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Old Jan 26, 2006, 07:01 PM // 19:01   #1
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Default New UW Complaints

I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.
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Old Jan 26, 2006, 07:18 PM // 19:18   #2
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Fire nukers are in fact very effective in the new UW! First use mantra of ... (forgot the name, against interrupt), then meteorstorm the scyths. 2 E/ME firenukers can make things real easy in the new UW.

As for ranger, the new UW is a good place for trapping, but I prefer to have interrupt in the team. One ranger can disable to chaos wurms, making them real easy for the rest of the team.
(Also, expertise will reduce the amount of energy used for setting traps, use spirits like EW and QZ for more traps)

And as for it being jard to fins a team, finding a good PUG is always a problem. Guilds and friends are an easy solution to this.

Hope this helps!
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Old Jan 26, 2006, 10:08 PM // 22:08   #3
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Well, thats the challenge, you do not want a high level area to be a walk in the park do you?

Also I think Anet filled the place with mesmers so people wont be able to solo it.
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Old Jan 26, 2006, 10:47 PM // 22:47   #4
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Don't expect for traps to take less time to set, that would mess up PvP and god forbid that happen
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Old Jan 27, 2006, 01:21 PM // 13:21   #5
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Its great that Anet has made an area which really does make good use of the Mesmer and Ranger (I am thinking more here of interrupts rather than traps). However, it still amazes me how few PUG groups are advertising for Mesmers to join their parties. Guess they haven't learned!

I play mostly Mesmer and Ranger, and it is my Ranger I take down to FOW. But it is my Mesmer that I take to this new UW. There are several Mesmer builds that would be successful here, but I have found one that I like the best: empathy, clumsiness and ineptitude (elite) against just about anything that can attack but is very useful against the grasps, two spell interruptors (the one that gives me energy and the one that does damage) and that ether spell (can't remember full name) for self-healing, and rebirth since I have a Monk secondary.

I have completed this new UW with this Mesmer and henchies only several times already, and so I for one can vouch for the usefulness of a Mesmer here. The "friends" groups I have been in have also done well, and here we usually have had 2 mesmers in the group plus a trapping ranger.

What I am curous about is how well the groups do that stick to the more traditional group composition of "lots of warriors" plus "lots of monks" plus "lots of nuke elementalists".
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Old Jan 27, 2006, 01:42 PM // 13:42   #6
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The reason I believe people don't choose mesmers is because they rather have the necro/meser to Spiteful spirit and interupt.

I go with the same group a lot and here's the set up.

W/R -The tank
N/mo - MM
N/Me - SS
Mo/? - SB heal/prot
Mo/? - Full healer (would be me)
Mo/? - Prot/Heal
E/me - Nuke
E/me - Nuke

This group works pretty well sense most of us are already on and decide to group up for a run. We go in, and come out in about 1hr 30min.
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Old Jan 27, 2006, 01:49 PM // 13:49   #7
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2 Warriors, 2 Monks, 1/2 Necros, 2/3 Rangers.

Can go in and come out within 40 minutes.
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Old Jan 27, 2006, 02:31 PM // 14:31   #8
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They added a high level area that actually requires teamwork... in this... multiplayer game.... oh nos!
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Old Jan 28, 2006, 01:58 PM // 13:58   #9
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Quote:
Originally Posted by Sekkira
2 Warriors, 2 Monks, 1/2 Necros, 2/3 Rangers.

Can go in and come out within 40 minutes.
1 W/Me
5 R/Mo
1 N/Mo
1 Mo/N

The best we did was just over an hour. I'd like to be in your group one time. I can do the N or the R very well.
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Old Jan 28, 2006, 04:34 PM // 16:34   #10
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Quote:
As for ranger, the new UW is a good place for trapping, but I prefer to have interrupt in the team. One ranger can disable to chaos wurms, making them real easy for the rest of the team.
(Also, expertise will reduce the amount of energy used for setting traps, use spirits like EW and QZ for more traps)
I use the interrupt technique with Barrage. That elite is always a good solution to a horde of monsters!
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Old Jan 28, 2006, 04:59 PM // 16:59   #11
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At first UW seemed hard, but after a while we pulled through and actually made it to the end. The interupts I really did not see as a problem since the level is probably designed with some kind of challenge.

All I can say is that those worms look amazing! (ironically)
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Old Jan 28, 2006, 05:16 PM // 17:16   #12
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I think Storm Mages need to get some loving, along with the Earth/Water Mages!!!!

I was in a beautiful team

3 Storm Mages (E/Me)
1 Ward Mage (E/Me)
3 Monks (Heal, Prot and Heal)
1 Necro (forget)

*Druels* - Great combination there.
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Old Jan 28, 2006, 05:42 PM // 17:42   #13
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Pfft. HOH UW is a domination mesmer's paradise. I can steal spells off of the enemies and turn it on them at full power, and then e-deny and interrupt them all to hell. Since I only ever use my secondary for the elementalist glyphs, the Fingers of Chaos doesn't bother me. My mesmer is usually the last to die in a fight in HOH UW, and always topped off on energy after a mob encounter (whereas everyone else is crying for Blood Ritual or BiP).

Empathy
Wastrel's Worry
Arcane Thievery
Power Spike (or Res Sig, since you can just AThieve it off the Dream Riders)
Power Drain
Guilt
Mantra of Resolve
Glyph of Renewal (or Echo; Echoing AThievery is also pretty effective)
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Old Jan 28, 2006, 07:28 PM // 19:28   #14
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I'm giving up on Tombs for now. It's just too frustrating. Yesterday I went with three different PuGs. Everytime people started dropping out when we were about 1/2 thru the second level. I even advertise, "LFG that has time to finish," or something to that effect. I know, "go with Guildies." Well, I'm the most active person in my Guild and it's very small. I can't leave it though. Don't ask why. It's personal. I'm just tired of it and the idiots I seem to be lucky enough to get stuck with. I've probably been 10 or more times, but have only finished maybe 3 or 4 because of the jackasses who can't seem to finish what they start.
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Old Jan 28, 2006, 08:16 PM // 20:16   #15
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Quote:
Originally Posted by Xenrath
They added a high level area that actually requires teamwork... in this... multiplayer game.... oh nos!
Of course! To force people into teams! Having a bad day? dont want to team with players, and use henchies instead? Want to try out a build without ticking off teamates, or having people leave party due to failure(s)? GOOD LUCK! I dont mind teaming, but you should ALWAYS be able to "solo" an area with henchies, if you play it right.
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Old Jan 29, 2006, 01:19 PM // 13:19   #16
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Quote:
Originally Posted by Energizer Deth Buni
I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.
learn to stay back...i have no problems with my old echo nuker
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Old Jan 29, 2006, 04:17 PM // 16:17   #17
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Quote:
Originally Posted by Energizer Deth Buni
I have noticed that the new UW has an excessive amount of interrupting enemies. I am wondering if this is the designers way of increasing Mesmer use in the game? Also trapping seems to work well.. but Rangers take forever to set traps... I say we push for increase cast time on traps, maybe decrease energy costs. I really quit playing my ranger at about 17 because it was hard to find groups except for maybe THK, trapping seems to be unpopular.

First Eles got Neutered with the AOE nerf and now they cant get a cast off in the new UW. How come enemies run from Meteors but dont stop attacking with Spiteful on them? I stop attacking when I have Spiteful on me in FOW... not that I go anymore.

Anyway it seems as far as the designers making chars all useful, I find myself only playing my 2 Necros and 2 Monks... (I have 2 accounts).

Anyway feel free to drop some successful party builds you ve done for the new UW here.
If you take Mantra of Resolve (Mez spell), you won't be interrupted. It's what my nuker takes and she always gets her spells off because of it. It's very handy...and funny watching everyone around you get hit with interrupts as you're casting away.
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Old Jan 29, 2006, 04:26 PM // 16:26   #18
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Quote:
Originally Posted by WoodyDotNet
If you take Mantra of Resolve (Mez spell), you won't be interrupted. It's what my nuker takes and she always gets her spells off because of it. It's very handy...and funny watching everyone around you get hit with interrupts as you're casting away.
Seconded!

I use it on my Monk.. its like a gift from heaven :P

I can't understand why no one uses it

Especially most nukers, or necros.
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Old Jan 29, 2006, 04:31 PM // 16:31   #19
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Quote:
Originally Posted by WoodyDotNet
I'm giving up on Tombs for now. It's just too frustrating. Yesterday I went with three different PuGs. Everytime people started dropping out when we were about 1/2 thru the second level. I even advertise, "LFG that has time to finish," or something to that effect. I know, "go with Guildies." Well, I'm the most active person in my Guild and it's very small. I can't leave it though. Don't ask why. It's personal. I'm just tired of it and the idiots I seem to be lucky enough to get stuck with. I've probably been 10 or more times, but have only finished maybe 3 or 4 because of the jackasses who can't seem to finish what they start.
Go with us then, we got a good group together of about 6 core players and we are always happy to take someone along who has the time, patience and intelligence to play the game properly.
If I'm online look for Sir Samuel, we enjoy taking good players with us, most of PUG's are either unbalanced or full of idiots who havent got clue what to do when faced with a real challenge.

We do a Tombs run pretty much daily, yesterday we did 3, if we get greens we generally trade them amongst each other (as in swap) or simply give one to someone who didnt get any. None of us are desperate for cash or greedy, just enjoying the challenge and the fun of playing this area with a good bunch of players.
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Old Jan 29, 2006, 04:38 PM // 16:38   #20
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I'd like to try that sometime, give me a PM if you ever see me online
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