Jul 19, 2005, 10:22 AM // 10:22
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#1
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Wilds Pathfinder
Join Date: Jul 2005
Location: Grotto dis1
Guild: Scars Meadows
Profession: R/N
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Best Uw Team Build
i was just woundering to hear you guys best team build that had worked best for you in uw, heres mine:
1x ranger me
2x monks
3x warriors
2x eles
so me and one of the monks lay about 8-9 traps (monk had second prof as ranger )
the three extreme good tanks make a line/wall right behind the
traps, i lure them, the mobs charge into the warriors (and cant get through)
traps trigger, warriors attack, me and the eles use good AoE spells on them
(fire storm, meteor storm, phonix barrage etc.) monks heal. this way the "weak" cant be touched by the mobs, since there is a good solid wall of tanks
so now i want to here you guys good tean build for UW.. thanx.
PS: ofcourse, the best i have tried was a trapper gruop
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Jul 19, 2005, 10:29 AM // 10:29
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#2
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Lion's Arch Merchant
Join Date: May 2005
Location: Dark Side Of The Force
Profession: E/Mo
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my opinion
1 ranger
2 monks
2 warriors
3 eles
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Jul 19, 2005, 11:08 AM // 11:08
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#3
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Frost Gate Guardian
Join Date: Apr 2005
Location: Australia, Victoria
Profession: R/E
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6 trappers > UW
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Jul 19, 2005, 11:09 AM // 11:09
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#4
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Academy Page
Join Date: Jun 2005
Location: Birmingham Alabama
Guild: Psychic Distraction[PD]
Profession: R/
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^^^^ Booooooooom!!!!! Ranger ownage!
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Jul 19, 2005, 11:15 AM // 11:15
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#5
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Frost Gate Guardian
Join Date: Apr 2005
Location: London
Guild: Lords Of The Immortal [Loti]
Profession: R/W
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8 Trappers = hard to organise
5 Trappers = Best i've seen so far
3 Trappers = Hardcore... Godzilla Style
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Jul 19, 2005, 11:22 AM // 11:22
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#6
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Ascalonian Squire
Join Date: Mar 2005
Location: Germany
Profession: N/E
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and theres go necro
*no wonder I am not that wanted anywhere*
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Jul 19, 2005, 11:28 AM // 11:28
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#7
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Wilds Pathfinder
Join Date: Jul 2005
Location: Grotto dis1
Guild: Scars Meadows
Profession: R/N
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rangers ROCK!
i will like to try
5 rangers and 1 monk
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Jul 19, 2005, 11:42 AM // 11:42
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#8
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Frost Gate Guardian
Join Date: May 2005
Guild: Pirates of BBQ Bay
Profession: Mo/Me
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2 monks, no one else. More loot, more experience, and no need to deal with annoying people.
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Jul 19, 2005, 11:46 AM // 11:46
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Location: Grotto dis1
Guild: Scars Meadows
Profession: R/N
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hmm i dont think that will work, too weak to handle the bulls, smites and drakes
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Jul 19, 2005, 01:29 PM // 13:29
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#10
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Krytan Explorer
Join Date: Jun 2005
Location: East Coast, USA
Guild: Not a Guild [NaG]
Profession: R/
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If you didn't feel like trapping, a group like this is nigh-unstoppable
2 Warrior tanks
2 Monks - 1 Protection, 1 Healing
1 Necro using blood skills to regen the Monks
1 Mesmer using shutdown skills
1 Ele to nuke
1 Ranger for single target damage
That's usually my ideal group for FoW or UW... however, I usually can't find that, so I make do with what's available. An extra Ele instead of the Mesmer doesn't hurt usually.
EDIT: Forgot to add this - the members must work well together and follow called targets. One rogue member causes death for all.
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Jul 19, 2005, 02:07 PM // 14:07
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#11
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Frost Gate Guardian
Join Date: Jul 2005
Location: Argentina
Guild: EC - The Epic Crusade
Profession: Mo/Me
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My actual team for uw is
2 Rangers
2 Eles
2 Monks
Sometimes we add 1 warrior, that is my best friend and does a nice dmg quantity, just to speed up things.
with this 6 build we can do a Black widow spider run in 1 hour sharp. Cleaning everything. With no deaths.
I think is a nice build.
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Jul 19, 2005, 02:25 PM // 14:25
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#12
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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In my experience, having more than one warrior is a nuisance. It is a lot easier for one warrior to gather everything around him, and with a protection monk focussed solely on that warrior it makes things that much easier. In which case I would go:
1 Warrior
1 Protection Monk
1 Healing Monk
3 Elementalist
2 Blood Necro
Well of Power and Blood Ritual make blood necros such an asset when in the UW and FoW. Having two would allow the 3 elementalist to go nuts while keeping the monks with enough energy to keep the whole party healthy in case of any screw ups.
Last edited by Racthoh; Jul 19, 2005 at 02:27 PM // 14:27..
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Jul 19, 2005, 02:26 PM // 14:26
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#13
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Krytan Explorer
Join Date: Jun 2005
Location: East Coast, USA
Guild: Not a Guild [NaG]
Profession: R/
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Excluding the rangers, eh? I knew you'd be prejudiced against my kind Rac.
EDIT: Sarcasm.
Last edited by Shwitz; Jul 19, 2005 at 02:29 PM // 14:29..
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Jul 19, 2005, 02:28 PM // 14:28
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#14
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Academy Page
Join Date: Jun 2005
Location: NC
Guild: Omnipotent Nomadic Empire [ONE]
Profession: W/R
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2 monks(prot and heal)
2 E/mos-fire
1 warrior
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Jul 19, 2005, 02:29 PM // 14:29
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#15
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Shwitz
Excluding the rangers, eh? I knew you'd be prejudiced against my kind Rac.
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Haha, go figure you'd see this Daeron?
Well you can always swap an ele for a ranger for some extra muslce, and trap setting if need be.
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Jul 19, 2005, 02:29 PM // 14:29
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#16
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Academy Page
Join Date: May 2005
Location: Maryland, USA
Guild: GNYU
Profession: W/E
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One warrior and 2 identification kits. Mmmmm...unstoppable.
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Jul 19, 2005, 02:30 PM // 14:30
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#17
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Frost Gate Guardian
Join Date: Jul 2005
Location: Argentina
Guild: EC - The Epic Crusade
Profession: Mo/Me
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Quote:
Originally Posted by MadeInChina
One warrior and 2 identification kits. Mmmmm...unstoppable.
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LMAO
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Jul 19, 2005, 02:31 PM // 14:31
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#18
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Krytan Explorer
Join Date: Jun 2005
Location: East Coast, USA
Guild: Not a Guild [NaG]
Profession: R/
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That's more like it We rangers will not be oppressed! Hehe...
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Jul 19, 2005, 02:50 PM // 14:50
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#19
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Frost Gate Guardian
Join Date: Jul 2005
Location: Argentina
Guild: EC - The Epic Crusade
Profession: Mo/Me
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Even when eles can do lots of dmg... traps are awesome... crippling and slowing the axes is great.
I like rangers in my team, specially those who know their trade
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Jul 19, 2005, 04:58 PM // 16:58
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#20
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Actually traps generally suck for damage against UW mobs; it's the 24 of them stacked in one spot that make them worthwhile.
EDIT: 48 if you carry oath shot.
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