May 31, 2007, 11:56 AM // 11:56
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#1
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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Urgoz' Warren - HM team build discussion
hiho folks..
as my last urgoz runs were some months ago and with the latest update the popularity will hopefully rise i thought i'd create a discussion thread for a up to date HM team build..
to be honest.. this build is mostly a rip of of the old trap team and the improvements are just kind of theoretically+the experiences i made during my 70+ runs..
it's not tested yet, so i'd be thankful for feedback and suggestions..
main EOE: Ranger/Monk
BM should be 12+
[skill]Viper's Nest[/skill][skill]Barbed Trap[/skill][skill]Flame Trap[/skill][skill]Zojun's Haste[/skill][skill]Energizing Wind[/skill][skill]Edge of Extinction[/skill][skill]Whirling Defense[/skill][skill]Rebirth[/skill]
backup EOE: Ranger/Monk
BM should be 9+
[skill]Dust Trap[/skill][skill]Barbed Trap[/skill][skill]Flame Trap[/skill][skill]Tripwire[/skill][skill]Spike Trap[/skill][skill]Edge of Extinction[/skill][skill]Whirling Defense[/skill][skill]Rebirth[/skill]
speed trapper: Ranger/Mesmer
[skill]Dust Trap[/skill][skill]Barbed Trap[/skill][skill]Tripwire[/skill][skill]Quickening Zephyr[/skill][skill]Arcane Echo[/skill][skill]Echo[/skill][skill]Whirling Defense[/skill][skill]Serpent's Quickness[/skill]
speed trapper: Ranger/Mesmer
[skill]Dust Trap[/skill][skill]Barbed Trap[/skill][skill]Flame Trap[/skill][skill]Quickening Zephyr[/skill][skill]Arcane Echo[/skill][skill]Echo[/skill][skill]Whirling Defense[/skill][skill]Serpent's Quickness[/skill]
BIP: Necromancer/Monk
enfeebling for the case of a breakthrough.. rest is quite basic.. wasn't sure what could fit into the build as with soulreaping-nerf energy is a huge issue on a bip nowadays..
[skill]Blood is Power[/skill][skill]Blood Renewal[/skill][skill]Protective Spirit[/skill][skill]Enfeebling Blood[/skill][skill]Well of Blood[/skill][skill]Well of Suffering[/skill][skill]Consume Corpse[/skill][skill]Putrid Explosion[/skill]
Spiritspammer: Ritualist/Monk
as the fights shouldn't last to long and no MM is around i packed the 2 signets in which should allow to keep union up longer.. earthbind is just a gimmick for the spike trap.. not really needed i think
[skill]Shelter[/skill][skill]Displacement[/skill][skill]Union[/skill][skill]Earthbind[/skill][skill]Signet of Creation[/skill][skill]Signet of Binding[/skill][skill]Ritual Lord[/skill][skill]Flesh of My Flesh[/skill]
prot monk: Monk/any
shield is nice to have for the puller, rest of the skills is quite basic
[skill]Shield of Regeneration[/skill][skill]Dismiss Condition[/skill][skill]Spirit Bond[/skill][skill]Protective Spirit[/skill][skill]Holy Veil[/skill][skill]Heal Party[/skill][skill]Extinguish[/skill][skill]Rebirth[/skill]
heal monk: Monk/any
not sure if 2 heal party is enough, so i put LoD on this monk.. comments welcome
[skill]Light of Deliverance[/skill][skill]Words of Comfort[/skill][skill]Dwayna's Kiss[/skill][skill]Heal Other[/skill][skill]Holy Veil[/skill][skill]Heal Party[/skill][skill]Extinguish[/skill][skill]Rebirth[/skill]
i' not sure about the nukers yet.. i'd suggest at least 2 of them.. preferably with deep freeze..
pros for 2 savannahs: massive dmg, easy to bring urgoz under 90% to trigger EOE, takes healers out quite fast..
cons for 2 savannahs: KD is needed as the mob would just flee.. recast is the main problem and mostly the mob should have less than 50% health after they went through traps.. so it would be a waste of dmg..
pros for 2 SFs: more flexible through shorter recast, is effective without KD
cons for 2SF: not as much dmg as savannah which could come quite handy for urgoz himself and the serpants (where just a few ppl can enter the room)
tia vesp
Last edited by vespertine; May 31, 2007 at 12:10 PM // 12:10..
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May 31, 2007, 02:41 PM // 14:41
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#2
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Banned
Join Date: Oct 2006
Location: Crystal Overlook!
Guild: [CPSU]
Profession: Rt/R
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I'd take boon of creation, and maybe spirit's gift instead of a signet.
The main EoE has no elite, might want to take spike trap (or maybe even smoke trap) instead of a stance.
Last edited by pnumm; May 31, 2007 at 02:47 PM // 14:47..
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May 31, 2007, 05:09 PM // 17:09
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#3
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Krytan Explorer
Join Date: Dec 2006
Guild: Glob Of Ectospasm [GoE]
Profession: Me/Rt
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why don t use a SS ?
SS'es do a great job and no difficult builds
ss build = mostly the same
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May 31, 2007, 05:26 PM // 17:26
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#4
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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For the first monk, here is a better bar:
[skill]Healer's Boon[/skill][skill]Protective Spirit[/skill][skill]Dismiss Condition[/skill][skill]Reverse Hex[/skill][skill]Heal Party[/skill][skill]Healing Seed[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Chant[/skill]
If the monk has BiP on them at all times, they can spam heal party forever with help from GoLE.
Last edited by Sk8tborderx; May 31, 2007 at 05:33 PM // 17:33..
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May 31, 2007, 06:05 PM // 18:05
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#5
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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thx for the feedback..
the 2nd stance on the main EOE was supposed to be the running skill for the puller.. but maybe it would be more efficient / easier to handle if the backup eoe would be the runner..
the reasen why there's no ss in the team is that the enemies should die as soon as they step on the traps.. in a b/p team i'd take a SS everytime, but i just cannt see it work in a trap team..
the monk build could be a good alternative though i thought about healing seed too, but it just doesn't make sense to me.. 10 seconds is not enough while pulling in the most cases (run there, wait until the pop up.. seed is over, puller runs back without healing.. ).. shield of regeneration would last for over 15 seconds.. and gives protection against life dereg as well..
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May 31, 2007, 07:04 PM // 19:04
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#6
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Frost Gate Guardian
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regen is actually the most inefficient way to combat degen in excess of 10 pips possible.
SS owns urgoz warrens, make sure you have at least 1, goes faster with 2 if they're not incapable of coordination, and enfeebling blood is a must.
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Jun 01, 2007, 02:11 AM // 02:11
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#7
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by vespertine
thx for the feedback..
the 2nd stance on the main EOE was supposed to be the running skill for the puller.. but maybe it would be more efficient / easier to handle if the backup eoe would be the runner..
the reasen why there's no ss in the team is that the enemies should die as soon as they step on the traps.. in a b/p team i'd take a SS everytime, but i just cannt see it work in a trap team..
the monk build could be a good alternative though i thought about healing seed too, but it just doesn't make sense to me.. 10 seconds is not enough while pulling in the most cases (run there, wait until the pop up.. seed is over, puller runs back without healing.. ).. shield of regeneration would last for over 15 seconds.. and gives protection against life dereg as well..
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Whatever seed doesn't take care of, spamming heal party will. Whenever I monk the deep or urgoz, I use a similar build to the one I posted, and when someone goes to pull, I spam heal party, along with the other monks, since the puller is usually well out of range.
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Jun 01, 2007, 06:30 AM // 06:30
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#8
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by phool
regen is actually the most inefficient way to combat degen in excess of 10 pips possible.
SS owns urgoz warrens, make sure you have at least 1, goes faster with 2 if they're not incapable of coordination, and enfeebling blood is a must.
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You mean Mark of Pain + Barrage owns Urgozs.
And, this is a team build in the farming section, why?
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Jun 01, 2007, 06:33 AM // 06:33
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#9
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Desert Nomad
Join Date: May 2006
Guild: Scars Meadows [SMS]
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Quote:
Originally Posted by Solus Spartan
You mean Mark of Pain + Barrage owns Urgozs.
And, this is a team build in the farming section, why?
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Team Farming.....
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Jun 01, 2007, 06:36 AM // 06:36
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#10
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Krytan Explorer
Join Date: May 2007
Location: Australia
Guild: [Lawl]
Profession: Mo/
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Quote:
Originally Posted by ryanryanryan0310
Team Farming.....
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So with a large team I can farm GvG? That's with a team..
When you do missions, your doing a mission not "Team Farming".
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Jun 01, 2007, 06:43 AM // 06:43
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#11
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by Solus Spartan
So with a large team I can farm GvG? That's with a team..
When you do missions, your doing a mission not "Team Farming".
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Farming is nothing more, then repeatedly killing monsters in the same area, to try to get a certain drop, or make a steady income. Not all farming is done solo or duo. All elite missions are nothing more than group farming areas, there is no other reason to do them.
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Jun 01, 2007, 06:59 AM // 06:59
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#12
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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There is just no point going with less than 12 man - chest drops dont scale down with bigger party, and they are what is important.
trapping is ... slow.
all you need is:
* 5x ranger (barrage/ interupt / 2 traps / pet + petres / spirit / res)
* SS with MoP who is not afraid to use it.
* Bip with orders and hp
* Rt with Spliter and rt lord build.
* 2x Monk
* 2x SF/MS ele
runs HM under one hour if done with experienced people who know positioning.
rangers drop their two traps and spirit, rt in meantime preps them with splinter w and drops his spirits, nukers and ss prep with aecho (if avaiable), one ranger pulls, ss calls mop target, rangers barrage it with orders, nukers and SS take care of straggles.
its simple plan.
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Jun 01, 2007, 07:43 AM // 07:43
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#13
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Desert Nomad
Join Date: May 2006
Guild: Scars Meadows [SMS]
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Quote:
Originally Posted by Solus Spartan
So with a large team I can farm GvG? That's with a team..
When you do missions, your doing a mission not "Team Farming".
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Yes.. it's call guild rank points farming...
Yep it's better to just 12 man all the elite missions in factions. There's no need for 8 or 9 man teams anymore cause of the end of the mission chest and loot scaling. It's all about speed killing now.
Last edited by ryanryanryan0310; Jun 01, 2007 at 07:46 AM // 07:46..
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Jun 01, 2007, 08:05 AM // 08:05
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#14
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Frost Gate Guardian
Join Date: May 2007
Guild: [GoD]
Profession: R/
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Quote:
Originally Posted by zwei2stein
There is just no point going with less than 12 man - chest drops dont scale down with bigger party, and they are what is important.
trapping is ... slow.
all you need is:
* 5x ranger (barrage/ interupt / 2 traps / pet + petres / spirit / res)
* SS with MoP who is not afraid to use it.
* Bip with orders and hp
* Rt with Spliter and rt lord build.
* 2x Monk
* 2x SF/MS ele
runs HM under one hour if done with experienced people who know positioning.
rangers drop their two traps and spirit, rt in meantime preps them with splinter w and drops his spirits, nukers and ss prep with aecho (if avaiable), one ranger pulls, ss calls mop target, rangers barrage it with orders, nukers and SS take care of straggles.
its simple plan.
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This is without a doubt the best teambuild for Urgoz, almost every class in this build is versatile and has duopurposes
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Jun 01, 2007, 12:05 PM // 12:05
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#15
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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well, sounds nice, BUT:
attribute points on the rangers? especially for the eoe barragers..
when talking 'bout barrage groups i'd rather go with
3 splinter barrages (as it allows the rit to stay back where he/she belongs and do what he's supposed to do: plant spirits..)
1 spiritspammer/eoe/trap ranger
1 MM
1 BIP/oop/hp
1 SS/MoP/enfeebling blood
1 rit ss
2 monks
2 nukers
advantages: 3 splinter barragers deal more dmg than 5 B/Ps, 10 minons are better meat shields than 5 pets (not to mention the downtime of barrage when the pet dies)
Quote:
Originally Posted by zwei2stein
There is just no point going with less than 12 man - chest drops dont scale down with bigger party, and they are what is important.
trapping is ... slow.
all you need is:
* 5x ranger (barrage/ interupt / 2 traps / pet + petres / spirit / res)
* SS with MoP who is not afraid to use it.
* Bip with orders and hp
* Rt with Spliter and rt lord build.
* 2x Monk
* 2x SF/MS ele
runs HM under one hour if done with experienced people who know positioning.
rangers drop their two traps and spirit, rt in meantime preps them with splinter w and drops his spirits, nukers and ss prep with aecho (if avaiable), one ranger pulls, ss calls mop target, rangers barrage it with orders, nukers and SS take care of straggles.
its simple plan.
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Jun 01, 2007, 02:03 PM // 14:03
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#16
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by vespertine
well, sounds nice, BUT:
attribute points on the rangers? especially for the eoe barragers..
when talking 'bout barrage groups i'd rather go with
3 splinter barrages (as it allows the rit to stay back where he/she belongs and do what he's supposed to do: plant spirits..)
1 spiritspammer/eoe/trap ranger
1 MM
1 BIP/oop/hp
1 SS/MoP/enfeebling blood
1 rit ss
2 monks
2 nukers
advantages: 3 splinter barragers deal more dmg than 5 B/Ps, 10 minons are better meat shields than 5 pets (not to mention the downtime of barrage when the pet dies)
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16 bow / 15 ws (or 15 bm - eoe ranger will use bm trap), rest in expertise - you only lay about two traps - it saves time and provides enough of utility conditions.
all rangers will have spliter, and downtime at barrgage because of dying pet is not reall concern (you need only one barrage to splinter, without splitner barrage is too weak and mop is triggered fine without barrage.)
5 barragers with fully specced splinter are better than 3 with splinter from secondary
5 pets are avaiable at all times, minions in hardmode are simply too weak to provide good meatshield, and your MM will have dificulties to keep them up at max numbers.
Also, rit staying back spaming spirits is not desirable at all,
a) he need to be withng casting distace to raise bip/order
b) he lays spirits on same place as rangers to form wall behind traps
add to that fact that refreshing splinter is kinda desirable...
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Jun 01, 2007, 05:44 PM // 17:44
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#17
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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ok, as you have a bip expertise won't matter too much on the rangers..
where are you going to get "fully specced" splinter weapon from? a rit with 3 sup runes?
[skill]splinter weapon[/skill]
recharge is 5 seconds.. it lasts for the next 4 hits (which is less then 1 attack with barrage).. i wonder how the rit is supposed to keep it up on 5 rangers..
but of course.. rt/r would also work.. probably better then the other way round, you just won't find 5 barrage rits down in the warren..
for the pets.. they survive how many hits? 2 maybe 3.. barrage is deacitvated for a couple of seconds, but hey.. you got splinter.. oh no.. the rit is trying to keep it up on the others..
if you say it works good for you, ok.. but that's probably not THE build..
anyways.. nice discussions.. hope some more ppl will find their way to the warren..
Quote:
Originally Posted by zwei2stein
16 bow / 15 ws (or 15 bm - eoe ranger will use bm trap), rest in expertise - you only lay about two traps - it saves time and provides enough of utility conditions.
all rangers will have spliter, and downtime at barrgage because of dying pet is not reall concern (you need only one barrage to splinter, without splitner barrage is too weak and mop is triggered fine without barrage.)
5 barragers with fully specced splinter are better than 3 with splinter from secondary
5 pets are avaiable at all times, minions in hardmode are simply too weak to provide good meatshield, and your MM will have dificulties to keep them up at max numbers.
Also, rit staying back spaming spirits is not desirable at all,
a) he need to be withng casting distace to raise bip/order
b) he lays spirits on same place as rangers to form wall behind traps
add to that fact that refreshing splinter is kinda desirable...
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