Jan 23, 2006, 08:18 PM // 20:18
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#1
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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New UW - Aka Tombs
Feedback / Suggestion Welcome **************
After Some Run , This is What I came up with
2 Tanks - (Build Nice Wall Block the Doorway, Choke Point, <<No Rez
1 Nuker - Wards , Nucking, <<No Rez
3 ( All Healing Mnks << Rebirth
1 N/Me Echo SS <<No Rez
1 R/Mo Interrupt Primary Rezzer << Rebirth
Primary Tank
W/Me
Victory is Mine!" {Elite} -
Balance Stance
Healing Signet
Disrupting BLow
Leech Signet
Power Drain
Guilt
Shatter Hex - 102 Dmg
W/Mo
Gladiator's Defense {Elite}
Balance Stance
Healing Signet
Disrupting BLow
Mend Aligment
Smite Hex
Watchurself
Shield up
R/Mo
Savage Shot
Punishing Shot
Distacting Shot
Troll Ugent
Wriling Defense
Apply Psn /Psn Arrow
Smit Hex
Rebirth
E/Me
Echo Nuker
Ward Foe/Harm
Shatter Hex
M.S (Nuking skill )
N/Me
Echo
SS
Leech Signet
Power Drain
Power Tap
Guilt
Cry of Frustration -
Shatter Hex
Monks Healing
OoB
Healing Other
Heal Party
D.Kiss
Smite hex
Ori.Healing
Mend Aligment
Rebirth
Tell me wha't on your mind thanx
Last edited by Sample Attack; Jan 23, 2006 at 08:56 PM // 20:56..
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Jan 23, 2006, 08:42 PM // 20:42
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#2
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Ascalonian Squire
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I think the 2 Warriors as a wall is the key. We had Glads defence but I'm sure other builds work 2.
The rest of the party was 2Mo(Heal Party), 1R(aggro pull), 1E(Metor/Wards), 1N(MM). I did not notice any bonds on me so I'm assuming both Monks were healers.
I did not see the ranger trapping but it would have been good thing at the wall. The Ranger aggroed from quite a ways away sometimes. A good pull is also key, no one screwing around and going ahead of the wall.
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Jan 23, 2006, 08:46 PM // 20:46
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#3
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Ascalonian Squire
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I don't know why it double posted.
Last edited by MrBugs; Jan 23, 2006 at 09:18 PM // 21:18..
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Jan 23, 2006, 09:04 PM // 21:04
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#4
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Zerohour Enterprises [ZHE]
Profession: W/
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double post of DOOOOOOOOOOOOOM
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Jan 23, 2006, 09:11 PM // 21:11
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#5
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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Echo SS with Take care of those little Creatures , they use Evicerate .. The Faster They Attack , The Faster they will Die , I see 37 Across on my top and they drop Very Fast ..
With Shatter Hex , 102 Dmg Across my Screen While There is Hex on..
Plenty of Energy with Guilt, Leech Signet, Power Drain To gain Energy on Warrior
Smite Hex Help taking out some hex..
Echo Nuker Finish Anything left standing around off...
Usually We finish the group b4 the Meteo Shoer Came down
**********
Leader - Me ( Know how to pull, Know the Spam , POP Ups)
Everybody Listen and Stay back
Making a good wall , Body Blocking is very important key...
One Group @ a time, No Rushing ...
We take about 2 hrs to finish the run ...
Last edited by Sample Attack; Jan 23, 2006 at 09:17 PM // 21:17..
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Jan 23, 2006, 09:37 PM // 21:37
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#6
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Ascalonian Squire
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it seems the board is having issues.
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Jan 24, 2006, 04:38 PM // 16:38
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#7
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Pre-Searing Cadet
Join Date: Jan 2006
Guild: Stoned to Death
Profession: Me/N
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Inspired Hex and Ether Feast for the N/Me. With maxed points on Inspiration (for power tap and power drain) this will work better.
And hi, Sample! <3
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Jan 24, 2006, 09:34 PM // 21:34
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#8
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Ascalonian Squire
Join Date: Dec 2005
Profession: Mo/Me
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why dont you bring a protection monk?
Unless your healers are all on mic calling their heals their goign to be wasting energy on overhealing people.
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Jan 25, 2006, 07:01 AM // 07:01
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#9
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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Yes we are all guildies , and on Vent
Each Healer heal on assigned person , No. 1 and No.2 , etc...
3 Monks to be safe ,
I'm thinking about try two monks with both SB ( Spellbreaker )
That'll open up one slot for Mayber Ranger or Mesmer ?(16 Dom ? )
I'm also Re-thinking go with two W/R and Mesmer
I don't know how work well to bring ONe MM (Minion Master ) to that open slot down there....
And Hi Alex <3
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Jan 25, 2006, 07:29 AM // 07:29
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#10
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Academy Page
Join Date: Dec 2005
Location: UK
Profession: W/Mo
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Ranger, no need. 2 SS Necros are kick ass.
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Jan 25, 2006, 07:29 AM // 07:29
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#11
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Academy Page
Join Date: Dec 2005
Location: UK
Profession: W/Mo
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Ranger, no need. 2 SS Necros are kick ass.
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Jan 25, 2006, 02:29 PM // 14:29
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#12
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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whenever the guild goes there.. we NEVER bring warriors.
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Jan 25, 2006, 02:43 PM // 14:43
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#13
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Furnace Stoker
Join Date: Jun 2005
Location: Walking the ruins of Ascalon
Guild: DVDF
Profession: Me/
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Oh, it figures another area with people coming up with builds except for a mesmer.
Well here is one to you un open minded/not willing to give this beautiful calss a chance fellow gamers
Backfire
Power Spike
Echo {elite}
Cry
Empathy (does wonders to enimies there)
Power Block
Inspired Hex
Rebirth
I was able to keep 2 wurms shutdown thanks to echo and the other 3 interrupting skills.
And before asking how would siege wurms get interrupted with Power Spike and Power Block, their Siege attack is a spell not a skill.
If you mouse over the wurm siege icon on the casting bar, it says that it is a spell, monster only
I beg you all give mesmers a chance.
Mesmers FTW
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Jan 25, 2006, 02:54 PM // 14:54
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#14
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Lion's Arch Merchant
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<--- Mesmer lover forever. I play a warrior and ss necro mainly, but I know many experienced mesmers and I suggest grabbing one for any occasion.
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Jan 30, 2006, 08:18 PM // 20:18
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#15
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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as you see , most of them are Mesmer Skill , Better Grab two shatter hex.
It's Guild Tomb Run, We make it 100% even couple of them Err 7 . I'm sure there are 3 Men Run Possible..
Ranger ( Barrageway ) work really great and Fast ....
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Feb 03, 2006, 09:18 PM // 21:18
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#16
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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The group we typically try to go with:
1 Tank (No need for two if the one is smart. Stick to corners, the mobs love to get you on a corner)
3 Eles
3 Monks (1 Prot, 2 Heal)
1 Blood/Battery (Never think that taking WoP is better than BiP.)
The blood can be replaced with just about anything, mesmer, ranger, etc.
We never take MMs and rarely trappers.
Every member should have some form of res, if nothing else, take a res sig, unless you are monks, then you take Rebirth + whatever else you want.
Tank should never be W/Mo. It makes it very hard for the healers to keep you healthy when you have a Mo in your name, this applies to most of the other team too.
Usually the Eles and the Monks will be E/Me or Mo/Me so that they can take advantage of Mantra of Resolve. Having a blood with you helps this also, because if you keep getting spiked while trying to cast and losing energy, the blood will keep your mantra up.
That all being said, there is no right or wrong build, just be smart about playing it. Communicate with your team and if you aren't the leader, follow instructions.
And please warriors, if you are holding back a mob, and one grasp (whatever) slips past you, don't follow it back allowing the rest of the mob to come back too. All your serious dmg dealers and squishy monks are back there. If they can't handle one run away grasp, then there is something wrong with them. The whole reason you are there is to be a road block, stay one
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Feb 03, 2006, 09:24 PM // 21:24
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#17
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Quote:
Originally Posted by Cherno
We never take MMs and rarely trappers.
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Just so I can learn, why not?
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Feb 03, 2006, 09:51 PM // 21:51
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#18
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Forge Runner
Join Date: Jan 2006
Guild: Stars of Destiny
Profession: E/
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Quote:
Originally Posted by bobrath
Just so I can learn, why not?
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Agro problems. They way we do it (which is slower than many who claim to do it very quickly) is through careful control of agro. Everyone else stays the hell back and lets the warrior get locked in agro in strategic points (usually a corner). Then the signal is given and we move forward and nuke them up. Minion Masters (at least the ones I have encountered) can't control their minions agro and wind up pulling in too many groups.
Apart from the general appearance of chaos from having your back line filled with minions, when bad agro happens, people scatter. Minions block the way from what could be a life saving strafe, block the way from an ele moving into approriate range, etc.
Now don't get me wrong. I am sure in the appropriate hands, that a good MM can (and I am sure has) do very well down there, and when we did have a semi compentent one once, the dmg and extra tanking was nice. But the possibility of agro break and additional groups just doesn't appeal to our particular way of doing it, so we always avoid them.
I would love to find someone who really feels that they are a very good minion master and take them down with us sometime.
The main thing we are looking to do right now is further streamline our time getting through. Most of this is hampered by not having enough of our guild on at a time to form a full group and then spending the time looking for a PUG that won't quit, argue, smack talk, tell you how to play your build, etc.
Please feel free to look me up in game sometime if you are interested in going down there. I like to go down at least once a night when I play and am very open to different builds when I play without my guild.
I am always interested in learning what works for other people and what tricks and tactics can be learned down there.
BTW, our tank friend last night told us that the most efficient group he had ever seen down there was 3 trappers, 3 monks, a tank and a x (can't remember, he may have said ele or MM or SS)
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Feb 03, 2006, 09:59 PM // 21:59
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#19
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Frost Gate Guardian
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We have been running a different kind of warrior in this area. If you read the skill Crystal Wave it basically has no effect against W/Me's with Illusionay Weaponry and they are bonded, that's right bonded. Only two things strip the enchantments. The Ghost Rider Guys (forgot their name) and the Unchained Souls. Three W/Me's doing 34 dmg a swing can wade through a lot of foes. The ele and necro are still important as it only helps speed thing up.
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Feb 04, 2006, 12:05 AM // 00:05
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#20
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Krytan Explorer
Join Date: Jul 2005
Location: California
Guild: Lordz of War
Profession: R/E
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Zilm thanx to your info , I like IW ,
"Aimtrue Sureshot " I gunna addd you in my F-list, If we need one spot open or anything call you up ..
We kinda do Ranger (Barrageway) Spike type in there , did 2hrs or less then 2 Hurs...
3 R/Me , 2 R/Mo
1 N/Mo
2 Healing Monks
Three Ranger Bring , Winn, Muddy Terrain, Winter
(Don't bring pred and other spirits )
One or Two other Ranger don't bring barrage bring psn arrow or apply psn.
we move really fast ... I'm thinking about Drop one ranger and Add Echo SS.
Watch out for the PoP ups.
Good luck Folks
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