Jul 26, 2008, 01:35 AM // 01:35
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#1
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Frost Gate Guardian
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Guide to Underworld Speed Clears -- Post SF Nerf
As more and more people join the everpopular Underworld Speedclears, the ratio between experienced and beginner players become imbalanced. With fewer people knowing what they are doing, groups tend to fail more often, and experienced players tend to ragequit more and more often.
There are also many different ways to an Underworld Speedclears -- Some faster, some slower, some more dangerous. However, overall, the objective remains the same. Everyone wants the Underworld endchest, and everyone wants it fast.
First and foremost, the part everyone cares about most, are the builds. Here are the builds I run for each part of the Underworld Speedclears.
Smites/Wastes SF Terra
[build prof=E/A shad=12 earth=12+1+3 ener=3+1][Deadly Paradox][Shadow Form][Sliver Armor][Glyph of Lesser Energy][Ebon Battle Standard of Honor][Radiation Field][Intensity][Death's Charge][/build]
For safety and consistency purposes for the less experienced, these skills also help in wastes.
[[Shadow of Haste], [[Stoneflesh Aura], [[Feigned Neutrality]
I posted a video on Youtube to show how to solo ice wastes quest without shadow of haste: http://www.youtube.com/watch?v=WasLolyvMwk
Pools SF Terra
[build prof=E/A shad=12 earth=12+1+3 ener=3+1][Deadly Paradox][Shadow Form][Sliver Armor][Glyph of Lesser Energy][Ebon Battle Standard of Honor][Radiation Field][Intensity][Death's Charge][/build]
Once again, for safety and consistency at pools, these skills are helpful, especially when not using a cupcake.
[[I Am Unstoppable], [[Dark Escape], [[Feigned Neutrality]
Pits SF Terra
[build prof=E/A shad=12 earth=12+1+3 ener=3+1][Deadly Paradox][Shadow Form][Sliver Armor][Glyph of Lesser Energy][Ebon Battle Standard of Honor][Radiation Field][Intensity][Death's Charge][/build]
Depending on you PvE ranks, these skills may or may not be beneficial variants.
[[Light of Deldrimor], [[Viper's Defense]
Mountain SF Terra
[build prof=E/A shad=12 earth=12+1+3 ener=3+1][Deadly Paradox][Shadow Form][Sliver Armor][Glyph of Lesser Energy][Ebon Battle Standard of Honor][Finish Him][Feigned Neutrality][Death's Charge][/build]
[[Death's Charge] is replaceable by [[I Am Unstoppable] based on personal prefence. Death's charge to shake off Charged Blackness aggro if needed, I am Unstoppable to kill them if needed
[[Intensity] can replace [[Feigned Neutrality] if one knows how to pop traps then quickly death's charge to a nearby dryder before they do any damage.
The Mountain SF Terra in itself is replaceable by another Ursan. This results in having the core group complete vale then head to slayer.
The benefits of having four SF terras, however, is that if one fails, a one conset run is still possible.
Permasin
Post-nerf Permasins rely more on degen than pure damage.
[build prof=A/Me shado=12+1+3 inspiration=12 deadly=3+1][Deadly Paradox][Shadow Form][Channeling][Spirit of Failure][Arcane Echo][Cry of Pain][Ether Nightmare][Radiation Field][/build]
There are many variants to the A/me Permasin build. Below are a list of commonly used skill variants. Attribute points may be taken out of inspiration into which attribute as needed. Some are for safety and consistency reasons, others vary because of PvE ranks.
[[Empathy], [[Viper's Defense], [[Wandering Eye], [[Shadow of Haste], [[Death's Charge], [[Heart of Shadow]
[[Spirit of Failure] is replaceable by [[Auspicious Incantation]. This is based on personal preference and should have minimal difference in speed.
Ursans
Because [[Ursan Blessing] is a cross-class skill, any profession 'can' be an Ursan.
However, it is commonly preferred that Ursans are 'non-squishy' or non-caster professions and carry a Mesmer secondary for stances.
Most common is the W/me, which is probably the most optimal choice -- For their high AI, Stonefist Insignia, and [[Signet of Stamina].
Rangers, Dervishes, Paragons are also usually acceptable, for they are classed as 'non-squishy', though they lack Stonefist insignia and [[Signet of Stamina]. Paragons have an advantage over the other non-squishy professions, since they have a hard rez, [[Signet of Return].
Elementalists Ursans are a rarer, but are equally good, with the right armor of course. With Grail of Might active, Elementalist's with Prismatic Armor can achieve 9 attribute points in each element, matching the AI of a warrior. They lack the Stonefist insignia and [[Signet of Stamina], but they have more energy.
The Ursan build varies depending on whether a Mountain terra is present or not.
Ursan Build
[build prof=W/Me strength=12+1+1 inspiration=12][Ursan Blessing][Ether Signet][Dwarven Stability][Physical Resistance][Mantra of Flame][Signet of Stamina][Resurrection Signet][Sunspear Rebirth Signet][/build]
Without a Mountain SF Terra, [[Mantra of Lightning] or [[Elemental Resistance] is very helpful, along with [[I am Unstoppable].
Variants include [[Sprint] or any other running buff to run faster when out of Ursan Blessing.
High energy and low energy sets are very important in keeping up Ursan Blessing when needed.
Finally, the monk build-- ever since multiple terraway started, some monks have been shifting away from [[Healer's boon] and [[Heal Party], because there aren't that many Ursans to heal.
I have been in many runs, and I've seen many variation of monk builds, mainly including [[Healer's Boon], [[Word of Healing], and even[[Blessed Light]
Some monk have even switched to Hybrid monks, with both Prot and Healing Spells.
However, because I know many prefer cookie-cut builds, below are some of the most common/efficient ones.
Monk HB
[build prof=Mo/E heal=12+1 divine=12+1+1][Healer's Boon][Patient Spirit][Dwayna's Kiss][Seed of Life][Healing Seed][Heal Party][Glyph of Lesser Energy][Resurrection Chant][/build]
Monk WoH
[build prof=Mo/Me heal=12+1+1 divine=10+1 inspiration=8][Word of Healing][Words of Comfort][Dwayna's Kiss][Auspicious Incantation][Arcane Echo][Seed of Life][Healing Seed][Resurrection Chant][/build].
There are many variations, and as long as they can keep 2-3 ursans alive, they should be fine.
Last edited by Xslash; Jul 30, 2008 at 08:45 AM // 08:45..
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Jul 26, 2008, 07:13 PM // 19:13
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#2
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Lion's Arch Merchant
Join Date: Jan 2007
Guild: Club Of A Thousand Pandas [LOD大]
Profession: Me/
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Very nice, good to see a post nerf team build finalized. Just a few questions
1. How long does an average run take with the 4 eles? I'm assuming under 30 mins as you stated 1 con set was used.
2. What Vanguard rank is preferred for the eles? Obviously 10 is optimal, but where does it become as efficient as pre nerf?
3. At what rank of Asuran title does Radiation Field become more efficient than Vipers Defense
Thanks
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Aug 01, 2008, 01:16 PM // 13:16
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#4
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Academy Page
Join Date: Jun 2006
Location: Brazil
Guild: Head Hunters - BR
Profession: E/
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Wow, great!
Very cool guide.
But still hard to find others good Ele terra
One question, with the future nerf in Ursan, what is the alternative to replace them?
Last edited by Facco; Aug 01, 2008 at 01:19 PM // 13:19..
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Aug 02, 2008, 06:43 AM // 06:43
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#5
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Academy Page
Join Date: Nov 2007
Location: The Netherlands, Noord Holland, Amstelveen
Profession: Mo/
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First of all, nice guide magic!
To facco, IF ursan gets nerfed ( i personally dont think so ) i would say TeamSD idea. That means 2 necro's with FoC and SS
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Aug 03, 2008, 06:11 PM // 18:11
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#6
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Frost Gate Guardian
Join Date: Jun 2007
Location: HA Inter 1
Profession: E/
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yea, but the problem is if they nerf SF
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Aug 04, 2008, 04:58 PM // 16:58
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#7
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Academy Page
Join Date: Jun 2006
Location: Brazil
Guild: Head Hunters - BR
Profession: E/
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Quote:
Originally Posted by The_Kai
yea, but the problem is if they nerf SF
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Then we will have a problem !!
Ps.: Dae GW, ty.
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Aug 06, 2008, 03:13 AM // 03:13
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#8
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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Something thats been puzzling me. WHat exactly does an SF terra do when SF runs out and bad guys are still alive?
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Aug 06, 2008, 09:26 AM // 09:26
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#9
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Academy Page
Join Date: Nov 2007
Location: The Netherlands, Noord Holland, Amstelveen
Profession: Mo/
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Well, WHEN [Shadow Form] runs out with enemies nearby, 99,9% of the times your dead, unless you have the 0.1% luck.
But, with deadly paradox, and the essence + grail, you can keep shadow form up the whole time.
oh, and what he does when he forgets it? he recasts it as fast as he can
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Aug 07, 2008, 10:11 AM // 10:11
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#10
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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Quote:
Originally Posted by Dae GW
Well, WHEN [Shadow Form] runs out with enemies nearby, 99,9% of the times your dead, unless you have the 0.1% luck.
But, with deadly paradox, and the essence + grail, you can keep shadow form up the whole time.
oh, and what he does when he forgets it? he recasts it as fast as he can
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So why not have a sin?
Energy?
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Aug 07, 2008, 10:17 AM // 10:17
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#11
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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I don't get it. Why Deadly Paradox if you have E/A? Use 10 energy cheaper Glyph of Swiftness.
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Aug 08, 2008, 03:50 PM // 15:50
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#12
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Frost Gate Guardian
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Quote:
Originally Posted by Abedeus
I don't get it. Why Deadly Paradox if you have E/A? Use 10 energy cheaper Glyph of Swiftness.
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Superior Rune of Earth Magic.
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