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Old Jul 16, 2007, 08:52 PM // 20:52   #21
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Ok, we've just did this. Works pretty good, with more practise it should be really really fast. For now, we lured some groups (especially in begin) seperatly, because the lag is still fu cking sometimes and when spirit bond and soa aren't timed right, its easy to die.

We've added spirit shackles (a la DoA) to the tank (dropped life attunement), to take out any monks/guardians/serpents/barks very easily. This made also room for Famine on the ranger, which add's damage to this process. Broad head arrow is not needed when the tank uses spirit shackles.

We took spoil victor for the necro instead of GB, but we didn't came to Urgoz to test this (time issue's + lag ). So any1 considered this? or is it a bad idea (which i can imagine with the shorter hex duration on bosses, + it's HM)?

1 more question, what do you normally do against spirit of disenchant?

we worked our way around it, but don't know if it's very effective. Spirit shackles on the rit (so no NRG for the spawn of the spirit) or stand behind a wall so the spirit cannot attack the tank worked for us (and sometimes we were just lucky), but I wanna know how you do it?

(btw, i've never read the guide of 3 man)
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Old Jul 16, 2007, 10:52 PM // 22:52   #22
Ascalonian Squire
 
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Just started using this build, it works very well, couple of facts, if anyone could help me clear it out.
- First room, grabbing ALL of aggro will kill you? I tried aggroing them all, always die, seems that you need to take 1-2 groups at a time - any advice?
- Broadhead arrow isn't needed if i take spirit shackles? has this been tested?
- We tried using 3 man, no necro, and me and my friends cannot get past the Degeneration room [Room #2], we kill everything but the bark, but the degen always gets to us when we try to kill it. Think Spirit Shackles will do the job? and who should do the tanking on the bark? [explain procedure to kill bark in room 2 if anyone knows it]

if anyone can help me out, that be great
Thanks in advance guys,
other then that, Happy zodiac farming
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Old Jul 17, 2007, 03:24 AM // 03:24   #23
Ascalonian Squire
 
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Quote:
Originally Posted by Koning
We've added spirit shackles (a la DoA) to the tank (dropped life attunement), to take out any monks/guardians/serpents/barks very easily. This made also room for Famine on the ranger, which add's damage to this process. Broad head arrow is not needed when the tank uses spirit shackles.
1) BHA was for final healers with Urgoz? Same with Choking Gas?
2) When is Storm Chaser used? If it's HM, most of the mobs will still outrun you?
If you could get by without choking gas or storm chaser, you could give the ranger Balths and the Smiter Life Attunement....

So builds could be:

TANK - Spirit Shackles, Spellbreaker, Protective Spirit, Spirit Bond, Shield of Absorption, Mantra of Resolve, Blessed Aura, Essence Bond

SMITER - Shield of Judgment, Consume Corpse, Blood Ritual, Rebirth, Vital Blessing, Life Attunement, Retribution, Holy Wrath

RANGER - Serperent's Quickness, Quickening Zephyr, Edge of Extinction, Symbiosis, Famine, Choking Gas, Rebirth, Balthazar's Spirit (dropped Storm Chaser... is that bad?)

NECRO - Awaken the Blood, Demonic Flesh, Blood Renewal, Grenth's Balance, Shatter Enchantment, Backfire, Diversion, Arcane Thievery

Keen to try this ASAP!

Cheers,
Rukh
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Old Jul 17, 2007, 06:29 AM // 06:29   #24
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as far as i remember killing procedure in original 3 man, was bonding max the ranger so he could solo the bark on his own (kindle arrows, shortbow, broad head, savage/distracting would work well enough), but now i got that bad feeling i lack some damage for bark.

btw. bonder has no energy left, so what's the point in blood ritual on bonder? it would be better with blood ritual on necro and possibly blessed signet or good old dwaynass kiss on smiter (as in original 3 man)

BHA is for barks, choking gas is used as BHA with 3 marks lasts... ermm.... kinda short

first room - full aggro is doable, but (well it's me), doing all but one groups is best way (or half at the time), it makes the run longer but safer.
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Old Jul 17, 2007, 10:09 AM // 10:09   #25
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i would change the smite build..
signet of judgement change into blessed signet
how else can you use consume corpse / br ?
each time remove and recast your enchants?
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Old Jul 28, 2007, 10:03 PM // 22:03   #26
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Need help!

we don't know like kill the twisted bark on the second room (degen room).

We die it on first room with difficulty but we don't die on degen room .

How we can do it? who tank? what skills use he?

Thank you very much.
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Old Jul 29, 2007, 06:35 AM // 06:35   #27
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Quote:
Originally Posted by royal mercenary
i would change the smite build..
signet of judgement change into blessed signet
how else can you use consume corpse / br ?
each time remove and recast your enchants?
I think SoJ is to trigger Symboisis at the end.
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Old Jul 29, 2007, 07:36 AM // 07:36   #28
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Quote:
Originally Posted by 6am3 Fana71c
Just one question... Why would anyone bother to run this, when you can join full 12 man party, finish it safer and faster, and still get nice, guaranteed drops from end-chest (which is the point of doing Urgoz Warren)?
I haven't done it since the nerf on 3 man, but if this new 4 man build is anything like the old one in terms of speed, it will be much faster than a 12 man group (sad, I know). When I was at my prime in the days of tanking for 3 man, my friends and I could do an entire run (all the way to killing urgoz) in under 90 minutes (I think my record was 71 minutes, but it's been almost a year so I'm not sure).

Quote:
Originally Posted by Koning
1 more question, what do you normally do against spirit of disenchant?
I don't know how it is now, but way back with the old 3 man I remember the rit would always cast spirit of disenchant as soon as you aggroed. So, I would always aggro, then lure them back a bit, out of range of the disenchant. Typically the mob would die before disenchant could be cast again. Of course, since mobs now have faster skill recharge, this might not work at all (but they do attack faster too, so maybe they'll die faster as well?)

Quote:
Originally Posted by Koning
spoil victor
I believe spoil victor was one of the original solutions when EoE was first nerfed. It should work fine if you can get it on Urgoz, but I don't know if the nec can survive that long with out something like displacement.

At any rate, I'd love to try and 4 man with some of you but I'm in China right now, which means my lag will be horrible. I'm itching to re-live the days of aggroing the entire first room and watching them all drop at once...
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Old Jul 31, 2007, 10:11 AM // 10:11   #29
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http://www.guildwarsguru.com/forum/s...php?t=10007002

Quote:
Originally Posted by Thread 3ManUrgozFarm

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.
I hope this works
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Old Jul 31, 2007, 01:44 PM // 13:44   #30
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probably the hardest rooms (at least with the original build) are 4, 5, and 7.

4 was annoying because it took awhile to get the hang of triggering the vampires in such a way that you don't wipe. Plus those flowers were annoying as heck; i died many a time on that bridge.

5 takes a bit of time to learn as well; you'll discover that sweeping for thorn wolves is your best friend. In the initial area I believe there are two initial groups of pop ups, then two more groups in that same area (in other words, it might seem clear after the first two groups, but its not, more thorn wolves will appear where you might have already swept). The bark is annoying but you can actually just go around him if you dont mind waiting between battles for exhaustion to wear off. Otherwise, I personally found it easiest to clear out the first area, then aggro everything from the middle gate to the bark, then pull back into the range of EoE and let a chain reaction of plant deaths kill the bark. Done right the ranger won't even need to daze the bark.

One of the keys with thorn wolves (and any mob, really), is to make sure that no one comes even remotely close to the aggro bubble of the tank. A bad scatter can spell death for the party (trust me, it happened to me way too many times), and with the updated AI since 3 man was nerfed, I can only see it being more hazardous.

Room 7 was by far the most annoying, in my opinion. If I was lucky, I could kill all the wardens in one or two attempts, thanks to EoE. But doing it that was very risky; basically the tank had to kamikaze into the wardens on the left, aggroing as much as possible, then praying that he could renew enchants at the last second without being knocked down. I think +15/-1 energy sets could be useful here, although I never bothered. At any rate, done right this would clear the wardens easily in one go. Then you could aggro all the plants + the bark and let EoE take down the bark like in room 5 (ranger should probably assist with daze, there aren't as many plants here).

Room 8 could be annoying with warden knockdowns, but is a piece of cake compared to room 7.

Room 9, as mentioned, is probably the most fun room; as long as everyone but the tank stays back and QZ is maintained, its a cake-walk, with a lot of drops for everyone.

Basically the key to 3/4 manning urgoz is repetition. You'll learn the ins and outs of the place after a few tries. Even room 2, for example, seems horrendously difficult for first timers, but once you get the hang of exactly how and when to aggro the mobs, its a walk in the park.

Last edited by speedy21589; Jul 31, 2007 at 01:47 PM // 13:47..
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