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Old Jun 25, 2006, 01:35 AM // 01:35   #1
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Default Different Urgoz team build

I just want to raise general community awareness that trappers are not the only nor the best way to go. Of all the trapper group I've been in very few made to Urgoz. It seems like people are just scared to death by lvl28 mobs and feel that they need to lay down 3 layers of traps for every bloody popup on the way.
What is the problem with traps you say? Well here are quiet a few:

1) Trappers are very slow. Trappers need to set spirits, lay couple of sets of traps and then pull, while in most cases al you need is a little firepower. Elite mission itself is long enough to slow it down even further by setting traps before every group.

2) Trappers are unreliable. They can kill mob melee when pulled right but casters/rangers laugh at them.
Emergency recovery rate is pretty low as well. Couple of thorn wolves popped up at wrong location cause panic.

3) This is pretty much follows from first two. Most trapper groups fall apart in wardens area because they can not pull casters into traps and because mission took too long and few people have quit/dropped by then.


Now the only reason I see people are so found of trappers is because of thorn wolves' area. But let’s face it, thorn wolves are friggin newbs. They don’t have any support nor survivability. They are dead easy to burn down and one ritualist turns them into helpless kittens. Thus trappers are waste of time!

Now here is the build I used a few times (when I was able to come up with group that have balls to drop trappers) with very good success rate and most importantly very fast!

1) 4-5 fire nukers - main firepower
2) 3 monks
3) Ritual lord spirit spammer
4) Battery necro
5) Trapper with dust trap and eoe
6) Tank to pull stuff around into nice nukable balls
7) Whatever else floats your boat (more eles? :P)


Few notes on builds:

1) Nukers should be nukers and not shitty halfass dps eles. This means echoed/renewed meteor shower and rodgort's invocation falling non stop on mobs' heads.
There should NOT be any crap like dragon's breath or searing heat or firestorm on their bars. However I strongly recommend taking Bed of Coals. Its an excellent defensive spell, which will keep melee busy while you nuking casters. Ward against melee with 3-4 points in earth is pretty good to.

2) For monks suggested elite is spellbreaker, since most of the damage there comes from spells. Other things to consider is heal party and extinguish.

3) Ritualist - shelter and displacement are pretty obvious must-have's

4) Necro should have 55 gear and go full blood with bip, wells and blood renewal.

5) Ranger should have eoe up at all times. Another thing he must do is lay down dust traps (and whatever else he can) by casters.


Tactic:
1) Pull everything you can (along the wall so they all stacked in one nice ball)
2) Get ward/dust traps/displacement up
3) Ignore melee and nuke casters

Note on lvl10 popups.
If you put up couple of spirits and move out of range they will suicide on spirits. You only need 2 or 3 because Though Stealers are faster than Vampires and will die first not harming the spirits.
This works very well with popup at the fireflower bridge. Just leave a few spirits behind when you moving up to second torches and you wont have to worry about those noobs attacking you from behind while you killing wolves.

Note on first room with dredges.
You shouldn’t be afraid to pull the whole room at the start. You can use corner by the gates to shield you from dredge rangers while nuking them and melee shouldn’t be a problem.
If you can do it once, you shouldn't have any problems dealing with balanced mob groups in the future. The only hard part is warden eles with their churning earth, but I’m sure you all know not to stand in it.

Note on thorn wolves.
These guys are dead easy. Don’t even bother with meteor shower, unless you pulling more than one group (which you might wanna do to speed things up).
Just burn them with rodgorts, fireball, bed of coals. With blindness, displacement and ward on your side they shouldn't even touch you. So pull as many as you can and nuke em - lots of fun

Note of first warden room.
Please forget all that three-at-the-time crap. People just made that up because they had no better theory at the moment. Popups will trigger ONLY if all members of the party are in that room at the same time. Leaving just one person behind is safe.

Second room with wardens.
Some people are trying to pull exhaustion bark to the cliff to kill him... I say it is easy enough to just kill wardens protecting left path but it is up to you.
However weakness bark is pretty easy to nuke by standing next to the wall. I highly recommend to do that because earth wardens with stoning + weakness = ouch.

Third room with wardens.
Dead easy. Just pull warden groups one by one to the corner and nuke em. Ignore static mobs unless they attack you (which they sometimes do).

The great popup room.
Works the same way as first warden room. Doors will close and ~10 wolves will spawn right by the gates only if all party members walk into that room. Trigger will be disabled after second gates are open.


I'm sure you all know how to handle Urgoz, so hf.
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Old Jul 11, 2006, 06:44 PM // 18:44   #2
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very nice build, good !thx
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Old Jul 12, 2006, 02:51 AM // 02:51   #3
Wilds Pathfinder
 
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Guild: Mirror of Reason [SNOW]
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That's pretty much what we run, just no tank. Take another dust trapper. As in the other thread, less than 2 hours. You should mention that Nukers pretty much must have resolve.
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Old Jul 12, 2006, 04:19 AM // 04:19   #4
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oh wow, after three weeks of silence someone dag out this thread i even forgot about.

fashion07
this isn't really my build, just a generalization of 8 man groups to 12 man. This was more like an anti-trapper thread than anything

Fates Monk
I'm not sure about more trappers... I'm afraid that in pug that will again turn into trapping before every group of mobs, which is exactly what I dont wanna do.
Agree on anti-interrupt comment, tho i use mantra of concetration and find it enough if i use corners to shield me from rangers and try not to ball up with rest of the group to not get hit by cries of frustration.


I honestly gave up on Urgoz - it is way too hard to make a group there. For some reason like 70% of the people either dont know what vent is and refuse to download it or demand trappers or dont speak english or just plain retards.
Deep is so much easier... It takes maybe half a hour max to get 12 people with voice comm, and idea what they supposed to do together. And there are no trappers there either. So I run Deep now...

Last edited by Ira Blinks; Jul 12, 2006 at 04:25 AM // 04:25..
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Old Jul 12, 2006, 02:26 PM // 14:26   #5
Wilds Pathfinder
 
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I agree on the grouping in Urgoz and the Deep. I only run Urgoz with my alliance, otherwise it inevitably turns into a cluster f***. The Deep I dont mind pugging, have gotten to know quite a few people that do it on a regular basis.
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Old Jul 12, 2006, 05:36 PM // 17:36   #6
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Personally, I'd like to see these teams consider taking an E/Mo in place of 1 of the monks. There is a lot of HP spam, extinguish, aegis usage in here that could be handled pretty well with an ether prodigy emo.

I also think that an SS/MoP (mop mainly for during the pull, for the traps) necro would be a good addition, or if they carried BR, potentially a replacement for the battery necro (provided at least 1 emo is doing HP spam).

But I agree with the basic sentiment here ... fire nukers are much faster than trappers and good ones will improve the speed of this mission greatly.

edit: Perhaps you think I'm crazy but I'd find it interesting to try this out:

2 monks
1 emo hp spammer: EP, HP, aegis, extinguish, Go Lesser Energy, rebirth, prot spirit, heal breeze (14 estor, 12 heal, 8 prot + weapon with 20% longer enchant)
1 EoE trapper with dust trap, barbed trap, spike trap, and vipers (flame trap optional since it neither blinds nor activates MoP)
4 Renewal MS Nukers: renewal, ms, rodgort, concentration, fireball, bed of coals,fire attune, res sig/arcane echo/meteor
1 SS: SS, MoP, reckless haste, arcane echo, blood ritual, awaken/res, consume corpse (8 sr, 16 curse, 5 blood, 11 death)
1 spirit spammer: earthbind, displacement, shelter, life, union, rit lord, boon of creation, feast of souls/fomf
1 hp spam water ele: EP, HP, deep freeze, ice spikes, maelstrom, frozen burst, swirling aura (in place of int protection), water attune (hold enemies in the nukes and will help take down blood drinkers with the maelstrom ints) (11 estor, 15 water, 10 heal)
1 tank or another fire nuker (ss pulls in that case ... using MoP, or the ranger if he has WD)

...it'd have to be within a guild though because this would be a nightmare to pull off in a pug.

Last edited by frickaline; Jul 12, 2006 at 06:07 PM // 18:07..
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Old Jul 12, 2006, 07:07 PM // 19:07   #7
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i think 2 support eles is a little over top...

build i played as support was based on earth with wards:

ward vs melee
ward vs elements
heal party
extinguish / earthquake
ether prodigy
rez chant
glyph of sacrifice (insta rez to full hp in battle)
obsidian flame (spike down runoffs)

15 earth
10 healing
rest in e-storage

Last edited by Ira Blinks; Jul 12, 2006 at 07:13 PM // 19:13..
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Old Jul 13, 2006, 12:43 AM // 00:43   #8
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I was assuming 2 emos 2 monks, no BIP, only BR
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Old Aug 14, 2006, 02:12 PM // 14:12   #9
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You guys are strongly over looking a major factor of people leaving in game. And having 1 ranger with EOE, at the chance he leaves you really dwindle at killing Ugoz with ease. Then with one quitter and your EOE holder the noted party starts to doubt the group as a whole and quit slowly.
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