UWSC dayway

6 pages • Page 4
Blades Of Decree
Blades Of Decree
Lion's Arch Merchant
• #62
Like day said, unless we do extremely well all night we don't really make much money. For most of us its more about the run time then the gold and ectos.

I've also left behind a few ectos and a nice amount of golds.
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EragonSorceror
Ascalonian Squire
• #63
I'm interested in learning a little more about the ritualist's role. Basically you follow the Ele around and help it kill stuff until Dhuum fight, correct? Is there anything important to know besides this, and what should the rit do while fighting Dhuum? Thank you very much for posting such an amazing build, and for any help you can give me.
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schmoky
Academy Page
• #64
what does the e/mo before dhuum ?
Day Trooper
Day Trooper
Frost Gate Guardian
• #65
Quote: Originally Posted by schmoky View Post what does the e/mo before dhuum ? Quote:
Originally Posted by Day Trooper View Post
Actually yes, the E/Mo performs a few other critical roles.

1). Complete the Forgotten Vale 'Wrathful Spirits' quest with the SoS Rt/R. If you look at the ele build, you'll see a few fire damage spells along with burning speed.

A year ago I created this build to solo the Wrathful Spirits quest - which I could do in around 2 1/2 minutes. However, that was back when the quest only spawned 15 enemies, whereas now the quest spawns 3 waves of 15 for a total of 45 enemies. I can still solo the quest now - however it would take about 3 times longer. But with the Rit/R and a Summoning Stone (Ghastly Summoning Stone ftw ) the quest completes much faster.

In fact last night we pulled off a /age 10 completion of Wrathful Spirits, which was our fastest time to date

2). Kill the 3 enemies (skeles or silver terrorwebs, could be 3 of either or a mix of the two) which spawn at the back of Pits during the 'Imprisoned Spirits' quest. As with 1) above simply put up all enchantments; and once the first enemy spawns, spam skills and have the Rt/R summon spirits up near you and kill each enemy.

3). And for added laughs, at the start of 'Clear the Chamber', once all enemies are balled up/blocked by the A/Me and other permas, the E/Mo may also jump in and fire off his fire-damage spells and degen the mob with burning speed. There's a good chance he'll die if a dying nightmare is near, but that's not an issue as the Rt/R can quickly use 'Flesh of My Flesh' to rez the fallen E/Mo. The combination of the perma damage/degen spells, ele fire damage/degen spells, and EoE makes that mob drop incredibly quick 12 chars....
Ryann1337
Ryann1337
Ascalonian Squire
• #66
Just got my first PUG for Dayway, lasted 2 hours, went through 1 con set, 4 Bu's and a heck load of DP removal, we popped pits last then get wiped at pits. Im gunna wait a while before going pugway again...
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flapjack
Academy Page
• #68
http://img5.imageshack.us/img5/1176/gw196x.jpg

28 min and glad to get the one con run worked out before the likely SF nerf. "DayWay" with the "Coil-Cove" pull in pits (patent pending).

Anyway a lot of fun and crap drops as usual.
Day Trooper
Day Trooper
Frost Gate Guardian
• #69
Congrats to the 28 min Dhuum team!! So awesome to see our ultimate goal of a one conset run realized

And many thanks again to all who helped put together this team build!!

Assuming SF isn't nerfed on next Thursday's skill update, we'll post a more detailed write-up of how this all works and give out the latest builds we're using...

-DT
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BBBD
Ascalonian Squire
• #71
Hay if any 1 would like to do... ill be new at it but just PM me... ill be running Ranger/rit ~ Miss Ami
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Apok Omen
Krytan Explorer
• #73
Someone needs to post vid walkthroughs for this shit...
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mczo
Ascalonian Squire
• #75
I want to test this team in my guild but i need more informations about the splits.



M1 is said to be in vale in order to pop the reaper.Does he kill grasp or he must rush into the driders?

Does the MT (EMO+EoE+D?) stick together during wrathful spirits?

Who go pits? D or one A/Me?

M2 must solo escort, but casting hex on mindblades isn't it dangerous?

thanks for your answers
matthijs123
matthijs123
Academy Page
• #76
Quote: Originally Posted by mczo View Post I want to test this team in my guild but i need more informations about the splits.



M1 is said to be in vale in order to pop the reaper.Does he kill grasp or he must rush into the driders?

Does the MT (EMO+EoE+D?) stick together during wrathful spirits?

Who go pits? D or one A/Me? One A/Me goes, the A/Me is ranged thus he can avoid being hit by the Skeletons with blocking them @ walls.

M2 must solo escort, but casting hex on mindblades isn't it dangerous? You'll take SOME damage, but it's like 1 or 2x50 dmg per group I think? Atleast not enough to make this job dangerous.

thanks for your answers Sorry don't know the other answers.
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flapjack
Academy Page
• #77
The splits have evolved as we searched for faster times. If SF doesn't get nerfed out of existence this coming week then we will probably take the time to make a more detailed description of our run and perhaps some options on how to sacrifice a little time for greater safety. In a flawless run (which we have never had in entirety) it might be possible to complete in about 25min so our 28min time can be improved on.

The a/me that goes into vale initially popped the pop-ups of graspings, gathered the skeletons and killed in 2 pulls. One to kill the skeletons (obviously protected by obstacle) while not degenerating graspings and then the final pull that would kill graspings and dryders (dryders first of course to save spirits).

You will definately take a hit from hexbreaker when you hex mindblades but after a hex (attempt) or two they no longer cast it so hex the first group you aggro then dc to them then proceed to the second group (pulling first group with u) and hex them then dc to heal yourself again and that should be sufficient to pull them all in a group and hex (successfully) and degen/cry. Other people just pop apple and health armor/shield-set and have callculated the damage they take to gather in one pull and survive the initial hexbreaker spanking and then there are others that will just empathy 2 or three (single target hex) and say that after a few times of individual hexing they can ether and its not a problem (i havnt bothered with the last method).
Day Trooper
Day Trooper
Frost Gate Guardian
• #78
Quote: Originally Posted by mczo View Post M1 is said to be in vale in order to pop the reaper.Does he kill grasp or he must rush into the driders? The A/Me who clears Vale should clear everything. Ideally, the terrorwebs should be killed first, and then all the grasps should be killed last.

The reason you want to kill the grasps last is that they will spawn a few friendly spirits near the reaper - having these extra spirits alive there will lessen the chance of failing the Wrathful Spirits quest. (Conversely, if you killing the grasps first, the spirits that spawn by the reaper will be killed by the terrorwebs.)

Quote: Originally Posted by mczo View Post Does the MT (EMO+EoE+D?) stick together during wrathful spirits? Only the E/Mo and Rit do Wrathful Spirits.

However, they first need to safely make it into Vale, which can be challenging with Aatxes and the 6 mindblade popups on the way to Vale.

To make it into Vale safely, the Vale A/Me should first go through the tunnel, run past the bridge, and pull enemies to the left side as far as they will pull. The A/D in the tunnel should then grab whatever is left behind - typically this will include the 3 mindblade popups at the base of the stairs in the Vale tunnel and a couple Aatxes. Once aggro'd, these should be pulled into the left corner by the Vale tunnel stairs. Now, the E/Mo and Rit should have a clear path into Vale. Once up the stairs, they should go over the bridge and take a far right path (basically don't aggro any enemies on the Vale A/Me) and wait until the A/Me has popped the reaper. Now the E/Mo and Rit can do Wrathful Spirits.

Quote: Originally Posted by mczo View Post
Who go pits? D or one A/Me? The A/D goes to pits after helping the Vale team get into Vale. After completing Unwanted Guests, the Chamber A/Me goes to pits and assists the A/D in clearing the area where the friendly spirits appear for the Imprisoned Spirits quest.

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flapjack
Academy Page
• #79
As i mentioned the roles and builds have changed a bit to save time but often that entails more risk.

I would suggest a more forgiving but slightly slower split than what we were using for the fastest runs can still complete in decent time.

I'm not sure what kind of /age random groups are getting but many teams teleport before 4h, pits, wastes and even pools. Which is basically just clearing areas then kind of mobwaying the quests which can be safer (providing the mob doesn't just c-space without thinking).
WarcryOfTruth
WarcryOfTruth
Site Contributor
• #80
My only question is this: How is Dhuum's Rest meter filling so quickly? I noticed that on every screenshot the meter is not there. I am not trying to take anything away from the teams working so hard on these builds, but when my party fought Dhuum, the meter took 30+ minutes to fill itself, then another 15 or so minutes to kill him.