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{{Archived-Build|date=13:47, October 1, 2010 (UTC)|reason1=Fallen out of use, slow and was only done when nobody knew what was happening to soloing areas with all the nerfs flying around|type1=farming|type2=PvE team|category=good}}
{{Good-Build|PvE team|farming}}
 
{{PvE-Meta}}
 
 
{{Requires-Essence}}
 
{{Requires-Essence}}
 
{{TOCright}}
 
{{TOCright}}
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{{Mini skill bar|Feast of Souls|Signet of Spirits|Bloodsong|Earthbind|Optional|Armor of Unfeeling|Summon Spirits (Kurzick)|Flesh of My Flesh}}
 
{{Mini skill bar|Feast of Souls|Signet of Spirits|Bloodsong|Earthbind|Optional|Armor of Unfeeling|Summon Spirits (Kurzick)|Flesh of My Flesh}}
 
'''1x {{N}}/{{Mo}} Orders Necromancer'''
 
'''1x {{N}}/{{Mo}} Orders Necromancer'''
{{Mini skill bar|Cultist's Fervor|Blood Bond|Order of Pain|Draw Conditions|Smite Hex|Remove Hex|Strength of Honor|Renew Life}}
+
{{Mini skill bar|Cultist's Fervor|Order of Pain|Blood Bond|Draw Conditions|Smite Hex|Remove Hex|Renew Life|Strength of Honor}}
 
'''2x {{E}}/{{Mo}} ER Bonders'''
 
'''2x {{E}}/{{Mo}} ER Bonders'''
{{Mini skill bar|Great Dwarf Weapon|Infuse Health|Shield Guardian|Spirit Bond|Life Attunement|Protective Bond|Ether Renewal|Aura of Restoration}}{{Mini skill bar|Great Dwarf Weapon|Infuse Health|Protective Spirit|Spirit Bond|Vigorous Spirit|Protective Bond|Ether Renewal|Aura of Restoration}}
+
{{Mini skill bar|Great Dwarf Weapon|Infuse Health|Ebon Battle Standard of Wisdom|Spirit Bond|Life Attunement|Protective Bond|Ether Renewal|Aura of Restoration}}{{Mini skill bar|Great Dwarf Weapon|Infuse Health|Protective Spirit|Spirit Bond|Vigorous Spirit|Protective Bond|Ether Renewal|Aura of Restoration}}
   
 
== WotA Assassins ==
 
== WotA Assassins ==
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== Orders Necromancer ==
 
== Orders Necromancer ==
 
<pvxbig>
 
<pvxbig>
[build prof=N/Mo Blood=12+1+3 Smiting=10 Soul=8+1 Heal=2 Prot=1][Cultist's Fervor][Blood Bond][Order of Pain][Draw Conditions][Smite Hex][Remove Hex][Strength of Honor][Renew Life][/build]
+
[build prof=N/Mo Blood=12+1+3 Smiting=10 Soul=8+1][Cultist's Fervor][Order of Pain][Blood Bond][Draw Conditions][Smite Hex][Remove Hex][Renew Life][Strength of Honor][/build]
 
</pvxbig>
 
</pvxbig>
 
===Equipment===
 
===Equipment===
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<pvxbig>
 
<pvxbig>
 
* Maintain {{icon|Strength of Honor}} [[Strength of Honor@10] on all melee.
 
* Maintain {{icon|Strength of Honor}} [[Strength of Honor@10] on all melee.
  +
*Spam Remove Hex and Smite Hex on ERs during Mindblade encounters to remove Migraine. Use Draw on Physicals during Mountains.
* Maintain {{icon|Cultist's Fervor}} [[Cultist's Fervor@16] for energy.
 
 
* Spam {{icon|Order of Pain}} [[Order of Pain@16] and {{icon|Blood Bond}} [[Blood Bond@16].
 
* Spam {{icon|Order of Pain}} [[Order of Pain@16] and {{icon|Blood Bond}} [[Blood Bond@16].
 
* Resurrect anyone who dies.
 
* Resurrect anyone who dies.
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=== Primary ER Bonder (ER1) ===
 
=== Primary ER Bonder (ER1) ===
 
<pvxbig>
 
<pvxbig>
[build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Shield Guardian][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build]
+
[build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Ebon Battle Standard of Wisdom][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build]
 
</pvxbig>
 
</pvxbig>
 
==== Equipment ====
 
==== Equipment ====
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==== Usage ====
 
==== Usage ====
 
<pvxbig>
 
<pvxbig>
  +
*Spam {{icon|Ebon Battle Standard of Wisdom}} before casting Ether Renewal. Stay inside as much as possible, trying to stand with the Orders and ER2 as often as possible (Except in Planes.)
 
* Spam {{icon|Infuse Health}} [[Infuse Health@3] to maintain energy.
 
* Spam {{icon|Infuse Health}} [[Infuse Health@3] to maintain energy.
 
* Use {{icon|Protective Bond}} [[Protective Bond@12] on yourself and the top/bottom three Party Members, depending on where you are in the party in relation to the other ER.
 
* Use {{icon|Protective Bond}} [[Protective Bond@12] on yourself and the top/bottom three Party Members, depending on where you are in the party in relation to the other ER.
 
* Maintain {{icon|Ether Renewal}} [[Ether Renewal@16] and {{icon|Aura of Restoration}} [[Aura of Restoration@16].
 
* Maintain {{icon|Ether Renewal}} [[Ether Renewal@16] and {{icon|Aura of Restoration}} [[Aura of Restoration@16].
* Maintain {{icon|Great Dwarf Weapon}} [[Great Dwarf Weapon] on the physicals as much as possible.
+
* Maintain {{icon|Great Dwarf Weapon}} [[Great Dwarf Weapon] on the physicals as much as possible.
 
* Maintain {{icon|Life Attunement}} [[Life Attunement@12] on yourself and the second ER.
 
* Maintain {{icon|Life Attunement}} [[Life Attunement@12] on yourself and the second ER.
 
</pvxbig>
 
</pvxbig>
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* Maintain {{icon|Ether Renewal}} [[Ether Renewal@16] and {{icon|Aura of Restoration}} [[Aura of Restoration@16].
 
* Maintain {{icon|Ether Renewal}} [[Ether Renewal@16] and {{icon|Aura of Restoration}} [[Aura of Restoration@16].
 
* Maintain {{icon|Great Dwarf Weapon}} [[Great Dwarf Weapon] on the physicals as much as possible.
 
* Maintain {{icon|Great Dwarf Weapon}} [[Great Dwarf Weapon] on the physicals as much as possible.
* Use {{icon|Protective Spirit}} [[Protective Spirit@8] on the physicals when doing mountains.
+
* Use {{icon|Protective Spirit}} and {{icon|Vigorous Spirit}} on the ER1 when doing mountains to aid with his energy.
 
</pvxbig>
 
</pvxbig>
  +
 
== General Usage ==
 
== General Usage ==
  +
===Order===
  +
*ER1
  +
*Sinx4
  +
*Nec
  +
*Rit
  +
*ER2
   
 
=== [[gww:The Labyrinth|The Labyrinth]] ===
 
=== [[gww:The Labyrinth|The Labyrinth]] ===
  +
* Once EoC has been popped, Necro and ERs bond their team before anyone takes aggro of any foes. Anyone, while waiting for the bonding, can take the Chamber quest and prepare to attack.
* Wait for any cons to be popped, someone should be bringing them. (Essence is required)
 
 
* When a Dying Nightmare pops up the secondary ER should watch to see who loses there enchantments and be ready with protective spirit. However, the assassins should attempt to Death's Charge over to the Nightmare as soon as it appears.
* The ERs will bond everyone in the group in alternating order.
 
* The Orders nec should maintain SoH on all the physicals and spam CF and maintain it as much as possible.
 
* Take the first quest and then let the assassins rip it up.
 
* When a Dying Nightmare pops up the secondary ER should watch to see who loses there enchantments and be ready with protective spirit.
 
 
* Targets in order of priority:
 
* Targets in order of priority:
 
** Dying Nightmares
 
** Dying Nightmares
 
** Skeletons of Dhuum
 
** Skeletons of Dhuum
 
** Grasping Darkness
** Bladed Aatxe
+
** Bladed Aatxes
** Grasping
 
   
 
=== Clear the Chamber ===
 
=== Clear the Chamber ===
*Kill the Terrorweb Dryders around the monument last.
+
Enter the chamber from the middle entrance.
  +
*Take quest when everyone is ready and clear everything up to the Reaper of the Labyrinth.
   
 
=== Escort ===
 
=== Escort ===
* After taking Restoring Grenth's Monuments, the Orders Necro should wait back while everyone else runs downstairs and clears the two Aatxes and Skeleton of Dhuum on the floor entrance to Vale.
+
* After taking Restoring Grenth's Monuments, the Necro stays behind while everyone else runs downstairs and clears the two Aatxes and Skeleton of Dhuum on the floor entrance to Vale.
* Before taking the quest the sins should stand were the 3 mindblades spawn whilst the rt places his spirits just in front of were the other group of mind blades spawn and run back to the stairs. This makes it easier for the ER's as they do not have as many mindblades to worry about so interupt chance is reduced.
+
* Before taking the quest the sins should stand were the 3 mindblades spawn whilst the rt places his spirits just in front of were the other group of mind blades spawn and run back to the stairs. This makes it easier for the ER's as they do not have as many mindblades to worry about since interrupt chance is reduced.
  +
* Run to Vale and kill everything on the way, try to ball up some of the mindblades by having one assassins DC into them prematurely and walk back slowly.
* Take out each mob out one at a time. A designated caller might make things safer and more coordinated.
 
 
* ERs should walk back out of Mindblade range to minimize chance of getting interrupted while casting Ether Renewal. At the very least, make sure you are not suffering from Migraine.
* Run to Vale and remember to take out the Mindblade spawns below the stairs and before the bridge.
 
* ERs should walk back out of Mindblade range to minimize chance of getting interrupted while casting Ether Renewal.
 
   
 
=== [[gww:Forgotten Vale|Vale]] ===
 
=== [[gww:Forgotten Vale|Vale]] ===
  +
Once the reaper is popped, take the quest and have one sin DC to the top group while the main group goes on to finish the rest. Have ER2 stay with the solo sin, maintaining GDW at all times. The Necro stays in between the 2 groups, spamming Order of Pain.
Get the sins to stand on the Mindblade spawns and the ER's position on the stairs, maintaining GDW on the physicals before the Mindblades spawn. Repeat for the bridge. There are two Mindblade spawns on the way to Vale. Once the reaper is popped, take the quest and have 3 Assassins and one ER take the main groups and the DC sin with the other ER on the top group. The Necro can idle in the middle, spamming Order of Pain. Remember to bond people when you split and then unbond them when you rejoin the main team. Once finished, zone to back to the Lab.
 
  +
ER's, Remember to bond people when you split and then unbond them when you rejoin the main team. Once finished, zone to back to the Lab.
   
 
=== Unwanted Guests ===
 
=== Unwanted Guests ===
  +
Part one of this quest consists of three splits:
The group will split to complete this quest:
 
  +
* '''The Vale side Keeper'''- any sin+Rit. (place spirits on the stairs, as keep spawns and spirts get hit by MS, summon spirits back to the top of the stairs and let spirits finish off keeper.)
* The rit and one physical take Vale's Keeper.
 
  +
* '''Wastes side Keeper''' (far end of the Chamber)- Sin+ER.
* One emo and one physical on the wastes side of lab reaper.
 
* One Emo 2 physicals in the middle.
+
* One ER and two sins in the middle.
* The Orders Necro takes quest.
+
* The Necro takes UWG when ER's and the Ritualist say they're ready.
Have one split standing on the stairs heading to Vale, where the Keeper spawns, second have one emo and one physical on the wastes side of reaper, and the rest in the middle. Take the quest then take out the Keeper instantly, followed by skeletons. Meet back at the side passage to the big room with the next Keeper. Rebond everyone, as you will have had to bond players from the other ER's side of the party, and lure the Vengefuls back and simply run past them. Repeat this process for the rest of the Keepers. The order is generally:
+
Meet back at the side passage to the big room with the next Keeper. (Rebond everyone if necessary) let the Rit lure the Vengeful back and simply run past them, DC to Keeper and take it down, kill skeletons after. Repeat this process for the rest of the Keepers.
  +
The order is generally:
* Vale + Middle-chamber together+wastes side of reaper together.
+
* Vale+Middle-+wastes together.
* Passage to Wastes.
+
* Passage leading to Wastes/Mountains.
* Initial loading area with the ghosts.
+
* Initial loading area.
* Then running from the direction of Wastes entrance, go along the bridge to get to the last Keeper.
 
  +
* Go along the bridge to get to the last Keeper. Again let the Rit go in first to pull aggro if required. If you can pull it off; have all the sins DC into the Keeper and quickly takeout the 3-5 Skeletons that regularly spawn beyond the keeper.
   
====UWG tips====
+
===UWG tips===
 
* "ER's" *Maintain Great Dwarf Weapon on your physicals.
*If you are getting knocklocked by Meteor Shower as a sin; have the ER run into them first, however everyone must keep in the ER's aggro bubble.
 
 
* Wait for Vengefuls to move away from the Keepers.
*Maintain Great Dwarf Weapon on all of the assassins.
 
  +
* Necro or Rt runs back incase of a party wipe, the DC's do their best to take out the Keeper even if you are going to wipe.
*Wait for Vengefuls to move away from the Keepers.
 
*Have the DC sin take out the Keeper solo, while the rest take out skeletons.
+
* Let the spirits pull and tank the Vengefuls to the side of the stairs/bridge.
*If you begin to wipe or take heavy damage, make sure the Keeper is dead, then kite back to either ER so they can heal, if you were not previously in range.
 
*Let the spirits or the ER pull and tank the Vengefuls to the side of the stairs/bridge.
 
   
 
=== [[gww:Twin Serpent Mountains|Mountains]] ===
 
=== [[gww:Twin Serpent Mountains|Mountains]] ===
  +
*The Necro will have to drop SoH on two Assassins while under Nature's Renewal.
After finishing UWG, you'll be at the entrance, and can begin running. If the Charged Blackness are present, kill them and ignore the Behemoths. Equipping a melee weapon, i.e. a sword/axe, will prevent them from wanting to hit you too often. Run to Mountains whichever way you're comfortable with. Once you're there, keep running past the Behemoths until the Reaper. The Necro will have to drop SoH on two Assassins for this part. Do not kill all the Terrorwebs, leave at least one alive otherwise the reaper will blow up via traps. Clear the room first. Take the quest, wait at the corner, and kill the Slayer. Wait at the top and twiddle your thumbs as you wait for a horde of Terrorwebs to walk your way. Have one sin ball them up, and try and stay out of Nature's Renewal. Now run to Planes, again avoiding the Behemoths, killing skeletons and Charged.Or,if u want to avoid killing the Terrorwebs, have Necro near the Reaper,once u have killed the Slayer,teleport to Reaper of the Labyrinth.Then run to Plains.
 
  +
* If the Charged Blackness are present, kill them and ignore the Behemoths. Equipping a melee weapon, i.e. a sword/axe, will prevent them from wanting to hit you too often. Run to Mountains whichever way you're comfortable with. Once you're there, keep running past the Behemoths until the Reaper. Once the Reaper has been popped and all Behemoths in his range are dead, take the quest. Kill the slayer and then take the road to the right and head towards plains, again avoiding the Behemoths. Kill skeletons and Charged along the way.
  +
*It's the ER2's job to make sure ER1 doesn't run out of energy. Maintain Prot Spirit and Vig Spirit on him as often as possible.
   
 
=== [[gww:Chaos Planes|Planes]] ===
 
=== [[gww:Chaos Planes|Planes]] ===
This area is dangerous for the ERs because of interruption. The ERs should avoid spamming Infuse Health to avoid attracting the Mindblades. Upon entering, run past the BDRs, you can kill the Lords but don't spawn more Mindblades. Kill only the BDR by the entrance to the Pits side of the Reaper and the mindblades it spawns. Lure the last BDR with a bow and then kill the Terrorwebs once it's safe.
+
The ERs should avoid spamming Infuse Health to avoid attracting the Mindblades. Upon entering, run past the first two BDR, you can kill the Lords as they take only a second.
  +
* To be on the safe side, kill these three Dream Riders and their Mindblade spawn:
  +
**Pits side reaper.
  +
**Pools side reaper.
  +
**Reaper's spawn.
  +
You can skip either side, but it just causes more risk during the quest.
   
 
==== Four Horsemen ====
 
==== Four Horsemen ====
  +
There is a 2:6 split in this team, the Rt solos the Pools side of this quest, while having an ER by his side as backup. The Rit starts at the end of the narrow path and place one spirit at a time while walking back towards the Reaper of Planes.
NOTE -- This is the hardest quest in the Underworld and most teams fail here so read this guide CAREFULLY!
 
  +
* Walk back in a zigzag and place each spirit on the side of the road, well separated to prevent them all being nuked by AoE attacks, keep in mind that when one sprit dies replace it with the same spirit further back.
   
  +
The main team must move north to the Pits entrance, trying not to aggro the BDR already there atleast until the Horseman spawns.
There is no split required in this team. Both ERs bond the Reaper with Prot Bond first then Life Attunement. The Reaper needs to be bonded with, in this order:
 
  +
*ER; make sure not to aggro anything and maintain GDW. Sins; DC in as soon as they spawn.
* Protective Bond from both ERs
 
  +
The Assassins should use a greyed out dagger skill (off-chain) as fodder for Diversion. The ER is to try and stand out range of the horsemen so that they are not target of Diversion.
* Life Attunement
 
* Strength of Honor
 
   
 
Kill off the Horsemen and try to drop Meteor Shower to one side when being targeted. Make sure you clear all the enemies on the pits side before running down and clearing the other side. On Pits side there will spawn 2 skeletons LEAVE THEM!!!
The main team stands on the hill in the circle where the Pits side BDR was. The team should not run away from this spot. Otherwise, a Meteor Shower will be caught in the tight corridor and be harder to avoid.
 
  +
The whole team can run back to pools side and kill the remaining horses and dryder, which should be quite close to the Reaper by now and fairly balled up.
  +
* Kill the 4h first that makes the reaper invulnerable.
  +
* The 2 skeles will walk towards the reaper but everything should be dead by the time this becomes hazardous.
   
 
=== [[gww:Bone Pits|Pits]] ===
Meanwhile, the secondary ER must stand in compass range of the Reaper, to SPAM HIS PROTS when the Horsemen arrive, not just infuse. If protective bond is stripped from the reaper make sure protective spirit is up or he will be spiked down quicker than you can infuse him.
 
  +
Mind the Chained Souls here, make sure bonds are kept up and make generous use of Protective Spirit. The quest requires two splits: one where the terrorweb spawn and one where the Souls spawn.
  +
The Necro again takes the quest only when the Rt and ER's say they're ready.
  +
The split teams are; ER, sin and Rit with the souls. The rest camp at the top of the hill.
  +
*Possible bug: If the souls get stuck on a locked chest, clear the area of the popups, then use the reaper to teleport somewhere else and return - this usually fixes it.
   
 
=== [[gww:Spawning Pools|Pools]] ===
The Ritualist can place spirits just ahead of the reaper on Pools side to give the Pits side more time to clear without rushing. If the Ritualist is inexperienced at tanking with spirits it is heavily advised that he runs back to help the main team with ressing ect. Otherwise, he will just die and be of no use.
 
  +
Route to Pools. (From Planes.)
   
  +
* Tactic 1:
Once you're all in position and know what's occurring, take the quest and wait for them to walk down. The Horsemen will strip the enchantments from your team so the primary ER must spam all his prots on the team. Otherwise, their bonds will be shattered and they will die.
 
 
It is important that you wait for them to come to you, if the sins run too far away from the ER they won't be able to be healed or have there prots spammed on them and they will get stripped and die.
 
 
The Assassins should use "BUH!" or Asuran Scan as fodder for Diversion. The primary ER is to try and stand out range of the horsemen so that they are not target of diversion, if infuse is diverted than your team WILL fail. Due to the ER spamming it is likely that he will not notice he has been diverted so if anyone notices the Horseman using Diversion it should be called and the ER should be ready to cast Aura of Restoration as fodder.
 
 
Kill off the Horsemen and try to drop Meteor Shower to one side when being targeted. Make sure you clear all the enemies on the pits side before running down and clearing the other side. This includes all skeletons! If you do not clear that side before running back your team will be pincered and the ER's will not be able to handle it and your team will die.
 
 
Your secondary ER should be able to handle the reaper if he knows what he's doing so res all before running back in and attacking. Finally clear the remaining terrorwebs and horseman and it's done.
 
 
=== [[gww:Spawning Pools|Pools]] ===
 
 
Run from the direction the Pools Horsemen came, killing the skeletons and Lords, but not the Dream Riders. Aggro and kill the loose BDR/Wail group before triggering the Mindblade popup on the path to Pools. This is one of the more common fail points due to rushing. The strips of the BDRs combined with the potent anti-physical/caster of the Mindblades is lethal.
 
Run from the direction the Pools Horsemen came, killing the skeletons and Lords, but not the Dream Riders. Aggro and kill the loose BDR/Wail group before triggering the Mindblade popup on the path to Pools. This is one of the more common fail points due to rushing. The strips of the BDRs combined with the potent anti-physical/caster of the Mindblades is lethal.
 
Another tactic is for the ritualist to stay a bit back. If something fails, SoS can run back to the reaper and tele to resurrect everyone. When the path is mostly clear, SoS can also go to pools.
 
 
Once out of the grasp of the remaining stationary BDR, take out all the Terrorwebs you want.
 
   
 
====Terrorweb Queen====
 
====Terrorweb Queen====
Have the SoS wait at the reaper, and everyone else camp inside the Queen's spawn. Drop Ebsoh, spam GDW, take quest, gank queen, Quest Updated, Rit teleports. gg.
+
Have the Rit wait at the reaper while everyone else camp on top the Queen's spawn. pre-GDW physicals, take quest, gank queen, Quest Updated, Rit teleports to Planes. GG.
 
=== [[gww:Bone Pits|Pits]] ===
 
Mind the Chained Souls here, make sure bonds are kept up and make generous use of Protective Spirit. The quest requires two splits: one where the terrorweb spawn and one where the Souls spawn. The split teams are the same as UWG, with the Orders Necro taking the quest. If you wish, bond the souls, though it's not necessary. (If the souls get stuck on a locked chest, clear the area of the popups, then use the reaper to teleport somewhere else and return - this usually fixes it.)
 
   
 
=== [[gww:Ice Wastes|Wastes]] ===
 
=== [[gww:Ice Wastes|Wastes]] ===
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==== Dhuum ====
 
==== Dhuum ====
  +
Before entering Dhuum's Room, Drop bonds on 2 Sins and the Necro.
Cut his health down quickly then drop the bonds from two physicals and the necro for the meter to run down faster. Spam Dhuum's Rest and Reversal of Death when required, focusing on the ERs. Have the Necro spam encase to keep all the minions easily in check. Collect drops from the chest and repeat as desired.
 
  +
* The two sins that live just act as normal and attack Dhuum. If he spawns his skeletons kill them off quickly so they don't begin to stack.
  +
* Dead guys spam Dhuum's Rest and Reversal of Death when required, focusing on the ER's and on the 2 physicals that are fighting Dhuum. Never, EVER use Encase Skeletal.
  +
*When casting Dhuum's Rest, stand inside the Ward of Wisdom and, if possible, equip a Staff with 20% HSR mod, which will stack with the ward to further speed up the completion of Dhuum's Rest bar.
   
 
==Notes==
 
==Notes==
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*Unlimited energy utility for multi-enemy stance removal and support
 
*Unlimited energy utility for multi-enemy stance removal and support
 
*A brief video of this in action at the final fight. [http://www.youtube.com/watch?v=92jbZbP-N38 Enjoy]
 
*A brief video of this in action at the final fight. [http://www.youtube.com/watch?v=92jbZbP-N38 Enjoy]
 
{{Mini skill bar|Order of the Vampire|Blood Bond|Foul Feast|Cure Hex|Smite Hex|Remove Hex|Strength of Honor|Renew Life}}
 
*More defensive support than Order of Pain but slightly smaller damage.
 
   
 
More variants in Guru thread below.
 
More variants in Guru thread below.

Latest revision as of 17:55, 9 November 2010

This build has been archived as of 13:47, October 1, 2010 (UTC), for the following reason:

  • Fallen out of use, slow and was only done when nobody knew what was happening to soloing areas with all the nerfs flying around

This build had been designed for the following use:

This build was in the category good before being archived.

  EoC This build requires an Essence of Celerity to operate properly.  

Semi-balanced build to complete The Underworld reliably after updates reduced the effectiveness of solo terra builds in traditional speed clears. This build uses two ER bonders who collectively maintain Protective Bond on all party members.

Overview

1x Assassin/Paragon WotA "CTT" Assassin

Jagged Strike Fox Fangs Death Blossom Way of the Assassin Death's Charge Asuran Scan "Can't Touch This!" Critical Eye

1x Assassin/Warrior WotA "Wild" Assassin

Jagged Strike Fox Fangs Death Blossom Way of the Assassin Death's Charge Asuran Scan Wild Blow Critical Eye

2x Assassin/Asterisk WotA "EBSoH/BuH" Assassin

Jagged Strike Fox Fangs Death Blossom Way of the Assassin Death's Charge Asuran Scan Ebon Battle Standard of Honor Critical Eye
Jagged Strike Fox Fangs Death Blossom Way of the Assassin Death's Charge Asuran Scan "By Ural's Hammer!" Critical Eye

1x Ritualist/Asterisk SoS Ritualist

Feast of Souls Signet of Spirits Bloodsong Earthbind Optional Armor of Unfeeling Summon Spirits (Kurzick) Flesh of My Flesh

1x Necromancer/Monk Orders Necromancer

Cultist's Fervor Order of Pain Blood Bond Draw Conditions Smite Hex Remove Hex Renew Life Strength of Honor

2x Elementalist/Monk ER Bonders

Great Dwarf Weapon Infuse Health Ebon Battle Standard of Wisdom Spirit Bond Life Attunement Protective Bond Ether Renewal Aura of Restoration
Great Dwarf Weapon Infuse Health Protective Spirit Spirit Bond Vigorous Spirit Protective Bond Ether Renewal Aura of Restoration


WotA Assassins

CTT (1x)

Spam CTT on recharge to prevent blind spam in Mountains, as well as Shock from Darkness and Star Burst from Terrorweb. <pvxbig>[build prof=A/P Critical=12+1+1 Dagger=11+1 Command=6][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Death's Charge][Asuran Scan]["Can't Touch This!"][Critical Eye][/build]</pvxbig>

Wild Blow (1x)

Removes stances from Behemoths and Mindblades. <pvxbig>[build prof=A/W Critical=12+1+1 Dagger=12+1][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Death's Charge][Asuran Scan][Wild Blow][Critical Eye][/build]</pvxbig> Atleast Rank 8 in Ebon Vanguard

EBSoH/BuH (2x)

Jumps on Keepers of Souls during Unwanted Guests (UWG). <pvxbig> [build prof=A/any Critical=12+1+1 Dagger=12+1 Shadow=3][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Death's Charge][Asuran Scan][Ebon Battle Standard of Honor][Critical Eye][/build]

[build prof=A/any Critical=12+1+1 Dagger=12+1 Shadow=3][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Death's Charge][Asuran Scan]["By Ural's Hammer!"][Critical Eye][/build] </pvxbig>

Equipment

  • Minor critical and Dagger runes. Either on headpiece is fine.
  • Any preferred insignias. Survivors are recommended.
  • Zealous Daggers of Fortitude.

Usage

<pvxbig>

  • Maintain Way of the Assassin [[Way of the Assassin@14] and Critical Eye [[Critical Eye@14] at all times.
  • Spam 1 -> 2 -> 3 to kill stuff.
  • Use Asuran Scan [[Asuran Scan] and "By Ural's Hammer!" [["By Ural's Hammer!"] to boost your damage.
  • Utility: Remove stances such as Mindblade's Hex Breaker Hex Breaker and Behemoth's Whirling Defense Whirling Defense. Place Ebon Battle Standard of Honor [[Ebon Battle Standard of Honor] near mobs.
  • Death's Charger: When ER has balled Vengeful Aatxe during Unwanted Guests (UWG), go and Death's Charge [[Death's Charge@3] on Keepers and spike them quickly. Rest of WotA assassins follow you and help with spiking.</pvxbig>
  • Important: Do not overextend! ERs have a hard time managing energy and will have to stop frequently (especially in mountains) to spam enchantments on themselves. If you overextend you will be unable to be healed if you are stripped of your bond they will unable to prot you and you will die. The worst case scenario is for the ER to lose all energy due mobbing and lose bonds from everyone.

Variants

<pvxbig>

  • "I Am Unstoppable!" [["I Am Unstoppable!"] Prevent knockdowns so you can camp in Meteor Shower and continue dealing damage.
  • Wild Strike [[Wild Strike@13] on Utility.

</pvxbig>

SoS Ritualist

<pvxbig> [build prof=Rt/any Spawning=10+1 Channeling=12+1+3 Communing=8+1 Resto=2][Feast of Souls][Signet of Spirits][Bloodsong][Earthbind][Optional][Armor of Unfeeling][Summon Spirits][Flesh of My Flesh][/build] Optional slot:

  • Pain [[Pain@9] for another spirit to make walls with.
  • Painful Bond [[Painful Bond@16] for more damage done with spirits.
  • Ebon Vanguard Assassin Support [[Ebon Vanguard Assassin Support] to remove traps safely in Mountains and for small spikes.
  • "You Move Like a Dwarf!" [["You Move Like a Dwarf!"] for 3 second knockdown to interrupt Dying Nightmares

</pvxbig>

Equipment

  • High energy set

Usage

<pvxbig>

  • Let spirits aggro Mindblades and other lethal mobs to divert damage packets and ball better.
  • Try to keep spirits just below 50% health to make "By Ural's Hammer!" [["By Ural's Hammer!"] last longer.
  • Heal spirits with Summon Spirits [[Summon Spirits]
  • Use Armor of Unfeeling [[Armor of Unfeeling@9] when spirits are being attacked.
  • Use Feast of Souls [[Feast of Souls@11] as party-heal.
  • Use Earthbind [[Earthbind@9] to knocklock foes and Dhuum for an easy finish.

</pvxbig>

Variants

Orders Necromancer

<pvxbig> [build prof=N/Mo Blood=12+1+3 Smiting=10 Soul=8+1][Cultist's Fervor][Order of Pain][Blood Bond][Draw Conditions][Smite Hex][Remove Hex][Renew Life][Strength of Honor][/build] </pvxbig>

Equipment

  • Full Survivor/vitae
  • Best vigor rune you can afford
  • Caster sword/axe with 20% ench +5e
  • Sup Blood headpiece, minor Soul Reaping rune.

Usage

<pvxbig>

  • Maintain Strength of Honor [[Strength of Honor@10] on all melee.
  • Spam Remove Hex and Smite Hex on ERs during Mindblade encounters to remove Migraine. Use Draw on Physicals during Mountains.
  • Spam Order of Pain [[Order of Pain@16] and Blood Bond [[Blood Bond@16].
  • Resurrect anyone who dies.

</pvxbig>

ER Bonders

Primary ER Bonder (ER1)

<pvxbig> [build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Ebon Battle Standard of Wisdom][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build] </pvxbig>

Equipment

  • Full Radiant and Attunement runes
  • +20 energy Protection Prayers Staff of Enchanting or equivalent.
  • +30/-2 high energy set to counter spikes in energy.

Usage

<pvxbig>

  • Spam Ebon Battle Standard of Wisdom before casting Ether Renewal. Stay inside as much as possible, trying to stand with the Orders and ER2 as often as possible (Except in Planes.)
  • Spam Infuse Health [[Infuse Health@3] to maintain energy.
  • Use Protective Bond [[Protective Bond@12] on yourself and the top/bottom three Party Members, depending on where you are in the party in relation to the other ER.
  • Maintain Ether Renewal [[Ether Renewal@16] and Aura of Restoration [[Aura of Restoration@16].
  • Maintain Great Dwarf Weapon [[Great Dwarf Weapon] on the physicals as much as possible.
  • Maintain Life Attunement [[Life Attunement@12] on yourself and the second ER.

</pvxbig>

Secondary ER Bonder (ER2)

<pvxbig> [build prof=E/Mo Energy=12+1+3 Protection=8 Healing=10][Great Dwarf Weapon][Infuse Health][Protective Spirit][Spirit Bond][Vigorous Spirit][Protective Bond][Ether Renewal][Aura of Restoration][/build] </pvxbig>

Equipment

  • Full Radiant and Attunement runes
  • +20 energy Protection Prayers Staff of Enchanting or equivalent.
  • +30/-2 high energy set to counter spikes in energy.

Usage

<pvxbig>

  • Spam Infuse Health [[Infuse Health@3] to maintain energy.
  • Use Protective Bond [[Protective Bond@12] on yourself and the top/bottom three Party Members, depending on where you are in the party in relation to the other ER.
  • Maintain Ether Renewal [[Ether Renewal@16] and Aura of Restoration [[Aura of Restoration@16].
  • Maintain Great Dwarf Weapon [[Great Dwarf Weapon] on the physicals as much as possible.
  • Use Protective Spirit and Vigorous Spirit on the ER1 when doing mountains to aid with his energy.

</pvxbig>

General Usage

Order

  • ER1
  • Sinx4
  • Nec
  • Rit
  • ER2

The Labyrinth

  • Once EoC has been popped, Necro and ERs bond their team before anyone takes aggro of any foes. Anyone, while waiting for the bonding, can take the Chamber quest and prepare to attack.
  • When a Dying Nightmare pops up the secondary ER should watch to see who loses there enchantments and be ready with protective spirit. However, the assassins should attempt to Death's Charge over to the Nightmare as soon as it appears.
  • Targets in order of priority:
    • Dying Nightmares
    • Skeletons of Dhuum
    • Grasping Darkness
    • Bladed Aatxes

Clear the Chamber

Enter the chamber from the middle entrance.

  • Take quest when everyone is ready and clear everything up to the Reaper of the Labyrinth.

Escort

  • After taking Restoring Grenth's Monuments, the Necro stays behind while everyone else runs downstairs and clears the two Aatxes and Skeleton of Dhuum on the floor entrance to Vale.
  • Before taking the quest the sins should stand were the 3 mindblades spawn whilst the rt places his spirits just in front of were the other group of mind blades spawn and run back to the stairs. This makes it easier for the ER's as they do not have as many mindblades to worry about since interrupt chance is reduced.
  • Run to Vale and kill everything on the way, try to ball up some of the mindblades by having one assassins DC into them prematurely and walk back slowly.
  • ERs should walk back out of Mindblade range to minimize chance of getting interrupted while casting Ether Renewal. At the very least, make sure you are not suffering from Migraine.

Vale

Once the reaper is popped, take the quest and have one sin DC to the top group while the main group goes on to finish the rest. Have ER2 stay with the solo sin, maintaining GDW at all times. The Necro stays in between the 2 groups, spamming Order of Pain. ER's, Remember to bond people when you split and then unbond them when you rejoin the main team. Once finished, zone to back to the Lab.

Unwanted Guests

Part one of this quest consists of three splits:

  • The Vale side Keeper- any sin+Rit. (place spirits on the stairs, as keep spawns and spirts get hit by MS, summon spirits back to the top of the stairs and let spirits finish off keeper.)
  • Wastes side Keeper (far end of the Chamber)- Sin+ER.
  • One ER and two sins in the middle.
  • The Necro takes UWG when ER's and the Ritualist say they're ready.

Meet back at the side passage to the big room with the next Keeper. (Rebond everyone if necessary) let the Rit lure the Vengeful back and simply run past them, DC to Keeper and take it down, kill skeletons after. Repeat this process for the rest of the Keepers. The order is generally:

  • Vale+Middle-+wastes together.
  • Passage leading to Wastes/Mountains.
  • Initial loading area.
  • Go along the bridge to get to the last Keeper. Again let the Rit go in first to pull aggro if required. If you can pull it off; have all the sins DC into the Keeper and quickly takeout the 3-5 Skeletons that regularly spawn beyond the keeper.

UWG tips

  • "ER's" *Maintain Great Dwarf Weapon on your physicals.
  • Wait for Vengefuls to move away from the Keepers.
  • Necro or Rt runs back incase of a party wipe, the DC's do their best to take out the Keeper even if you are going to wipe.
  • Let the spirits pull and tank the Vengefuls to the side of the stairs/bridge.

Mountains

  • The Necro will have to drop SoH on two Assassins while under Nature's Renewal.
  • If the Charged Blackness are present, kill them and ignore the Behemoths. Equipping a melee weapon, i.e. a sword/axe, will prevent them from wanting to hit you too often. Run to Mountains whichever way you're comfortable with. Once you're there, keep running past the Behemoths until the Reaper. Once the Reaper has been popped and all Behemoths in his range are dead, take the quest. Kill the slayer and then take the road to the right and head towards plains, again avoiding the Behemoths. Kill skeletons and Charged along the way.
  • It's the ER2's job to make sure ER1 doesn't run out of energy. Maintain Prot Spirit and Vig Spirit on him as often as possible.

Planes

The ERs should avoid spamming Infuse Health to avoid attracting the Mindblades. Upon entering, run past the first two BDR, you can kill the Lords as they take only a second.

  • To be on the safe side, kill these three Dream Riders and their Mindblade spawn:
    • Pits side reaper.
    • Pools side reaper.
    • Reaper's spawn.

You can skip either side, but it just causes more risk during the quest.

Four Horsemen

There is a 2:6 split in this team, the Rt solos the Pools side of this quest, while having an ER by his side as backup. The Rit starts at the end of the narrow path and place one spirit at a time while walking back towards the Reaper of Planes.

  • Walk back in a zigzag and place each spirit on the side of the road, well separated to prevent them all being nuked by AoE attacks, keep in mind that when one sprit dies replace it with the same spirit further back.

The main team must move north to the Pits entrance, trying not to aggro the BDR already there atleast until the Horseman spawns.

  • ER; make sure not to aggro anything and maintain GDW. Sins; DC in as soon as they spawn.

The Assassins should use a greyed out dagger skill (off-chain) as fodder for Diversion. The ER is to try and stand out range of the horsemen so that they are not target of Diversion.

Kill off the Horsemen and try to drop Meteor Shower to one side when being targeted. Make sure you clear all the enemies on the pits side before running down and clearing the other side. On Pits side there will spawn 2 skeletons LEAVE THEM!!! The whole team can run back to pools side and kill the remaining horses and dryder, which should be quite close to the Reaper by now and fairly balled up.

  • Kill the 4h first that makes the reaper invulnerable.
  • The 2 skeles will walk towards the reaper but everything should be dead by the time this becomes hazardous.

Pits

Mind the Chained Souls here, make sure bonds are kept up and make generous use of Protective Spirit. The quest requires two splits: one where the terrorweb spawn and one where the Souls spawn. The Necro again takes the quest only when the Rt and ER's say they're ready. The split teams are; ER, sin and Rit with the souls. The rest camp at the top of the hill.

  • Possible bug: If the souls get stuck on a locked chest, clear the area of the popups, then use the reaper to teleport somewhere else and return - this usually fixes it.

Pools

Route to Pools. (From Planes.)

  • Tactic 1:

Run from the direction the Pools Horsemen came, killing the skeletons and Lords, but not the Dream Riders. Aggro and kill the loose BDR/Wail group before triggering the Mindblade popup on the path to Pools. This is one of the more common fail points due to rushing. The strips of the BDRs combined with the potent anti-physical/caster of the Mindblades is lethal.

Terrorweb Queen

Have the Rit wait at the reaper while everyone else camp on top the Queen's spawn. pre-GDW physicals, take quest, gank queen, Quest Updated, Rit teleports to Planes. GG.

Wastes

Clear the quest area, and where the King spawns. Everyone should be spread out in the middle clearing, where the terrorwebs/Skeletons spawn. Orders Necro takes quest and everyone tanks.

Hall of Judgment

Dhuum

Before entering Dhuum's Room, Drop bonds on 2 Sins and the Necro.

  • The two sins that live just act as normal and attack Dhuum. If he spawns his skeletons kill them off quickly so they don't begin to stack.
  • Dead guys spam Dhuum's Rest and Reversal of Death when required, focusing on the ER's and on the 2 physicals that are fighting Dhuum. Never, EVER use Encase Skeletal.
  • When casting Dhuum's Rest, stand inside the Ward of Wisdom and, if possible, equip a Staff with 20% HSR mod, which will stack with the ward to further speed up the completion of Dhuum's Rest bar.

Notes

  • Sometimes misspelt as psyway.
  • WotA Assassins are sometimes referred to as Imbasins.

Alternative Skillbars

Note that "SY!" can be swapped for EBSoH.


Eremite's Attack Mystic Sweep Protector's Strike Asuran Scan Frenzy "By Ural's Hammer!" Warrior's Endurance "Save Yourselves!"
  • Uses Strength and high Critical damage of a scythe to deal high damage.


Earth Shaker Renewing Smash Whirlwind Attack Enraging Charge Frenzy "For Great Justice!" Signet of Return "Save Yourselves!"
  • Ball up Mindblades and AoE knocklock, so clumsiness doesn't become a problem.


Mystic Sweep Eremite's Attack Protector's Strike Asuran Scan Aura of Holy Might Wild Blow Ebon Battle Standard of Honor Zealous Vow
  • Unlimited energy utility for multi-enemy stance removal and support
  • A brief video of this in action at the final fight. Enjoy

More variants in Guru thread below.

See Also