Jul 21, 2006, 09:38 PM // 21:38
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#1
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Silent Dragons [SD]
Profession: W/Mo
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URGOZ 12 man run, a build for every skill you will need!
This is going to be an alternate guide for building a party for Urgoz Warren. Urgoz Warren is what most people have come to call an elite mission. My Guild Furious Arcaine Masters, led by me and others call it a 4 hour contest of who can hold their bladders the longest.
You get to Urgoz by getting the character in question to House zu Heltzer. After you’ve been there once all you have to do to get back in is 1) have someone in Urgoz come to your guild hall, 2)join his party making sure your not leader and that person is, 3) have him “Leave Guild Hall” and he’ll map you straight to Urgoz.
In this build, we will be setting up for a high damage, high healing, fewest deaths run into Urgoz Warren. The party will consist of
4 Trappers
3 Monks
2 Necromancers
1 Warrior
1 Ritualist AND
1 Elementalist
Quote:
4 Trappers:
The Trappers will be broken down into 2 different Rangers.
2 Five-Trap Trappers
2 EoE-Five-Trap Trappers
The build for the 2 Five-Trap Trappers is as follows:
Wilderness Survival: 12+4
Expertise: 12+3
Protection Prayers: 3(not that important drops the effect of rebirth down to 9 seconds)
Spike Trap {elite}
Viper's Nest
Dust Trap
Flame Trap
Barbed Trap
Serpent's Quickness
Throw Dirt
Rebirth
Trappers are going to be on the “Do Not Drop” list. Without the Trappers, the big mean monsters will get the poor little squishy monks. And we don’t want the monks to loose ANY health down here. I’m sure the Trappers will either 1) already know how to use the traps mentioned OR 2) figure it out.
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Quote:
The build for the 2 EoE Five-Trap Trappers is as follows:
Wilderness Survival: 12+4
Expertise: 9+3
Beast Mastery: 9+3
Spike Trap {elite}
Viper's Nest
Dust Trap
Flame Trap
Barbed Trap
Serpent's Quickness
Throw Dirt
Edge of Extinction
I understand that this build has these 2 Trappers down to 325 health when there’s a sup vigor present. This is ok; the Ritualist has shelter for just this reason! How often do you get to take less damage than a warrior?! Edge of Extinction is for the large mobs and Urgoz. Laying it down for every group is beneficial to all. These Rangers don’t have res, so just make sure they aren’t the last ones alive. xD
Ok…Rangers….NO PETS! For the love of God, pets are like the worst things to bring while trapping…that is all.
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3 Monks:
Quote:
The Monks will be broken down into 2 different Monks.
2 Heal Party Monks
1 Boon Prot Monk
The build for the 2 Heal Party Monks is as follows:
Healing Prayers: 12+4
Divine Favor: 8+1
Inspiration: 10
Healing Whisper -for you and others
Dwana's Kiss -for only others
Healing Seed -for others, mainly the puller and for fire flowers
Healing Breeze -for beating degen
Heal Party -for when you can’t/shouldn’t reach the people needing heals
Orision of Healing - a really good self heal
Mantra of Recall {elite} -same reason as ES
Rebirth -RES ONLY WHEN YOU HAVE TO! Let warrior res if all possible,
keep your energy up.
You may take divine boon if you feel like it, replace whisper for it.
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Quote:
The build for the 1 Boon Prot Monk is as follows:
Protection Prayers: 12+4
Divine Favor: 9+1
Inspiration Magic: 9
Guardian -Trappers or Monks
Mend Ailment (or) Mend Condition -condition heals
Reversal of Fortune -straight healing
Shielding hands (or) Spell Shield -for pullers
Mantra of Recall {elite} -for when you use Aegis and Rebirth, good energy recov
Aegis -a must have for tight situations
Divine Boon -the back bone for a Boon Prot build
Rebirth -again only if you have to
Make sure you keep your energy up and your Divine Boon up. Without that, you’re no good to anyone.
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2 Necromancers:
Quote:
The Necromancers will be broken down into 2 different builds:
1 BiP Necro
1 MM Necro
The build for the 1 BiP Necro is as follows:
Blood Magic: 12+4
Soul Reaping: 7+3
Healing Prayers: 10
Protection Prayers: 4
Blood is Power {elite} -gives +6 regen to energy, always to monks, and trappers
Blood Ritual -to warrior and ele and the rest
Well of Blood -if the mm allows you to make one, or if the trappers are where it is
Vampiric Gaze -2 things: self heal and does 60 damage! Woot!
Heal Area -more self heal as well as heal for others
Blood Renewal - help for sacrifices, takes pressure off monks
Purge Conditions -you + degen = HORRIBLE! You are first priority then others
Rebirth -you may rebirth as you feel fit, save the monks energy, after all,
that’s your job.
Ok, you need to BiP the monks and trappers, br to others unless you feel generous. WoB for 1) corpse control 2) helps the trappers and you! Good news is, with the equipment you will be running, you will have low sacrifices and even better, with -60% DP, you can be resed with rebirth! (7 health) you need to have a sup Blood and Soul, as well as a Major of your choice. You’ll be down to 295 health, but you’ll be able to use BiP then heal yourself completely with Vamp Gaze. Anyway, tell people to ping their energy when its down to halfway, so as to not get into an emergency.
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Quote:
The build for the 1 MM Necro is as follows:
Death Magic: 12+4
Soul Reaping: 12+3
Life Siphon
Vampiric Gaze
Deathly Swarm
Bone Minions
Death Nova
Taste of Death
Verata's Sacrifice or Grenth's Balance
Rebirth
I think you know what to do with this character…its 1130am and I've been up for 52 hours, so find (if you’re going with a pick up group) a good mm and you should be fine.
P.S. this build is more specifically called a minion bomber. Make minions, place death nova on them, then when next to the enemy, use taste of death on them to “blow them up”.
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1 Warrior
Quote:
The build for the Warrior is as follows:
Strength: 10+4
Tactics: 11+1
Healing Prayers: 10
Protector’s Defense -if trappers complain of interrupts, stand “on their shoulders”
“Shields Up!” -good defense skill, against arrows, use with trappers, 50% block
Endure Pain -mostly used with fire flowers and its ok if you die, you’re just a wall
Dolyak Signet -drops about 35% of the damage on you
Purge Conditions -if people are low on health due to conditional degen
Healing Hands {elite} -REALLY good healing elite, fire flowers = 0 damage
Healing Breeze -Handles degen, lol a warrior with a +7 breeze!
Rebirth -you are the first rebirth (your energy is virtually not needed)
To my fellow warriors: ….your name when running this build is Mr. Wall that gives us armor. I would use a sup vigor and you’ll have a grand total of 515 health normally. That’s using a +30 +30 weapon set. I also use a Gorrell’s Staff; it’s an energy+10 health +30+30 mod! A staff with a dual health +30 and 10 energy? If the necro gives me a BiP, I can cast breeze a good 4 times in a row. Keep the bipper healed and you will be all good.
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1 Ritualst
Quote:
The Ritualist build is as follows:
Communing: 12+4
Spawning Power: 12+1
Displacement
Earthbind
Shelter
Union
Ritual Lord {elite}
Boon of Creation
Feast of Souls
Rebirth -- i find that Flesh is just not effective enough
The ritualist is one of the most important aspects of this build. Without the ritualist, the chances of you beating Urgoz are slim to none. Despite its importance, ritualist is one of the most repetitive parts of this build. All you do is keep spirits up constantly. This helps keep the spirits alive as well as gives necro’s energy. And nothing better for spamming than Ritual Lord. This elite is a must for every ritualist. It will enable you to keep all the spirits up and alive. Use Boon of Creation for energy.
Keep Displacement, Shelter, and Union up at all times. Spread them out and behind the traps, as the enemy does use AoE spells, and you don't want all your spirits dead in one blow.
Out of the 4 spirits mentioned, Earthbind is the only one that isn't essential, but useful. With all the knockdowns from the trappers and elementalists, it's a great benefit.
Use Feast of Souls if the team starts to get too low, monks can only go so far.
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Quote:
Ahhhh!!!!! LAST ONE! Woot! Ok, screw my format, the ele (copied and pasted) build goes like this:
12 in fire+sup rune=15 in fire
8 in earth
10 in energy storage +1 from all seeing eye+1 from minor rune
I also have a major vigor rune; sup if you can afford it.
-rodgorts Invocation (for echoing long recharge spells)
-meteor shower (far superior to fire storm, as it knocks down)
-fireball (lower energy cost, still does significant dmg)
-immolate (low recharge time, cast able on multiple targets)
-elemental attunement
-fire attunement (these two attunements together give you 80% of the energy cost back each time you cast a fire spell)
-ward against foes (I put a few pts in earth and use this to slow down the enemies further for the meteor shower)
-rebirth
Ok you get the general idea, WWWWWOOOOOOoooooo BOOOOMMMM!!!!!
Nuke that crap!
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I hope you all enjoyed this guide; I’ve used it plenty of times. NOTE: The best way to get 100% success is to have all party members get on a voice server like ventrilo or teamspeak found here: www.ventrilo.com www.goteamspeak.com . This helps people to put a name to a voice. If people are on a voice server a few things happen: 1) things work much quicker thanks to not typing, 2) rage quitters might feel retarded if they leave the game, 3) in the unfortunate event that an err=007 happens (a James bond error) sometimes the person can get back on to the server to ensure that they were not a rage quitter and will not loose kudos with the group. If you need some walkthrough of Urgoz, I’m way to flippin tired to write it now but you may always pm me in game: Blueball The Pirate or go to this guide for a degen mesmer instead of a warrior/wall/backup monk/distributor of armor http://guildwars.gameamp.com/guide/viewGuides/1519.php lol I think the warrior is better.
CYA!
Last edited by maraknu; Sep 15, 2006 at 10:02 PM // 22:02..
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Jul 21, 2006, 10:44 PM // 22:44
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Ego Trip From Rank [ZERO]
Profession: P/
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That Ele would work better as an E/A with Assassin's Promise and Glyph of Sacrifice. It might have more downtime, but I guarantee you it'll have almost twice the DPS. (Glyph of Sacrifice -> Meteor Shower -> Assassin's Promise -> Rinse, repeat immediately.)
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Jul 22, 2006, 12:30 AM // 00:30
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#3
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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I would like to take this time to say that 4 Trappers on a team is *not* okay. Playing a trapper team in PVE can make you go blind.
Or explode.
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Jul 22, 2006, 08:58 AM // 08:58
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#4
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Wilds Pathfinder
Join Date: Jan 2006
Location: Evrope
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Nice Quide!
I had been looking for BiP build for same time
I too like elemental attunement as elite because you never ran low on energy
but still 4h this is allot
Someone could post a The Deep quide
Last edited by White_Chaos; Jul 22, 2006 at 08:54 PM // 20:54..
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Jul 22, 2006, 05:09 PM // 17:09
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#5
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Lol @ James Bond error.
Nice guide, if i try the mission i will definately try one of the Five-Trap trappers.
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Jul 22, 2006, 10:36 PM // 22:36
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#6
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: Silent Dragons
Profession: Rt/Mo
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He's been working on Builds for the Deep as well - nice post BTW -
Silent Dragons FTW!
IGN: Sd Hellfire
Last edited by Hells Nemesis; Jul 22, 2006 at 10:40 PM // 22:40..
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Jul 22, 2006, 10:59 PM // 22:59
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#7
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Banned
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any build involving trappers blows by definition... oh yes, and "nuker" build is horrible.
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Jul 26, 2006, 07:29 AM // 07:29
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#8
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Silent Dragons [SD]
Profession: W/Mo
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well thats your opinion, and i will fight for it with my life...but i believe your post was a bit negative and i believe the trapper build to be one of the easiest and best available damage for there. take a valium dude...
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Jul 26, 2006, 07:27 PM // 19:27
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#9
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: [SoB]
Profession: R/
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great guide! now any chance on a quicker 12-man trip to the Deep?
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Jul 26, 2006, 07:40 PM // 19:40
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#10
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Forge Runner
Join Date: Nov 2005
Profession: R/
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I really don't understand the trapper hate. Could someone explain what they think is so wrong with having trappers in a group like this?
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Aug 11, 2006, 01:09 AM // 01:09
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#11
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Academy Page
Join Date: May 2006
Location: I'm Chuck Norris's neighbor.
Guild: Troublesome Unit [Unit]
Profession: W/
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I actually managed to get friends together to try this build in Urgoz. One word, Success !. It figures that my friend got Urgoz Longbow Maraknu, pwnsauce build man.
Silent Dragons FTW !
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Aug 11, 2006, 02:03 AM // 02:03
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#12
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: HBO
Profession: R/Mo
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It takes you 4 hours to do this run? you are joking right? That is way too long. I would suggest using something else. BP Bip build going slow can do it in 2 and a half. Where are the shortcuts to doing this. Such as the room where one member does not enter till the very end so that all the monsters dont spawn? Where is the EOE trick for killing urgoz? you actually attack him?
If you goal is to kill every single monster in there then yeah 4 hours.
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Aug 11, 2006, 02:35 AM // 02:35
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#13
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Why 4 trappers!? For the love of god its quicker to bring 2 trappers, and 2 more ele nukers. At least when it comes to the Wardens/Dredge you don't have to rely entirely on them been dumb enough to all walk over traps at the same time.
Plus you can skip a lot by nuking the Bark instead of fighting through the wardens. It might even be an idea to bring 2 trappers 2 barragers 1 ele nuker and have the BiP bring Order of Pain too. When it comes to dishing out considerable damage to kill Wardens, Barrage + Ele nuker = EoE Warden Bomb. Trappers are better off killing Thorn Wolves than Wardens, who are extremely difficult due to high health and good healing.
1 more thing.... why a warrior? Warriors are beyond useless in Urgoz. Why are you using trappers AND a tank warrior? Thorn Wolves just completely ignore them. If anything you could bring a second nuker there. Ward Against Foes i think your using for the wrong reason... If anything it should be put just in range of the traps to make sure Thorn Wolves dont just run straight over them.
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Aug 11, 2006, 04:36 AM // 04:36
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#14
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Cult Unseen
Profession: N/Me
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Lol people try to tell me trappers are the backbone and you should have a big number of them. 2 is good enough they are.....slightly unreliable and very slow.
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Aug 17, 2006, 11:35 AM // 11:35
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#15
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Wilds Pathfinder
Join Date: Jan 2006
Location: Evrope
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This Guide went to many pages back
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Aug 17, 2006, 11:40 AM // 11:40
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#16
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Ascalonian Squire
Join Date: Jul 2005
Guild: Regnum-irae
Profession: N/E
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why spike trap for elite why not getshock wave all 4 rangers useit and bamm alot of dmg
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Aug 24, 2006, 10:03 AM // 10:03
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#17
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Academy Page
Join Date: Jul 2005
Guild: Leviathan's Wake
Profession: W/Me
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Quote:
Originally Posted by Eldred
why spike trap for elite why not getshock wave all 4 rangers useit and bamm alot of dmg
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Mainly because your attributes will be spread too thin if you throw earth magic on there.
Spike trap is there to knock your target down while your traps to all the work. Traps are aoe, the enemy WILL run from it. Even tho barbed will cripple them, spiked trap will knock them down, and keep them in the traps longer.
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Oct 03, 2006, 06:14 AM // 06:14
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#18
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Frost Gate Guardian
Join Date: Sep 2006
Guild: I Zen I (Zen)
Profession: R/Mo
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1 question i got 4 traps where i get dust trap from?
i mean i only got factions :S
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Oct 03, 2006, 07:09 AM // 07:09
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#19
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Forge Runner
Join Date: Sep 2005
Location: Slovenia
Guild: Scars Meadows [SMS]
Profession: Mo/
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Quote:
Originally Posted by maraknu
The party will consist of
4 Trappers
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Stopped reading here.
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