Jan 02, 2006, 06:21 AM // 06:21
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#41
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Wilds Pathfinder
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
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Quote:
Originally Posted by Katamari
In any case, if all goes according to plan, I should be able to include some radar screenshots to help outline some of the quests. But before that, I'd need to find someone to help me assemble those screenshots in photoshop since I'm quite unfamiliar with the program.
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Or, instead, you could mooch off the hard labors of others and use the Underworld map available in the Gallery section of this site. With permission of the creators, of course
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Jan 03, 2006, 05:16 AM // 05:16
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#42
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God of Spammers
Join Date: Oct 2005
Location: in the middle of a burning cornfield...
Guild: Scars Meadows [SMS] (Officer)
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Quote:
Originally Posted by chaos998
Just Wondering....Thanx
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the Underworld(UW) is located in Temple of Ages in Kyrta. u can get a run there from bergen hotsprings for a/b 300g if u havent already been there. if yur Sever (America, Europe, and Korea) has favor of the gods then u can get in a group to go to the UW or FoW (fissure of woe). to go to the UW u must speak to the avtar of Grenth by the merchent. if he does not appear u must kneel infront of the huge statue at which he would appear. then u must talk to him and pay him 1k to gain entrance to the UW. and there ya go.
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Jan 03, 2006, 08:43 AM // 08:43
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#43
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Wilds Pathfinder
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
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Quote:
Originally Posted by I pwnd U
the Underworld(UW) is located in Temple of Ages in Kyrta. u can get a run there from bergen hotsprings for a/b 300g if u havent already been there. if yur Sever (America, Europe, and Korea) has favor of the gods then u can get in a group to go to the UW or FoW (fissure of woe). to go to the UW u must speak to the avtar of Grenth by the merchent. if he does not appear u must kneel infront of the huge statue at which he would appear. then u must talk to him and pay him 1k to gain entrance to the UW. and there ya go.
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But do not even attempt to enter UW or FoW without a full party. Both of these areas were created to specifically challenge post-ascension players, and as such are extremely hard, with enemies scaling up from level 24 or so. Non-ascended characters and henchmen cannot enter UW and FoW altogether, so going in with either in the party will almost surely result in 1k wasted. Granted, it is possible to do many things - especially in UW - with a party smaller than 8, but considering random people dropping out/getting 3rr0r3d/leaving due to real life constraints (UW/FoW take forever to actually complete!) you will most likely take a nasty beating.
Of course, the above applies mostly to PUGs, as guild groups are generally better organized and more likely to commit large chunks of their time to clearing UW and FoW. And if you happen to have a particular class combination that is useful for UW farming, you could possibly even find people to teach you farming setups if you already have the right skills bought/captured. Though such opportunity may not be available to every character, a N/Me could tag along with an invincimonk as a Spiteful Spirit spammer, and a fledgling ranger might find comfort in the company of 3 other farm-trappers. You might not find someone willing to teach you the setups right away, but if you do, chances are that person will stick around, give good directions, and be able to answer any questions you might have. That's how my N/Me finally managed to enter UW without shouting "Battery lfg!"
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Jan 03, 2006, 10:38 AM // 10:38
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#44
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Hey, what about those 2-man or solo builds ?
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Jan 04, 2006, 08:25 PM // 20:25
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#45
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Wilds Pathfinder
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
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Quote:
Originally Posted by LightningHell
Hey, what about those 2-man or solo builds ?
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Reread the last paragraph of my post Someone who's asking where UW is would probably know little to nothing about UW farming, and could find out by getting a "tutor" as long as they are one of the "components" for N-man farming teams. Which doesn't mean they won't succeed, but rather that the chances of getting everything exactly right on the first non-full-party run through UW are slightly less than stellar
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Jan 05, 2006, 02:43 AM // 02:43
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#46
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Oh, I get you
Sorry, everyone
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Jan 05, 2006, 02:54 AM // 02:54
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#47
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Frost Gate Guardian
Join Date: Sep 2005
Location: The Outer Rim
Guild: Initiates of Maat
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Very nice
Very nice guide indeed.
Impressive, have been using as a reference
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Jan 10, 2006, 03:11 AM // 03:11
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#48
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Academy Page
Join Date: Sep 2005
Location: Central PA, USA
Guild: Gladiators of Light in Darkness
Profession: R/E
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Just found this guide - very nice.
"... to complete every single quest in the same run, a task which would make even the most hardcore of players groan." We didn't groan, we just went afk to get more coffee
Two weekends ago I was in a party of guildies that cleared everything except the Four Horsemen, Ice King, Unwanted Guests and New Souls (yeah, two easy ones but we wanted to take on the Four Horsemen for kicks and we were tired so go out with a bang). We did clear out many of the beasties though.
No secret doors here either, no Gwen. What we cleared in the UW took us about 7 hours, if anyone's wondering about time span. That's including PC breaks and a good amount of goofing around 'cuz we were there to have fun. everyone gained about 5 plat, many gold items and 5 skill points. Only five or six Ectos dropped total I think.
Definitely worth it, but I'd like to reccomend three monks, two with rebirth and one with Unyeilding Aura to get a fallen member up right away in combat because it gets rough. The enchantment gets shattered in many places but there are more than enough areas in which it can be a life saver. Also three monks just in case one of them disconnects or is forced to leave. Finishing off the Chaos Plains (clearning monument, not doing 4 Horsemen), it got pretty hairy and my monk just sat up by the Twin Serpent Reaper waiting to rezone. The spider was giving me the creeps after a while.
Ah - almost forgot - no Terror Shields dropped, which was our initial reason for going and clearing out the Spawning Pools. They didn't drop there or anywhere in the whole UW for that matter. And that was a lot of Terrorweb Dryders since we didn't leave any alive.
Looking forward to a FoW-clearing guide and comparing notes on it, we took that on in another approximately-12-hour marathon coffee-drinking session this past weekend.
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Jan 10, 2006, 07:09 AM // 07:09
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#49
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Your skills for the Dhuum riders are wrong. They actually use:
Shatter enchantment
Diversion
Wastrel's worry
Drain enchantment
Cry of frustration
Power block (elite)
Level 28. Dirty dirty.
100% confirmed, we just did it.
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Jan 10, 2006, 08:12 PM // 20:12
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#50
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Banned
Join Date: Dec 2005
Guild: Afk Mac N Cheeze Dun [LOOL]
Profession: Mo/N
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Quote:
Originally Posted by Katamari
For goodness sake, do not bring an invinci-monk to manage the first areas of the Underworld. I can't stress how much of a poor decision this is as it will severely hinder your group in the later areas of the Underworld that are are filled with enemies who can shatter your enchantments, pile on several DoT spells, and increase the casting time of your spells by 100%. Do no bring a solo character into a team build.[/list]
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First off I want to say this is a GREAT guide and I appreciate all of the hard work that was put into this guide.
One thing that I disagree with however is the post above, I would sugget not bringing in a warrior and taking a 55 monk as the meat tank, however make sure that the 55 monk is packing a 2nd set of armor so he can switch armor when needed and become a backup healer...
Primarly for the bonepits where the degen is crazy, I go 55 up untill that point, and then I switch my armor and put a +4 mending on everyone in the team. This helps with the degen, yes the mending does get striped sometimes, but make sure you keep reapplying it...
However adding a 55 monk as a meat tank for the ataxes and for dryer webs makes the UW runs 10x easier IMO.
I also suggest that the 55 monk have mesmer as their secondary so they can echo spell breaker... and use other mesmer spells preventing interrupts.. (u can research what this could be).
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Jan 14, 2006, 06:06 AM // 06:06
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#51
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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In the Duuhm Riders skills,
Add: Signet of humility
Sorry, didn't see it last time
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Jan 17, 2006, 05:29 PM // 17:29
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#52
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Academy Page
Join Date: Nov 2005
Location: Oklahoma
Guild: Uphill Battle [uB]
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Great guide, I hope to throw together a guild group later and start clearing this out since it and fow are the only places in PvE that really interest me anymore. And i wanted to say for those who are wondering its quite easy to 2 man the unwanted guests quest, but lost souls with all those interrupts and SB only lasting at most 25-27 seconds its hard to stave off 6 spectres with only 2 characters but we got 3 of em down before i died due to massive degen and interrupts . And i also have to agree that a 55 monk with two sets of armor is a good idea even if he isn't mo/me becuz aaxte's are best dealt with by using good aggro management and a decent 55 monk, vs. using a stance tank with prot spirit on him. I would even suffice it to say u could take a 55 n/mo perhaps or any X/mo for that matter for just the hard hitting aaxte. Just some thoughts , either way enjoy underworld!
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Jan 29, 2006, 08:45 PM // 20:45
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#53
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Ascalonian Squire
Join Date: Jun 2005
Guild: Phyrexian War Machine
Profession: Mo/R
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I just went on a clearing run last night. Here are a few comments:
We discovered a bug: if a reaper dies at the exact instant someone is casting rebirth, then you will have a "your party was defeated" message, while that player is alive and capable of rezzing the entire party and continuing. We ended with 3 reapers dead.
Unwanted Guests: The Ice Wastes and the Forgotten Vale are your friends. Use them. Having 1 person stay by a reaper ready to tele after a keeper dies is one way of breaking the aggro of the aataxes.
Escort of Souls: easy way: have carrier of souls run back into chamber with reaper of labyrinth. Tele to Vale. Clear backwards. Run to Mayor.
Four Horsemen: Seemingly impossible legitimately. We were only able to do this due to the bug mentioned above. Splitting into two groups may be helpful, perhaps.
Ice King: be in position BEFORE taking the quest. Split into two groups.
Chaos Planes: take it SLOW. one rider at a time.
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Feb 07, 2006, 09:09 PM // 21:09
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#54
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Ascalonian Squire
Join Date: Feb 2006
Guild: Demonic Eyes
Profession: W/E
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Excellent guide. i just wish i had this info months ago lol
one thing i saw is that the stalker nights use earthquake just before aftershock. don't know if this was reccently added or if they only use it sometimes. great job keep it commin
psout
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Feb 25, 2006, 04:46 AM // 04:46
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#55
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Frost Gate Guardian
Join Date: Nov 2005
Location: Netherlands, The
Guild: Bambis Dont Say [Meow]
Profession: Me/
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Nice faq, totally agree, I just hate it, everytime when I got to UW with a PUG there's always 1 or 2 I-Monks in it.
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Jul 02, 2007, 09:15 PM // 21:15
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#56
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Academy Page
Join Date: Apr 2006
Location: USA
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The Four Horseman: quest achieved by splitting your group and focussing attack on dealing with Duuhm Riders first. two tanking characters are needed with elite fail skills and two monks with Spell Breaker.
Servants of Grenth: single tanking character holds spot at dryders spawn location while rest of group stays in the area of the reaper to cast. reward will appear before all dryders are killed. elite fail skill is necessary
since in my experience The Four Horseman require two tanking characters it's my suggestion to you in forming a team build to tackle locations in UW in teams where at all possible. this can reduce your time spent clearing whole map in half and also make questing more fun for your backline players.
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Jul 03, 2007, 01:30 AM // 01:30
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#57
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Krytan Explorer
Join Date: Aug 2005
Location: RAF Lyneham, UK
Guild: We Are Gozu ( Gozu )
Profession: N/Me
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[QUOTE=Mr.Pickle]The Four Horseman: quest achieved by splitting your group and focussing attack on dealing with Duuhm Riders first. two tanking characters are needed with elite fail skills and two monks with Spell Breaker.QUOTE]
What elite fail skill on the tanks?
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Jul 03, 2007, 10:58 AM // 10:58
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#58
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Desert Nomad
Join Date: Sep 2005
Location: Wakefield, West Yorkshire, Uk, Nr Earth
Guild: Alternate Evil Gamers [aeg]
Profession: N/
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Im almost sure Flail is the required skill, call it a hunch
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Jul 03, 2007, 04:08 PM // 16:08
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#59
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Krytan Explorer
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Extremely well done guide to the UW! I can never find a group that wants to complete the entire thing. If you or anyone here is interested in completing all of this and needs an elite mission veteran necro PM me and lets setup a meet time.
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Oct 04, 2007, 11:12 AM // 11:12
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#60
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Lion's Arch Merchant
Join Date: Jun 2006
Location: in bed
Guild: X Peace And Love X [PaL]
Profession: W/
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nice guide! as a side note, dying nightmares use Blood Is Power as well as rend enchantments, i didnt see that up there.
i am 100% on that one :P
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