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Old Jan 19, 2006, 11:13 PM // 23:13   #1
Lion's Arch Merchant
 
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Default We need a good build for tombs.

I am not sure if this is the right board for this topic. But I have been at it all day, and people are acting like when the game first came out, grab 8 people and jump in completly unaware of strategy or build compisisition. Normally they run in take out the first patrol in underworld, although a bit rocky. Then they go for the group on the bridge causing a 4 insanity group to flank the rear, monks die, warriors get killed, impatient people leave rince and repeat.

Three groups I have been in have made it to the second stage, one got beat at the third group. the other made it to the worms, and then a monk disconnected. The third group were HENCHMEN! I thought that the game had been around long enough to make the peopel a little bit better.

Most groups are taking the 5 man sorrows furnace gear build in, one problem no gear, and the warrior has to know how to body block, half the time these groups fail because they went for one group and got snuck up on, or the insanitys broke agro and went for the soft targets.

We need to put our heads together and make a team build thats solid. I hope that this new tombs is hear to stay, but if its just a weekend thing then we gotta burn some midnight oil hear.

P.S: Gaile if you read this can you tell us if Anet is leaving this new battle grounds in the game, or if its just a weekend thing. please.
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Old Jan 19, 2006, 11:15 PM // 23:15   #2
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The place needs a better name.

Tombs doesn't fit (cause confusion with the PVP tournament), and nor does Underworld. (cause confusion with the real UW).
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Old Jan 19, 2006, 11:19 PM // 23:19   #3
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Quote:
Originally Posted by Kakumei
The place needs a better name.

Tombs doesn't fit (cause confusion with the PVP tournament), and nor does Underworld. (cause confusion with the real UW).
Agree with this. Say to anyone on guild chat, come to the new UW with me. And they start telling me to shut up we don't have favor. Shut up, UW isn't in tombs. Generally to stop being stupid. Glad I got at least one to come, so he could back me up...

Yeah, waiting to see what works good down there. Tried being a MM, but I feel like they just keep aggroing too much than we can handle. You definately need something to interrupt those mesmers at the begining. Hex removal looks like it would help. I haven't made it very far, so thats all I can think of now.
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Old Jan 19, 2006, 11:21 PM // 23:21   #4
JR
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Quote:
Originally Posted by Kakumei
The place needs a better name.

Tombs doesn't fit (cause confusion with the PVP tournament), and nor does Underworld. (cause confusion with the real UW).
Well what was Tombs is now 'Heroes Ascent', so not much confusion as long as people to call things by their new names. Confusing the new PvE Underworld with the one reached from ToA might be a bit of a pain though.

As to the OP, any decent balanced group can do it if you are just carefull with agro. The problem is finding decent players.
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Old Jan 19, 2006, 11:27 PM // 23:27   #5
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ok, my one and only attemptwas a 8 man group 2 ele 2 monk 3 war and a necro. Made it to thru the 3rd stage to the forth then we lost an ele and a monk. The Worms make it a little difficult cause when you get with in there seige range they pound you in groups of two. Didn't make it to them to take them out after 20 minutes. But it was fun while it lasted. Don't have a good suggestion for the 4th stage, but the other three was just go slow and take it one group at a time.
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Old Jan 19, 2006, 11:45 PM // 23:45   #6
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I've been trying this with my N/Me most of the day, and am still yet to make any real progress (woo, I killed 2 groups ) I really don't have a clue what skills to take, since I don't want to change from Blood. I mean, most of the enemies are hitting for over 100 easily, so I don't last long

I'm never getting a new green
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Old Jan 20, 2006, 03:13 AM // 03:13   #7
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Just finished it with PUG.

2 Ele, 2 Mes, 2 Warriors, 2 Monks.

After 2nd part, 1 monk never loaded so we got stuck with single healer.

Things that worked for us:
- Patience (1 group at a time, wait for regen)
- Tank that could hold agro, or block stairways/choke-points
- nukes are vital (glyphed and echoed), glyphed worked very well
- Monk that stayed behind
- If things got rough, survivors ran back, lost agro, rezzed 1 by 1
- 3 hours time
- Ward against melee proved useful, since it relieves the healers from aegis.
- For groups that patrol in circles (2nd and last stage), pull from behind
- Patience

What we lacked:
- More interrupters, archer would be really nice (against wurms especially)
- More protection against interrupts (that place is very enchant/caster unfriendly)
- Battery, regen was really time-killer

Map is designed in such a way, that with a little caution, pulling and tanking is never a problem.
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Old Jan 20, 2006, 04:16 AM // 04:16   #8
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i've been in 2 groups so far.
1st one made it halfway thru the 3rd stage before half the group left, 2 hours
2nd group made it to the 4th stage (HOH) before a silly war aggro'd a huge mob and we all died because there was no where to run

i use my uw heal monk setup - prot spirit, woh, orison, breeze, seed, rebirth, ess bond, sprint
in the future i'll probably try switching out seed and ess bond

my first pug consisted of:
3 mo - 2 heal/1 prot/bond, 1 ele nuker, 1 bip/wob/ss necro, 3 wars

2nd pug (4 were from the same guild):
2 heal monks, 2 rangers (both interrupt/1 trapper), 2 necro - (1 ss/1 blood/bip/wop), 2 war


here's what i found works:

- patience, retreating, don't pull to casters
- necro wells, plenty of corpses
- traps seem to work very well in tight quarters
- interrupters for those darn wurms, and terrorwebs
- bip for emergencies and for necro/ele regen
- wars that know how to manage aggro and don't charge in stupidly .. although you have one of those "i'm invincible!" ones in every group it seems
- pull small patrols one at a time
- remember where the chaos mobs spawn from the ground and the wurms as well
- monks and casters who do not need line of sight to cast, if there are multi-level areas, put yourself on a different level from the mobs. eg, if the wars are attacking on a bridge, go to ground level (cleared area of course) and keep who your are targeting on the edge of aggro

things about mobs to be aware of:
chaos mobs use "finger of chaos" -
for 5 sec, strips enchants from monks, interrupts eles, hits wars w/ conditions, removes necro hex, ignores ranger stances, forget what it does to mesmers

don't use enchants (eg. breeze, mending, bip, br, auras, etc) on low hp party members around dream riders, they shatter enchants for about 100 dmg each and they do it fast. in these cases i just spam orison & woh and the occasional ps on a caster locked on by a terrorweb

don't stand in a cluster vs the terrorwebs, and casters stay back


- it's not too tough and actually easier than the real UW i've found
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Old Jan 20, 2006, 04:46 AM // 04:46   #9
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i did it with henchies, and so far so good. didnt get far but got 1-2 purples.

are the ecto drops greater in the Tomb UW, or the real UW?
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Old Jan 20, 2006, 04:51 AM // 04:51   #10
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This is a zone where rangers and mesmers will REALLY come in handy...they weren't quite so popular in ToA guilds.
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