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Old Jul 20, 2006, 04:03 AM // 04:03   #1
Ascalonian Squire
 
Join Date: Jul 2006
Guild: Murderous Monkey Mafia[TRON]
Profession: W/Mo
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Default 3 man urgoz...the guide...go figure

Well, despite some harassment we may have received here's the FULL guide, from the experienced gathered from dozens of hours of testing our 3 man Urgoz build. This is not easy to do, we made the guide and still fail this on a regular basis. This is the real thing. This is the first guide I ever wrote so excuse anything that is missing or is out of place. And now, without further ado, my guide.

The characters

The monkey tank (close to the traditional 605 build)(this was my part, so I have the most incite into this)(Also named for my guild, the Murderous Monkey Mafia[tron])
Mo/X (doesn't use any skills from the secondary)

equipment:15 AC armor (low defense is your friend), totem axe (20% enchants, +5 energy), offhand doesn't matter too much, as long as it gives +12 energy, +30 AC protection prayers head piece, and a minor rune of protection prayers and divine favor

Skills:
spirit bond (referred to as bond from now on)
protective spirit (ps)
spell breaker(sb)(elite)
blessed signet
essence bond
blessed aura
life attunement
vital blessing

put all your attribute points to protection prayers and divine favor.

When fighting, the tank will maintain his hp by spamming ps and bond. This will be implied from now on. Because he does this so much that it would drive me mad writing it over and over again.



Dwayna's smiter(again, pretty close to the build we derived this from)(also named for the guild of the original smiter, Dwayna's disciples[DD])
Mo/X(again, no secondary skills)

Equipment: totem axe(same reason), armor class doesn't matter, smiting prayers headpiece and superior smiting and divine favor runes. That's all that really matters, getting energy as high as possible is a good idea.

Skills:

Shield of judgment(soj)(elite)
Dwayna's kiss(kiss)
rebirth
Blessed signet
Holy wrath(wrath)
Retribution
Blessed aura
Balthazar's spirit

All attribute points to smiting prayers and divine favor, leftovers to healing prayers.

50 medal ranger(the name was inspired by the by an inside joke based on the fact that we always had the ranger die if someone needed to)
R/Mo

equipment: max ranger armor, bows are a matter of preference, but damage does matter, so choose something nice

Skills:

Broad-headed arrow(elite)
Read the wind
Symbiosis (symb)
Edge of extinction(eoe)
Quickening zephyr(qz)
Troll unguent
Rebirth
Distracting shot

Attributes:
10(+1) beast mastery
7(+1) expertise
7(+1) wilderness survival
11(+4) marksmanship



And now a room by room description of the entire urgoz's warren…

When you start out, smiter and the ranger back off and the let the ranger start raising his spirits when the spirits are set up, have the tank spawn the vampires and attempt to run back and join the other 2, if he succeeds, then the energy vamps will kamikaze into your spirits killing the health vamps through eoe. If the tank drops, let the health vamps kamikaze into the spirits and the ranger should have the firepower to finish off anything left over if necessary.

Room 1: weakness

Have the tank cast all the maintains on himself, and the smiter cast Balthazar's spirit and retribution on the tank, have the Ranger cast eoe back where the vamps spawned. After all the prep is done, have the tank sneak by the first group of dredge combining the 5 groups into one HUGE group. As soon as they're all one group, have the tank cast bond and ps on himself and agro all of them back. Your only guidelines to where to agro them is that they must all be in range of eoe and that the tank has to be out of range of the spirit of disenchantment that will inevitably be put up. As soon as the tank is where he wants to be and maintaining ps + bond to keep himself alive, have the smiter cast soj on the tank followed by wrath. As you may or may not imagine, all the dredge will drop dead at approximately the same time for a downright humorous site. Let all your characters recharge. As soon as you're ready, have the smiter cast soj on the tank and have the tank agro the bark. As soon as the bark is attacking the tank, have the ranger put up read the wind, and daze the bark, between the ranger's attacks and the tank's melee, the bark should never manage a spell, as such, the bark drops. Proceed up the stairs and use the same strategy for the group at the top of the stairs as you did for the first group of dredge. This should not be a problem. When that group is down, walk between the serpent and one of the other groups of dredge and all of the dredge will move to the serpent. Once again, set up eoe and agro all the dredge and kill them all. The soj + wrath + daze = one dead guardian serpent.





Room 2: health degen


I will now introduce you to one of the main tricks that makes this build work. Blessed aura along with the totem axe should increase your enchant duration buy about 52%. Sb duration should be about 15 (15+8 = 23) qz will half the recharge time of sb down to 22.5, in other words, u will be able to maintain sb almost indefinitely. As such, put up qz, have the tank cast sb, and charge in, a group of blood drinkers will spawn up, but holy wrath should kill b4 the second sb will run out. Once again watch out for the spirits of disenchantment as their attacks will be most deadly. Something to keep in mind is that no hits in this area are crippling so if you are unsure about the status of a disenchantment spirit, u can bury your important enchantments under ps. Anyway let the tank take out as much as he can; most importantly any patrols that approach the bark. As soon as enough is cleared, have the tank leave the degen area. Once recharged, have the tank put vital blessing on the other two characters and take a nice break. Have the ranger put up symb and qz once again. Make sure the smiter has full energy. As soon as all is ready, have the ranger agro the bark as far back as he can then daze him and keep him interrupted with attacks (read the wind helps). As soon as the bark starts attacking the ranger, have the smiter use soj on the ranger and move out of degen. As soon as soj comes back have the smiter recast it, by the time the second runs out, the bark should be dead.. if not, start the process over. regroup in the area where the bark was, cast qz and eoe. Recast all the maintains on the tank. Have him use sb and agro all the blood drinkers, once again, 2 sbs and wrath should be enough to dispatch all the ones in the bark room. There will be another group in the passageway with the serpent. As soon as that groups gone, dispatch the serpent, grats, room 3 is done.

Room 3: the gate room

Right away you'll notice all the plants and such in the room. Have the tank enchant up, agro everything back the entrance to the room, put up eoe, soj the tank and wrath up the tank, and everything will drop pretty quickly, No matter how many times you see the eoe bombs at work, they never get old. You can now enter the room safely and all the enemies will be unable to attack you until you deem it necessary. As such, kill off all the savages you can starting with the ones on the side. You should be able to kill off the ones on the bridge by standing outside the range of the spirit of disenchantment cast by the ritualism dredge. Without any savages, you ranger should be able to pick off the ritualists one by one. Have the ranger die and have the smiter rebirth him so that he pops up on the bridge (if all the enemies are dead, a vampiric weapon can kill off your ranger). Open the gates and proceed to the next room





Room 4: the bridge room

This room may get a little bit tricky. First thing u do is have the tank take off all his armor that doesn't give energy regen. This should leave you with 2 pieces. As soon as you're set, put up wrath and all the possible maintains on the tank. Then have him slowly walk into the range of the flowers, certain flowers shoot for more than 60 dmg so that should be able to keep you alive and full of energy. Proceed slowly through the bridge spamming ps and bond, the second you see a wolf popping up, cast sb, then continue to spam the other two skill, go a bit further and the second group of thorn wolves will appear, take the same steps to dispatch this group. Once this group is out, let the ranger cast his spirits and have the smiter and the ranger back out. When the tanker proceeds a little further, vamps will pop up at the entrance to the bridge and pick off your spirits. If any are left, the Ranger should have no trouble picking them off. When the vamps are dead, have the tank come back to the entrance. Now, I don't know how or why this happens, but we found that when a person died on the bridge, there is a safe zone around that person's body where the flowers don't shoot you. So what you do is you have the ranger go out a little bit, and let the flowers kill him. Then have the smiter rebirth him from directly on top of him. Repeat this process until you get as far as the tank had to go to make the vamps spawn. Once there, reapply the maintained enchantments. Have the tank proceed alone to dispatch the third group of wolves with the same strategy used before. Once again, have the ranger die to allow you to proceed a little bit further. When you reach the spot where the second group of vamps sill pop up (or a point just b4 that) have all your chars stop and have your ranger set up spirits. Then have your tank make the vamps appear. its ok if the vamps kill the tank make them move toward the spirit. After the vamps are gone, you are free to move to the end of the bridge and safety (you might have to let the ranger die again). Using the previously mentioned strat take out the serpent… grats, you're past this room.



Room 5: exhaustion

As you may imagine, this room sucks. You can no longer spam the spell you need to survive. Luckily for you, the bark is pretty close to the beginning of the room. Even so, getting to him isn't simple. Here's what you do: set up qz out of the exhaust area. Then have the tank cast ps and sb inside the qz range, then go and agro all the thorn wolves he can. Continue this till you get all the thorn wolf spawns in the first part of the room. It is ok to snag some exhaust if you feel like you need to. After the first part of the room is clear, walk toward the area with the bark. This will make more wolves appear, by now u should know how to take them out. When all the wolves are out of commission, agro everything on the tank and cast soj on him, while this is happening, have the ranger go in and daze and take out the bark. Once the bark is out feel free to kill everything in that room for vengeance, don't really have to. I'm not going to highlight every twist and turn till the end of this room. Long story short, continue to proceed with caution and only when you can cast sb. You can get any chests you see on the way, and kill whatever you want along the way. There's hardly anything worth highlighting for the remainder of this room.

Room 6: energy degen

Now I'm not exactly sure about the effect in this room, nor did I ever have the nerve to test the effect. I heard that you had to leave one person behind so that the wardens wouldn't spawn, that’s what we did, id appreciate it if anyone could tell me if u didn't have to leave a person behind if u only have the people. I would like someone to tell me whether u can go in with all 3 people or not. Anyway, I'll give our strat for taking 2 people at a time. First thing Is u send in the ranger and the smiter to take out the bark that produces the degen. That’s done by having the smiter soj the ranger then having the ranger daze and kill the bark while the bark is attacking the ranger and taking soj dmg. After u dispatch the bark, go back and take the smiter and tank in to kill off the guardian serpent using wrath and soj together. After the two monks are clear of the room let the ranger pass as well. This room is pretty quick and painless.

Room 7: exhaustion + weakness

I never cared about weakness. I'm sure you can understand why, but exhaustion sucks bad. Well, you can pull the main group out of the exhaustion area and kill them. The wardens are a little more tricky. We never came up with a "good" way to kill these wardens. What we did was simply pull them back as far as we could then, when the agro broke (we usually couldn't get them far enough to avoid exhaustion) we would have the ranger pick off and daze the healers; the tank and smiter together could take down any physical damage wardens. Slowly and steadily, you can finish off the wardens. Once that’s done you can simply use soj +daze and take down the bark.

Room 8: a whole lot of wardens

All I got to say about this room is merry Christmas. This room is pure entertainment. Set up a qz and an eoe. Have the tank cast sb, and run inside to agro as much as he can back. To the spirits, put up wrath and soj, and watch the enemies drop. You can clear out the whole room if you want, but you only really need to kill everything on once side so that you can get to the exit. The serpent shouldn't be a problem by now, take him out and proceed to the next room.




Room 9: the fun continues

This is probably my favorite room to do with this build. Simply set up qz at the entrance, cast ps and sb, agro a group, and drag them back to the spirits, and watch them die. It's a lot of fun. Keep doing this until all the pop-ups are dead and the doors open. Another short room, but o so much fun.



Room 10: is this really worth a separate heading?(o yeah, degen again)

Um, well, kill the bark, daze + symb, um yeah, this room is just kind of dumb. Move on. O, and the tank and the smiter together should be able to kill all the enemies on the other side of the bridge without any difficulty.

Room 11: urgoz

Well, I'll admit to being really bad at this, but anyone truly familiar with urgoz will know what do now. Set up eoe and run around like chickens with their heads cut off. The kamikaze pop-ups will cause eoe to kill urgoz. Gratz

The end

Well... here's the original of the image everyone dissed so bad. I guess we all make mistakes, lol



Special thanks go to Exile of heaven who came up with the tank + smiter build, We altered the build quite a bit and added a third character to it. But the true originality is probably to his credit. If you have any questions/comments/concerns, contact me in game sn: monkey mobile


Assorted hints and things i may have neglected to mention:

Symbiosis is there for the degen rooms, it gives more time for the ranger to be able to solo the bark.

In the beginning, place the spirits behind both sets of vampires so that the vampires have to be pulled into the spirits

It is always easier to take out mobs together, picking off single enemies or small groups is a pain and is often more dangerous

When dealing with disenchant spirits, simply walk out of their range or in some way that they can't hit you

A lot of random ranger seem to have trouble with the degen bark, so ill explain it in more detail. take all the enchants off the tank, put them all on the ranger. put up symbiosis and qz. Then have the ranger get the barks' aggro, then use read the wind. Then the smiter should soj up the ranger and the ranger should daze the bark and keep attacking, making sure to stay in symb, the tank can act as a healer in the mean time. make sure the bark stays dazed and resoj the ranger when possible, if u don't think u can make it, pull out before you die.

people have also misunderstood the first room. Most of the time you'll be able to sneak past the middle group of dredge without aggroing them. THis makes all the groups come together, u can then aggro all of them and kill them at the same time.

Last edited by pasha monkey; Aug 05, 2006 at 07:18 AM // 07:18..
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Old Jul 20, 2006, 04:14 AM // 04:14   #2
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Good job finding a build for it. Gotta see if it works sometime...the only problem is that now everyone will flood Urgoz and farm items and such...o well.
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Old Jul 20, 2006, 04:16 AM // 04:16   #3
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Sorry for my owned comment in the other thread. Good guide guys!
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Old Jul 20, 2006, 04:19 AM // 04:19   #4
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very nice, i might just have to try it out -.0
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Old Jul 20, 2006, 04:22 AM // 04:22   #5
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Hey nice job i knew the others were slightly ignorant....the party box may be slightly transparent but the lighting depends on the background behind the party box wich in that case was the dark brown ground...they blew it up in some weird way when i did it i clearly saw background...I just told you to prove it by takin me along because I was slightly skeptical as just because it looks right doesnt mean its true....I just found it hard to believe as how Anet was bragging about how it was impossible to make a gimmick build to do the "new UW" type missions with a low number of people.
Good job its a shame i dont got the right players to do the build.
But how do you do that part with the suicide bombers? i thought Anet made sure there was no way past that with a build such as this.
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Old Jul 20, 2006, 04:22 AM // 04:22   #6
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Smile Most impressive

Well done on a fantastic team build!

I may have a go, sounds challenging and fun!

Thx for sharing
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Old Jul 20, 2006, 04:23 AM // 04:23   #7
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Impressive, you actually did it
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Old Jul 20, 2006, 04:32 AM // 04:32   #8
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yay, I may get an affordable urgoz's longbow finally!
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Old Jul 20, 2006, 04:42 AM // 04:42   #9
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Would adding another damage dealer make this faster?
BTW: sorry for editting every post i make but, if i were you i wouldn't have posted this Anet might try to nerf it and your also helping out all those people who flamed ya just my opinion...
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Old Jul 20, 2006, 04:47 AM // 04:47   #10
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Quote:
Originally Posted by Dark Tykane
Would adding another damage dealer make this faster?
BTW: sorry for editting every post i make but, if i were you i wouldn't have posted this Anet might try to nerf it and your also helping out all those people who flamed ya just my opinion...
Let them come, I don't want somethign this powerful to be allowed, I think that making up these builds is the ultimate form of Pve in the game, and i think people should be challenged to renew their ideas. And those who flamed us should be feeling bad about right themselves about now ^_~

Last edited by pasha monkey; Jul 20, 2006 at 07:54 AM // 07:54..
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Old Jul 20, 2006, 04:57 AM // 04:57   #11
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Quote:
Originally Posted by pasha monkey
Let them come, I don't want somethign this powerful to be allowed, I think that making up these builds is the ultimate form of Pve in the game, and i think people should be challenged to renew their ideas. And those who "flamed us" should be feeling bad about themselves about now ^_~
eh i can understand the want for the challenge but i wouldn't be nice enough to share any of this....or dedicated enough to type it out
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Old Jul 20, 2006, 05:01 AM // 05:01   #12
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Now u guys should apologize to son of mephiston & unbanned him from Guru. N should thx them for that they done. Now to start farming Urgos

P.s. Haha Son of Mephisto=Phifty Phive Monk

Well done Guys

Last edited by Roxas; Jul 20, 2006 at 07:52 AM // 07:52..
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Old Jul 20, 2006, 05:13 AM // 05:13   #13
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Well done!
I didn't flame you, did read the article, could believe that you had found a way, but because you were being so mysterious I coulnd't be sure u actually did it.

Pretty good for a first guide!!
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Old Jul 20, 2006, 05:39 AM // 05:39   #14
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Wow I would hate to be one of the persons that flamed you Congrats on your achievment (shoulda kept to yourselves and gotten rich then give it out)
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Old Jul 20, 2006, 05:56 AM // 05:56   #15
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Good stuff thanks for the guide.
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Old Jul 20, 2006, 07:29 AM // 07:29   #16
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Really, really nice.
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Old Jul 20, 2006, 07:49 AM // 07:49   #17
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Very nice, looks good at first sight.

Its really a shame I don't have a monk pve character, and my ranger is still pretty far away from Hzh. Oh well, at least some incentive to play on him.

Thanks for sharing!
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Old Jul 20, 2006, 08:37 AM // 08:37   #18
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very nice one. this really makes me want to try it :P and yeah, the '605' and 'holy smiter' build IS way too overpowered. :I

oh btw, i didnt read the full guide, just the start so i aint sure if you mentioned it.

how long did it take?
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Old Jul 20, 2006, 12:18 PM // 12:18   #19
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Original screenshot from "Son of Mephisto":
http://www.guildwarsguru.com/forum/a...8&d=1153117679
"pasha monkey" version (identical screenshot taken by another player? strange)
http://img125.imageshack.us/img125/3640/gw074newml9.png
New screenshot from this thread:
http://img153.imageshack.us/img153/9476/dejavual1.png


Zoom of the original screenshot:

Zoom of the latest screenshot:


Original claim from "Son of Mephisto":
i do it everynight!!!! -> translate : "it's so easy that you suck if you can't reproduce it"
New statement from this thread:
"This is not easy to do, we made the guide and still fail this on a regular basis. " -> translate : don't be surprised if you can't reproduce it

Now believe what you want.

Has any trustworthy community member been able to observe or to reproduce this, or is there a long and high quality video to confirm this?

Until then, and based on the content of previous posts, I'll think that you just did a better job with photoshop. I'm usually not that skeptical, but this is the fourth thread on this subject, and there is only one coherent and intelligible post which provides a barely decent proof. For the records, I could remove the ranger from these screenshots without much effort (zomg, you can duo Urgoz!!!). And one hour with a full guild group would give me enough material to pretend I soloed any place in the game. I'd like to remind that a screenshot is not a proof.

If this guide not a fake, and if we do get a decent proof from somebody we can trust, then what was done in previous threads is probably one of the crappiest way to promote this build. Fake or not, the effort put in this thread is not comparable to what has been done so far, and that's why it won't be closed.
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Old Jul 20, 2006, 02:16 PM // 14:16   #20
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ill see if it is possible to clear the first few rooms with gamecam
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