Apr 16, 2008, 04:26 AM // 04:26
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#1
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Academy Page
Join Date: Mar 2007
Location: Lincoln, NE
Guild: {MERC}
Profession: P/
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600 smite team clearing UW?
i've been studying the Art of Underworld sticky here, and applying that to my 600 smite team. we were finally able to clear out the the ice wastes, and 2 reaper quests, and the get the reaper of the forgotten vale.
by dropping a couple of bonds, we slowly were able to work through the twin mountains, and got to the chaos planes. died there because i was stupid, but made it through a couple of the specter spawns, and i think i know how to go about it next time.
i'm starting to think that clearing all of UW is possible with a 600 smite duo, and i'm wondering if anyone has done it? if so, could you give some tips on to the quest in the forgotten vale (wrathful spirits), 4 horsemen quest (chaos wastes as well), and mountains in general? (obsidian behemoths and the charged blacknesses were a new twist to my time tanking.)
the build i'm running as the tank uses archane echo for near perpetual spellbreaker, and SoA can generally be cast and up before expiring. (i'm using 2 major runes to accomplish this, but the decrease in health hasn't had a really negative effect...)
will be running 55/SS as soon as my wife can afford her 55 armor. i need some gear for my SS yet, all i have is the stonereaper staff. (and i suck as SS so far...)
Thanks for any tips.
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Apr 16, 2008, 04:49 AM // 04:49
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#2
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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well i can tell you this four horsemen will be the onlyt hign stopping it sence there is 2 spawn loctions, i have thought about rounding all them up at one spot not by reaper but only issue is sb doesnt last long enough to get back in range qz meanign 3 man
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Apr 16, 2008, 07:56 AM // 07:56
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#3
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Frost Gate Guardian
Join Date: Nov 2007
Profession: W/
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defend the ice king and the reaper and the four horsmen
are a pain
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Apr 16, 2008, 09:53 AM // 09:53
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#4
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Lion's Arch Merchant
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I have successfully finished the 4 Horsemen with a 600/smite team. It was slow, tedious, and one of the most painstaking things I have ever done, but it is possible. Perma-Spell Breaker is necessary.
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Apr 16, 2008, 10:12 AM // 10:12
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#5
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Tzalaran
i'm starting to think that clearing all of UW is possible with a 600 smite duo, and i'm wondering if anyone has done it?
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For HM UW, cerb and I used a SS/Smite necro and a monk with multiple armor sets to go between 55 and 600 health as needed by the area. No reason a 600-smite duo couldn't do it.
I liked using a necro as the smiter more than monk because I prefer SS for killing balled terrorwebs.
__________________
And the heavens shall tremble.
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Apr 16, 2008, 12:17 PM // 12:17
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#6
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Academy Page
Join Date: Mar 2007
Location: Lincoln, NE
Guild: {MERC}
Profession: P/
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Thanks for the replies.
Quote:
Originally Posted by Avarre
For HM UW, cerb and I used a SS/Smite necro and a monk with multiple armor sets to go between 55 and 600 health as needed by the area. No reason a 600-smite duo couldn't do it.
I liked using a necro as the smiter more than monk because I prefer SS for killing balled terrorwebs.
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yeah, terrorwebs take forever without ss, unfortunately my wife doesn't have a necro with ss, so that is out. (her necro is only level 15)
for the 4 horsemen, we discussed unbonding the 600, bonding the reaper and keeping spellbreaker and SoA on him at all times.
Quote:
Originally Posted by Anime Divine
defend the ice king and the reaper and the four horsmen
are a pain
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yup. finally figured out how to beat defend the ice king with perma SB and SoA. i jokingly told my wife i wanted to change my monks name to owner of terrorwebs... haven't gotten to the 4 horsemen quest with this duo yet, but we have a plan for it...
any tips on the wrathful spirits quest? illusionary weaponry seemed to not trigger damage from bonds on the spirits and i had trouble staying alive to take the spirits out...
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Apr 16, 2008, 12:26 PM // 12:26
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#7
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Knights In The Garage [BEEP]
Profession: Mo/A
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leave the grasps in the middle when going by so no ghosts spawn to kill the mayor. i tend to bring mystic regen to stay alive though i dunno how that would fit with your build.
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Apr 16, 2008, 02:58 PM // 14:58
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#8
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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We did clear HM UW with a 600/smite team. As Avarre pointed out, we ran a N/Mo (I posted about it somewhere, you can search for my posts) and a Mo/E (but yes it would work with Mo/Me; all that's needed is infinite spellbreaker , and Glyph of Swiftness+Celerities = much less of a pain when testing, but it would work with Arcane Echo).
We calculated the optimal damage balance between SS for bosses/vale and bonds and ended up being something like 15 (11+1+3) Curses, 11 or 12 Smite (Sorry I don't remember) and 6 or so Prot. If I recall correctly, necro took SS, Insidious, Mark of Pain (can be wildcarded, need something to kill Behemoths and don't take Reckless), Vital Blessing, Balts Spirit, HW, Retrib, Rebirth
The monk tank took PS SpirB SoA GoS SpellB Life Bond Essence Bond Blessed Aura
We skipped all Behemoths except those we really needed to kill (i.e.: entrance to mountains on certain spawns, and the few groups at and before the reaper - the group at the reaper was close to hell, since you have to tank the dryders and cannot kill them because if you he will spawn in traps and get killed - I'd even suggest you clear it before taking Restore the Monuments quest)
Four Horsemen is dealt with pretty much the same as in normal mode, except that now it should be even easier since the monk has Life Bond (therefore infinite energy). The necro will bond the monk with Balthazar's Spirit only (bonding the ghost and staying out of aggro would take ridiculously too long, probably a matter of hours)
The monk will switch to a 60 armor set and keep SoA/Spellbreaker up on the reaper. It's all that's needed. While it is avoidable - or much less dangerous - in NM, this time the Terrorwebs will go after the monk (unless you are keeping bonds on ghost, but like I said it's ridiculously too long) and all you'll have to do is keep Spirit Bonds up and never forget about the reaper. Once this is done, the necro picks the reaper's target and starts killing it with insid/ss. Make sure the necro always stays at the very edge of aggro and runs away after each cast and never run directly towards the monk if a Dhuum is following you. That's pretty much it.
EDIT: Monk/Necro could do it, but with less efficiency.
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Apr 16, 2008, 03:19 PM // 15:19
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#9
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Frost Gate Guardian
Join Date: Nov 2007
Profession: W/
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I pretty much gave up reading after you mentioned your wife for the 12543300th time. It's easier with 3 peeps. Ranger takes qz + balth spirit(so you can take 1 visage) + famine and instead of mantra of resolve take another visage. good luck
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Apr 16, 2008, 03:43 PM // 15:43
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#10
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Academy Page
Join Date: Mar 2007
Location: Lincoln, NE
Guild: {MERC}
Profession: P/
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Quote:
Originally Posted by Tushi
I pretty much gave up reading after you mentioned your wife for the 12543300th time. It's easier with 3 peeps. Ranger takes qz + balth spirit(so you can take 1 visage) + famine and instead of mantra of resolve take another visage. good luck
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hmmm mentioned her 3 times, and 2 of those weren't till the end of my last post. don't have a 3rd person with a ranger, so i was asking about a duo clearing, not if it was easier with 3.
to Tushi, thanks for nothing.
to the rest of you, thanks for all the help, and i'll let you know when we accomplish this.
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Apr 16, 2008, 04:32 PM // 16:32
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#11
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Krytan Explorer
Join Date: Jun 2007
Guild: Gulfstream Owners Club [GS]
Profession: Rt/R
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Quote:
Originally Posted by Anime Divine
defend the ice king and the reaper and the four horsmen
are a pain
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I did the ice king wiht my ritu and a monk in hmode, that quest isn't much of a probem, the only pain would be the four horsemen (mostly the trip to chaos plains rather than the quest itself), but with a full team supporting you the problem is solved.
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Apr 16, 2008, 07:27 PM // 19:27
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#12
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by Keira Nightgale
I did the ice king wiht my ritu and a monk in hmode, that quest isn't much of a probem, the only pain would be the four horsemen (mostly the trip to chaos plains rather than the quest itself), but with a full team supporting you the problem is solved.
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Moment you said "ritu" is when my interest peeked. I have to know, did the smiter have to cast spell breaker on you once or twice? I ask since I know they come in multiple waves and might take a while to clear all of them.
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Apr 16, 2008, 08:16 PM // 20:16
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#13
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Krytan Explorer
Join Date: Mar 2008
Location: South Texas
Guild: Paper St Fight Club [Soap]
Profession: Mo/
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Check out my build for clearing FOW on HM with 3 players. You should easily be able to do it with yourself, your wife and a Ranger Hero. If the ranger is the Hero then the micromanaging is super easy. I ran a Mo/Me, the Smiter was Mo/E with some AOE fire skills(might be useful in UW for Behemoths) and the Ranger was R/Mes for some shutdown. You could experiment with the Ranger and his secondary to fit the UW instead of FOW.
I think the 4 Horsemen could easily be done like said above by stripping yourself and treating the Reaper as the 600 and smiting / perma-Spellbreakering him.
I'm working on a 1 player, 2 heros UW HM build but it's slow and I get distracted easily lol. I'll post it as soon as I have a completion.
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Apr 16, 2008, 10:43 PM // 22:43
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#14
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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You don't seem to get it. 600 with Retrib/HW works because the monk runs 15 AL. The reaper has a LOT more than that. Add this to the fact that Dryders/Dhuums deal very low damage. The reaper probably wouldn't take more than 4-5 damage per hit (and they have a LOT of health, if you check my videos from sticky). Don't forget Aura of Restoration for dryders and natural regen for Dhuums (and the fact that they run from Maelstrom and regen health).
It would take hours.
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Apr 17, 2008, 12:55 AM // 00:55
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#15
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Krytan Explorer
Join Date: Mar 2008
Location: South Texas
Guild: Paper St Fight Club [Soap]
Profession: Mo/
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Ah, good point. I didn't think about the reaper having a lot of AL. An alternative I have played around with is the Smiter going M/Nec and taking SS as an elite. Use Cerb's tactics from his dual 55/SS clear and pull back. The 600 keeps the reaper going and the Smiter <after canceling enchants> uses SS on the terrorwebs and Dhumms. Same tactics but a different way of getting there.
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Apr 17, 2008, 12:08 PM // 12:08
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#16
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Krytan Explorer
Join Date: Jun 2007
Guild: Gulfstream Owners Club [GS]
Profession: Rt/R
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Quote:
Originally Posted by Nightow
Moment you said "ritu" is when my interest peeked. I have to know, did the smiter have to cast spell breaker on you once or twice? I ask since I know they come in multiple waves and might take a while to clear all of them.
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No, SB might be nice to have around but is not necessary. Honestly i prefer not having it on while fighting Dryders because their spells trigger spirit bond. Only trouble I have are with meteor showers but you can avoid em. Besides I did the run with a mesmer, he can't bring SB since his elite is SOI.
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Apr 27, 2008, 05:00 PM // 17:00
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#17
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Ascalonian Squire
Join Date: Apr 2008
Location: The Netherlands, Noord Holland, Amstelveen
Guild: The Rune Dragon
Profession: R/
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I dont understand cerb's post, HW has a massive -10 energy on the smiter, how could he ever cast SS with almost everytime 0 energy. Or has he to drop HW when not needed?
Ty, Dae
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Apr 27, 2008, 08:23 PM // 20:23
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#18
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Of course he cannot cast both SS and HW. However, there are some foes against which it is better to use SS over HW (Dryders, Behemoths, Four Horsemen, Terrorweb Queen for instance)
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Feb 20, 2009, 08:21 PM // 20:21
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#19
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Academy Page
Join Date: Oct 2007
Location: Hungary
Guild: Pirates Love Triviality [HARR]
Profession: Rt/Mo
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I know it's an old post but I always wanted to do it. We barely got to the Twin Serpent Mountains but we couldn't kill a single group of Behemoths. SS and MoP were totally useless against a group of 3. HW+Retrib as well.
What's left? Defile defenses? Snowstorm? What are we doing wrong?
Thanks for the advice!
(No go uwsc or 3men answers please... thanks)
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Feb 20, 2009, 08:49 PM // 20:49
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#20
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Forge Runner
Join Date: Mar 2006
Location: Malta
Guild: [CuTe]
Profession: E/
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There's the pain inverter trick with 600/smite. Hit pain inverter and run into traps with SB and SoA, it will kill the behemots instantly.
As 600/smite I'm able to clean Chamber, Wastes (including quest) and Vale clear (without quest) As I think there isn't enough damage to kill the tortured spirits.
Haven't tried the rest however If I calculated it right with glyph of swiftness, conset and 16 or 17 divine favor you can maintain Spellbreaker which allows you to clear pits.
Haven't tested the pits part and still gotta see how to compress everything on 2ppl.
- Ganni
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