XD

Last edited by Argaen; Jul 04, 2010 at 05:27 PM // 17:27.. Reason: more info
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Old Jul 07, 2010, 06:00 AM // 06:00   #64
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Argaen:

Care to share what you are doing to get it done so quickly? I've done a couple runs with the hero team, with the second run being around 3 hrs. Would be interested to know what build mods and tactics changes you used - if you wouldn't mind sharing. I'd also be curious to know if there were some special tactics you were using to get through the quests quickly, since I'd wager that is part of how you have been able to speed the process up. Thanks!
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Old Jul 07, 2010, 10:55 PM // 22:55   #65
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After a few false starts at 4H quest, me and my girlfriend managed to complete UW in hard mode with 6 heros.

We changed the SF tank to an E/mo bonder, and the DwG rit for a fevered dreams necro.

Also we changed the necro rit for a Bsurge Para. Unusual I know

Most of the other builds are the same as the nm heroway on PvX.

It took 3 hours 19m , with a meal break and a few bathroom breaks.

We took a cautious route through missions doing the harder ones first, like 4H etc, rather than the most direct order.

As it was our first time completing it, we used a full conset at 4H, Pits and Wastes, as well as more personal cons at dhuum himself.

We think a couple of skills can be changed here and there, but it's possible to do UW HM with heroes, without shadow form involved.


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Old Jul 08, 2010, 08:28 PM // 20:28   #66
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Nicely done chullster!

Completing it with a Emo bonder really makes the process much easier, especially when you add the bonding to the protection offered by the prot Rit. Most importantly, having a human bonder allows the targeting of NPCs, to keep the ghosts and keepers alive (sometimes a challenging prospect during the Pits quest and 4H). Having done it with a hero Emo a couple times, I can attest to the increased difficulty of having to micro heros to make sure that they heal/protect the NPCs. In one particular instance the hero healers completely refused to heal the NPC ghosts during the Pits quest, even while I was micromanaging their skills (the healers were in range of the ghosts, I had the ghosts targeted, and they had plenty of energy, but for some odd reason they simply refused to cast on the ghosts - it was one of the oddest things I have seen).

One thing that is nice about the Heroway build is that it seems to have lots of possibilities for variation. The Perma puller is helpful (especially for quests like Unwanted Guests), but most certainly not needed (all of my completed runs through Dhuum have been without a perma). The key requirements appear to be: 2 Mesmer interrupters (choosing between Keystone, Psy Insecurity, and Panic), 1 party wide protter (either Rit or Para), 1 UA monk, and at least one other character providing some healing (such as the standard SS necro hero with healing skills, an Emo bonder, etc.). The remaining 3 are really variable, and can include numerous options, such as SoS (probably the most valuable of the damage dealers), Glaive, Perma, as well as lots of other damage dealing alternatives (I have had fun running a RoJ in this role to make easy work of skeletons, but I can easily see possibilities for every profession). Accordingly, it looks like it is finally possible for people to be able to take all of their characters through the UW, thanks to this team config.
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Old Oct 03, 2010, 08:59 AM // 08:59   #67
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Congrats to all who have 2 man UW with Hero's It gives me hope that my hubby and I will get there
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Old Oct 14, 2010, 03:43 PM // 15:43   #68
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I'll share my own experiences here, this will mostly be a C&P job though.

Me and my bro did UW in normal with 6 heroes some time ago. It took us a 4-5 tries because we didn't know most of the quests and there is only so much knowledge you can get from the wiki. You basically try and fail until you get it right.

We didn't use consets except for Dhuum. We didn't want to **** up there.

The team setup was:

- Me, a sword warrior with the generic PvE skills (it certainly wasn't optimal for UW)
- My brother with his RoJ monk with Summon Ruby Djinn, Assassin Support and Vampirism
- 3 Spiritway heroes (MM-protector, SoS-healer, SoGM spirit spawner)
- 2 RoJ monk heroes with some healing capabilities
- 1 earth magic anti-melee hero with Eruption, Ward Against Melee, Unsteady Ground, etc.

Once we got the quests figured out, they were not particularly difficult except for the Four Horsemen. In 4H, we started off by placing spirits to 2 of the 4 spawn locations to delay the attacking groups. Then we accepted the quest and killed the remaining two groups quickly on each side. After being overwhelmed, we regrouped near the Reaper from where we finished them off as they arrived. This tactic seemed to work most of the time.

When we got to Dhuum we spread out in the center of his sanctum, and the healers could keep up with the damage he did to the party. We used a conset here for safety, but it should be manageable without one as well. Heroes in ghost form automatically use the Encase Skeletal skill which can cause your party to be overwhelmed, so it's best to disable it if a hero turns into a ghost.

If you're giving UW a try with heroes, keep in mind that it is the most difficult elite area in Guild Wars and even if you do know every quest inside and out, you may still be sent back to town a couple of times before going through.
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Old Oct 15, 2010, 09:22 AM // 09:22   #69
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Did it yesterday with a friend. I was hb,he went war endurance.
Heroes were earth ele,panic mes,ritual lord with comm spirits,roj,prot and ua.

Took us 2h, we did 4h and wastes quests 1st since those are the hardest.Rest was c-space.

At dhuum we balled at the gate and almost perma kd'd him.
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