First of all...this is me... I own... cuz I'm great... it's undeniable...WIN!
In-game-names:(Note I do not have a main I play whatever I feel like playing at the time)
- Assassin-The Concrete Rose
- Dervish-RaGe of the Path
- Warrior-Knight of Luciendar
- Paragon-Stone of Leaves
- Ranger-Barrage of Valdaris
- Monk-RaGe of the V O T H
- Elementalist-Saifal Saki (Formerly, Blowing Shh It Up)[anet forced me to change it because it was "offensive"]
- Necromancer-Disfigured Army
- Mesmer-Que Esta Sin Armas
- Ritualist-Rogelio Rosa
-RaGe
05:57, May 24, 2010 (UTC)
Prevailing Mood: Brooding
Mental Stability: 13%
Tolerance Level: Low
Stress Volume: █ █ █ █ █ █ ░ ░ ░ ░
This is my baby, and boy was it worth it and it's 100x more effective than ANY other Urgoz heroway build and f**k anyone who says differently they've not tested it.
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A build designed specifically for HM Urgoz's Warren, WITHOUT the need for consumables.
Team Composition
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Player 1 (+ heroes)
Player 2 (+ heroes)
Player 3 (+ heroes)
Players/Heroes
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Imbagon (Human)
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Equipment
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- Full Centurions to aide in damage mitigation
- A +5 Energy Furious(10%) Spear of Fortitude(+30hp) works perfectly an example would be the Prayer of the Forgotten
- A 16AL Motivation Shield of Fortitude(+30hp) any inscription will work but armor increasing is nice
Best vigor rune you can afford (the more life the safer)
SF/Protection Ele 1 (Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Enchanting)
- 2 Runes of Attunement (optional)
SF/Restoration Ele 1 (Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
- 2 Runes of Attunement (optional)
SF/Restoration Ele 2 (Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
- 2 Runes of Attunement (optional)
SoS/EoE Rit (Human)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Communing or Channeling)
- A Rune of Attunement (optional)
Dwayna's Sorrow Ele (Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be fire and/or enchanting)
- 2 Runes of Attunement (optional)
SF/Restoration Ele 3(Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be fire and/or Restoration)
- 2 Runes of Attunement (optional)
MM/Healer/Bomber (Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Death Magic and/or Enchanting)
- 2 Runes of Attunement (optional)
Player 3(recommended build)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Curses)
- 2 Runes of Attunement (optional)
Panic Mesmer(Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Domination, Fast-cast or Inspiration)
- 2 Runes of Attunement (optional)
Usage
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- Against Urgoz himself ONLY disable: Panic, Mistrust and Power Drain and enable Empathy
- Everywhere OTHER THAN IN URGOZ'S CHAMBER Disable Empathy
- Panic may have to be micro'd for better placement (not required, hero's are usually decent as placing it properly [especially with a echo/ss necro player])
SF/Restoration Ele 4(Hero)
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Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
- 2 Runes of Attunement (optional)
SoLS Healer (Hero)
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Optional
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In order of Recommendation:
Equipment
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- Full survivors + the Best vigor rune you can afford
- Virtually any stave's or wand/focus combination will work (recommended to be Restoration)
- 3 Runes of Attunement or Vitae (optional)
Current Record
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Added by Ragezorz99
Usage
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Added by Ragezorz99Room 1 - Weakness room
This Room isn't too much trouble and it simply involves being partially clumped up with the spirit spammer JUST in front of the main team and the mm/warder just in this middle, in fact this is the formation that u should have going into every area/fight, now the unique challenge with this room is unlike most rooms where u can handle all the pressure at once... for some reason this build just...doesn't like to cooperate in large numbers and the maddened dredge tend to use 100b and splinter weapon to mow down your tasty minions and spirits then proceed to spike you're group, so the only real way to fight this group is to break it down into 3-5 smaller fights grabbing 1-2 of the groups at a time, you may have to start the initial group in the center and wait for it to start breaking off into manageable chunks (if you attack one single target with a longbow all 5 groups act as if they were 1 so this is NOT recommended, unless you use a mysterious summoning stone like the crystal guardian who eats dredge like candy) after that proceed as per normal to the room feel free to aggro all 3 groups at once or kill the first 1 then work on the other 2, but DO NOT go near either side just travel STRAIGHT to the guardian serpent.
Room 2 - Degeneration
This is one of 3 tricky locations along the way that you'll encounter, but don't be afraid all it requires is careful timing, and 2 pings at the appropriate time, when u get in the room stay away from the degen for a moment let 1 person (usually the paragon) move ahead and wait for the spawns to move down the cliff below, JUST BEFORE this happens the paragon (or whoever's watching the spawn) will call the tree and EVERYONE! move up to the paragon and bunches up nice and tight when they see this happen the paragon will then call this again and everyone will then call the tree and attack him absolutely first (if you timing is even slightly off or someone moves to far forward your party will wipe), once the tree is dead stay where you are and proceed to at at steady pace, roll through the enemies, calling juicy tightly packed groups of enemies for you heroes to munch down upon not much about this room is scary once the tree is dead (as the -10 degen is gone)
Room 2 - Alternate(slower, but more reliable)
Before you enter the room, have your designated puller, usually the paragon, activate the blood drinker spawn, being careful not to aggro the dredge, and pull them back to the corner (between the two doorways between rooms) so that the degen doesn't affect you're party (or atleast not as much) once their dead, move your team forward to the doorway, once again being careful not to aggro the dredge (you may have to wait for them to move, it's a very good idea to spend the time on your first few runs to map their patrol pattern) when you are sure you're not going to aggro them have your pulled (using a longbow or flatbow) pull the tree (he will only go to the edge of the grass at the bottom of the mound he's standing on) once he's at his maximum distance, attack him (don't be afraid to back off if you're going to aggro the dredge) the tree should go down very quickly (you may sometimes aggro a group, it's best to attack the group first, unless he's weak[below 60%-ish]), once the tree's down go about the room as per before, just spirit-roll through them (meaning have your ritualist lead the way with his heroes unflagged and summon spirits the instant something spawns then back off [not much, just 5 or so feet to get you behind your spirits]) the room itself is VERY easy once the intial degen is gone.
Room 3 - Switches/Little bridge
This room is very straightforward, kill the bushes first using same technique as room 1, then run down following the left-hand wall, and munch munch munch enemies yum, while munching player 3 with consume corpse or necrotic traversal will jump up top and continue killing stuff with you while you munch MOAR! enemies, player 3 will then flip both the switches and use the teleporter to get down (it's one way and will NOT let you back up) procede towards room 4.
Room 4 - Fire Flower Bridge
This rooms easy just roll through it like you did in room two just wait for spirit spammer to remake spirits and stay back, when the spirit spammer comes under contact he will use summon spirits to bring them up to him and protect him, the others (+heroes) then continue munching, and repeat until across the bridge, stay in that area where the serpent died for room 5
Room 5 - Wolf Land/Exhaustion
This room appears empty but can be very dangerous and long, at the start stay in the end of room 4 wait for spirits to be set up and the paragon (with protective spirit on) will run forward and as soon as he sees red dots on his screen he will immediately press X (the 180degree turn button) and then use fall back running towards the others and he will proceed to run PAST them balling them up nicely. (Remember to call nice juicy bundles of enemies for heroes to munch) after the groups are done (there should be only 2 groups, but check for 3, just in case) Run ahead to the bridge flag you heroes ahead of you to avoid them casting any spells (remember you have exhaustion), now once through the vine door and on the bridge wait (flagging you heroes in circles to avoid spell casting) wait for the other vine door to go up, then come back down once its down EVERYONE moves very quickly (with fallback on the party) PAST the Thorn Wolves ignoring them completely untill you're in the safe zone, now's where it becomes tricky as its likely a fair amount of you party has just died, if you retain 7 or more people you may want to bunch together and fight the Thorn Wolves or if you have less than 6 alive you may want to run further running to the other wall (with a second fall back) and hoping they don't follow, once you've either killed or escaped you Thorn Wolf pursuers, you will want to setup facing either forward(if you fought them and won), or backwards (if you escaped them or fought and lost), the paragon will run back and res as many as he can with we shall return (if your paragon wiped you're most likely screwed unless he was one of very few who died), either way your paragon needs to cast we shall return and res as many as possible allowing you to either fight or prepare to continue, if you fight just do what ya can you'll likely win, if you continue just stay back at the door setup spirits on a wall and have heroes just behind (standard formation) the paragon will run forward and aggro 2 groups (just like before) running out and falling back quickly, checking again for a 3rd once no groups remain move to the far wall avoid going near the nearest vine door , and move along the wall to where the paragon should've been pulling from at the door the rit will summon spirits and the first of 2-3 thornwolf spawns will come again fight them off kill the bushes all's easy, pre-summon spirits and roll forward just like on fire flower bridge, and take the first right going up and across the bridge after that take first right beware there will be 1 spawn just after the bridge (use spirit spammer to roll through it, taking the first right going into the chasm below the bridge, use the spirit spammer to roll through 2-3 more spawns until u find room 5's guardian serpent.
Room 6 - Energy Degeneration
One party member (usually the paragon) stays behind everyone else (including the paragons heroes if he can flag them good, if not they stay with him) {if the paragon was to enter the room 100,432,543,454,354,361,545,643,898,433 wardens spawn and kill, rape and maim you then proceed to eat your babies so don't enter the room} The party moves up kills the tree and then kills the guardian serpent, then proceeds to cross the bridge once across the first person will say clear queing the paragon to catch up very very quickly and onto room 7
Room 7 - Exhaustion, Weakness
Stay at the doors leading into the main room aggro all 4 groups of wardens (1-2 at a time, be careful when aggroing 2 groups and ensure the paragon's survival) kill two groups of bushes (not necessarily in that order) and remember to pull to one side of the chasm you're in and remember to HUG THE WALL! its imperitive (always is but this time it's more so) The paragon will then procede up the hill on his left and bring down a 3rd group of bushes which will then be killed, Remember to disable ALL healing/enchantment skills and force pre-cast them before proceeding up the hill to kill the exhaustion tree, once the tree is dead re-enable ALL healing/enchantment skills, and run to the other hill and kill the remaining tree/bushes in one fell swoop then return to kill the guardian serpent (if you've not already done so),
Room 8 - Warden Land!
There's 7 groups of wardens in this group aggro the first 3 up to stairs and to the left side of the door munch munch munch yum! move down the stairs aggro the 2 groups closest to you move up just slightly outside the door aggro the remaining 1, then move up to a pillar and kill the final 1 (killing bushes along the way as necessary), kill wurm, make sure u stay between the 2 doors (there's 1 set leading into room 9 and back into room 8)
Room 9 - Pop-ups with a nice waterfall twist
In this room there's a shitload of pop-ups and to avoid very bad thins happening only 1 person goes even remotely deep into the room to aggro(keeping in mind you may need to majority of the group inside the room to kill certain monsters) and always remember to have 1 person(or hero) outside the room at all times (or the doors will close behind you leaving you without an escape route when shit hits the fan) boom lots of spawns boom boom munch munch yum when theres a single group of blood drinkers near the exit of the room (far side) that's usually an indication of there being only 1 pop-up next to them so feel free to move the entire group into the room and kill them before proceeding to room 10
Room 10 - Health degeneration
There's nothing protecting the tree kill it cross the bridge kill yum, if you can't figure it out I have no idea how u made it that far....
Room 11 - Urgoz Himself
Everyone runs down and to the left spirit spammer finds the sweetspot for EoE where it hits him but won't get blowed up, once spirits up everyone LOCKS their heroes onto Urgoz and get him down to 90% health, keep ressing heroes and players as they die spirit spammer should back out and keep EoE up, Urgoz should take no more than 2 minutes, expect heroes to die, paragon use WSR to res as many as possible at one time, keep flagging heroes around and avoiding explosive growths until EoE kills Urgoz, after that WIN! *avoid attacking the guardian serpents they don't heal Urgoz*
Counters
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- There are alot of counters but THE most important counter is a lack of co-ordination which is easily overcome by informing everyone of their role prior to ANY troublesome fight or even entering the area.
- Player stupidity (this includes just not having experience with Urgoz, play around learn the layout in NM before you try HM)
- Not moving and flagging heroes during the fight with Urgoz can cause deaths or even, though not likely, a complete party-wipe in as little as 7 seconds.
- Previously accumulated Death pentalty at Urgoz's Chamber can cause instant (or near-instant) deaths, which drastically reduces chances of success (solution, just bring moral boosts eg. Honeycombs, powerstone of courage, rainbow candy canes, or 4-leaf clovers)
Notes
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- The 3rd player is an open build and can be run by anyone so long as their any/N and have consume corpse or necrotic traversal, that being said melee classes should be avoided as they WILL cause your team to fail.
- On Urgoz ~90% of the overall damage is done by EoE, that being said the heroes and players must get Urgoz down to 90% health first afterwords heroes can be 'left for dead' to a degree (but this is not recommended)and they will die even if you constantly flag them, but this is NOT a problem and they can be revived with "we shall return!" to cause 'spikes' to Urgoz.
- This Build is BY NO MEANS a replacement for experienced human teams, it IS however a means for experienced players without access to large experienced guilds or experienced friends to do Urgoz reliably in under 1h 30m, WITHOUT CONS & Large amounts of time spent gathering a group which usually consists of inexperienced PUG's who have a HUGE probabability of failure(80% or more without a VERY experienced leader)
- Though not required, an Essence of Celerity used at or just before Urgoz's chamber, can make it drastically easier/faster to kill Urgoz (can cut off, assuming first time success, nearly 1-3 minutes which when micro-managing heroes with such 'relative' complexity is much less stressful and difficult)
- One variant is to use a ranger in place of one of the SF ele's and have the rit bring splinterweapon instead which reduces attribute spread and gives another player for Urgoz (can also be done with a hero, but can have terrible terrible results if not properly done)
External links
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[1]- The original post of this build with detailed description of use and discussion on Guild Wars Guru
Rough outline of computer aggro model
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Factor Level of effect on target priority Effect Order seen in Low - Moderate usually attack first players seen
until other more important factors take effect
Weapon Moderate Individuals with spell caster weapons will notice slight increase in aggro
Individuals with melee/spear/bow will notice a slight decrease
Shield? Moderate Individuals with shield will notice aggro rate drop drastically
(even if you don't meet the requirements)
Armor Moderate Individuals will notice significant drops in aggro, but this effect is
moot if your still significantly lower than allies or in a bad position
Attacking? High Attacking a monster (not casting spells) will cause a slight increase in aggro
And will likely cause you to be attacked (that being said, monsters tend
to "lock" on targets for longer periods of time, and this may have no effect
Move speed? Very High Monsters will take consideration to whether or not they can catch a target
or to simply give up (runners will notice this happen VERY often)
Casting?(inside aggro radius) Low Monsters.. do... take this into consideration, but it's not a big deal as almost
all experienced players will have LONG since noticed this...
Volume of damage output Moderate Monsters will pay attention to who's dishing out the most damage
(to them alone) and try to attack them
Can I reach them? HIGH Monsters DO consider this, though they are not always aware they are body (body-blocked) blocked for a few seconds, but this is a huge factor that is often exploited
AoE High Monsters flee from AoE and will often break or acquire increased aggro from it
Notes: (use edit to view correctly)
- This is a rough aggro-model based on personal experience, I may have left things out, I may have also been short and hell I may even be flat out wrong in portions, corrections, additional factors, and questions are all welcome on my talk page
- These are also sometimes random, monsters do sometimes tend to break and not attack, aggro others, and even lock to chase you to all corners of the earth, the effects of this aggro model is much closer to cancer (pardon the analogy) if you smoke your more likely (though not guaranteed) to get cancer and if you eat healthy you're less likely (though once again not guaranteed)






























































