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Old May 23, 2006, 01:17 PM // 13:17   #1
Lion's Arch Merchant
 
Join Date: Nov 2005
Location: Germany
Guild: Force of Arms [FoA]
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Default Kurzick Elite Mission Ideas

I resently have been attemping the kurzick elite mission (I don't remember the name, I hope that there is only one so that this doesn't confuse anyone.). I have tried this mission twice, the first time, I was in a group and someone was a rage quitter. In his rage quit, he more or less aggroed ~40 lvl 28 baddies and my group was wiped out. THe second time was a bit better, we made it to the 6th level. I didn't really have a chance to go much further than that. We found a chest (that was one of our main goals as a group) and some people who I was with had to leave.

From my two experiances, I have come up with an idea on a team build.

-2 Stance tanks (General Aggro control)

-3 trappers (These guys are the main damage dealers. Traps are very effective on this mission)

-3 monks (maybe 1 bonder or the tanks. I didn't see much enchantment hate, so this might work)

-2 Ele Nukers (Secondary Damage Dealers)

-1 mesmer (Use as Shanaeri Rynale says below)

-1 SS necro (The groups LOVE to bunch up. Massive AoE damage from SS)



I'm not going to give all the skills and attributes for those builds b/c I don't know them. Those are more or less cookie-cutter builds that most people will be able to play with.

How this build works. The trappers will run ahead (not really ahead, but to the front of the group). Once they have their traps up one sets up EOE. A warrior then runs ahead and pops up the pop-ups, or aggros the next group of enemies. The traps good off and will most likely kill the enemies triggering EoE and a massive chain of deaths. If the trapps don't kill them (Which is unlikely b/c with one trapper, my group had no trouble killing the enemies), then the tanks throw up their stances (Glad's defence) first, and block the path protecting the casters. While that is going on, the nukers are going to be doing their thing.

This is just a rough idea, I haven't tested it yet, but I will the next time I can get a group together willing to try this out. If anyone wants to try this out with me, I will be leading a group this weekend. PM me or whisper to me in game (My name is Sic the Beast) if you are willing to help.


Sicarius

Last edited by S!carius; May 23, 2006 at 05:01 PM // 17:01..
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Old May 23, 2006, 04:36 PM // 16:36   #2
Desert Nomad
 
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Sounds ok, but dealing with urgoz may be a problem

Here's a snippet from the mesmer's guide I did, which may help..

URGOZ

Go through the door and rush the -15 Degen tree. Go over the bridge and kill the other trees and mobs. The door will then open and you will be faced with Urgoz himself.



Ok, now it gets serious. Urgoz is the guy in the middle. He is protected by two lvl 30 Guardian wurms.

Surrounding Urgoz are spawns of what look like spirit Shephards. These do not move, but spawn around you and explode 5 seconds later with 300 damage each.

These will be your biggest hurdles using trappers for damage

Urgoz himself uses a bow attack and casts binding chains. This is bad news if you are near the mines.

The Guardian worms are very resistant to physical damage, cast scourge healing and Jamils gaze.

Dealing with Urgoz.

The first thing to learn to do is to deal with the pop ups. The best way is to cast, wait for a pop up. Move out of its way, cast then move. Wait for the first one to die and move back into the space it makes and repeat. With some practice you should be able to do it. Use the safe area to the left to make sure you get it right. Whether your team wins or loses will depend a lot on your ability to do this(no pressure right)

If/When you are hit with binding chains, walk away, in one direction only from the pop ups until it wears off. If you are lucky you’ll escape.

Split your team into 2. Youself and the ranger take on worm(we went for the right side one). The rest go to the left.

If running rangers make sure they carry interupts

The worms use Scourge healing and Jamils gaze. Jamils gives a huge heal for a ¾ second cast time and 3 second recharge,, with the kiting that’s needed just to stay alive, mixed with the random casting of it, trying to interrupt it is almost impossible. You may hit one, but you need to hit ALL so the other group stands a chance of killing the other. If you have a sup fast cast rune, equip it.

All is not lost. That’s why we bought AC, Diversion and an interrupt ranger as backup. Any kind of lag here and no matter how good you are, it gets 100% harder.

Basically your job is to shut down the worm while the other group pummel theirs. Cast AC and diversion on the worm and using power spike,ww etc keep it shut down as best as you can. You will get in a maximum of two casts before needing to move. While focussing on the worm, don’t forget about the pop ups.

With some luck the other wurm will die. Regoup to the safe zone and rez.

Now it gets easier, all onto the final wurm. Again use shutdowns to stop it healing.

Now we take on Urgoz himself.

Urgoz spams a special skill which cannot be interrupted or diverted. While kiting the pop ups, use as much damage as you can muster. Energy burn, echo empathy, and wastrels are ideal. Wastrels is a nice fire and forget in that you can cast it, kite then use another attack. By the time you have repositioned wastrels has hit(don’t ask me why his skill doesn’t cause it to fail but it doesn’t).

After lots of damage Urgoz will die and will drop 3 greens.



Use the teleport at the back and give yourself a huge pat on the back.
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Old May 23, 2006, 04:58 PM // 16:58   #3
Lion's Arch Merchant
 
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Thanks for the reply. So it seem that I might want to add a mesmer. But what to take out? I think that the minion master is needed the least in this mission. With the breaks between fights, the minions will just die.
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Old May 23, 2006, 05:04 PM // 17:04   #4
Desert Nomad
 
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imho 3 trappers are overkill
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Old May 23, 2006, 06:31 PM // 18:31   #5
Lion's Arch Merchant
 
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you may be right. But traps seem to be quite effective on this mission. At least from what I have seen.

What do you see replacing one of the trappers?
-Another monk isn't needed, well, shouldn't be.
-A Rit, only a channaling rit might be useful. Using spirits is a waste, as they will die as soon as anyone starts taking dmg.
-An assassin isn't really needed for this mission. They also will be to fragile, as 1 or 2 hits will kill them. I know assassins can be good, but you will be taking dmg too rapidly for either a heal, or to shadow step out.
-Another ele, that could be useful, but again not really needed
-Another warrior, also not needed. I think it would be a bad idea too, they don't do enough dmg to make it worth it. Plus 2 are enough to control the aggro
-A second SS necro could help, but I think one is enough as along as the trappers can take out the majority of the baddies.
-A second mesmer. It could be usefull, but I don't know the mesmer skill well enough to make a call on this.
-A MM necro wouldn't really help either.

I can't really think of a substitute other than another SS, a nuker, or a channeling rit. but as long as the trappers can take out the enemies, they would just be along for the ride not really doing too much. What about a Barrage ranger? maybe a R/e with a conjure flame enchant and a fire bow? or a R/Rt with weapon spawning skills ( I don't think that is what they are called, but I don't now the real name so I hope you get the idea).
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Old May 23, 2006, 08:09 PM // 20:09   #6
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I got to try Urgoz's Warren for the first time last night. It was a lot of fun, more fun than The Deep imo. Unfortunately, three people left before we died at the arrow bridge.
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Old May 23, 2006, 08:37 PM // 20:37   #7
Lion's Arch Merchant
 
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that arrow bridge is a fun spot. I'm glad that they didn't make the fire flowers interupt you. <-- that would really piss me off
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Old May 23, 2006, 08:52 PM // 20:52   #8
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The biggest suggestion I have is not to take any noobs.

I am serious here. The people you take should have an understanding of the class they are playing and their roll in the team.

One of my favorite things to do used to be grabbing a PUG for FoW. This lead to some seriously horrible experiences... none of which compare to URGOZ with a group of noobs.
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Old May 23, 2006, 11:22 PM // 23:22   #9
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what is the name of the kurzick elite? i have been camped out in the luxon elite mission area for about a week now, once i get bored of that i will head over to the kurzick one

also, i love how elems are now secondary dmg dealers
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Old May 24, 2006, 12:39 AM // 00:39   #10
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I personally like using a Ritual Lord over bonder.
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Old May 24, 2006, 08:15 AM // 08:15   #11
Desert Nomad
 
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Quote:
Originally Posted by S!carius
-2 Stance tanks (General Aggro control)

-3 trappers (These guys are the main damage dealers. Traps are very effective on this mission)

-3 monks (maybe 1 bonder or the tanks. I didn't see much enchantment hate, so this might work)

-2 Ele Nukers (Secondary Damage Dealers)

-1 mesmer (Use as Shanaeri Rynale says below)

-1 SS necro (The groups LOVE to bunch up. Massive AoE damage from SS)
ive tried the mission once, and we got to urgoz himself. as it was a first try for the larger part of the party, we werent prepared for him, hence we couldnt kill him ^^

we had :

4 w/mo with cyclone/triple chop and some support skills
3monks
1necro with orders
1 mm (shouldve been SS)
2 rangers with barrage
and one more player that i cant remember, was probably a 5th w/mo

if we had a renewal nuker for that last spot, i think we couldve killed urgoz too... however that was a while back, im not even sure if the wurms used any skills oO mightve been a bug and it got fixed, not sure.

the main strategy was to get the mobs all piled up and pinned against some terrain obstacle, and have the warriors with orders pwn them off ^^

might not be the most efficient way but it did seem viable back then, and was fun ^^ (i was one of the w/mos, getting the larger part of the screen with -80's or something IS fun ^_^

Last edited by fb2000; May 24, 2006 at 08:17 AM // 08:17..
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