Nice concept, but ursanway defeats the purpose of having an organised team. Mike Tycn(punch out) 06:26, 17 February 2008 (EST)

Well then its there for people interested in having an organized team.--Relyk 21:46, 18 February 2008 (EST)

In the Notes section it says Rank 7 Lightbringer is suggested, but I don't see any LB skills or DoA mentioned (just skimmed the article), but I'm pretty sure he means Sunspear, I just don't wanna edit it if it does need LB rank. Puebert 00:00, 25 February 2008 (EST)

No, I think he really means Lightbringer. If you look at General Ursanway, near the bottom it also mentions Lightbringer rank, still without using the LB skills or specifically mentioning any areas where the rank would be useful. 01:01, 25 February 2008 (EST)
I monk in DoA sometimes and I'm wondering if the +damage from Orders makes up for the lack of a third healer. Especially in areas like Gloom and Foundry. - zomg! Panic sig PANIC! 07:37, 25 February 2008 (EST)

cant u just take necro's??? soul reaping gives u much more energy then mysticism

Its supposed to generate energy outside of battle. --- Monk-icon-Ressmonkey Ressmonkey (talk) 07:09, 25 February 2008 (EST)

Ok, great, now Ursan is "Derv only", superb stuff, u cant beat proffession discrimination, no way u can. ;) --SuperIgorsigIgor 07:34, 25 February 2008 (EST)

Lawl. You made me lol. Won't be very hard to find 5 dervishes though, they seem to be everywhere nowadays. Godbox GodlyCompanion-cube 07:54, 25 February 2008 (EST)

wouldnt it be better whit the mantra ursan builds? Idk :/ But Using Dervish as a strong optional proffesion i think would be better Massive Spotless Soul 08:31, 25 February 2008 (EST)

why both order of the vampire and order of pain on the necro? since ootv doesn't stack with other necromancer enchants. Drownz 10:54, 25 February 2008 (EST)

More energy for dervs, it can be changed though. Mantras don't last forever either, so it isn't as efficient as enchantments.--Relyk 11:00, 25 February 2008 (EST)

Why the hell would you need seven copies of Rebirth? (Or really any copies, but if you're running Ursanway you're probably scrub enough to need one or two.) User Nyktos Sig Nyktos (talk · contribs) 11:34, 25 February 2008 (EST)

Why hate on Ursanway, it works fine and I don't see whats so bad about that, having a few copies of Rebirth is always helpful, have fun going in without a res if someone dies.. Craziinick 15:35, 25 February 2008 (EST)
It might be nice to have different resurrects on some of the ursans, and I dont know why they should all be Dervishes (didnt read any note on that)... as for the concept I think it's just "obvious" and not an actual build, if anything a mix of different team builds with a large quantity of ursans replacing any skilled requiring builds upfront.Crassus 15:56, 25 February 2008 (EST)
They should be Dervishes because Dervs can hit up to 3 targets at once. More hitting=more killing.
I like this concept. Looks like it'd work...Aside from LoD. 10 second recharge for a heal that, with HB, only heals for 100-110. And a 10 second recharge. Dunno. Just doesn't seem like it's a good elite in this case. ̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡I͡n͡f͡i͡d͡e͡l̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|̡̡̡ ̡ ̴̡ı__̡͌l̡* 16:18, 25 February 2008 (EST)
Makes sense however they could be any profession with scythes surely they wont be doing much killing with the scythe anyway? I agree about LoD.Crassus 16:33, 25 February 2008 (EST)
I was just posting what they have on General Ursanway with the HB and LoD monks btw. And for Crassus, the obvious isn't very obvious to some people, like those who have never played a necro. And the point of using Orders for widespread enchantment goes beyond the "any skilled requiring builds upfront", maintaining Ursan outside of battle.--Relyk 21:29, 25 February 2008 (EST)
I dont feel that mantras a res and ursan is innovative that's what I'm saying. Maintaining ursan isnt really skill, or even needed unless you want a speedboost as long as it's recharged by the time you have to fight again, skill should be used in a battle to make sure your team wins. The overall concept works well but like I said the front line, dervishes in this case just press 1&2 to win. Serves its purpose fine, I still feel the ursan builds are just obvious though.
Just to reiterate my question from before... If this is meant for DoA, does the necro make up for the lack of a third monk? Aside from that, very rarely does an Ursan group look for LoD Monks anymore. Two HBs imo. - zomg! Panic sig PANIC! 05:13, 26 February 2008 (EST)
I'll change that too, someone will have to test DoA.--Relyk 11:05, 26 February 2008 (EST)
You'll need some friends to do that. GL getting into a group with an orders necro. :( - zomg! Panic sig PANIC! 11:08, 26 February 2008 (EST)


arn't good here. Ursans should be spamming skills>attacking.--AESTHETIC

Ever considered switching out one of your heals for patient spirit? It's a 5 energy fairly spammable enchantment that heals for a good amount. With decent monks they can predict damage well enough to use it 2 secs in advance of when it is needed as I do this in PvP all the time to put a stop to spikes. Not only does it heal well but like I said it is an enchantment so you're not causing the total energy of the group to go down any, just transferring 5 energy and 100+ health to one of your tanks. Seems much better than both Dwayna's Kiss and Ethereal Light to me, especially with a 1/4s cast time to avoid interrupts. -Cyrillius 22:12, 26 February 2008 (EST)

Orders aren't for damage, that's a bonus, that's why both Orders are there if you haven't noticed. Cyrillius, why didn't you just add Patient Spirit to variants? :D--Relyk 23:27, 26 February 2008 (EST)

Just to note:

  • Innovation=not there.
  • Orders=energy for Ursans.
  • Build=for ppl bored with pressing 1&2.
  • Ursan builds=obvious (for Crassus)
  • Using Mysticism for Ursans=not as obvious
  • Ok? happy?

--Relyk 23:35, 26 February 2008 (EST)

 :) Crassus 14:43, 27 February 2008 (EST)

Relyk, your change to add Patient Spirit is in my opinion, a poor one. Let me quote Guildwiki here for you. "Useful when used with Healer's Covenant, as the healing is not reduced. Conversely, it goes poorly with Healer's Boon, as the healing is not boosted." If you feel it should be added as a variant of the healer bar due to the fact that it is an enchantment, I kinda think the orders enchantments do a well enough job there of that. Seems stupid to place a skill on an HB bar that is not affected by it. Just my two cents. - Lord Xivor 02:33, 27 February 2008 (EST)

Don't use it then.--Relyk 22:35, 27 February 2008 (EST)


OoP. You will have plenty of energy, and OoV will become more effective. Lord Belar 11:18, 27 February 2008 (EST)

(Done)--Relyk 04:01, 3 March 2008 (EST)

Assassins say no!

Nobody will take Sins even in teh Ursan partys anymoar *cryes* --SuperIgorsigIgor 18:15, 27 February 2008 (EST)

well, sins could prob be better than dervs, like so:

Dudes with 14 crit strikes and 12 scythe mastery, with zealous scythe and rez skill of your choice.

Ursan Blessing Optional Optional Optional Optional Optional Optional Optional
Ursan Blessing Optional Optional Optional Optional Optional Optional Optional
Ursan Blessing Optional Optional Optional Optional Optional Optional Optional
Ursan Blessing Optional Optional Optional Optional Optional Optional Optional

Dudes with 14 Command and some other skills 4 paras.

"Go for the Eyes!" Optional Optional Optional Optional Optional Optional Signet of Return
"Go for the Eyes!" Optional Optional Optional Optional Optional Optional Signet of Return

HB monk/paras.

Healer's Boon Heal Party Divine Healing Dismiss Condition Cure Hex "Go for the Eyes!" Resurrection Chant Optional
Healer's Boon Heal Party Divine Healing Dismiss Condition Cure Hex "Go for the Eyes!" Resurrection Chant Optional

So with crit strikes and 4 dudes spamming "GFtE!", energy shouldnt be a prob at all. I Am Jebus 20:46, 27 February 2008 (EST)

That's a terrible idea! — Skadiddly[슴Mc슴]Diddles 20:47, 27 February 2008 (EST)
Not much better than this build! I Am Jebus 20:48, 27 February 2008 (EST)
atleast this build's Ursan peeps don't have to attack >:(--Relyk 20:57, 29 February 2008 (EST)

Monk Variant

Healing Ribbon provides a ~150hp heal to up to 2 other allys near target ally (16 Healing Prayers, HB) for 10 energy. Makes it way easier to outheal them.

Just a thought.. Could it be good with a monk with a BIT more prot prayers.. And then spam Reversal of Fortune (or what the heck it's called) So whenever that, quick recharge, low energy, effective healing enchantment ends, the ursans get some additional energy and health.. -ros

Shut the fuck up now

You're alive, you have two hands to type with, a computer and a house to live in. Ok?

U HAF 2 HENDS ASWEL SO PLX SIGN COMMENT TENK U Rickyvantof 16:47, 29 February 2008 (EST)
Whose he talking to?--Relyk 20:58, 29 February 2008 (EST)


Why are these D/Me's? Someone fix. — Rapta Rapta Icon1 (talk|contribs) 20:38, 12 March 2008 (EDT)

Eh, Tycn made that point on the first post on this discussion page. Ursans are meant to be Any/X with flexibility. — Rapta Rapta Icon1 (talk|contribs) 01:05, 13 March 2008 (EDT)
This is not just a regular ursan build, but it is specially crafted to deal more damage through having the necro, more defense/energy management through the mesmer secondaries, and have better energy management. A generic Ursan build does not explain how all that works, nor does it give any examples other than having ursan on the bar. In my opinion, THAT build should be deleted. You are wrong to place this build up as a candidate for deletion. - Lord Xivor 18:29, 13 March 2008 (EDT)
It's a general build. If anything, throw the Necro as a possible variant on the existing version. There is no area where this is necessary over the existing one. And remember: we keep that one because it is a regular Ursan build. There's no need for an "irregular" Ursan build outside of a guide page. — Rapta Rapta Icon1 (talk|contribs) 12:32, 14 March 2008 (EDT)

Candidate for Deletion?

For an argument against it: One of the disadvantages of a normal Ursan team is the 30 second downtime for Ursan. This build isn't covered in General Ursanway, as there are no notes about using Mysticism to maintain Ursan because Mysticism is dependent on a Team for energy. This build isn't general because of that idea. Doesn't that give this build enough merit? The only other way to maintain Ursan permanently at any interval is a Paragon primary, but that is a different build. The point being, this build is not covered by General Ursanway, and is a totally independent variant.--Relyk 18:54, 15 March 2008 (EDT)

There's no downtime for Ursanway if you move fast. — Skakid 17:46, 25 March 2008 (EDT)

Opinion on attributes

Attributes (Version 1)

  • Mysticism= 12+1+2
  • Scythe Mastery= 10+1
  • Inspiration= 8

5 energy from each enchantment, with less health and lower Scythe Mastery.

Attributes (Version 2)

  • Mysticism= 11+1
  • Scythe Mastery= 11+1+1
  • Inspiration= 8

4 energy from each enchantment, and with more health and higher Scythe Mastery.

Attributes (Version 3)

  • Mysticism= 12+1+2
  • Scythe Mastery= 3+1
  • Inspiration= 12

Pumped up Inspiration Magic, 5 energy from each enchantment, with less health and lower Scythe Mastery.

  • Mysticism= 10+1+1
  • Scythe Mastery= 8+1
  • Inspiration= 12

Pumped up Inspiration Magic, 4 energy from each enchantment, with more health and lower Scythe Mastery.

Just curious, high Inspiration, lower Mysticism to 4 energy, or keep the same?--Relyk 00:47, 26 April 2008 (EDT)

You only need 9 scythe mastery, so I say the last one. - Lord Xivor (contribs) 09:18, 26 April 2008 (EDT)
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