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Old Feb 18, 2008, 08:13 AM // 08:13   #1
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Guild: Forever in Demand [FiD]
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Default Build help for UW Clearance

Today, myself and two guildies are planning to clear UW. I'm a warrior, one guildie is a ranger, and another is a necromancer.

So far, we've thought it out, and decided that:

Warrior = Knockdown w/ touch of guile + SoS
Necro = Virulence Epidemic
Ranger = BHA

SF Hero with WoWarding and MB&S.
Two Monk Heroes (Glimmer and SoD)
One support rt with shelter, union and restoration magic.
Fevered dreams mesmer with rotting flesh.

Right now, our main dilemma is how we'd be able to do the four hoursmen and the ice king quests, because of the whole ganking/power block scenarios. We've been thinking of adding in Spell Shield for the monks to micro once we're in the chaos plains, but at risk of a 6 second disable at the end of it.

Another approach would be to scrap the fevered dreams mesmer and to take a spiteful spirit hero with backfire, which was something that we were considering.

Any help would really be appretiated. ^^
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Old Feb 18, 2008, 08:29 AM // 08:29   #2
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Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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For the monks I'd go Word of Healing and Divert Hexes. You'll find SoD stops being useful after you've killed the aatxe as they're pretty much the only physical in the entire Underworld. The behemoths are rangers, but it's been a while since I was in a group that didn't just ignore them (since they don't drop ectos and can't chase). At most you'll need a single Guardian but I would lean in favor of relying on good aggro and Shield of Absorption for the first area. That and Enfeebling Blood on a necro.

Divert Hexes will rock the chaos plains where you can routinely expect a stack of hexes on everyone for a big heal. During The Four Horsemen, expect Wastrel's Worry, Diversion, and Mark of Rodgort. Coldfires will also being tossing hexes your way, expect stacks in the bone pits as well, and Glimmering Mark is fairly annoying for your warrior in the spawning pools. Basically everywhere you go you'll have a stack of hexes to clean giving you great use out of your elite.

Keep the BHA ranger, definately. Dazed is great to have during The Four Horsemen. Well, dazed is great everywhere.

I can't see the other conditions being too worthwhile down there. The most difficult groups of enemies are going to be the Mindblade Specters who a) aren't going to let you cast that much anyway b) are immune to most conditions. Actually quite a few enemies are fleshless down there (smites, charged blackness, dream riders, mindblades, graspings).

Ultimately it comes down to this; can you beat The Four Horsemen? If you can clear that quest you can clear the the ice king's quest as well. I would consider fitting in Ward Against Harm possibly. It can help greatly for both of those quests as you will be pinned against several terrorweb dryders. Remember during The Four Horsemen to kill the terrorwebs first as they have a much lower health value.
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Old Feb 18, 2008, 08:38 AM // 08:38   #3
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Location: Växjö, Sweden
Guild: Stop Stealing [agro]
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We usually go with 2 melees (D-slash, AoM or eviscerate) to be able to split up at four horseman, 1 SY para (a must to keep up against the dmg) and 2 healer monks, at least one with PS.
The rest can be caster damagers, (mark of pain SS necro, Dual attune rodgort spam) or just more paragons
A walk in the park.
i dont really find divert hexes useful for any place other than the chaos plains and maybe bone pits, but i didnt try that :P

Last edited by Akolo; Feb 18, 2008 at 08:46 AM // 08:46..
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Old Feb 18, 2008, 09:17 AM // 09:17   #4
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Guild: The Benecia Renovatio [RenO]
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Get the mesmer go to obs flesh etc with all that shit for the first time.
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Old Feb 18, 2008, 09:27 AM // 09:27   #5
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Run 1 monk, 1 necro, and 6 whatever.

Farming is serious business.

That said, Racthoh/Akolo pretty much have it summed up.
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Old Feb 18, 2008, 03:06 PM // 15:06   #6
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Guild: The Arctic Marauders[TAM] Former Leader and Officer | [SMS] Alliance
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As the others have said, don't worry to much about the aatxe, they're not your biggest threat. All you need is blind and/or weakness on 1 or 2 chars to shut them down. The real hassle is the four horsemen, so divert hexes is a great idea and so is daze. Not sure that the rit is such a good idea, a paragon with [skill=text]Hexbreaker Aria[/skill] and [skill=text]"They're on Fire!"[/skill] would be much better imo.

You don't really need that strong of a group to clear most of the UW, the only issue and true test of a party is the fourhorsemen.
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