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 Underworld [Dhuum Version] -- Milligramsway

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Shadow Sin Mg
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PostSubject: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 5:00 am

ok so lets get this shit on the fourms so we dont have people coming to do Underworld with just any build LOL.

Milligramsway!

This write-up is extremely messy and unorganized. It may not even make sense anyone that can edit it feel free as long as you dont fuck up the actual usage. I will have a video of the perma and hopefully the main team from the view points of the ER soon.



note: This sin has to have a vast knowledge of the underworld before the changes and after.

Usage: pull the first skeleton down to the group and let the main team kill the skele. Take Clear the chamber quest from the lost soul. deaths charge up to the enemies grab all the graspings and aatxe's like you would in UWSC and pull them in the hole next to the stairs.

This is where you break off from the main team. Head to wastes, clear the ice king spawn then pop the reaper. pop a cupcake and run to plains through the mountains. once you get to plains kill the banished dream rider that spawns the 3 mindblades then head to the right banished dream rider that you dont kill. Watch the mindblades that popped from the dream rider wait till the start walking around plains. Aggro them but dont group them in with the other mindblades. YOU DONT KILL THE POPPED MINDBLADES. Kill the banished dream riders that dont pop mindblades and the 3 mindblades that spawn when you reach plains. if you still have cupcakes effect or anyother speed boost besides the essence you have to walk backwards to pull them.
Map to "glitching plains" here Start at the green dot. end at the blue dot. once you are back to the reaper spawn, kill the terrorwebs and if you did everything they should only be left. plains is now popped. Next, you must make aggro for your side of 4h.
This is where you make aggro Kill the banished dream rider, kill the 3 spawn, the 6 spawn.

Once you have the aggro leave plains head in to mnts WITH OUT AGGROING the glitched mindblades. If you aggro them at all they will go back to the reaper and gank it. with a red rock candy now. go and pop mnts like you would in uwsc before changes.

Go from mnts to pools WITH OUT AGGROING the glitched mindblades. If you aggro them at all they will go back to the reaper and gank it. Complete like normal. (because while doing quest. best way to do it is precast shadow form in the SAFE SPOT Target queen make a straight dash and DEATHS Charge in. Sliver down the queen.

Hopefully by now the main team is done.


Now you tele to plains do 4h you on pools side. Them on pits side. Sliver down one Dhuum rider can do to if you pull correctly. Then wait for the skeletons to spawn. stand near first skeleon and use sliver armor and BuH. Deaths charge to second skeleton use EBSoH and kill it. NOTE(try not to get skeletons mixed up with the rest of the mob of terrorwebs and mindblades or it will be really hard to kill it and you might die.)

once quest is complete head to mnts and do quest while main team pops pits.

After pits is popped tele to pits from mnts when the main team is ready.

Stand here for Pits quest when quest is taken pull the terrorwebs away from where they spawned, and wait for the skeletons. KILL THE SKELES FIRST. (if to many skeles spawn you will die alert you team on vent that you need help immediately.)

once quest is done and all terrorwebs have been killed. Tele to wastes and do quest. Stand HERE FOR SERVANTS OF GRENTH Catch any terrorwebs and skeletons that spawn. put down EBSoH for warriors to do dmg. (if the team is party wiped it is your job to stay alive and finish quest this is almost impossible if there is more then two skeletons alive mixed in with the terrorwebs.) once quest is complete stand up change your pissed stained pants for successfully completely wastes and go kill dhuum.



MAIN TEAM

Team composition










The imbagon can be taken and almost anything else can be added. also the spirits spammer does not have to be a Rt/r it can be a R/Rt with the following build.

The spirit spammer can also in dire cases be any/rit with this build

Main Team tactics:

After spiking the group the perma balls. procced to the labyrinth and finish clear the chamber(popping the reaper) Take Restore Grenths monuments from ther reaper, then procceed to vale killing the mindblade pops on the way. pop the graspings around vale and then pop the reaper of the forgotten vale.

Get in position for Wraithful spirits, and make the spirit spammer take quest. Do the quest like normal.

WALK to the labyrith and get rdy for escort of souls. once again rit takes quest. Kill the 3 groups that spawn from the quest.

Once completed everyone heads back to lab, except for the UA and 1 warrior. main team takes Unwanted Guest, warrior and UA gank the keeper of souls, closest to the forgotten vale. once killed they head to the main team defending the reaper of the lab. Do unwanted guests taking your time pulling enemies as needed trying not to party wipe....BE GOOD.

once those quest are done wait for your perma to be able to be done with his job.

Tele plains clear pits side of 4h, free from all skeletons get in position and make spirit spammer take quest after setting up their spirits.

Kill the dhuum riders, terrorwebs, skeletons. once your side is done. Head to pits and clear everything. popping reaper last.

Stand HERE for quest place spirits up a little farther spammer goes takes quest when everyone is ready. once everything is killed, go help the perma with his aggro problem Smile.

Once all spawns are killed tele to wastes. Spirt spammers lays spirt at ice king spawn and runs down and takes quest from the reaper of the ice wastes, then runs back to the ice kings area and defends it from any terrorwebs and skeletons that slips thru.

MAIN TEAM MUST KILL SKELETONS FIRST BECAUSE EVEN IF THEY PARTY WIPE THE PERMA CAN FINISH WITH ONLY TERRORWEBS ALIVE.

once quest is complete stand up change your pissed stained pants for successfully completely wastes and go kill dhuum.


DHUUM: Perma and UA dies. They spam dhuums rest, Heal and remove Dp from people.

Once dhuums Rest part is full and reapers are using the attack skill, full out rape dhuum, Necro maintains barbs on dhuum. all use spears except for warriors. ER maintains GDW on everyone they can. Spammer perma earthbind and other spirts. GG Get chest enjoy Razz


Last edited by Shadow Sin Mg on 2009-11-29, 3:50 pm; edited 8 times in total (Reason for editing : CAUSE I FELT LIKE IT!)
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Kirabi Wutang
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 5:11 am

I think it's important to note that the NECRO could also be changed to another support class as well.

Something like a VoR MESMER,
or another RIT,
or most anything. It's the spot that can get filled by someone who wants to come and isn't stupid.
EDIT: Ok FINE!!! The NECRO is Quite HANDY, Barbs helps A LOT. BUT STILL, it IS possible to bring something else IF nor NECRO can be found.

I ALSO feel like noting that AoE Really IS NOT the best way to go. Scattering in HM is rampant after things get knocked on their ass ONCE. So if someone wants to bring an ELE make it a snarer or something useful.

If I think of anything later I'll pop it in here too! Very Happy

ALSO: if you're an ELE bring Mantra of Resolve. Mindblades interrupt, we know that, now STOP THEM from doing it!

ALSO: sure you can bring an HB instead of the INFUSE Ele, just know that your chances of FAILURE increase 73.5%!!!!
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 10:27 am

Kirabi Wutang wrote:
I think it's important to note that the NECRO could also be changed to another support class as well.

Something like a VoR MESMER,
or another RIT,
or most anything. It's the spot that can get filled by someone who wants to come and isn't stupid.
EDIT: Ok FINE!!! The NECRO is Quite HANDY, Barbs helps A LOT. BUT STILL, it IS possible to bring something else IF nor NECRO can be found.

I ALSO feel like noting that AoE Really IS NOT the best way to go. Scattering in HM is rampant after things get knocked on their ass ONCE. So if someone wants to bring an ELE make it a snarer or something useful.

If I think of anything later I'll pop it in here too! Very Happy

ALSO: if you're an ELE bring Mantra of Resolve. Mindblades interrupt, we know that, now STOP THEM from doing it!

ALSO: sure you can bring an HB instead of the INFUSE Ele, just know that your chances of FAILURE increase 73.5%!!!!


The VoR Mesmer is kind of difficult. Since most of the Aatxe and Darknesses don't use skills, just heavy attacks, VoR is quite limited against them. This is coming from first hand usage. I think the VoR should be pretty much removed since FoC necros are so powerful with spikes. Also, if there are room for two, you can get 6 copies of FoC by using Arcane Mimicry.

The build is quite effective, if the team doesn't over extend, or pull crazy agro. One thing I noticed in our runs last night is that we really need an effective strategy for each area that is explained by the group leader. For example: when we went to plains, a Dream Rider was killed and it sounds like it should not have been. Although that was never mentioned in vent. As with everything, communication is crucial. Especially while we're learning this new way.
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Killian
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 12:25 pm

I may have missed something, but I thought "Great Dwarf Weapon" needed to be in the build with "Earthbind"?
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 3:49 pm

Killian wrote:
I may have missed something, but I thought "Great Dwarf Weapon" needed to be in the build with "Earthbind"?



Gotta fix that the actual build has an Ether rewnewal infuser must have double copied the UA fixing it now.
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 3:53 pm

Scott Ware wrote:
Kirabi Wutang wrote:
I think it's important to note that the NECRO could also be changed to another support class as well.

Something like a VoR MESMER,
or another RIT,
or most anything. It's the spot that can get filled by someone who wants to come and isn't stupid.
EDIT: Ok FINE!!! The NECRO is Quite HANDY, Barbs helps A LOT. BUT STILL, it IS possible to bring something else IF nor NECRO can be found.

I ALSO feel like noting that AoE Really IS NOT the best way to go. Scattering in HM is rampant after things get knocked on their ass ONCE. So if someone wants to bring an ELE make it a snarer or something useful.

If I think of anything later I'll pop it in here too! Very Happy

ALSO: if you're an ELE bring Mantra of Resolve. Mindblades interrupt, we know that, now STOP THEM from doing it!

ALSO: sure you can bring an HB instead of the INFUSE Ele, just know that your chances of FAILURE increase 73.5%!!!!


The VoR Mesmer is kind of difficult. Since most of the Aatxe and Darknesses don't use skills, just heavy attacks, VoR is quite limited against them. This is coming from first hand usage. I think the VoR should be pretty much removed since FoC necros are so powerful with spikes. Also, if there are room for two, you can get 6 copies of FoC by using Arcane Mimicry.

The build is quite effective, if the team doesn't over extend, or pull crazy agro. One thing I noticed in our runs last night is that we really need an effective strategy for each area that is explained by the group leader. For example: when we went to plains, a Dream Rider was killed and it sounds like it should not have been. Although that was never mentioned in vent. As with everything, communication is crucial. Especially while we're learning this new way.


When doing this some knowledge of the underworld is to be expected. If not people should say they do not know jack shit about the underworld. for example if you kill those banished dream riders in the corner then, they spawn on the Reaper of the chaos plains.
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 4:36 pm

tried and tested. No need for signet of corruption gmike
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Lakers1234
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 6:56 pm

It seems that 3 SY's might be a bit over kill and you can just settle for 2 or something. You can never have enough of it though to be honest.

Oh and maybe you could replace FoC with a better elite or something, it's not really that good but I can't think of any necro elites to put in place of it.
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 7:11 pm

Link wrote:
It seems that 3 SY's might be a bit over kill and you can just settle for 2 or something. You can never have enough of it though to be honest.

Oh and maybe you could replace FoC with a better elite or something, it's not really that good but I can't think of any necro elites to put in place of it.


Thats why we said you can take out the imbagon for almost anything else, last night we a splinter barrage ranger with the ranger sprits from the spirit spammer bar and we had a a/rt do the spirit spam and it worked fine.

As far as the necro FoC is the best we have found so far. We have tried SS and it isnt to effective due to the fact that it scatters.\


Any suggestions are helpful and will be taken in to consideration.


NOTE im changing the imbagon build now.
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-29, 10:22 pm

Don't just post builds from gwBBcode. Post Template Codes as well along with the builds from gwBBcode. Something we can highlight -> copy -> paste.

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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2009-11-30, 8:37 pm

Lazy fools! ill get on it soon
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PostSubject: Re: Underworld [Dhuum Version] -- Milligramsway   2010-02-12, 1:21 pm

I liked the build and all

but how does main team do UWG

without an a/me perma

some of the parts of UWG are extremely difficult due to vengeful aataxes that can't really be pulled

maybe add an a/me chambers perma to speed up this process

I like the idea though, more balanced then dayway and much more effective against dhuum.
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