Urgoz Run – looking for help on build improvement!
Several folks are getting together this weekend to make an attempt at Urgoz. Quite a few haven’t played in some time and pretty much all of us are green when it comes to running Urgoz. This build ‘idea’ is borrowed from all over (including a thread here on guru) and isn’t meant to be a speed clear. There feels like a bunch of holes still and would love input in trying to refine or change accordingly.
#1 – P/W
leadership=11+1
spear=11+1+1
command=8+1
[save yourselves]
[there's nothing to fear]
[for great justice]
[focused anger]
[go for the eyes]
[vicious attack]
[aggressive refrain] – tough to maintain between battles w/o shout/chant
[open] – Rez such as sig of return? Ebon Battle Standard of Honor (rank?)? Anthem of Flame/ weariness for aggressive?
#3 – N/R
death=12+1+3
soul=12+1
[Masochism]
[Order of Undeath]
[Animate Bone Fiend]
[Animate Bone Horror]
[Blood of the Master]
[Foul Feast]
[Infuse Condition]
[Charm Animal]
#4 – E/Mo
ES= 12+1+2
Healing = 12
Air = 3 +1
[Infuse Health]
[Heal Party]
[Great Dwarf Weapon]
[Glyph of Swiftness]
[Mindbender]
[Ether Renewal]
[Aura of Restoration]
[Healing Breeze]
#5 – E/Mo
ES= 12+1+2
Prot = 12
Air = 3 +1
[Infuse Health]
[Protective Spirit]
[Glyph of Swiftness]
[Life Attunement] x6
[Ether Renewal]
[Aura of Restoration]
[Open]
[Open]
I take no credit for these – just been ripping them off from everywhere to post up suggestions (several parrot a thread from Guru).
There just feels like there should be more PvE skills put in just because they’re overpowered.
Not sure if 6 pets (and a spirit) will be sufficient for things like the vamps?
This is basically the primary character classes available so would have to stay within these ideas (the E/Mo’s are still questionable for being available too). I believe the folks turning out may be limited in skills and questionable in PvE ranks (these skills may need to be flexible to move)
The Wa’s were listed as the same and one would be involved in the pulling. I wasn’t sure if one not pulling should be something like an Earthshaker build or some other popular PvE variant like Dragon Slash (the Hundred Blades was meant to be powered by the AP/Curses Nec).
The Prot E/Mo didn't include Spirit Bond initially (need the Wa's/ party members to maintain 600hp if using Prot Spirit to be effective) and could use some help in spaming effect prots.
For clarification, #8 will vary on runes based on swapping armor pieces to be most effective. Will primarily be a 12 Exp, 11 Mark, 11 BM (will be on mask swap only) but will vary at Urgoz himself to pump up the EoE.
We’re suppose to be heading out Saturday evening (5/23) and I’m pulling for being as ‘ready’ as we can be prior to the event (prep time is the worst and often takes longer than the actual act. It would be nice to have templates and equipment suggestions ready to go so discussion is minimal).
Please post up suggestions, comments, tweaks, builds etc. I’m sure we’d all appreciate the help!
Last edited by elk; May 21, 2009 at 11:38 PM // 23:38..
There's only 2 groups of vamps that need to be killed, you don't need a bunch of pets to block them. If someone dies, rez them. Take out the smiters and ele healers, put in monks and more splinter barrages. 2 infuse health's won't do jack against a group of wolves and er will be constantly stripped by blood drinkers. Splinter barragers will also be able to pump out more constant damage than an RoJ.
Ik like the n/r/a charm animal + sin promise on necro ?
That is hawt eh? Will fix on the build template. thx!
Quote:
Originally Posted by Lord Of Blame
Make sure you (or another human) have Consume Corpse or Necrotic Traversal on your bar for section 3, otherwise your done.
it was in there but i quickly typed it out when leaving work and gapped it. It'll fit in there somewhere (maybe the D/N?)
Quote:
Originally Posted by Mesmer in Need
There's only 2 groups of vamps that need to be killed, you don't need a bunch of pets to block them. If someone dies, rez them. Take out the smiters and ele healers, put in monks and more splinter barrages. 2 infuse health's won't do jack against a group of wolves and er will be constantly stripped by blood drinkers. Splinter barragers will also be able to pump out more constant damage than an RoJ.
Mesmer in Need - again, limited in classes we have to bring so need to make the best of what is available for primary (if there's away to stat the EoE Ranger to carry Splinter, than I'm all ears for the attribute split). The E/Mo - Ether thread seems to imply they are substantially stronger than PvE Mo's currently which is why they were tossed in. I suspect the E/Mo spamming Heal Party every 1sec with the other casting prots & infuse on recharge, the Dervish with some minor support and the Imbagon should help too?(I guess the Mo w/ Smiter's can cast heal for DF bonus?) The Mo, Me and MM were to help clear the conditions from the Wolves (and Warden/Dredge Rangers) and the Mo and Me were to help in regards to the odd hexes (I'm hoping we can get most with a melee weapon swap for the wolves to get rid of Shroud).
I'm also taking stuff from the wiki suggestions as well (like healing breeze for the puller in some areas), so what would you suggest over pets to deal with those two groups (i'd hope the 2nd group could be dealt w/ by the MM? so maybe the first group then?)
It'd be nice to toss in a bit of deep wound somewhere as well - nice for trouble groups that have too many Mo's or Rits I'd assume.
thanks all - keep it coming!
Last edited by elk; May 21, 2009 at 11:40 PM // 23:40..
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
This... sucks badly. In PvE you when you fight something stronger than you and outnumbers you a lot, you do one thing.
Tank em Spank.
Here is what you did wrong.
An imbagon is great, makes party members nearly godmode. But, when it comes to ~20 enemies with AoE spells your going to have problems. Don't forget, Imbagon doesn't share godmode.
[mark of pain]
[barbs]
[rigor mortis]
[reckless haste]
[enfeebling blood]
[assassin's promise] [by ural's hammer] ... Hate to break it to ya, not a single thing on that bar supports that skill.
This is where this becomes failway.
[Masochism]
[Order of Undeath]
[Animate Bone Fiend]
[Animate Bone Horror]
[Blood of the Master]
[Foul Feast]
[Infuse Condition] [Charm Animal]
Minions are great... against lower enemies but against anything above level 24 they are just their for meat shields and energy for necro. In Urgoz the enemies will hit them once and laugh. Whats with the pets? Pets make good tanks but why is it there?
[Infuse Health]
[Heal Party]
[Great Dwarf Weapon]
[Glyph of Swiftness]
[Mindbender]
[Ether Renewal]
[Aura of Restoration]
[Healing Breeze]
Love ele healers, but there is one problem. Take out healing breeze, that's an ugly skill.
[Arcane Zeal]
[Dark Fury]
[Order of Pain]
[Mystic Healing]
[Vow of Piety]
[Blood Ritual]
[Open] – Mindbender?
[Consume Corpse]
A dervish support? For party members that does damage. Edit: woops, forgot.
Whats with petway? As I said, pets are great, but they are just placed there. For the love of god, don't bring a pet unless your going to use a pet. Otherwise half your team can't cast spells the entire time. If you want Iway bring some warriors with:
Defy Pain, AoE axe attacks and "I will avenge you!."
The monks suck to, Purge signet? Then why have smite hex/condition?
Your kidding right? Sprint and Ebon Escape? Do you want to pull enemies or not? The farther away from the pull the enemies are going to cal it quits.
Lesson 1: Learn your skills, will by urals hammer work on hexes?
Lesson 2: Minions die really fast in high level areas and make poor fighters
Lesson 3: Don't bring pets unless your going to use them. Otherwise take a different skill.
Overall your going to be spending a lot of time in Urgoz. You might not lose but damage wise your going to be fighting a lot. BTW, this can never, and I mean NEVER beat it in HM.
Here is a way of doing to fast and easy:
1 A/E Caller
1 HP BiP necro
1 UA
1 Ele heal
10 RoJ or CoP
You can beat it under an hour in HM if you do it right.
first off - Urgoz on the official wiki suggests the pets for Hopping Vampires. They are basically fodder and nothing more.
Sames goes for the "healing breeze". Not a fan of it either but wiki again suggests a regen skill for some of the areas/ pulling.
By Ural's Hammer was suggested from this thread off of guru where it implies that it does stack with the hexes. I haven't personally tested it though and since it wasn't disputed in the thread itself, assumed it ok.
you're right that the imbagon doesn't share godmode but i was suggesting a second back up copy of "save yourselves" on a Wa for the just in case factor and most threads on the imbagon indicate the high AL of the paragon to be sufficient (and the healers are aware that he/she will be a focal point).
The Mo was fairly basic for a smiter's boon and the purge was on the Mes, not the Mo. That skill was again a "wtf" skill for the wrong folks being in trouble (wouldn't want to lose out on an E/Mo or such not being able to cast due to shroud etc). It's definitely a skill up for replacement/discussion.
The Wa really won't be able to out run much if this is done in HM since the AI will all move faster. Ebon Escape was only suggested for breaking aggro due to pop up issues or bail out situations (again, no one has really any experience in the area so dying in NPC clumps isn't advised nor is dragging it all back to the party).
I'm curious though as to why you figure it won't work in a HM situation when this parrots quite a few strong to overpowered PvE based builds? The AP/Nec and Hundred Blades/ Whirling Wa do some impressive dmg in clumps. Splinter/Barrage is similar. The Derv adds to this output similar to the AP/Nec and continually provides cover enchants which help the puller and builds like the E/Mo. As long as aggro is reasonably well clumped and maintained, than the Ray's will be some good gravy.
just quick Hundred blades search on guru for the original thread (that I remember anyway) on the trigger with Mark of Pain: here
Maybe a copy of Ural's hammer should land on one or both Wa's?
You're suggestions for modification just don't fit either. I'll reiterate, we have specific primaries available to use.
2x Wa
2x Ra
1 Derv
1 Mes
1 Mo
2x El
2x Nec
1 Para
Hence the build choices being made based on what folks have been mentioning on these boards and others. Things were being "tweaked" based on what was required for the area.
I know I didn't explain the choices initially but hopefully this helps clear some of them up?
This... sucks badly. In PvE you when you fight something stronger than you and outnumbers you a lot, you do one thing.
Tank em Spank.
Here is what you did wrong.
An imbagon is great, makes party members nearly godmode. But, when it comes to ~20 enemies with AoE spells your going to have problems. Don't forget, Imbagon doesn't share godmode.
This made me lol, I wonder if you ever actually played this...
Pretty sure when i ran necro, that [by urals hammer] worked with [mark of pain]
Yep, you're correct. Zodiac apparently just has his head up his arse and likes to shout about things he/she does not understand.
Quote:
Originally Posted by Zodiac Meteor
This... sucks badly. In PvE you when you fight something stronger than you and outnumbers you a lot, you do one thing.
Tank em Spank.
The very fact you said this shows everyone you have no idea how to form a good team if you have to resort to tank n' spank every time you're in a difficult area.
Its okay if you dont know much about the game, but please dont be a big mouth and put down others when you clearly lack understanding yourself.
Last edited by Bill Clinton; May 22, 2009 at 11:47 AM // 11:47..
Thanks for the link Koning - the info will be useful! Unfortunately, we just don't have the same characters available to run the build that is suggested.
Do folks have any more feedback on what is posted up currently though? Any changes that should be made or suggestions for "open" slots?
getting down to crunch time and it would be nice to have it all laid out.
Oh and if anyone has a link to something we could use to input the skills to create the proper template code (instead of trying to build them in game), that would be great/useful!