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will finish up tommorow, if anyone feels liek giving a hand i have to do HB monks build an optional LoD mimacry monk build and a bip than the little sections below, quickly builds (roughly so you know)

HB:
D.F 9 Prot 9. Heal. 12 (add runes as see fit.)
Dwayna's kiss, heal party, heal other, aegis, Protective spirit, Healers boon (e), Extinguish and rez chant.
LoD(optional!otherwise another HB-just put 2 HB monks under HB):
D.F 9 Prot 9. Heal. 12 (add runes as see fit.)
Dwayna's kiss, heal party, heal other, aegis, Protective spirit, Light of deleverance (e), arcane mimacry and rez chant.

(not to sure on them-they seem about right though...)(it might be worth changing one rez chant to rebirth...)

Bip:
Death 2 prot 8 soul 10 blood 12+1 (MUST have blood head)
Awaken the blood, Bip(e), order of pain, well of blood, necrotic transversal or consume corpse (MUST HAVE ONE!), aegis, extinguish, rebirth.
Have a totem axe or something with a 20% longer enchant and -50hp offhand and go to 1hp....

Phenaxkian 00:47, 11 August 2007 (CEST)

This build needs help. Don't worry, I'll finish it. —ǥȓɩηɔɧ/〛 01:19, 11 August 2007 (CEST)

Just added the bip-I was surprised to see WoH, most people say WoH sucks at urgoz, and prefer a LoD or another HB.....but meh I'm not complaining, could always add LoD in as a variant, however i did notice that one of the monks didn't have aegis-which is a must......need 3 people for an aegis chain.....Phenaxkian 13:17, 11 August 2007 (CEST)

finished up and moved into trial.Phenaxkian 00:17, 13 August 2007 (CEST)

Is this team build already used? I hope so, because I would like to use my Ritualist to farm there ;d — Abedeus User Abedeus Sig 09:06, 13 August 2007 (CEST)

More or less the standard there in fact. Also, no one takes the SS. MM>SS here. —ǥȓɩηɔɧ/〛 09:07, 13 August 2007 (CEST)
This is basicly the only team build used at urgoz, you very rarely find a team with a diffrent build, and as for the MM>SS that's a no no, i've done plenty of runs about 50/50 MM or SS, and i find that in the case with the SS it's better, then again that's usually because half of the MM are noobs and don't know how to controll their minions or WHO TO LEAVE A CORPSE -.- (if you were wondering we were in with a MM and got to the bridge where you have to teleport with the bip (me being bip) and the noobed MM used all the corpses....he had a flesh golem though so we managed to do it-just) but i supose if you have a decent MM they can be overly usefull, but IMO and quite a few of the people i go with frequently they prefer SS over MM, you also have to think when you get to urgoz the MM sucks for the most part, all the minions will die in seconds and he won't be able to do anything-where as an ss will just nail him with SS and RH with necrosis spike (i run necrosis =P)Phenaxkian 18:50, 13 August 2007 (CEST)
I think SS > MM. I did quite a bit of runes, and those fastes (good run is arround 1:30h) where with SS. SoDD uses SS (if they take SS instead of Ele) and they have runs under 1:30, up to 60 min. --Nalik 01:16, 28 August 2007 (CEST)
I agree-see above (also point out that i tend to run 3 rangers 4 SF 1 SS (usually me) 1 rit lord 2 monks (1 HB and either another HB or an LoD (note i only did the LoD monk-think Grinch did the other 2 while i disapaered for the night for sleep)) and a 1hp bip (which i'll play if not SS)PheNaxKian (T/c) 18:43, 28 August 2007 (CEST)

What's the point of Verata's Sac on the MM? The skill is pretty much nerfed beyond use (as even the devs said themselves that they didn't really want anyone using that skill anymore). --Flag of South Korea Grumpy (Talk | Contrib) 04:04, 1 September 2007 (CEST)

It was mainly to keep the minions alive =), however if people feel it's not needed, no objections with switching for an optional or something more usefull =).PheNaxKian (T/c) 12:56, 1 September 2007 (CEST)
Please do. Ty - I think optional is probably best. Some ppl really love things like dark bond, some hate it. More rebirth never hurts, preference i guess. --Flag of South Korea Grumpy (Talk | Contrib) 00:40, 2 September 2007 (CEST)
Verata's Sacrifice is really kind of useless. It gives +10 regen, but minions have -20 anyway so it doesn't even slow down the health loss. If you need to keep minions alive, at least use Blood of the Master. Also, I've tried going to Urgoz's Warren several times, but there's never anyone there (but I do live in an unusual time zone) so is there any particular time when ppl show up?Deezee 20:56, 20 June 2008 (EDT)


Holy Haste[]

Why is Holy Haste used on the HB monk??? It seems a wasted skill. I havent done Urgoz yet, but there is nothing there that reducing cast time to 25% will rly benefit, as they all 1 sec cast time. Could replace with another heal skill of some sort. But thats just my opinion, and am curious as to why its run. Luminarus 10:14, 23 August 2007 (CEST)

Because FC Heal Parties are good. It means you can spam it faster. Compare 2.5 seconds to 4 seconds. —ǥrɩɳsɧƿoɲŞƳŞŌƤ 18:08, 23 August 2007 (CEST)
I couldn't say why i only did the LoD monk, but i've never seen holy haste run at urgoz, abd plus looking at the HB build i've noticed ther's no aegis which there whould be otherwise there's not a complete aegis chain.PheNaxKian (T/c) 20:04, 23 August 2007 (CEST)
Well, I think it needs to be fixed, no Aegis is kind a "no no" :). --Nalik 00:53, 29 August 2007 (CEST)
K just changed-had to tinker with att.s a bit so aegis lasted a bit longer. PheNaxKian (T/c) 14:28, 29 August 2007 (CEST)
The monk builds should include either res chant or renew life in order to res the BiP. Monks with these spells are the only ones able to res the BiP with enough energy in order to keep bipping even in the middle of a fight, and this can often be crucial for the team. Just my two cents from bipping and monking experience in Warren. 83.146.194.174 13:08, 2 January 2008 (EST)
If the monks are rezing Mid fight they Fail-epicly, if the bip dies mid fight then if an ele has Rez chant they rez, or one of the rangers will (the rit needs to keep the wall up and monks need to heal/prot)-monks never rez mid fight!PheNaxKian Phenaxkian christmas sig 15:24, 2 January 2008 (EST)
What I meant was whats the point of holy haste & healers boon? Yes 2.5 vs 4 is good, but 2.5 vs 3 isnt so good. Wasted skill slot, especially when u have to renew more often due to putting up healers boon, aegis, & seed. If u want the .5 cast so badly just use a 40/40 staff... 40% chance to have it be .5 seconds casting. Luminarus 23:15, 8 January 2008 (EST)

blah[]

I think rangers need more expertise. Ususal I see 13 or 9 exp there. Don't use any attacking spirits like Pain. They can attack a spirit and lure a group. Maybe add a Soothing in optional slot for Ritu. Maybe add an Martyr monk variant. WoH isn't too popular choice, I would rather Have LoD, Martyr or second HB monk. I would use Enfeebling Blood on SS instead of Defile or Desecrate. You need a hex removal(on BiP) for Shroud of Silence. IMO Arcane Echo is standard. It's good to have one ele that cannot be interupted. One monk could have resurection chant to res BiP. BiP should not be an optional character, I wish luck to team that aims compleating Urgoz without BiP in Hard Mode. ~Nalik

I couldn't say-i don't tend to run ranger's in urgoz (being as my ranger's only lvl 14 tends to be somewhat of a problem....) i just set the stats based on what i've saved based on the builds people have been told to play by rather experienced players IMO (by experienced i mean 100's of runs if not 1000's-urgoz runs i mean of course...). as for the spirts-th only reason i suggested the spirits is for a wall-a good team knows the rit lord whould make a wall with the spirits, so i suggested spirts that would deal a bit of extra armor ignoring damage, but by no-mean is there anything wrong with any other kind of spirits so long as it can be used in a wall and is essential to keep the team running (i mean it doesn't matter if it dies)-as for monks-i didn't add the WoH monk (like i said above think it was Grinch) personaly i never see WoH monks, i find people tend to prefer 2 HB and if not 2 then 1 HB and an LoD-as for Martyr i haven't seen the build if you feel it should be optional-by all means add it just make sure to note it's optional and not required. No desecrate or defile on SS=auto fail, simple as that. You don't have to take both i said it's optional, i will add enfeebling blood to optionals in a minuet but i won't put it in the skill bar as it isn't required (the others are though). Hex removal on bip=bad, if your bips trying to remove hex's they're not biping as they should be, i've played bip with that, it works perfectly fine shroud shouldn't be a problem as wolves should be dead in seconds, traps=crippl eles=nuke both=dead wolfs in seconds (for me anyway but you could always switch well of blood for a hex removal skill if that botherd but you'd have to watch energy). I'd say all eles should have arcane echo as well, however it's not required (i find i don't tend to use it that much if i do go SF but i still take it for use where needed). There's no problems with interruption anywhere in urgoz except when you get to urgoz himself, but then there's 3 or 4 of you-he can only hit one....you do the math, plus you tend to have 3 rangers trapping and usually in my case an ss ss-ing. Monks MUST have rebirth, one run in the pop up room where someone has to stay outside otherwise your as good as dead room (the one just before urgoz), everyone except me was in the room near enough (just in-i was running bip) i was close to the door so i could bip, i hit bip to bip someone (obv.) and they moved forward, the door shut (oh-o) luckily most of the thigs were dead, but me and about 3 or 4 other people were stuck around the door, litteraly stuck, we couldn't move anywhere away from the door, one of these people was a monk....needless to say we got out in the end (after a lot of thinking-we had a MM thankfully that run=let's just say 1hp+MM with blood of master=good)but imagine if that monk that was stuck with us was the only monk with rebirth-we'd have failed then and there, granted it's partially mine and the muppets for being so far in's fault there but still it happens. rez chant is not needed, the bip should have no problem with energy because the pet's will be dying every so often and so ill creatures, and if your bip die's your in a bit of trouble anyway letting enemies getting so far back.... Last note then (finally) the bip isn't optional-look at the little box of links the MM and SS are the optional characters. it say's 8-optional (line 8.1 SS couple of lines 8.2 MM) then 9-1hp Bip, i'm sorry if that's confusing but that's the best i could do formatting wise, but i put it in the style it is (ranger, SF, rit, monks, MM/ss, bip) beacuse that's the way the party should be ordered (if your ordering the party anyway-which you should otherwise your bip's going to have a problem and a half. Hope that clears a bit up PheNaxKian (T/c) 18:43, 28 August 2007 (CEST)
I think it's a metter of teams we're playing in, some groups have favourite "strategies". I play ele usualy, and realy from time to time it happens that I'm intered when casting MS (Cry of Frustration), rarely but happens and can end bad. About the Pain spirit - I watched the situations when Pain spirit attacked enemy ranger spirit and lured rest of the group that didn't die (Everyone knows that attacking spirits can lure the group :P). That's what I meant. I think that's nothing bad to have BiP use one hex removal, it's only for a monks but I may be wrong. The groups I'm in used it efectively. About the optional BiP - yah it was confusing :). BTW. I like those builds. They're quite good. --Nalik 00:51, 29 August 2007 (CEST)
Agree. If you get interrupted well....that's unlucky, i supose I'll add glyph of concentration or sacrifice to the list at some point before it goes into testing (concentration's probably better as it won't effect recharge...) I've added a note below the optional skills of the rit saying the offensive spirits should only be used by experianced users so they know where to place without aggroing accidentally. I've removed well of blood on the Bip and replaced with an optional which i suggested either well of blood or hex removal =). I've also added a link at the see also section to the link posted above (SoDD's build) =) enjoy (will probably move to testing sometime at the weekend (that way if it seems fit we can add GWEN skills in (like that necro skill (masciosim or something like that (can't be bothered to look it up)) the one where you gain energy when you sac health (think it'll work on a 1hp-have to test at some point)))PheNaxKian (T/c)


GW:EN[]

added Masochism as optional skill for bip, if anyone feels that any of the new skills should be posted to improve builds place a note under the skill bar.PheNaxKian (T/c) 20:06, 31 August 2007 (CEST)

Did you tested it? It may not work, as at 1hp you don't lose health. Also Selfless Spirit is a good choice, free biping anyone? --Nalik 18:51, 2 September 2007 (CEST)
Yes i ahve works just peachy =) i rand the bip build posted and used mascohcism or whatever it's called, you essentially gain energy due to the natural +4 regenration (albiet slowly) as for the skill posted above no chance fraid, the duration doesn't cover the recharge rate, so it would be much easier to have maschochism(again whatever it's called), however i could put as an alternative for those who don't have GW:EN =), i'll do so now coz Grumpy wanted a MM skill changing.PheNaxKian (T/c) 19:02, 2 September 2007 (CEST)
maybe add some more pve skills, like ebon vanguard stand of honor, +10 dmg can be useful
Maybe but I doubt. It's 10 energy. Rangers have already splinter weapon that thogether with barrge can eat your energy fast, especialy those rangers (as I said, I would rather use 9 or 13 ^^) have low expertise. Not to mention they don't have free slot for it. BiP already has Order of Pain(OK, you could take it instead of that, but it has worser recharge). Eles, MM and Ritu don't have space for it and SS would need to drop Mark of Pain, res sig or other skill.--Nalik 18:30, 4 September 2007 (CEST)
I'm a bit iffy when it comes to skills which require a title, in the case of GWEN skills the gaps between the titles get's so high that it's essentially takes ages to get a high enough rank where the skills are useful. abd as Nalik said above, not really anywhere to put it, idealy the rit would have another spirit for the wall, rangers don't have room, SF have to take any of the optional skills otherwise the build fails badly, MM needs to focus on keeping his minions alive and making new ones, bip doesn't really have room for it (note order is used as a cover enchantment not damage output (to cover P.S. on the lurer) primarily) as for the SS, well granted they probably could, but it'd be more worth taking something more worth while that does more widespread damage, such as defile/desecrate enchantments so you have both, and while MoP isn't necessary it helps kill mobs of quickly, i;ll give you i put necrosis down as an optional but that has good damage output at low levels, and sunspear takes no time at all to level in. =) if you can give a good reason however.....PheNaxKian (T/c) 19:46, 4 September 2007 (CEST)

For the Record[]

Just want to say a few things about the build from reading through the votes.

1.If it doesn't get it finished in 58 mins or however fast, you can't pin that entirely on the build, i usually aim to get under 2h with this with a PUG (no-one particularly plays in my guild), but usuaully it ends up being more like 3 and a half hours because half the people have no idea what to do and are plain and simply idiots-no offence to newbs there-my point is, it's not always the build-it can be the players. but still i agree it still wouldn't give the fastest run in the world (fastest i've got with it is about 1h30)
2.This is the current meta-things change =)
3.The feelling on this one is a strong 50/50 split IMO-MM or SS? like mentioned in the build-both have advantages and disadvantages, personally i tend to find SS better beacuse most MM's at urgoz have no idea what to do and end up getting us all killed, and when you get to urgoz-most MM's become useless, like wise SS are usefull allways, they won't cause accidental aggro (well i'll leave that to any fool to prove me wrong....) however i do think that SS's can carry a good amount of damage in closley packed groups (which there can be a lot of in urgoz), which IMO makes up for the sponge like effect of a MM, and if your with a good team, your rangers should have laid plenty of traps down each and SF should have MS on the ready, and basicly any mobs should be down so fast they shouldn't get much damage in anyway so MM's as a damage shielder....i'll leave t up to you-tends to be personal preferance (me personally-SS beacuse IMO they do better i find)

Anyway that about sorts it all out =) thoughts? PheNaxKian (T/c)Tag thumb 21:28, 6 September 2007 (CEST)

"They're on fire" Paragon[]

Should there be one "They're on fire" Paragon. Like instead of necro. There're anyways 3 or 4 sf eles, so foes really are burning, especially if you add MoR for eles. And how about rangers, r/rt is ofcourse a good choice, but how 'bout r/e variant. Just take Conjure Flame and MoR with fiery bows or Greater Conflagration. Btw, just realized, elemental dmg won't really work in Urgoz... But which would be better, burning however gives lot more degen. 193.166.180.155 11:19, 15 November 2007 (CET)

you could be this is the geberal urgoz B/P build is all-you don't normally have a paragon in this team build, however if you want to feel free to take one, but i can't really see where you can slot one in, you need at leas 3 b/p rangers, at least 3 sf (and then you have either an extra SF or b/p ranger), 2 monks, 1 rit lord (for making a wall of spirits and assiting the team), 2 necros (1 bip-WHIC IS A MUST, and then either a MM or SS, which aer generally usefull, and usually the ones with NT or CC) so you don't really have much room for one. If you could suggest the build and instead of what then we can see if it's worth while....PheNaxKian (T/c)Tag thumb 13:17, 15 November 2007 (CET)

LoD Monk[]

Take it out and put something else in. LoD's nerf makes it crappy. --Illusionary WeaponryGuildofDeals 22:28, 19 November 2007 (CET)

Yeh i will do at some point-can i get an idea of what people would prefer instead (WoH?)PheNaxKian (T/c)Tag thumb 20:01, 20 November 2007 (CET)

Spirit Spammer Weapon[]

It is not clear to me why a HCT/HSR weapon is advised for the spirit spammer ritualist as Binding Rituals are _not_ "spells" and do not benefit from HCT/HSR.

mm[]

is the mm on this like the mm on the other barrage/pet team build,as in it doesnt have to be specefic or generic its just has to be good and can create a good minion defence sheild, because i thinking of doing urgoz warren using a unique mm build(that got me protector and is getting me guardian, which means it works)and i dont like using the suggested build on the article, while at the same time on the top overview of the team builds the necro one had animate flesh golem/spiteful spirit with optional slots, thus causing me some confusion. yeah so can someone get an answer for me thanks.--Rehanabey 17:48, 19 July 2008 (EDT)

The top overview bit just means take either a MM or an SS (because certain teams prefer one over the other) The build isn't concrete or anything, as with most things on this site (most, not all =p) As long as you can produce a decent level of minions and maintain them for a while quite easily there shouldn't be too much of a problem. Ideally you should be taking rebirth, very useful. Also when you come to the bridge room, jsut make sure you leave a corpse for the BiP to use...or make a flesh golem up there and let it die...if i get round to it, i'll write up a guide in the Guides section for Urgoz. ~PheNaxKian (T/c) Phenaxkian sig phoenix 13:07, 20 July 2008 (EDT)

Archive/rewrite[]

or is this still meta? btw, Earthbind probably isn't worth having because it doesn't kd-lock with Meteor Shower (and instead, skips a KD). ــмıкεнaшк 23:43, 19 August 2008 (EDT)

i'm not to sure about the meta now, i know it stoped being sued for a while becasue of Ursan but i've not been to urgoz in a while (generaly becasue i get stuck with the teams that take 4+ hours to die in the popup frenzy room, because someone always decides they cba to wait outside). Earth Bind was there for spirit wall moer than anything (as with the majority of the spirits) I didn't put any offensive spirits in, incase they aggroed when you didn't want to (they're in variants though).
Personaly i think a few rewrites on the builds would be fine, i can do the necros (well the bip and the SS deffiantly MM someone with more experience in that area would be better.)and the eles. someone else would be better looking at the monks and rangers (maybe remove LoD completly?). ~PheNaxKian (T/c) Phenaxkian sig phoenix 08:50, 20 August 2008 (EDT)
Build:Team_-_Urgoz_Revamped might help with a couple of the party members. Unyielding Aura is also pretty good on Monks (you can get the other Monks to use Arcane Mimicry and copy it, as well, and some headgear swapping might be handy). I also find that Incendiary Arrows+Ignite Arrows+EBSoH (+Splinter Weapon) is a great combination, and possibly better than Barrage+EBSoH+Splinter Weapon because it provides more AoE damage, which also has a wider range (I think Ignite Arrows could potentially hit foes in the Area of your target). I also find that self-casting Splinter Weapon<having someone else cast it on you, tbh. User:St._Michael/sandbox#Big_Asplosionsway is something I've been working on, not specifically for Urgoz's Warren (especially since it doesn't have 12 party members in its current form), but I think I'm going to try to fix it up. =P 10:23, 20 August 2008 (EDT) The preceding unsigned comment was added by St. Michael (contribs) .

Hey guys[]

This is a little outdated. Archiive? ··· Danny Does Drugs 20:40, 5 May 2009 (UTC)

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