Jun 11, 2010, 03:19 AM // 03:19
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#181
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Physway is a pretty fail team set up. It's a gimmick that fails very often by the very people who made it in Underworld. People can run all sorts of awful junk and pass, but it doesn't make it good.
Last edited by Cuilan; Jun 11, 2010 at 04:02 AM // 04:02..
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Jun 12, 2010, 12:51 AM // 00:51
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#182
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Wilds Pathfinder
Join Date: Apr 2006
Guild: [DVDF] Gp
Profession: Me/A
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Aohm on the OP listed scythe bars? wut? yano, cos its fits perfectly with the orders bot xDwink Or is there a really good reason for it to be there? .........
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Jun 12, 2010, 09:43 AM // 09:43
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#183
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by maxxfury
Aohm on the OP listed scythe bars? wut? yano, cos its fits perfectly with the orders bot xDwink Or is there a really good reason for it to be there? .........
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They shouldn't really be there; Arrogant's just a lazy RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO. They need to be changed.
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Jun 12, 2010, 01:00 PM // 13:00
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#184
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Wilds Pathfinder
Join Date: Apr 2006
Guild: [DVDF] Gp
Profession: Me/A
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Just with the moaning on pvx about the crap bars ppl were putting in variants, then reverts and been sent here for alt phys bars :P i found it kinda funny that the ones here were borked too :P
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Jun 12, 2010, 05:59 PM // 17:59
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#185
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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I know what you mean. It's come to a point where we need to start making compromises and less guess-work/theories. The idea's been planted, and now it's time to see what they do with it.
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Jun 12, 2010, 08:48 PM // 20:48
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#186
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Lion's Arch Merchant
Join Date: Mar 2010
Location: On the interweb. n__n
Guild: Desolation Lords [DL]
Profession: A/W
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Quote:
Originally Posted by Cuilan
Physway is a pretty fail team set up. It's a gimmick that fails very often by the very people who made it in Underworld. People can run all sorts of awful junk and pass, but it doesn't make it good.
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Just because you can't run this build doesn't make it bad. Besides, you are from [KISS] so anything you say is invalid.
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Jun 12, 2010, 10:50 PM // 22:50
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#187
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Jungle Guide
Join Date: Jul 2009
Location: My mother's basement.
Profession: Me/
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Quote:
Originally Posted by Myotheraccount
Just because you can't run this build doesn't make it bad. Besides, you are from [KISS] so anything you say is invalid.
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Word, lol.
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Jun 13, 2010, 02:22 AM // 02:22
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#188
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Grotto Attendant
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Did a run last night with Aina, Cuilan, and 5 PUG people. Went surprisingly well for a PUG and surprisingly not-super-slow (1:50) considering that it was a PUG and featured quite a few delays on account of the retard and one sin discoed with 3 or 4 quests to go. Few things of note:
1. One retard aside, PUG people were surprisingly decent -- even the guy who had never finished UW before. Everyone always complains about PUGS, but this one gave me a little hope.
2. Putting the SoS back in makes a ton of difference. Everything that involves mindblades is much easier with a bunch of Clumsy-proof spirits hacking away while your sins are doing a boatload of DPS to themselves and not so much to the mindblades. It also allows you to do the 7-1 split for 4H if you like, or a very conservative 6-2 split. It also makes mountains faster and easier if you happen to get a blocked path.
3. Aina made the sins (or at least most of them, I wasn't sure) take IAU. That went a long way towards solving the problem with noob/sloppy sins getting stuck in meteor showers.
4. Shadowstep on a sin or two makes UWG much easier.
5. I've said several times before that the run from Plains to Pools is way too risky for the time it saves. The better alternative in my mind (which worked fine last night) is to: kill the wailers, kill the horsie, immediately push forward into the pops so that the spawns from the horsie don't aggro to you, kill the pops, kill the patrols, pull and kill the wailers, run past the horsie to the dryders. Adds maybe one or two minutes while being 1000x safer.
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Jun 13, 2010, 08:59 AM // 08:59
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#189
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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They're getting better. Either that or the bad players have already given up... /ponder
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Jun 13, 2010, 01:26 PM // 13:26
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#190
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Wilds Pathfinder
Join Date: Apr 2006
Guild: [DVDF] Gp
Profession: Me/A
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Quote:
Originally Posted by HigherMinion
They're getting better. Either that or the bad players have already given up... /ponder
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The bad ones are still running Burning speed in sc's >;P and the cool kids are playing "balanced"* way again :P *well its more balanced that a team all soling different places :P
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Jun 13, 2010, 06:00 PM // 18:00
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#191
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Ascalonian Squire
Join Date: Jan 2007
Guild: You Thought We Got Dhuumed[iBot]
Profession: W/
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Quote:
Originally Posted by Chthon
Did a run last night with Aina, Cuilan, and 5 PUG people. Went surprisingly well for a PUG and surprisingly not-super-slow (1:50) considering that it was a PUG and featured quite a few delays on account of the retard and one sin discoed with 3 or 4 quests to go. Few things of note:
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I was the sin who discoed "Panthor Temporary"
Hope to get a run with you again. Pugging makes me want to cry.
Baddie ER's. Clueless Necros and SoS rits that insantdie on 4h split.
But love this teambuild when it's with people that can play their bars.
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Jun 14, 2010, 12:42 AM // 00:42
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#192
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Ha. I see you got the name changed at last. Now to get some of those faggy builds updated! =)
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Jun 14, 2010, 01:06 AM // 01:06
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#193
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Lion's Arch Merchant
Join Date: Aug 2009
Location: Your mom's house
Profession: E/
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Quote:
Originally Posted by HigherMinion
Ha. I see you got the name changed at last. Now to get some of those faggy builds updated! =)
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Too lazy. You or someone else do it and PM me links.
K THX BAI
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Jun 14, 2010, 09:50 AM // 09:50
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#194
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Oak Ridge Boys Fan
Join Date: Jun 2007
Profession: E/P
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Quote:
Originally Posted by Chthon
Did a run last night with Aina, Cuilan, and 5 PUG people. Went surprisingly well for a PUG and surprisingly not-super-slow (1:50) considering that it was a PUG and featured quite a few delays on account of the retard and one sin discoed with 3 or 4 quests to go. Few things of note:
1. One retard aside, PUG people were surprisingly decent -- even the guy who had never finished UW before. Everyone always complains about PUGS, but this one gave me a little hope.
2. Putting the SoS back in makes a ton of difference. Everything that involves mindblades is much easier with a bunch of Clumsy-proof spirits hacking away while your sins are doing a boatload of DPS to themselves and not so much to the mindblades. It also allows you to do the 7-1 split for 4H if you like, or a very conservative 6-2 split. It also makes mountains faster and easier if you happen to get a blocked path.
3. Aina made the sins (or at least most of them, I wasn't sure) take IAU. That went a long way towards solving the problem with noob/sloppy sins getting stuck in meteor showers.
4. Shadowstep on a sin or two makes UWG much easier.
5. I've said several times before that the run from Plains to Pools is way too risky for the time it saves. The better alternative in my mind (which worked fine last night) is to: kill the wailers, kill the horsie, immediately push forward into the pops so that the spawns from the horsie don't aggro to you, kill the pops, kill the patrols, pull and kill the wailers, run past the horsie to the dryders. Adds maybe one or two minutes while being 1000x safer.
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Here's the reason IAU is invaluable even in a good team: there are lots of good ways to dodge MS in controlled circumstances, but even skilled assassins will end up getting knocked down here and there. UW is long; Terrorwebs feature in every area, especially Pools; peeps get bored. Even if they stop being lazy long enough to avoid wiping on an unlucky 4HW fight, I can feel the aggravating slowdown when A/Ws are on the ground and not killing.
From what I've seen, PUG rits, necs, and imbasins all far surpass the (admittedly very low) requirements for easy, failproof UW runs.
Granted, their ERs can't even keep bonds up long enough to vanq Dalada Uplands, let alone do Mountains..
Comments on the run:
#1: You're very good. It's hard for the team to fail if both ERs know the basics of the build. It's also nice not to have to bond 5-6 in a vain attempt to keep your partner from losing his :-)
#2: After seeing the Rit hold 4HW so well, I want to know how possible it is for one ER to do the whole thing. Obviously unreliable without a solid rit, but would be fun to try.
#3. Plains is probably just a matter of the team sticking together. Like most cases, fails happen when people are out of heal range, running around and not attacking, or otherwise fubaring themselves tactically.
Last edited by Malician; Jun 14, 2010 at 10:03 AM // 10:03..
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Jun 14, 2010, 11:03 AM // 11:03
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#195
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Lion's Arch Merchant
Join Date: Aug 2009
Location: Your mom's house
Profession: E/
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4h without the rit stalling is extremely variable since the nerf to cons (can't reapply bonds fast enough).
The original strategy was the secondary ER keeping the rit alive solo, which worked well up until now. Before the update, I only failed using that strategy once because a PuG necro panicked when he saw me keeping Reaper alive solo (his first reaction was to aggro everything and draw them towards me :/)
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Jun 14, 2010, 11:58 AM // 11:58
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#196
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Lion's Arch Merchant
Join Date: Jul 2008
Profession: Mo/
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Fail Physway in underworld just now
because a A/W didn't knew that if you kill certain dreamrider, mindblades pop. and that if you kill those mindblades, more will pop.
This is very annoying with only 3 ppl alive.
lesson learned: do not take anyone with "Shana" in his IGN.
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Jun 14, 2010, 08:04 PM // 20:04
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#197
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Oak Ridge Boys Fan
Join Date: Jun 2007
Profession: E/P
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Quote:
Originally Posted by Arrogant Bastard
4h without the rit stalling is extremely variable since the nerf to cons (can't reapply bonds fast enough).
The original strategy was the secondary ER keeping the rit alive solo, which worked well up until now. Before the update, I only failed using that strategy once because a PuG necro panicked when he saw me keeping Reaper alive solo (his first reaction was to aggro everything and draw them towards me :/)
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No, I meant just the rit holding Reaper while the single ER stayed with team. Easily possible considering that we used to have rits hold the Reaper alone back before Plains was made easier.
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Jun 14, 2010, 10:54 PM // 22:54
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#198
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Malician
No, I meant just the rit holding Reaper while the single ER stayed with team. Easily possible considering that we used to have rits hold the Reaper alone back before Plains was made easier.
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It took alot longer though. We took out the BDR spawns on Poolside and the two BDRs by Pits and center-Plains. It was risky for PUG Rits who all died in the past, only Dis managed to survive the whole time.
...But he can solo FoW.
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Jun 15, 2010, 02:46 AM // 02:46
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#199
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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The rit should nicely place his spirits in a line or curve such that one meteor AOE does not kill all at the same time. Seriously, the rit should be able to take out an entire side (pool) by himself with the ER watching his/her back. The rit much slide lieft right only while changing spirits cast. Remove feast of souls from the bar (the rit mustn't heal - his job is to spam spirits). Failing to use armor of unfeeling is learning to fail.
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Jun 15, 2010, 03:04 AM // 03:04
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#200
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Grotto Attendant
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Quote:
Originally Posted by Malician
#2: After seeing the Rit hold 4HW so well, I want to know how possible it is for one ER to do the whole thing. Obviously unreliable without a solid rit, but would be fun to try.
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You mean 4H or the whole of UW?
Like Minion said, back in the day Dis (Cowbot) could reliably hold Pools side long enough to kill Pits side and get back to the reaper. It was a 7-1 split. Flair was able to do the same if I recall. (Note, however, that we were usually running an AP-MoP necro, and it was usually me, so the Pits side died very fast.) After they eased up the quest, I can only imagine that the Rit's job has gotten easier.
I'm somewhat torn between returning to the 7-1 split and repeating that 6-2 split we basically stumbled into. On the one hand, you've got maximum firepower on Pits side, but no insurance against the Rit failing; on the other hand, you've got excellent safety on the Pools side, but no insurance against the Horsemen shutting down the one ER on Pits side.
As for doing the whole UW with just one ER, I doubt it could be done, for a few reasons:
1. Lack of cast time versus high pressure. Even spamming the optimal skill choice at every opportunity, I don't think one ER could keep up with the pressure from 9 Mindblades or 3-4 Skellies.
2. Splitsville. Sure, the Rit can handle 4H, but can they handle Pits, Wastes, and UWG? There's too many times the ER would have to be in two places at once.
3. No backup if the ER slips up. It's rare to go a whole run without getting stripped or interrupted. With a second ER (player), you can play conservatively until ER (skill) recharges and usually keep your bonds up; just let the other ER take over more healing duties for ~45sec. Similarly, it's spam by the other ER that keeps people alive if an ER's bonds do go down. Without that second ER present, a lot of relatively minor problems with ER failure would turn into major disasters.
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