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 urgoz runs

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Star
Admin


Posts: 127
Join date: 2012-11-26
Age: 28
Location: Aguanga

PostSubject: urgoz runs   Tue Nov 27, 2012 1:35 am

So we have been doing urgiz for a few days now and everyone needs to understand Urgoz before we continue to keep trying.

I'll be posting new loads tomorrow. If you have builds post it here.
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J.J.
Krazy Member


Posts: 2
Join date: 2012-11-27

PostSubject: dedicating to my ritualist.   Tue Nov 27, 2012 2:10 am

Matt gave me a build and i have all the skills ready for testing.
It's pure communing and would like to dedicate it to myself during urgoz raids. (to avoid complication with the usual rit sandwich we have lol)

TC: OACiAykM5M9Nd2EtROdOBNRDCA

Just need to make a new armor set and weapon, if it doesn't work out i can alter accordingly.

Will also be trying out my warrior build when the character is ready, looking forward to that one clown
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Star
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Posts: 127
Join date: 2012-11-26
Age: 28
Location: Aguanga

PostSubject: Re: urgoz runs   Tue Nov 27, 2012 1:04 pm

I'm Going to Save that Load in my list... Very Happy

I want to get Urgoz Finished Being tested So we can Do DoA, Uw, FOw Ya know!!.. Laughing
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Star
Admin


Posts: 127
Join date: 2012-11-26
Age: 28
Location: Aguanga

PostSubject: Urgoz's Warren in Normal Mode and Hard Mode.    Tue Nov 27, 2012 1:58 pm

Here is a small guide + build for Urgoz. I Got Most of this info from Guru, But I have Add My Own Loads...
I Really Hope this Helps!!!!

Players are encouraged to bring "I Am Unstoppable!" to counter traps and improve survival while pulling. Ebon Vanguard Assassin Support and/or "Finish Him!" will help with Urgoz. Bring AoE damage to kill groups faster or any wiki builds will work.

==SoS Rit ==
Code:
Code: OACjEyiM5MXzyJAAAwMlmTuhJ


==ST Rit =
Code:
Code: OAKkYhgcoQqD206FOfcQHqpz8iB


==UA Healer ==
Code:
Code: OwUTMwGDVihoBcj4u5ioLa5LDA


==RoJ Monk 1 ==
Code:
Code: OwAT44XCzx67zo+uEAAAoecXB


Heaven's Delightto counter pressure in general and degeneration environmental effect.
Divine Healing to counter pressure in general and degeneration environmental effect.
Shielding Hands for some safer pulling.

Second optional should be:

Restore Life to get UA Monk up if he dies.
Rebirth Rebirth for safe ressing.
Glyph of Lesser Energy

==RoJ Monk 2 ==
Code:

Code: Owkj4wQopOWffG13lcRqx+4dM


==Panic Mesmer ==
Code:
Code: OQlkAgC8AaeDNY6lDMdNhcaGYH


==Ineptitude Mesmer ==
Code:
Code: OQRUAwAPyTRAAIgrAkA2BAA5UZAA


Optional elite should be:

Ineptitude for damage and to shut down Wolves and Warden melee.
Shared Burden is suggested for HM so everything doesn't kill you in a second. It also provides fodder for Drain Delusions.

Optional slot should be:

Leech Signet for another interrupt and energy management.
Rend Enchantments to simplify killing Warden healers.
Fragility for minor damage and fodder for the Mesmers.

-----------------------------------------------------------------------------------------------
Build: 2
[You must be registered and logged in to see this image.]

Code:
Mo/E 1. AjBCpRsRkDO9dXVPgMEQA
Mo/E 2. AjBCpRsRkDO9pFdXhMEQA
N/Rt 3. AECCZtN5kxINNONM1KexA
P/W 4. AZAChvFkJ6NTCEmu5uJvB
A/W 5. AXACVm5/cw0wo/kTa8lLC
W/P 6. ARCCJWEWsDKJeVQTaiJvB
N/Mo 7. A0ACNJYIsF4SQ9tFOHMPA
N/Rt 8. AECCFGcctKmA2Wix4NdxA
A/W 9. AXACVm5/cw0wo/kTK6pKC
R/Rt 10. ACCCtYgx8Y8WWBmLuMdxA
R/Rt 11. ACCCtYgx8Y8WCdMAuMdxA
N/Mo 12. A0ACtUVFgGUVpI08FQgGB

Variants

3. Roles

- The Monks

12+1+1 healing prayer
9+1 prot
9+1 divine

Chain Aegis, monk number one should pre-prot the warrior when he is going to lure. SoA makes everyone a tank. Spirit bond + protective spirits if we face thorn wolves. Rest is the same as always, check the guide on monking for details if you feel you are not familiar with monking. Remember foul feast is on the necro, so you don't need condition removal.

- The N/rt

12+1+1 soul reaping
12 restoration

Party healing is in your hands. You have 3 party heals (Life + PwK + BotGD). That should be enough. Preprot warrior if he goes luring with the unremovable weapon of warding, this is especially usefull against the wardens who carry enchant stripping (the mesmers). Rest of your job is easy: make red bars go up, be carefull NOT to use your weapon spells on physicals who have a (more important) damage weapon spell on them.

-The p/w

12+1+1 spear mastery
11+1 leadership
6+1 command/motivation for the shield req (req 7 shield)

The backbone of the party, if you're doing your job wrong your party suffers greatly. What is your job? It's very easy, but still some people seem to somehow RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO it up sometimes. KEEP EVERYONE IN YOUR SHOUTING RANGE! It seems I can't say it enough times. FOLLOW THE FRONTLINE. IF THE BACK(+MID)LINE (necroes/monks/rangers whatever is not melee) ISN'T MOVING, TELL THEM THIS. They should follow you, and you should follow the frontliners. This is all very easy and takes almost no skill, just make sure you have some field awareness. So check your mini map regulary, if not all the time.
If you're throwing at blocking enemies, quickly switch targets (of course, doh Razz you're a para so its very easy too). Find way to keep your adrenaline up, like attacking spirits outside battles.

-A/W

12+1+1 dagger mastery
12+1 critical

GO FOR PRIORITY TARGETS, ask for great dwarf weapon on you. You're not the main blocker, the warrior is that. Plant your ward in a way that most melee's benefit from it, get your energy up quickly after you've used the ward with a KD+Falling lotus strike. Zealous weapon + critical eye should be enough to manage your energy for your attacks. There is no need for more energy management like critical strike or the like (critical strike is bad because you could just have pumped out another death blossom which does waaay more damage).

The w/p

12+1+1 hammer mastery
12+1 strenght

You are the main lurer. Always lure with a (long)bow, and try to make enemies stack up by walking back. You should be the one that blocks the enemies everytime it's possible. That means on corners, against walls etc (read guide on aggro + positioning if you feel unsure about blocking).
Keep enemies on their asses by using earthshaker all the time. Using the interrupt on the moment they get up gives a high chance of interrupting something usefull. When enemies are KD'd you're preventing also a lot of damage, while doing great damage yourself. Because you're going to block, you're attacking lots of enemies so ask for splinter weapon.

- N/mo order

12 smiting
7+1 soul reaping (breakpoint for 3 energy return on masochism)
rest +1+1 in blood

Keep orders up. Always start battles with dark fury, as that makes sure the para fills up his SY quickly. Maintain strenght of honor on the a/w with SY, and on the other assasin if you feel you can manage the energy. Rest is rather straightforward, just keep the orders up.

-N/Rt

12 channeling
12+1+1 soul reaping

Spam your weapon spells which allows your party to keep killing at a fast rate. Splinter weapon on the warrior (earthshaker that is) as he goes for clumbed up enemies. Great dwarf weapon on the SY paragon, and on both the assasins. So you're throwing weapon spells on 4 persons. You are also the one that removes conditions with foul feast.
Necrotic traversal for opening the doors in room 4, you can sac yourself after they've been opened. Or kill everything to zone down with the portal, but that takes longer.

-A/W

12+1+1 dagger
12+1 critical

Same role as the other assasin (described above): GO FOR PRIORITY TARGETS. No other builds or skills, ask for SoH as you're spiking so you kill things even faster. SY is there because I encountered many bad paragons lately, so this is a nice addition. If the paragon is experienced you can drop it. Take a rez for example, or asuran scan which might be even better.

- The R/Rts

EoE:
9+1 beast mastery
8+1 markmanship (req of bow)
9+1 expertise
10 channeling

Warder:
10 channeling
9+1 expertise
rest +1+1 (14 I think) markmanship

Easy, splinter + barrage on the clumbed up targets (which the warrior is trying to achieve). Asuran scan for single target damage. Essence strike to manage a bit more of energy, as (especially the EoE ranger) you have low expertise.

Pic of place of eoe at urgoz:
Click

- N/mo mm

12+1+1 death
9+1 soul reaping
9 protection

Generally best ran by a hero MM. If a human joins, he's probably better off using one of the variants.
Edit: should take rebirth instead to make sure the n/rt can be rezzed from the bridge in 4th room.

Variants
These variants can be ran, I will briefly tell instead of which profs from the core build. So you can read your role (which is the same) in the part above.

D/rt
12+1+1 scythe
11+1 mytisism
6+1 wind prayer

Instead of one of the assasins (or the mm ofc, than always go for clumbed up targets to maximize efficiency of your scythe).

A/D

12+1+1 critical
12 scythe

Idem as above, insted of one of the assasins.

P/W

12+1+1 spear
11+1 leadership
6+1 command

Instead of r/rt (the one without eoe). Or instead of 1 assasin, but communicate with the other ranger about who's bringing the ward than. If not bringing the ward, other suggestions are: Agressive refrain/Asuran scan/for greater justice even spear of fury.

E/Rt

12+1+1 energy storage
12 channeling

Instead of the n/rt weaponspammer. Make sure one of the other necroes has necrotic traversal to open the doors.

ME/Rt

12+1+1 inspiration
12 channeling

Same as above.

Final note: ritualists can be either rt/n weapon spammer or rt/r barrager.

4. Priorities on armies:

Dredge:
1. Dredge gardener - monk
2. Dredge seer - rit
rest doesn't really matter, assasin warrior or ranger.

Wardens:
1. Song warden - monk
2. Spirit warden - rit
3. Mind warden - mesmer
4. Earth warden - ele (annoying because he has kd while under essence)
rest doesn't really matter

5.Small walkthrough

[You must be registered and logged in to see this image.]

I will only describe the rough bits here.

First room: Warrior should try to lure all the enemies at once. Not needed to lure out of the weakness area, as that is impossible and we will do a lot of armor ignoring damage anyway. However, try to walk back as far as possible, as the enemies will stack up nicely and maybe the rangers+para don't suffer from weakness. Monk should follow to protect him a bit while luring. When done, assasins kill priority targets and rangers splinter barrage the stacked up group.

Second room: warrior just block at doors.

Third room: the degen room, make sure the whole party runs towards the bark in the next room and kill it quickly to stop the degen. N/Rt should have enough party healing to survive it, paragon should just make sure to keep up shouts.

Fourth room: the doors, kill a target up the bridge and n/rt weapon spammer transfers up to unlock the doors. If some1 takes rebirth he sacs himself, otherwise whole party should kill everything.

Fifth room:fire flowers: warrior lures thorn wolves, monks make sure to prot him. Watch vampires at last part of the fire bridge.

6th room: exhaustion: hug wall to make few enemies as possible spawn. thorn wolf spawns in this room.

7th room cross the bridge and go straight ahead. thorn wolf spawns in this room.

8th room cross the 'mushroom' room and take the right to cross the bridge. thorn wolf spawns in this room.

9th room after the bridge go immediatly to the right and run down.

10th room thorn wolf spawns in this room. keep 1 person behind the bridge to the next room to prevent spawning of more groups. rest goes and kill the 2 barks and goes on to next room.

11th room
There are 2 aspects in this room: exhaustion and weakness. It is possible to fight groups who are in the middle of the room out of these effects. Warrior should lure back and block @ doors. When groups are taken out, continue to take out aspects on both sides of the room.

12th room
Warrior blocks at the corner of this room, at the end of the doorway to this room. Lure groups and take them out (rangers and para be carefull because the environment can block you). Rest of the room try to tank at one of the pillars.

13 th room 1 person should stay behind the doors, because they will close if the whole party crosses them. This is no disaster, but if anything goes wrong you don't have a way out. Keep shouts up and this room is easy.

14th room: straight ahead over the bridge, kill serpent and enter urgoz room

15 th room: urgoz Ranger gets eoe up (at the place of the pic earlier in this guide) and rest of the team keeps moving while using attacks on urgoz to get him below 90%. after that, keep moving again, but if you have the chance, attack urgoz to kill him faster.
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