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Old Dec 15, 2009, 10:25 AM // 10:25   #1
Frost Gate Guardian
 
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Default Uw hard??

man anet really did a nice job of screwing uw up.
i never would say this to myself. but damn uw is hard.
this is not a QQ thread. but i really would like some advice. about icy wastes.
with a regular team me as perma others spirit spammer, necro, ele, and paragon. we are a pretty fast team. we can get to icy wastes withing 9 min. another 5 min for clearing icywaste and then....

time to discuss tactic on how to beat the dryders. ok first time we got totally suprised. didnt even see how many dhuum minions spawned wipe.

2nd time we were more prepared split the team 3(to take care of iceking)/5 but it isnt easy to keep all dryder aggro while dhuum minion is bonespiking you once again wipe. but this time we see like 3or 4 minions spawn:S

3rd time split the team now
2(spiritspammer and necro can take one mininion)/6

was going good until dryders break agro and go after my group as a perma i feel pretty usless now. and wipe again.

so any advice.
would really like to do this before SF nerf.
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Old Dec 15, 2009, 10:48 AM // 10:48   #2
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Here is how my guild does it with a balanced team: 7 players stand in the middle and take all the aggro. It is very important that everyone is spread enough that all aggro is taken so that stuff doesn't escape to go kill King, but still in shout range of the Paragon.

1 player preferably with a Shadow Step takes quest and immediately shadow steps down to one of the members standing at the area below.

If one Skeleton happens to get to the King, send one of the Monks to help him, but it shouldn't happen too often.

Edit: we don't use a perma. With a perma the tactics I've seen are slightly different in that the perma takes the aggro in the middle, preventing stuff from aggroing the King, while 5/8 of the team stays closer to Reaper killing any that passes, and one Rt spammer + Monk stay at King to kill the upper Skeleton(s), to later join the bigger team kill all the aggro on the perma. It's hard to explain.

Last edited by Windf0rce; Dec 15, 2009 at 10:57 AM // 10:57..
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Old Dec 15, 2009, 11:33 AM // 11:33   #3
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Quote:
Originally Posted by Windf0rce View Post
Here is how my guild does it with a balanced team: 7 players stand in the middle and take all the aggro.
I doubt that works, even with a highly organized team like a guild team. Monks just sitting there in the middle taking damage with all the rest of the party all being hit by all AOE of all skellies and dryders? Hmmm.

The times I've pugged the way we were successful was to: have 2 Mo with party heals away from spawn points. Perma takes agro and holds agro of all dryders. One spirit master Rt stays with the king and kills the 2 skellies going for him. The rest of the team is to the reaper, kills the skellies leaving the agro of the perma to go for reaper and then starts to kill dryders slowly. Also Rt decends and starts killing dryders.
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Old Dec 15, 2009, 11:50 AM // 11:50   #4
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Quote:
Originally Posted by Test Me View Post
I doubt that works, even with a highly organized team like a guild team. Monks just sitting there in the middle taking damage with all the rest of the party all being hit by all AOE of all skellies and dryders? Hmmm.

The times I've pugged the way we were successful was to: have 2 Mo with party heals away from spawn points. Perma takes agro and holds agro of all dryders. One spirit master Rt stays with the king and kills the 2 skellies going for him. The rest of the team is to the reaper, kills the skellies leaving the agro of the perma to go for reaper and then starts to kill dryders slowly. Also Rt decends and starts killing dryders.
It works, we do it daily (if it didn't why would I lie about it?). The damage is very manageable with a SY/TNTF Para, provided your team kills fast enough and doesn't cluelessly stand in AoE. The unprottable party-wide damage from skeletons is outhealed with Heal Party. We are trained in the build and use Vent, so yes coordinated but not 'pro' or out of reach for most team guilds to handle. Vent is most for giggles anyway - strategy calls are rarely needed.

Your method also works, it is similar to the perma method I posted in my edit.
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Old Dec 15, 2009, 01:39 PM // 13:39   #5
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thnx for the reactions.
Quote:
7 players stand in the middle and take all the aggro.
that would work i suppose with imbagon yes but only in NM. HM is a very diferent story. but i will try it nm anyways.

Quote:
Perma takes agro and holds agro of all dryders. One spirit master Rt stays with the king and kills the 2 skellies going for him. The rest of the team is to the reaper, kills the skellies leaving the agro of the perma to go for reaper and then starts to kill dryders slowly.
i think this is more suitable for HM but if you read my story. thats exactly what i have done.but when groups kill the skeles that go after perma. suddenly dryders begin to break aggro.
tonight another try
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Old Dec 15, 2009, 02:36 PM // 14:36   #6
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Split 4 4, one 4 at king one at reaper, let one person take aggro so its easier to heal/prot, spike skellies whenever they show up.

Everyone stands in middle, spread out to catch aggro from skellies that spawn far from center.

If you still fail then its because of your skill/build. If you camp in middle you need high damage, otherwise all dryders wont be dead when next wave spawns and youll get swarmed. Also kite MS, grab it and ditch it far away from where you are fighting, if you arent melee, dont stand close to the dryders or walk into their lava font, kite when white dryders tele to you, so meteor misses (if you have IMS) and so you get out of range of star burst.

Bring layers of defense, CoF/CoP is good for mass interuping the dryders, FD works too, bring GDW to keep them on their butts, SY/TNTF, PS/SB, Shelter works but it dies quickly if its your main defense. Basically interupts, prots and KD for defense. As always, minions/spirits/more targets are always good for reducing damage.

Always ball the dryders.
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Old Dec 15, 2009, 02:47 PM // 14:47   #7
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Originally Posted by Anime Divine View Post
thnx for the reactions. that would work i suppose with imbagon yes but only in NM. HM is a very diferent story. but i will try it nm anyways.
Sorry to be blunt but I am almost raging at this thread with people doubting my claims. If I am saying it works, it is because it does, what would I gain lying about a strat and waste my time posting it? Please... It is one of the ways to do it without a perma, period, and a perma is not needed.

Getting all aggro in the middle works (making sure to grab the occasional Skele out of range), but yes you will need an Imbagon and other layers of defense, besides I assume you have a conset on. Our build includes several spirits, interrupts and KDs, such as Maelstrom, GDW, etc, so shutting down part of the dryders and giving them more targets to hit is important, if they are getting every spell off on your party, it's no surprise the backline won't hold up.

Last edited by Windf0rce; Dec 15, 2009 at 02:50 PM // 14:50..
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Old Dec 15, 2009, 03:28 PM // 15:28   #8
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Here's how I do it.

Two E/Mos with Prot Bond on everyone+GDW on the melees with an earthbind up
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Old Dec 15, 2009, 03:31 PM // 15:31   #9
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Quote:
Originally Posted by Windf0rce View Post
Getting all aggro in the middle works (making sure to grab the occasional Skele out of range), but yes you will need an Imbagon and other layers of defense, besides I assume you have a conset on. Our build includes several spirits, interrupts and KDs, such as Maelstrom, GDW, etc, so shutting down part of the dryders and giving them more targets to hit is important, if they are getting every spell off on your party, it's no surprise the backline won't hold up.

This works in HM. We used cons, 2 para frontlines and a warrior. Paras can run axe or sword and spam TNTF and SY. War runs ES and knocks everything down. Had 2 rits on the hill as back up incase anything leaked. Our back line was just a WOH hybrid monk, necro orders, and then a very generic n/rt healer. Just make sure your team is awake and actively kiting from aoe pretty e-z.
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Old Dec 15, 2009, 04:03 PM // 16:03   #10
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Do this:

If you use a perma, make the perma grab all aggro in center, close to the choke point. Wait there.

Send the remaining 6 people to King (not the Reaper). Wait there to kill any Dhuum minions or dryders that have escaped. Keep killing all escapees for 5 min.

Keep 1 healer near reaper, who can also heal the perma if needed.

If the perma hasn't killed any of the dryders until now, then the full team must nail the dryers simultaneously. With sufficient firepower/physicals, this is not too difficult. Plus, all dryers would MS at the same time at same place, so just avoid those places.

What you don't want is stay in center, and get nailed by MS fired from different dryders at different times. That's the recipe of disaster. But you can still do it in NM (not tested in HM) with a dedicated imbagon if you decide to ALL stay in center (which I don't recommend).
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Old Dec 15, 2009, 05:17 PM // 17:17   #11
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After trying it with several kinds of splits, I've come to the conclusion that 7 people fanning out a bit to camp the spawning area works best.

You will need EITHER
Enough damage to kill things promptly as they spawn (to avoid being swarmed) OR
Really strong backline (to survive being swarmed; gogo dual ER eles!)

Dryders and skellies are both pretty soft targets, so getting adequate damage to kill them shouldn't be that hard. If your group can manage 4Horsemen without needing a perma/obby to completely stop 1 side, Wastes should be quite easy by comparison.

General tips:
Kite MS.
Kill skellies first!
Have a caster near each of the 3 corners things might escape from. Casters have more freedom to go and catch aggro if something doesn't spawn close enough to automatically aggro.
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Old Dec 16, 2009, 01:23 AM // 01:23   #12
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The way I normally try to set up for it is as follows:

Two healers, using whatever they wanna run

A Spirit Spammer, not necessarily Signet of Spirits, but it must have Armor of Unfeeling.

A Terra Tank, either Ele, Dervish, or Warrior, standard tank using Obsidian Flesh and other Earth Magic that Terra Tanks use.

A Spiteful Spirit/Blood Ritual Necromancer, our Hex Heavy Battery

4 Fire Magic users, whether they're Fast Casting Mesmers or Elementalists, was the bulk of the damage we did.

Using this team, we basically breezed through everything, it was slow, roughly 3 hours, but we got through it, and it was very fun.

For Wastes, we had our Spirit Spammer stand near Frozenwind, with a monk standing on the path opposite to the one that the enemies run up to Frozenwind. Our Terra stands in position to take aggro, then everyone else stands on the path going toward the Reaper. Then we just fight them off. Easy

Last edited by WarcryOfTruth; Dec 16, 2009 at 01:29 AM // 01:29..
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Old Dec 16, 2009, 07:49 PM // 19:49   #13
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Certainly this is not the hardest quest. There can be more room for error than, say, Four Horsemen or Imprisoned Spirits (Pits). It's just a case of taking all the aggro and making sure your "keep alive" characters are up to the challenge. With 2x ERs it's easy. With monks, I've tried once and failed miserably. But hey, maybe the monks sucked anyway.
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Old Dec 17, 2009, 09:17 AM // 09:17   #14
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ok i finnally figured it out.
i split the group 3 at reaper (monk, necro or ele, war or sin)
the rest at ice king (monk, RT, ele, necro)

me as perma aggro all dryders. the key for me was when and where the skeles spawn. so in order i tried to avoid their aggro while keeping only the dryders.
the skeles spawn always in 2

1st spawn will turn right one to iceking and one to reaper.
2nd spawn will turn left one to iceking and one to reaper.
and you can guess the 3rd and 4th spawn now. first right then left.
make sure you dont stand where the skeles spawn and you should be ok.

but since everyones talking about perma nerf this info is pretty much useless.
i think this can be done with obsi ele. but the 50% slower movement might make it hard to dodge spawns.
hurray for the deaths charge.

well icy waste is now one of the hardest quest. for people who dont know how and when there will be a spawn.
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Old Dec 17, 2009, 01:53 PM // 13:53   #15
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No need for any kind of tank: 3 melees with a SoH bonder will give you all the dps u need to quickly kill all the dryders before the situation gets out of hand. Warriors MUST target skeles first: six of them spamming flurry is gonna drain your monk quickly. The dryders are a piece of cake if the FD Me-N-E knows how to keep them dazed and the melees spam SY.
If team is any good nobody even goes below 50% HP, and you can do it in HM too. If not, this is a very hard quest indeed, even in NM.

Last edited by Vazze; Dec 18, 2009 at 03:44 PM // 15:44..
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