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Old Aug 04, 2011, 09:05 AM // 09:05   #101
Krytan Explorer
 
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So - few days later im still trying to do UW. With no succes
4H is easy now. But i failed at Imprisoned Spirit. I did it once, but dont remember how. Now i got always spawn of 3 golden terrorwebs on the northern path, where i need to put spirits. Whether the spawn should not be random ? 3 terrorwebs fast kill my spirits and i dont have enough time to back to him from south side. When i fight on the south path they simply kill spirits and UW is over.
I watched video carefully and think that doing exactly the same.
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Old Aug 04, 2011, 09:52 AM // 09:52   #102
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Yeah the 3 hard quests are funny, I got stuck in loop of failing 1 and being kicked out of UW to start it all again. I thought Imprisoned Spirit was easy because I did it without problems with my first and second attempt then it was 50/50 chance of failure due to spirit dying. I'm not sure about the spawns but i dont remember a spawn of 3 golden dryders on the northern path (i think i had 3 silvers once). One thing I started doing was to lay traps first before the spirits and even put muddy terrain down on the corner of the northern terrain, just to delay them a couple of seconds. I also timed taking the quests so the Chained Soul would appear (that way the spirits will hopefully attack it and most or all of them out of the way i.e. dont run off and attack dryders or skeletons, makes keeping them alive easier), which helps abit it think. Last thing is that i tend to finish the fight early on the south side leaving only the SoS there to finish them off or delay them. All of that seemed to increase my success rate.
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Old Aug 04, 2011, 04:26 PM // 16:26   #103
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One way to smooth out Imprisoned Spirit is to micro more. It's not easy, but it increases the success rate. The idea is to flag the SoS Rit back North after the initial spirit wall dies, place spirits down again and then flag him away (so he doesn't get roflstomped by Meteor Shower / Star Burst etc). Alternatively, after placing all the spirits on the South side, flag all heroes North and engage the North spawn, leaving the spirits to tank the South spawn. You will need to watch the minimap carefully and decide which side to focus on at a time. If you're using an AP caster (like I did) you have a great advantage in that all your damage is ranged, so switching sides is easy. Make sure to cast and recast EBVAS and YMLAD as often as possible!

In the intense environment of the quest the micro needed can be quite hard to do, but it increases the success rate. Worst case scenario, micro Shelter / Prot Spirit / heals on the souls.
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Old Aug 05, 2011, 06:40 AM // 06:40   #104
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EFGJack, Jeydra, et al. thank you for all of your work on this!

After a few 4H failures, I piloted Jeydra's build and saw Dhuum for the first time. I didn't manage DP effectively and couldn't stay up. But it was exhilerating!

Next time I'll bring a vamp weapon and spam RoD.

--edit--

Second attempt successful.

Jeydra's ranged build. I played a monk with prots for NPCs.

I let Gwen die, +10 Morale before start, spammed RoD (he mostly wanted to touch Xandra this time), microed spirits, kept GDW on the Rangers and Paragon, spiked down adds, and just generally waited it out while trying not to blink.

This is unlike any other PvE experience I've had in GW.

I can't imagine putting in the initial trial-and-error effort to develop this 7H UW document. But only a tiny amount of trial-and-error is required of us readers for success.

Thanks again!

Last edited by primitiveworker; Aug 07, 2011 at 04:41 AM // 04:41..
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Old Aug 05, 2011, 08:56 AM // 08:56   #105
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Quote:
Originally Posted by Jeydra View Post
One way to smooth out Imprisoned Spirit is to micro more. It's not easy, but it increases the success rate. The idea is to flag the SoS Rit back North after the initial spirit wall dies, place spirits down again and then flag him away (so he doesn't get roflstomped by Meteor Shower / Star Burst etc). Alternatively, after placing all the spirits on the South side, flag all heroes North and engage the North spawn, leaving the spirits to tank the South spawn. You will need to watch the minimap carefully and decide which side to focus on at a time. If you're using an AP caster (like I did) you have a great advantage in that all your damage is ranged, so switching sides is easy. Make sure to cast and recast EBVAS and YMLAD as often as possible!

In the intense environment of the quest the micro needed can be quite hard to do, but it increases the success rate. Worst case scenario, micro Shelter / Prot Spirit / heals on the souls.
Hmmm... maybe ill try AP caster. I always went as Panic Mes - i do a lot damage and i love it, but maybe quests will be easier with AP.
Now i have to rest from UW - ill do more relaxing runs like FoW, The Deep or dungeons
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Old Aug 17, 2011, 11:17 AM // 11:17   #106
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and without pain inverter its possible ?

thx
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Old Aug 17, 2011, 04:57 PM // 16:57   #107
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Originally Posted by Tohsaka View Post
and without pain inverter its possible ?

thx
Jeydra's build worked for me and does not use Pain Inverter.
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Old Aug 18, 2011, 04:37 PM // 16:37   #108
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It's possible without Brain Inverter. I personally brought it for the inferno of it.
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Old Aug 29, 2011, 06:00 PM // 18:00   #109
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Hi all,

I want to start by saying what a great thread this is. It has been a real help with progressing my UW journey.

I'm trying to complete UW as a monk primary with 7H, no cons, and crucially no pve skills.

I'm currently running the following build
RoJ smiter(me)
UA healer
Soul Twister
SoS
SS Nec with 4 Rt heals
Barrage Ranger
Command Para
Earthshaker/Counterblow War

I find this (fairly) reliable for 4H and all the other quests however I get my ass kicked royally by dhuum himself.

My problems are:
A) Dunkoro sucks. Very tardy with group heals so when D hits something with 30% health directly after the aoe attack it can easily die.
B) With earthbind available ST doesn't maintain shelter as well
C) My bar is as good as useless in this fight.
I'd much rather heal, but the hero targetting AI is terrible when left to their own devices and 4H does not go well.
Also can't play the only healer as I have to run down the hill for imprisoned spirits.

Has anyone got any ideas?
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Old Sep 10, 2011, 02:07 AM // 02:07   #110
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Didn't realize there was a thread about this and was trying it on my own till Dhuum blew me up. Anyway this thread has helped me out quite a bit so just going to add some things that helped me get to and beat Dhuum. I'd like to add I have terrible micro and slow reflexes.

I used Jack's build but didn't have SY so replaced one of the Energy Surges with Ward Against Harm (swapped to an ele with sup water rune) and ended up taking a tri-spirit setup that looked like Jeydra's (two PwK's and Life spirit). Mainly because I was terrified about Judgement+attack which is what would cause a death (when shelter was down).

On my hero I took Headbutt for the kd, PI to speed up dhuum kill, and By Ural's Hammer as I found it invaluable if I wasn't paying attention and got most my team wiped on any of the quests while I was still learning. Insta group rez with full health and energy was usually enough to clean up a fight wipe halfway through, just remember to distance one of your healers after so they can rez the other healer if they do wipe. Also if Dhuum kills a spirit and your either close to beating him or ran out of res scrolls, works there too.

Against Dhuum all I did was group my heroes right in front of the entrance door, with Sos spirits in front to try to body block Dhuum and also make sure heroes don't run out of the Ward. Might also find it safer to disable all the spirits on the ST rit except for Displacement and Shelter and manually summon them when you feel comfortable/safe. I always was focusing on KD'ing Dhuum and looking for his Judgement if it got through (to use PI and also making sure heroes used their aoe heals).

I did this first with RoJway build I got from pvxwiki...I think as long as you've got a few aoe heals and a ST rit focused on Shelter and Displacement you'll be fine.

Also for 4H, I found the method Jeydra mentioned about flagging your heroes at a spawn point and warping them back to work well, esp. if your heavy on dps (when I did it with my RoJ team had time to run back, this was on NM though).
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Old Sep 21, 2011, 08:01 PM // 20:01   #111
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Congratulations on this thread. Great build suggestions, and the tactics on 4HM work a treat. I have finished all the quests separately but still haven't strung them together due to a succession of noob errors. It's a very unforgiving place, even in NM.

Anyway, great job on the thread, thank you.
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Old Sep 22, 2011, 01:40 AM // 01:40   #112
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Hi Jack. Impressive videos, i wanted to congrats for what u achieved.

Im able to complete uw on nm without cons on about 2 hours without too much risk at 4h, wastes or any other mission

Originally i used another setup, but trying yours on normal mode i had to stop attacking dhumm because he was almost dead before the rest. Ive been told that if that happens u got kicked from uw.

I got a few tricks for doing 4h, unwanted guest, pits, and wastes. That i would like to share.

Wastes:
One time that i failed there, i didnt leave to the outpost and i realised that the King can survive 2 groups of dryers for about 2 mins (on NM). A lot of time.

So my tactic is:
1.- i fill up the kings area with spread spirits (st and sos) to slow down the dryers heading to the king (they will kill the spirits and get there eventually but this saves a bit of time).
2.- Place the heros at the reapers side, not at the center.
3.-Cast st spirits and accept the quest.
4.- Kill only the dryers heading to the reaper, if they die fast u can agro more of them going towards the center area where they spawns.
5.-Once they are all dead head to the king and finish the reamaining groups.
Fall back can get u faster to the king but i didnt needed on nm.

Pits.
Once the area is clear, the setup:
1.-Go where the rear spawn appears (The skels and silver dryers) And fill the way with sos and st spirits. Spread the spirits so they dont kill them too fast.
2.-Flag your heros where the front dryers spawn appears. i dont even spread the heros.
3.-While u run to the reaper renew the st spirits (sos if posible) before the combat. (i was sos so the heros could kill the spawn without spirits on nm)
4.-Accept the quest.
5.-Run down the hill and renew sos spirits at the rear side. The sos can handle this rear side on his own. While the heros can handle the fron spawn.
If you are not sos flag the sos hero at this rear side.

Unwanted Guest.
Theres no need of any teleportation. even on hm.
I use to do vale first so the way should be clear.

First Keeper (vale side, Chamber left hallway)
1.-Flag the heros at the stairs where the keeper spawns on attack mode. Cast st spirits and Cast sos a bit in front of the heros. And thats it.
2.-Accepts the quest, and see how the atxes dies.

Second Keeper (Chamber center hallway)
3.-Go to the corner where the atxes died and flag the heros near u. cast st and wait for atxes to go away.
4.- Pull and kill the dryers. Once the way is clear go for the keeper.
5.-Kill the nearby skeletons.

Third Keeper (Chamber startpoint).
6.-Once the last skel is dead you should go on from there, you have to wait until the right side to access the start point is clear from venges patrol.
7.-Once is clear you have to run to the right to kill the keeper. While running cast shelter and focus on the kill. You will not have any problem.
8-Kill the remainin skels.

Fourth Keeper (right side from the startpoint)
9-Once the skels are dead go to the stairs on the right and wait till the venges are near the Keeper. cast st spirits here.

If u havent poped the few enemies on this side can get you in troubles but nothing that can be solved.

10.-Go up the stairs, place sos spirits and wait till the spirits agroes the venges. Dont stay at the stairs when this happens, just behind the spirits its ok, or a place where u can be able to run past the venges. At the stairs there is a very high chance to be bodyblocked and thats over.

Once the venges are busy fighting sos spirits run to kill the keeper. If a venge targets u just ignore him. These dryers can bodyblock u from the keeper but u can pull him by casting and hex or just kill the dryers first and then the keeper. Killin the dryers first use to be safer but any of both ways is ok.

Fifth Keeper. (Chamber Right hallway)

Once the fourth Keeper is dead. cast st spirits at the bottom of the stairs.
U can wait till the venges go away and pull the dryers. Or just go and kill the keeper if the way is free from dryers and venges.

Sixth Keeper (Ice Wastes Side)

Heres is the same than four.
Clear the area from patrols.
Cast st at the nearest place from the keeper without agro.
Go to the middle of the area and cast sos. Once the venges agroes spirits run past the venges to kill the keeper, On the run renew shelter. If dryers are blocking just kill them and if not go for the keeper.

Ive tried this on hm being sos or dervish without problem.

4 Horsemen. (NM only)
Im not able to do this on hm yet. But in nm works wells.

1.-Clear the area and the rider from the second side. Go up the hill and cast st and sos spirits spread all over the way to the reaper.
St spirts first then sos spirits. spread them all the way so they have to stop to cast meteors on the spirits each time.

2.- Run and accept the mission.
(At this point being sos u can press Y and watch your spirts in grey, those who are not in range, so you can know how much time u have before going back. If u are running out of grey spirits u have to go back.)

4.-Run to the other side but not far from the reaper, just before the little terrain elevation and let the first horsemen come.
Kill the first group and mostly the second group.

Head back to the reaper and try to agro the second group the sooner the better. kill dryers and skels are first priority when they arrive.
Micro the heros away from meteors if posible but its most likely that they throws it on you.

Dhumm.

Once u get there its easy on nm.
1.-Flag a hero at the door before getting into the room.
2.-Cast st outside the room. So Dhumm doesnt kill the hero when he gets in.
3.-Place the sos at the platform. The rest of the heros behind him. So the sos makes a spirits screen between Dhumm and the heros.
4.-Cast st and let the hero come in.
5.- When the combat begins Dhumms cast that super skill (the judgement) so be ready to micro shelter and Divine Healing or/and Heavens delight.

To prevent heros from dying is all you have to do, if he cast that, inmediatly renew shelter and divine. If u micro the st the better, renewing old spirits by new ones but dont waste soul twist, you should be able to place shelter at any time.

If dhumms goes for a hero flag them at the other side of the spirits wall. and thats it. Hold on

I used to kill him keeping the spirits up (for the screen) and mantaining Painful Bond on him. On my last run i brought PI and he dies too fast, wich is good but be careful not to kill him before the rest is completed.

If a hero dies disable skill 3 (encase) and use it to remove penalty. If dhumm is busy with spirits the better beacuse he dont cause penalty attacks.

Ive seen at jacks video that he locks the mesmers interrupt skills for PI but i rather like to interrupt him because u have to fight for a long time and wait till the rest bar is full.

He will cast that skill anyway if u low his health enough.
I dont use cons but i like to summon a ghost rider at the end. You will get one from the chest, anyway.

The heros.
Sos (thats me)
OACiIykMdNVO5D2JKXuMVNRDCA
UA Monk
OwUTMsGDXqBcj4upL6iIDY6jhAA
Ice Veins Necro Healer.
OAhiYwh8UzqqXsop0cyNOHmA
2 mesmer with your build. (glyph of less energy)
2 Necros with your paragon build.
1 St

Thanks for your videos, its great what you are capable of doing.

Cheers.

Last edited by Warlock Nash; Sep 22, 2011 at 08:22 AM // 08:22..
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Old Oct 31, 2011, 02:16 PM // 14:16   #113
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Thanks for the guide! It really helped me get through this area, especially the maps. Even in normal mode I found this area very challenging, however most of the challenge is due to the unforgiving nature of having to complete all 10 quests in one painful sitting. I had a blast and am tempted to go for it again but I'm not ready to make another such time commitment just yet.

One thing: I never could pull off the barbed/muddy/spirits stall for 4-Horsemen for some reason. I just couldn't finish off the east horsemen and get back to the reaper in time. I had been running an exact clone of Jeydra's hero setup but ended up switching out one of the rangers for a Vow of Silence dervish that stalled the western front along with some snare spirits. Healing is an issue with VoS so I'm guessing an Obs. Flesh ele would last longer there, but I wanted to stick with a physical due to the team synergies.

Thanks again to EFGJack, Jeydra, and everyone else who contributed!
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Old Oct 31, 2011, 07:00 PM // 19:00   #114
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Quote:
Originally Posted by darktyco View Post
Thanks for the guide! It really helped me get through this area, especially the maps. Even in normal mode I found this area very challenging, however most of the challenge is due to the unforgiving nature of having to complete all 10 quests in one painful sitting. I had a blast and am tempted to go for it again but I'm not ready to make another such time commitment just yet.

One thing: I never could pull off the barbed/muddy/spirits stall for 4-Horsemen for some reason. I just couldn't finish off the east horsemen and get back to the reaper in time. I had been running an exact clone of Jeydra's hero setup but ended up switching out one of the rangers for a Vow of Silence dervish that stalled the western front along with some snare spirits. Healing is an issue with VoS so I'm guessing an Obs. Flesh ele would last longer there, but I wanted to stick with a physical due to the team synergies.

Thanks again to EFGJack, Jeydra, and everyone else who contributed!
Glad you found this guide useful, mate. Anyhow, if you pay close attention to my 4H video I don't stand there - on the eastern side - and wait for the second horsefriend to die. Instead I start running back so that I make it back to the reaper in time, and renew any spirits (while running back) and let them finish him off.

I photoshooped a timeline (that I posted earlier in this thread). Timeline is from this run here. As you can see you have 73 seconds to kill the 2 horseriders on the eastern side and get back to the reaper before he gets shafted, so I suggest you start running back after 50 seconds have passed after you've accepted the quest. Good luck if you ever plan on trying it! :P



It's from a Hard Mode 4H completion, but if you can match this on HM you should not have any issues on NM!

Last edited by EFGJack; Oct 31, 2011 at 07:05 PM // 19:05..
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Old Nov 02, 2011, 12:44 PM // 12:44   #115
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Getting the timing right is more important then making sure Ghozer dies, in NM even if he doesnt die and makes his way down to the reaper, you can still do it. I've completed 4H in NM a few times with 3 Horseman at the reaper.

Personally I found using EFGJack's timeline (as shown above) was really useful, and I spent some time watching the video to get the timing right too.
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Old Nov 06, 2011, 08:54 AM // 08:54   #116
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I still have the video I made for 4H with the teleporting tactic as well as several for the original, standard tactic, but they're all quite low quality (I don't have EFGJack's high-class screen capture software ...) and need some editing to remove certain things from the video. Should I upload them?
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Old Dec 15, 2011, 01:08 AM // 01:08   #117
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Quote:
Originally Posted by Jeydra View Post
I still have the video I made for 4H with the teleporting tactic as well as several for the original, standard tactic, but they're all quite low quality (I don't have EFGJack's high-class screen capture software ...) and need some editing to remove certain things from the video. Should I upload them?
I would really appreciate it if you could Jeydra, I am really struggling on 4H with your build
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Old Dec 15, 2011, 01:21 PM // 13:21   #118
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Finally got it to upload with the IM I received blocked, enjoy

http://www.youtube.com/watch?v=SB_LcFnsW_k
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Old Dec 16, 2011, 05:00 AM // 05:00   #119
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Awesome thankyou!
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Old Dec 16, 2011, 10:47 AM // 10:47   #120
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4H is easy :P
I cannot pass Imprisoned Spirits - it is hardest quest for me now.
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