7-heroes completion of all UW quests

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Daesu
Daesu
Furnace Stoker
#1
Has anyone done this yet? Is this possible now?
S
Snorph
Krytan Explorer
#2
Ummmm, I went into UW the first day of the upgrade, I did like 3 or 4 quests, however the vengful aataxes were I died. So it's possible.
K
Kunder
Desert Nomad
#3
Certainly possible, but most likely the hardest thing left to do in GW (not that thats saying much now...). As always, the only real difficulty is 4 horsemen. Most likely the best (player-agnostic) way is to intercept and kill one group early with flagged heroes ontop of the spawns, then rush back ASAP to defend the reaper from the other side. Its not that the mobs themselves that are hard, but combined its a real PITA to keep both yourself and the reaper alive against all 4 groups, especially with the amount of AoE they put out vs the amount that heroes will be clumping together. Can't really offer more advice then that, I don't do UW too often.
Z
Zanagi Kazuhiko
Desert Nomad
#4
maybe with 6 heroes yes, you need perma sin and emo bonder
Gabriel of Ravn
Gabriel of Ravn
Desert Nomad
#5
did 6 quests died on 4 horsemen just because of my stupidity with bad flagging of heroes no cons used was there about an hour
g
greenough
Frost Gate Guardian
#6
rolled threw it until i got to the 4 horsemen with 7 hero's. was first time trying so didn't know what to expect, imagine it wouldn't be that hard in nm tho.
K
KingCrab
Lion's Arch Merchant
#7
Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?)
S
Snorph
Krytan Explorer
#8
Clear the chamber.
C
Chthon
Grotto Attendant
#9
4 Horse is going to be a problem for reasons already stated.

Pits and Wastes are also going to be problems because, in both cases, the quest giver is miles away from the immediate monster spawn that needs to be kept away from some flimsy NPCs. In both cases you'll run a risk that a monster will spawn outside of hero aggro or just decide that it wants to go visit the NPCs instead of fighting your heroes. Additionally, the wastes spawns will pile up to a huge mountain of monsters if you don't kill them promptly as they spawn - which heroes can't always be relied on to do.

All in all, it's not a matter of the UW monsters being too hard for the heroes; it's a matter of the hero AI not being able to handle some of the quest structures very well.
LifeInfusion
LifeInfusion
Grotto Attendant
#11
Four Horsemen is a problem, but I think a spirit wall or something like that (with armor of unfeeling to make them more sturdy) would be enough to not bring a gimmicky shadow form or obsidian flesh or spellbreaker hero.

It's not so much the dryders, it's the mesmer interrupts (Powerblock, cry of frustration, diversion, sig of humility) that are annoying. If you flag things out of meteor showers,meteor then it's not a big deal (or just ward of stability). Fireball isn't going to be particularly scary, if you have partywide prots like Shelter.

For the SOGM rits, your spirits will push level 10-12 which puts them at around 70 armor. Armor of Unfeeling would make that effectively 110 (+40 armor = half damage). Since you can't cast hexes on the spirits, only meteor shower/immolate/meteor/fireball will affect them so it comes down to spreading them out of adjacent range. A SoS rit can be subbed in here, then you need to drop 6+ points in communing for Armor of unfeeling and your spirits aren't spread out (3 spirits in one spot is nuke bait, unless you use draw spirit or swap). An alternative to a SOGM would be a Ritual Lord rit or ST rit packing communing attack/offense spirits.

I bet a Avatar of Dwayna dervish would deal with the mesmers easily (wastrel spam), since it has 0 cast time and shatter enchantment doesn't do much when it heals on enchantment end.

Ice Wastes is an issue with the terrorwebs once again, but it's not nearly as bad due to lack of mesmers.

Bone Pits is a problem due to running to the quest giver, but I think with careful flagging it can be done. The spawns are in multiple spots though, so the team must be split.

I think I will need to try this eventually, but not right now.

Of course, Hard mode is not a good idea seeing how even 8 player teams packing cons in UW HM fail (hence the "show stones").

Quote: Originally Posted by KingCrab View Post
Which quest is easiest with a 7 hero team? (Doesn't involve a lot of intense flagging about?) Wrathful spirits, demon assassin, terrorweb queen need 0 flagging. It was doable with 3 heroes before, that's why I was able to run spiders.
D
Deatgs Corrupter
Krytan Explorer
#12
there ya go guys most of builds in screenies took about 2hours cons all the way dhuum took another 30mins.


http://img199.imageshack.us/f/gw621.jpg/
http://img199.imageshack.us/f/gw621.jpg/
Kaida the Heartless
Kaida the Heartless
Desert Nomad
#13
Haha. Very impressive. With Discord none-the-less.

I recall Hero-ing UW with a few friends back in the day. We ended up actually bonding the Reaper at the 4 horsemen and came out nearly flawlessly. Worked well because the team didn't have to split up.

Now I can spend 200 hours completing Underworld enough times to get 500 stones to get into UW groups! Sweet.
F
FoxBat
Furnace Stoker
#14
As long as you (the player) can "tank" one side of these quests (whether via perma or prot/heal spamming) it's not much of an issue.

The "speedbook" method is intriguing though.
bhavv
bhavv
Furnace Stoker
#16
I've previously done everything but 4H twice with 2 accounts and 6 heroes.

I had to play E/Mo bonder of course. Clearing the terrorwebs wasnt hard at all because I had a panic mesmer.

Servents of Grenth was difficult, but doable (lots of flagging needed). But 4H was impossible without a tank.

I'll try it again with 7 heroes when I'm in the mood.
bhavv
bhavv
Furnace Stoker
#19
Quote: Originally Posted by Chthon View Post
Isn't it obvious? He ran 5 & 1/2 defensive characters, with cons, in NM, and just plain out-healed the monsters. If you don't mind spending 2 & 1/2 hours for UW, I guess it works after a fashion. Oh, yea thats too much defense, you only need 3 max in UW.

I tried out a variation of my HM builds minus the discordway, I just changed my 3 discord necs to a SS, SV, and UA monk:



I hardly even needed to bond in the initial parts, I just keep myself bonded plus the monk and SV / Healer nec since they need to stay alive. The remaining 5 are all damage - SS necro with defile + desecrate enchantments, Panic + Ineptitude mesmers, plus SoS and sig of Ghostly Might.

What happened though was that partway through, I realized that my party order was wrong. I had my necros and a mes in slots 1-3 and I needed flag control over my rits plus the necro healer since they are going to one team for Servants of Grenth + 4H. I needed to have spirit light on the rits too so hopefully they can stay alive with the SV Necro.

It doesnt look like theres much direct damage at first glance, but theres plenty - Oppressive Gaze, SS + SV, desecrate + defile enchantment, Spirit Rift, plus the ineptitude mesmer are pretty much nuking everything down on top of the spirits.

Servents of Grenth + 4H are the difficult parts though, everything else should be easy with this setup.

Servants of Grenth is done. The ritus stayed alive for a while, but got owned without any bonds, but the mesmers + SS managed to kill all the terrorwebs near the reaper then we ran up to the dead rits + SV nec and finished them off.



Would have been impossible without the bonds.

And I failed again at the 4H .... I flagged my Nerco healer too far behind the rits and he wasnt healing them
D
Deatgs Corrupter
Krytan Explorer
#20
At 4h, wastes and pits dont bother splititng the group at all. just saty at the reaper and uc an out damage and out heal, the point of the bars wasnt supposed to be speed but just do it. i only neede cons for those 4 quests. and you are correct discord was shit at dhumm. due to the fact he doesnt have any conditions but im gonna update bars try with mesmers and SV and ss instead with xinraes healer.