Post by mura on Dec 21, 2006 19:09:48 GMT -5
I don't know how favorable the crowd here will be to an elite mission, but we'll have 12 slots available. The standard build is like this:
3x Ranger/Monk
3x Elementalist/Mesmer
2x Monk/Mesmer
1x Ritualist/-
2x Necro/Mesmer
1x Mesmer/Elementalist
However, I'm sure variances can be made with the NF skill list. I also wouldn't worry too much about the specific attributes. But I'd like for you to share your thoughts and the like. I didn't have a guild good enough to do either of the elite missions. So I'd really like to do the Warren or the Deep.
3x Ranger/Monk
Wilderness Survival: 12+4
Expertise: 12+3
Beastmastery: 3
Spike Trap {elite}
Viper's Nest
Dust Trap
Flame Trap
Barbed Trap
Serpent's Quickness
Whirling Defense (or) Throw Dirt
Rebirth
This is a standard trapper's build. The three rangers are the leaders of the group. They determine pace and direction. In the runs we've done, all 3 rangers had Whirling Defense to help with pulling or trapping in battle. But Throw Dirt can be used. Place multiple traps in a bottleneck area before pulling. Corners, doorways, pillars, etc can all be bottlenecks. A good pull combined with a bottleneck can eliminate most, if not all, the enemies at once.
3x Elementalist/Mesmer
Fire Magic: 12+4
Energy Storage: 12+1
Fireball
Rodgort's Invocation
Breath of Fire
Firestorm
Meteor Shower
Arcane Echo
Glyph of Renewal (or) Elemental Attunement (or) Glyph of Energy {elite}
Fire Attunement
Again, standard nukers build. This is a flexible build depending on your tastes. But two skills that are extremely useful are Firestorm and Breath of Fire. Yes, I do realize they cause scatter, but hear me out. Some of the mobs in Urgoz's Warren are massive. Sometimes they are so large that if you AoE nuke them, they don't move simply because they're all stuck on each other. Couple that with Cripple/Knockdown traps and Meteor Shower and they can't get out. But that's not the reason why you bring Firestorm and Breath of Fire.
Firestorm and Breath of Fire are simply the best skills to use against stationary targets. Worms cannot move out of AoE. And if you've never seen Urgoz, I won't ruin it, but I will say that he cannot move either. Echo/Renewal Firestorm and Breath of Fire have more Damage per Second than Meteor Shower. So don't use Meteor Shower on stationary targets, it's just a waste of time and energy.
2x Monk/Mesmer
Healing Prayers: 12+4
Divine Favor: 8+1
Inspiration: 10
Ethereal Light
Heal Other
Infuse Health
Healing Breeze
Heal Party
Ether Signet
Mantra of Recall {elite}
Rebirth
A little more energy-heavy than a standard healing build, but you'll need it. Ethereal Light and Heal Other are the all-purpose heals of this build. Ethereal Light is self-targetable. Infuse Health should only be used as a saving heal, some enemies hit hard, and you don't have time for a 1 second cast. Be prepared to use Infuse on the pulling ranger.
Healing Breeze is for countering the degen from conditions/hexes. But it's also useful in the 2 areas of Urgoz where there is environmental -15 degen. I'll explain more later.
Heal Party is an absolute must for the monks. And if you need Heal Party, you need Mantra of Recall. You'll be spamming Heal Party occasionally. Especially at the end while fighting Urgoz himself. You won't be getting near any of you teammates, so Heal Party is the only way to heal them.
1x Ritualist/-
Communing: 12+4
Spawning Power: 12+1
Displacement
Earthbind
Shelter
Union
Ritual Lord {elite}
Boon of Creation
Feast of Souls
Flesh of My Flesh
The ritualist is one of the most important aspects of this build. Without the ritualist, the chances of you beating Urgoz are slim to none. Despite its importance, ritualist is one of the most repetitive parts of this build. All you do is keep spirits up constantly. And nothing better for spamming than Ritual Lord. This elite is a must for every ritualist. It will enable you to keep all the spirits up and alive. Use Boon of Creation for energy.
Keep Displacement, Shelter, and Union up at all times. Spread them out and behind the traps, as the enemy does use AoE spells, and you don't want all your spirits dead in one blow.
Out of the 4 spirits mentioned, Earthbind is the only one that isn't essential, but useful. With all the knockdowns from the trappers and elementalists, it's a great benefit.
Use Feast of Souls if the team starts to get too low, monks can only go so far.
2x Necro/Mesmer
Curses: 12+4
Soulreaping: 10+1
Blood Magic: 8+1
Arcane Echo
Spiteful Spirit/Feast of Corruption {elite}
Reckless Haste/Suffering
Mark of Pain/Desecrate Enchantments
Enfeeble (or) Enfeebling Blood
Blood Ritual
Consume Corpse
Rez Signet
These two Necros have different builds. The one with Spiteful Spirit also has Reckless and Mark of Pain. The Feast of Corruption necro has Suffering and Desecrate Enchantments.
Spiteful Spirit: Typical SS necro. Spread it around. Use Reckless Haste to make SS even more deadly. Mark of Pain is AoE too, but it works best if you cast it on an enemy before it encounters traps. Some of the traps are piercing damage, which work well with Mark of Pain. Use Blood Ritual on the Trappers and anyone else who needs it.
Feast of Corruption: Use Suffering as a group hex so Feast of Corruption works to it's full potential. Desecrate Enchantments for more AoE damage.
Use Enfeeble for enemies that are a danger to spellcasters. The melee enemies in Urgoz hit hard and use Wild Blow, so weakness is extremely helpful. Consume Corpse is used in only one spot, but I'll talk about that later.
1x Mesmer/Elementalist
Illusion Magic: 12+4
Fast Casting: 8+1
Inspiration Magic: 10+1
Power Return
Power Drain
Images of Remorse
Conjure Phantasm
Conjure Nightmare
Mantra of Persistence
Energy Drain {elite}
Glyph of Lesser Energy
An extremely powerful single-target degen mesmer. This is the spike aspect. If an enemy gets behind the rangers, quickly put degen on it and watch it die. Remorse is good to spam if you're bored, it does 55 damage if foe is attacking. The mesmer was never made with mobs in mind, this mesmer was born to kill Urgoz. When you get to Urgoz, keep the degen on him constantly. Remember that bosses have half-length hexes, so your 15 second Nightmare only lasts 7 seconds. Mantra of Persistance helps with this. Use Glyph of Lesser Energy before casting Nightmare, as 25 energy cost really hurts. Use Energy Drain and Power Drain for energy.
3x Ranger/Monk
3x Elementalist/Mesmer
2x Monk/Mesmer
1x Ritualist/-
2x Necro/Mesmer
1x Mesmer/Elementalist
However, I'm sure variances can be made with the NF skill list. I also wouldn't worry too much about the specific attributes. But I'd like for you to share your thoughts and the like. I didn't have a guild good enough to do either of the elite missions. So I'd really like to do the Warren or the Deep.
3x Ranger/Monk
Wilderness Survival: 12+4
Expertise: 12+3
Beastmastery: 3
Spike Trap {elite}
Viper's Nest
Dust Trap
Flame Trap
Barbed Trap
Serpent's Quickness
Whirling Defense (or) Throw Dirt
Rebirth
This is a standard trapper's build. The three rangers are the leaders of the group. They determine pace and direction. In the runs we've done, all 3 rangers had Whirling Defense to help with pulling or trapping in battle. But Throw Dirt can be used. Place multiple traps in a bottleneck area before pulling. Corners, doorways, pillars, etc can all be bottlenecks. A good pull combined with a bottleneck can eliminate most, if not all, the enemies at once.
3x Elementalist/Mesmer
Fire Magic: 12+4
Energy Storage: 12+1
Fireball
Rodgort's Invocation
Breath of Fire
Firestorm
Meteor Shower
Arcane Echo
Glyph of Renewal (or) Elemental Attunement (or) Glyph of Energy {elite}
Fire Attunement
Again, standard nukers build. This is a flexible build depending on your tastes. But two skills that are extremely useful are Firestorm and Breath of Fire. Yes, I do realize they cause scatter, but hear me out. Some of the mobs in Urgoz's Warren are massive. Sometimes they are so large that if you AoE nuke them, they don't move simply because they're all stuck on each other. Couple that with Cripple/Knockdown traps and Meteor Shower and they can't get out. But that's not the reason why you bring Firestorm and Breath of Fire.
Firestorm and Breath of Fire are simply the best skills to use against stationary targets. Worms cannot move out of AoE. And if you've never seen Urgoz, I won't ruin it, but I will say that he cannot move either. Echo/Renewal Firestorm and Breath of Fire have more Damage per Second than Meteor Shower. So don't use Meteor Shower on stationary targets, it's just a waste of time and energy.
2x Monk/Mesmer
Healing Prayers: 12+4
Divine Favor: 8+1
Inspiration: 10
Ethereal Light
Heal Other
Infuse Health
Healing Breeze
Heal Party
Ether Signet
Mantra of Recall {elite}
Rebirth
A little more energy-heavy than a standard healing build, but you'll need it. Ethereal Light and Heal Other are the all-purpose heals of this build. Ethereal Light is self-targetable. Infuse Health should only be used as a saving heal, some enemies hit hard, and you don't have time for a 1 second cast. Be prepared to use Infuse on the pulling ranger.
Healing Breeze is for countering the degen from conditions/hexes. But it's also useful in the 2 areas of Urgoz where there is environmental -15 degen. I'll explain more later.
Heal Party is an absolute must for the monks. And if you need Heal Party, you need Mantra of Recall. You'll be spamming Heal Party occasionally. Especially at the end while fighting Urgoz himself. You won't be getting near any of you teammates, so Heal Party is the only way to heal them.
1x Ritualist/-
Communing: 12+4
Spawning Power: 12+1
Displacement
Earthbind
Shelter
Union
Ritual Lord {elite}
Boon of Creation
Feast of Souls
Flesh of My Flesh
The ritualist is one of the most important aspects of this build. Without the ritualist, the chances of you beating Urgoz are slim to none. Despite its importance, ritualist is one of the most repetitive parts of this build. All you do is keep spirits up constantly. And nothing better for spamming than Ritual Lord. This elite is a must for every ritualist. It will enable you to keep all the spirits up and alive. Use Boon of Creation for energy.
Keep Displacement, Shelter, and Union up at all times. Spread them out and behind the traps, as the enemy does use AoE spells, and you don't want all your spirits dead in one blow.
Out of the 4 spirits mentioned, Earthbind is the only one that isn't essential, but useful. With all the knockdowns from the trappers and elementalists, it's a great benefit.
Use Feast of Souls if the team starts to get too low, monks can only go so far.
2x Necro/Mesmer
Curses: 12+4
Soulreaping: 10+1
Blood Magic: 8+1
Arcane Echo
Spiteful Spirit/Feast of Corruption {elite}
Reckless Haste/Suffering
Mark of Pain/Desecrate Enchantments
Enfeeble (or) Enfeebling Blood
Blood Ritual
Consume Corpse
Rez Signet
These two Necros have different builds. The one with Spiteful Spirit also has Reckless and Mark of Pain. The Feast of Corruption necro has Suffering and Desecrate Enchantments.
Spiteful Spirit: Typical SS necro. Spread it around. Use Reckless Haste to make SS even more deadly. Mark of Pain is AoE too, but it works best if you cast it on an enemy before it encounters traps. Some of the traps are piercing damage, which work well with Mark of Pain. Use Blood Ritual on the Trappers and anyone else who needs it.
Feast of Corruption: Use Suffering as a group hex so Feast of Corruption works to it's full potential. Desecrate Enchantments for more AoE damage.
Use Enfeeble for enemies that are a danger to spellcasters. The melee enemies in Urgoz hit hard and use Wild Blow, so weakness is extremely helpful. Consume Corpse is used in only one spot, but I'll talk about that later.
1x Mesmer/Elementalist
Illusion Magic: 12+4
Fast Casting: 8+1
Inspiration Magic: 10+1
Power Return
Power Drain
Images of Remorse
Conjure Phantasm
Conjure Nightmare
Mantra of Persistence
Energy Drain {elite}
Glyph of Lesser Energy
An extremely powerful single-target degen mesmer. This is the spike aspect. If an enemy gets behind the rangers, quickly put degen on it and watch it die. Remorse is good to spam if you're bored, it does 55 damage if foe is attacking. The mesmer was never made with mobs in mind, this mesmer was born to kill Urgoz. When you get to Urgoz, keep the degen on him constantly. Remember that bosses have half-length hexes, so your 15 second Nightmare only lasts 7 seconds. Mantra of Persistance helps with this. Use Glyph of Lesser Energy before casting Nightmare, as 25 energy cost really hurts. Use Energy Drain and Power Drain for energy.