Forum Link Code:[url=]Team - Urgoz Trappers[/url]
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The Urgoz Trapping team is a build designed to clear the
way to, and destroy Urgoz
inside Urgoz's Warren as quickly as possible while
keeping the odds of party failure to a minimum. The core of the
build is trapping which is
used to damage the large groups of enemies in the warren as well as
to keep them off balance. The build relies on Edge of
Extinction (or EoE) to destroy Urgoz when the party
reaches his inner sanctum.
Build Concept
While there are different tactics for different situations
(explained below, in the tactics section), the general outline of
how this team works is as follows:
- The team will set its traps and spirits at a good tactical position that does not
expose it to moving patrols and allows for retreat. Using line of sight to
protect against ranged attacks is always a good strategy if
available.
- A sweeper will go scout
and pull the target enemy
group back to the traps (usually the trapper with the most
experience in the Warren).
- As the enemy hits the traps. the party will finish them off
with nuking and more
trapping.
- During fights, the monks
and ritualist try
to keep all party members alive.
Build Details
Urgoz's Warren allows for a party of 12 members. However, at its
core, this build is composed of 9 members:
- Three trappers
- Two nukers
- Two healers
- One BiP necromancer
- One Ritual
Lord ritualist
Typically, the final three spots are filled with a backup
trapper, a backup nuker and a backup monk. Such redundancy can
protect the party from failing due to a team member leaving or
getting disconnected.
The Trappers
The core three trappers should serve do three different roles,
the fourth one can be a duplicate of either of the last two:
The EoE Trapper
This trapper specializes in bringing the skill Edge of
Extinction at the highest possible level (16 Beast Mastery).
This means that his/her Wilderness Survival traps (the bulk of
the traps) will not be as potent. However, the presence of this
trapper makes defeating many of the large groups in the warren much
easier, as well as making the defeat of Urgoz himself a
walk-in-the-park.
Note: Because of the lower than usual Expertise rank, it's
better if this trapper not carry Dust Trap.
Usage:
- Place EoE and EW (Energizing Wind) at a safe spot that will be
within comfortable range of where the traps will be. Using line of
sight to protect it from rangers is always a good approach.
- Trap with the other trappers using Viper's Nest primarily as
well as other traps.
- When enemies are pulled into range use Oath Shot as soon as you
can, do not wait till EoE has been killed to recharge it with Oath
Shot. This will cause you to have to wait until Oath Shot is
recharged to be able to use it again. Instead, adapt the approach
of using Oath Shot as soon as you can, not when you have to.
- During the fight, keep trapping as your energy allows (with
Whirling Defenses on), while keeping an eye on EoE and making sure
it is always up. It is not recommended that you keep EW up during
the fight as it tampers with the recharge time of the skills of
other party members.
- For tips on the final confrontation with Urgoz, see the tactics
section below.
Equipment:
- Druid's
Armor is recommended for maximum energy. Tamer's Mask is
required to achieve maximum EoE.
- Carrying a Traveler's Mask with a superior Wilderness Survival
rune on it and swapping it with the Tamer's Mask while laying the
trappers can help the potency of your traps. Remember to switch
back to the Tamer's Mask when laying down the spirits.
- Any Insightful staff will serve as a good trapping weapon. A staff
wrapping of
Fortitude is a nice bonus.
- Any bow to use with Oath Shot to recharge
your skills. The best for purposes of accuracy would be a Recurve Bow.
The Pure Trapper
The pure trapper has 16 Wilderness Survival and as such,
his/her traps carry maximum potency. He/she is also in charge of
laying down Quickening Zephyr (QZ).
Usage:
- Place QZ at a safe spot that will be withing comfortable range
of where the traps will be. Using line of sight to protect it from
rangers is always a good approach.
- Trap with the other trappers using all of your traps. Make sure
Dust Traps are especially well spaced to protect your back line
from melee attackers.
- During the fight, keep trapping as your energy allows (with
Whirling Defenses on). It is not recommended that you keep QZ up
during the fight as it tampers with the energy cost of the skills
of other party members.
Equipment:
- Druid's
Armor is recommended for maximum energy. Traveler's Mask is
required to achieve maximum trap potency.
- Any Insightful staff will serve as a good trapping weapon. A staff
wrapping of
Fortitude is a nice bonus.
- A bow for pulling is
optional.
Variations:
- This trapper can also bring Healing Spring for to heal himself and
his fellow trappers when trapping in health degeneration
rooms.
The Hybrid Trapper
The Hybrid trapper has high Wilderness Survival and Beast
Mastery to act as a support trapper for the Pure trapper as well as
a backup in case the EoE trapper leaves or is disconnected. This is
mainly because EoE is such an important component of defeating
Urgoz.
Usage & Equipment:
- Exactly like the Pure Trapper. In addition, a Tamer's Mask in
case this trapper is forced to use his/her EoE instead of the main
EoE trapper.
The Nukers
The two nukers will have the exact same build and their main
focus should be Fire
Magic. The build could be any Build:E/Me Heavy Nuker build, but for
Urgoz, the following basic build seems to work best:
Usage:
- The main function of the two elementalists is to finish
off enemy groups. They must be patient and allow the enemy to
fall into the traps. While the ensuing chaos may spoil a perfect
nuke, it serves the party better to have enemies scurrying
about blinded, burning, and crippled.
- It's best to time the cast of nukes with traps triggering. If
enemies are pummeled by Meteor Shower just as they trigger a trap,
they will be damaged fully by the trap before they can run off.
After a little time and experience the nukers will get the hang of
it.
- Use Breath of Fire wisely. Its primary usage
should be to break away melee attackes who wander past the trappers or who
arrive late and are not affected by the traps.
- Glyph of Energy is extremely useful in fighting in areas where
the party will be under the effects of Sheer
Exhaustion.
Equipment:
- Battlemage's Armor may provide an extra
defensive boost, but any armor works fine.
- A staff or (Wand and Focus Item
combination) that provides +5 Energy and +30 Health as well as faster casting time
and skill recharge for Fire Magic would be optimal.
The Healers
The monks in the party should all specialize in Healing Prayers
primarily. While other healing builds (such as boon prot) can be just as useful, the heavy
presence of mesmers in
the final few rooms of the Warren makes builds that rely on Protection Prayers less effective. Such
builds tend to rely on enchantments which will be consistently removed
by Greater Blood Drinkers and Maddened
Mind Wardens. All monks should run a build along these
lines:
Usage:
- Word of Healing is the primary healing skill for other party
members and healing touch is the primary healing skill for
self-healing.
- Protective Spirit is mandatory in at least one of the monks in
case the Rituliast drops out. Facing the Thorn Wolves without some way to control
their spike damage is
ill-advised.
- Heal Party is mandatory for many scenarios in the warren. There
are at least two rooms with -15 health degeneration and Heal Party makes operating in
those much easier, especially in the presence of the BiP
necromancer.
- Extinguish is extremely useful on the Fire Flower
bridge.
- Use Holy Veil (or any other Hex removal skill) to remove critical hexes from your
party, such as Icy
Veins and Shroud of Silence.
Equipment:
- Ascetic's Armor is recommended for
energy.
- Any staff (or wand and focus item combination) that provides +5
Energy, +30 Health and fast recharge and cast time for Healing
Prayers is optimal.
Variations:
There can be many variations for the monk builds as the only
essential skills are Heal Party and Protective Spirit. All other
skills can be replaced with others in a very flexible manner...
The Bipper
The BiP necromancer is the
energy source of the party. Without him/her, the run can take an
hour longer. The presence of the necro allows the trappers to trap
faster, the monks to heal more frequently and the whole party to
simply take on bigger groups of enemies. The build is no different
that Build:N/any BiP Necro with the addition
of a traversal skill for room 3.
Usage:
- Keep Blood Renewal on at all times.
- Use Blood
is Power on any party member you wish to give Energy to.
- A good Bipper never waits for people to call their Energy. Instead, the
bipper should have a plan:
- While trapping and setting up for enemies, the bipper should
focus on feeding the trappers.
- During a fight, the bipper should bip the monks, then
elementalists, then trappers in that order of priority.
- Use wells as Energy and
circumstances permit.
- Use Consume Corpse (or Necrotic
Traversal) to get on the bridge in room 3.
- Having as little maximum health as possible allows the bipper
to be extremely effective in doing his/her job, however, this
should only be done if the bipper is very good at staying alive.
Dying does not really harm the bipper, but having to do without the
bipper in the middle of an intense fight is not a good thing for
the other party members.
Equipment:
- Scar Pattern Armor is recommended for
energy. Adding Superior Runes to reduce health is an option.
- Any staff (or wand and focus item combination) that provides +5
Energy and fast recharge and cast time for Blood Magic is optimal.
An item which reduces health or one that lengthens enchantments
(for Blood Renewal and BiP) can help also.
The Ritual Lord
The Ritual
Lord ritualist is a Communing-specialized ritualist who maintains 3
very imporant defensive Binding Spirits up. The main objective is
to create a spike-free zone for the party to operate in.
Usage:
- Make sure Boon of Creation and Ritual Lord are on at all
time.
- Extend Spike Trap and Meteor Shower knock down time to 3
seconds with Earthbind.
- When the rangers are almost done with their traps, the
ritualist should setup the spirits. A good spot would be near where
the trappers setup EoE.
- As the spirits die, the ritualist should be constantly
replacing them. Beware of interrupts.
- In any room in which there are Thorn Wolves, it is imperative
that the spirits be up and ready when the Wolves approach the
party.
Equipment:
- Halcyon's Armor is recommended for
energy.
- Any staff (or wand and focus item combination) that provides +5
Energy, +30 Health, and fast recharge and cast time for Communing
is optimal.
Tactics
The build primarily follows the mission walkthrough in the
article Urgoz's Warren, the following are tactics
specific to this build:
Room 1:
- The trappers should set the traps where the party spawns; all
non-trappers should move back a little bit (to the open gate behind
the party). The trappers should make the traps in multiple layers
as the Thought Stealers usually precede the Hopping
Vampires. When ready, a trapper should move forward to trigger
the pop-ups.
- The party should then bunker down in the corridor. Traps should
be set at the end of the corridor while spirits should be placed
just around the bend where the party spawned.
- Pull one or more (if the party is proficient) of the Dredge groups. Trappers should
keep their focus on the Maddened Dredge and the Maddened Dredge Savages while the
nukers should try and take out the Dredge Gardeners and the Maddened
Dredge Seers.
- For this pull and all future pull, the puller should be a
veteran trapper. It is poor pulling to get the enemy group
trickling one by one. Instead, the trapper should try and bunch
them up (using Whirling Defense to stay alive) so that they
approach the traps together. It renders the traps useless (and puts
a lot of strain on the monks) to have one enemy come first and set
off all the traps and then have the rest of that enemy's group
arrive unmolested.
- After the Dredge patrols are destroyed, kill the Twisted Bark and then
set up near the top of the flight of stairs. Pull the Dredge group
there.
- After destroying that group, set the traps at the open gate
(without stepping in) and then when ready, step in to bring the two
running patrols (one will come from each side). Pull them through
the traps and then finish them off. Proceed to kill the Guardian
Serpent.
Room 2:
- Non-trappers should stay outside of the health degeneration
effect (roughly where the dark shadow ends). The trappers place
their spirits out of degeneration and then setup around the corner.
They should proceed to pull the two large Dredge groups and the one
Greater Blood Drinker pop up group.
- The Bipper needs to focus mainly on the monks in this room.
They will be spamming Heal
Party.
- The nukers should step in to the degeneration area to nuke and
then step out.
- When the path to the Twisted Bark is clear, the nukers should
go in and kill it quickly.
- Trappers are extremely effective at neutralizing the Greater
Blood Drinker in an open battle. Depending on how proficient the
party is, they can pop out one or more of the Blood Drinker groups
hidden in the room and just take them head on. Using Whirling
Defense, exploiting the face that the Blood Drinker use mostly slow
casting necromancer skills, and because they like to target softer
targets in the back, the trappers will be able to trap almost
unmolested under their feet. This will keep the Blood Drinkers
off-balance (getting knocked down by Spike Trap, running from AoE trap effects) and will actually
make the job of the monks much easier. At this stage of the fight,
the Bipper should keep the monks and nukers well-fed.
Room 3:
- The trappers should trap heavily (and in mutiple layers) at the
gate and then just pull both plant groups (the Burning Brushes, Brooding
Thorns, and Uprooted Malices). Fire nuking and Flame Trap are extremely
effective in wiping out these groups.
- The party should then proceed to all hide under the bridge.
Traps will work under the bridge and damage those above it. EoE is
very important in quickly taking out the Dredge who are not on the
bridge.
- The bipper should use Consume Corpse to get up on the bridge
and open the two locks.
Room 4:
- Trappers should set their traps at the start of the bridge. The
ritualist should set up his/her spirits as closely as possible to
the beginning of the bridge to provide protection to the puller as
far as possible.
- A puller should pop the first group of Thorn Wolves (about 1/4
of the way throughthe bridge) and finish them off.
- Re-stablish traps and spirits then get the second group of
wolves. The second group (at the center of the bridge, where the
two lamps are) is the hardest to pull, because the puller would be
so far from the healers and because the pulling distance is so long
that they sometimes do not follow all the way back to the traps.
The party should just be patient. Using Recall in this situation
greatly helps (see Variations below).
- After this group is cleared, the party should move up to the
two lamps and setup traps and spirits there. The puller should then
proceed to pull the third group of wolves (once again, Recall being
very useful).
- Finally, the party should re-establish traps (in two layers)
and then the puller should proceed to the end of the bridge where
the Vampires and Thought Stealers will pop up. Recall would work
perfectly as they will run to the party anyway even if the puller
is gone.
Room 5:
- This area is filled with Thorn Wolf pop-ups and a veteran in
the party needs to let them know where to pause for traps at each
juncture.
- At each point, traps should be set up (special emphasis should
be made on a few Dust Traps near the casters) and the ritualist
spirits have to be up to prevent disaster.
- Monks should use Hex Breaker (see Variations below) when
possible to prevent themselves from getting shrouded. Preventing this hex is
much better than trying to remove it while being unable to
cast for several seconds.
- The party will proceed past the left bridge then go right, then
straight to the green area, then right and cross a long bridge. At
that point they should turn right sharply (passing under the bridge
they last crossed) and head straight till they get to the Guardian
Serpent. All along this path there are Thorn Wolf pop-ups that need
experience to tell where they will appear.
Room 6:
- One member should wait while the rest of the party should go
in, destroy the Twisted Bark (a couple of players staying behind it
will prevent it from running the wrong way out of AoE). The bipper
can give a little extra boost of energy if needed.
- After this, the party should destroy the Guardian Serpent,
cross the bridge, then signal to the waiting member to catch up to
them.
Room 7:
- The trappers should set traps just before the gate and then
pull the large group of plants and take them out.
- Trap at the gate now and then pull the other group of plants
that is near the Guardian Serpent.
- If the elementalists can damage a Brooding Thorn enough (not a
Burning Brush because they will run away and around the back to try
and attack) that the Twisted Bark comes to heal it with Healing Touch, then
the party can have a shot at killing it without having to fight the
Wardens.
- If this does not work, the trappers should setup past the gate
and around the corner to the left (so that the casters are outside
of Sheer Exhaustion) and then they should proceed to pull the
Warden groups.
- When fighting the Wardens, it's important to be conscious of
spacing and movement. The casters should not stand next to each
other (making themselves vulnerable to group interrupttion via Cry of
Frustration). The nukers should focus on the Maddened
Song Wardens and Maddened Mind Wardens while the trappers
should take out the melee wardens.
- After the Wardens and plants are destroyed, the party should
kill the Twisted Bark to be exhaustion-free in the next area.
Room 8:
- Traps should be laid at the gate (the top of the stairs) and
the spirits should be placed around the corner and away from where
the party members will be standing, this is to prevent Churning Earth
from destroying them.
- The presence of EoE is extremely useful in wiping out large
numbers of Wardens quickly.
- All party members should be ready to kite to avoid damage from Churning Earth that is
cast by Maddened Earth Wardens.
- After the first few group are pulled to the gate and destroyed,
the party can go in and clear the stationary plants. The final two
Warden groups will require the same scheme of trapping and
pulling.
Room 9:
- The party should name one party member who will stay behind the
gate no matter what transpires. This is to prevent the entire party
from stepping past the door during the heat of battle and getting
locked in with a few pop-ups of Thorn Wolves. the ideal candidate
for this should be the ritualist who will be laying his/her spirits
just behind the gate at all times.
- The trappers should generally use the gate as their trapping
point and pull back to it. Occasionally, a few monsters will be
stuck or refuse to follow all the way back in which case they can
move the traps a little bit ahead (but staying within the range of
the protective Binding Spirits).
- When the door finally opens on the other end, then the full
party can advance.
Room 10: Urgoz's Inner Chamber
- The nukers and trappers should quickly go in and kill the
Twisted Bark causing the life degeneration. Monks should spam Heal
Party.
- As Urgoz begins his monologue, trappers should setup in the
middle of the bridge and then pull enemies to it.
- It is advisable to not only destroy the Guardian Serpent in the
way, but the one to the left which will be near where EoE will be
placed to kill Urgoz.
- The EoE trapper should go in and to the left away from Urgoz.
With experience he/she will know exactly where to place EoE so that
Urgoz is in its range. If EoE is placed too close, then Explosive Growths will spawn next
to it and destroy it. To check that EoE is in the right place, a
party member (preferably armed with Hex Breaker) should run in and
stand next to Urgoz and see if EoE is showing up in the Effects
Monitor.
- Once EoE is set up and Urgoz is clearly in its range, the
nukers and trappers (other than the EoE trapper) should go in and
start attacking him, being mindful not to stand in one spot for
more than one skill usage. As soon as his health is down to 90%,
EoE will start damaging him with the death of the growths.
- Once EoE starts kicking in, the nukers and trappers should just
run around Urgoz in circles and let the death of the Explosive
Growths destroy him. The bipper and the healers should stay on the
ramp and spam heal party if needed. In less than a minute, Urgoz
will kill himself.
Variations
- All the party roles above have been listed in a flexible manner
without a secondary profession. However, when possible, party
members should consider either going with monk as a secondary
profession to bring Rebirth for crisis recovery, or to go with mesmer as
a secondary profession and bring Hex Breaker which makes surviving in the final
battle against Urgoz extremely easy.
- Monks could experiment with elementalist as a secondary
profession to be able to use Glyph of Energy in areas where they are under
the influence of Sheer Exhaustion.
- One of the trappers could bring assassin as a secondary profession and use Recall on a party member before
pulling enemies. This is especially useful on the Fire Flower
bridge where many pullers die under the pressure of the Fire
Flowers and the Thorn Wolves. By canceling Recall, they will be
teleported instantly to safety and can then proceed to pull the
Wolves (which would then be popped) using a bow.