After having read on GW Guru about people able to go down to the Underworld with just 3 people, I thought that might be something fun to try. Unfortunately, most of the times that I wanted to try it, America lost the favor, and the plan got put on hold. Well, this afternoon we finally had the favor and Green Gloom (as Ram Paige) and I (as Remy Borla) went down. I got the protection build on Ram and we went after the first two Aataxes.
We got smacked down.
After trying a few more times, we decided it wasn't going to work with our current skill sets and with just the two of us. Luckily, both Shao Lyn and Somewhat Zen were on at the time and decided to go with us. Ram switched to monk secondary and I tweaked my protection build, with Zen and Shao getting their builds set, and we went down again. As a 4 person team we were easily able to take apart the Aataxes that appear before you take the quest, which was quite nice. Unfortunately, once the squids (Creeping Darkness) appeared, they wouldn't stay locked on just Ram and came after all of us.
That didn't work out very well either.
At this point, Zen had to leave and it was just the three of us. Ram switched around some armor so that she could have a lower maximum health value, thus lowering the damage she received. Shao switched to all necro skills, including Mark of Pain. I kept the same build, only changed around how I did a few things. We went back down.
We kicked serious tail.
Ram ran up ahead and got all of the aggro, at which point Shao put Mark of Pain on the target, making for some great AoE damage. I kept myself just as busy as always with the protection. Stuff was dying really fast. When the squids came out, Ram got their aggro and this is where stuff got even easier. Without aggro on me or Shao, my energy was hardly ever not maxed out, except when I was casting Healing Seed to keep Ram at max health, and then it went back up to normal. I even I lagged a bit because there were 5 squids dying at once. After clearing all the patrols and whatnot, we went after the Dryders. That was a little nerve wracking, since they were using Mark of Rogdort and I wasn't sure if Ram would make it a few times, but she did. We cleared out and got the 5000 experience from the quest.
Next we decided to head to the Lost Soul village. We went through the squids on the way with just as much ease as we came to expect by then. It wasn't until we hit the Coldfires that things got a little dicey again, but only for a minute or two. Ram wound up getting the aggro of a group, as well as 2 patrols and, needless to say, there was a death involved. I Rebirthed her, but thanks to the spinning camera, she wound up dying again trying to get out. Fortunately, she was now far enough from aggro that we could Rebirth her into a "safe" area where the patrols didn't come. Once the protection went back up, we lured a group back and proceeded to lay the smack down on them. After about a half hour or so, we had cleared out pretty much the entire village. All that was left was a group with Behemoths running Nature's Renewal. We all decided it would be a bad idea to try that, so we went back to the Crypt Phantom guy for another quest.
This is where things got a little bad again. The enemies that appeared were Mesmers. They didn't break the enchantments, like I was expecting them to do, what they did was hit me with Conjure Phantasm, Migraine and Ineptitude when I went to cast Healing Seed on Ram. Things kept going downhill from there. Once I died, it wasn't long before Ram fell, and even though Shao was able to stay alive, the NPCs we were escorting decided to fight as well. As soon as one of them died, it was over.
All in all though, it was a very successful run. We got at least 10k experience and close to 1 platinum each. I had a lot more fun going through the UW with the small group of RB'ers than I did in the larger group of pubbies, even though I had a good time then too after a few players left (Soul Flayer should know what I'm talking about, I think Xyn was with use then too).
I told Shao I'd post the Monk build I was using, so here it is:
Healing: 10 +1
Protection: 10 +4 (Protection needs to be at 14)
Divine Favor: 11 +1
Healing Seed
Peace and Harmony
Blessed Signet
Protective Bond
Life Bond
Essence Bond
Balthazar's Spirit
Rebrth
To set things up, cast Peace and Harmony on yourself, then Balthazar's Spirit on yourself. Then, and this is the important part, put Protective Bond and then Life Bond on the person who will be tanking. The order is very important, because if it goes on in the other direction (Life then Protective) you'll have one dead monk on your hands. After this, put Essence Bond on the tank and if you want to, Balthazar's Spirit. If you maintain all 5 of those, you'll have 0 energy regen with Peace and Harmony active, meaning your energy source is now Blessed Signet, cast every 10 seconds as needed for 15 energy.
The good thing about Protective Bond is that it doesn't matter who tanks or what their armor is, because all damage will be reduced to 5% of their maximum health. Throw a few superior runes on and that becomes less than 20 per hit. Now, the most important thing is for the protection monk to stay very far away from the battle, except when casting Healing Seed on the tank. Once all the aggro has been put on the tank however, you can get into spell casting range so you don't have to keep moving up and back to put Seed on.
There you have it, 3 people going alone in one of the hardest places of the game. I'm not sure how well this would work in the Fissure since I don't know if there are enchantment removers there. I do know that there are monks who stay back, which probably wouldn't do a lot of good for the team. I'm willing to try it whenever we have the favor though.
We got smacked down.
After trying a few more times, we decided it wasn't going to work with our current skill sets and with just the two of us. Luckily, both Shao Lyn and Somewhat Zen were on at the time and decided to go with us. Ram switched to monk secondary and I tweaked my protection build, with Zen and Shao getting their builds set, and we went down again. As a 4 person team we were easily able to take apart the Aataxes that appear before you take the quest, which was quite nice. Unfortunately, once the squids (Creeping Darkness) appeared, they wouldn't stay locked on just Ram and came after all of us.
That didn't work out very well either.
At this point, Zen had to leave and it was just the three of us. Ram switched around some armor so that she could have a lower maximum health value, thus lowering the damage she received. Shao switched to all necro skills, including Mark of Pain. I kept the same build, only changed around how I did a few things. We went back down.
We kicked serious tail.
Ram ran up ahead and got all of the aggro, at which point Shao put Mark of Pain on the target, making for some great AoE damage. I kept myself just as busy as always with the protection. Stuff was dying really fast. When the squids came out, Ram got their aggro and this is where stuff got even easier. Without aggro on me or Shao, my energy was hardly ever not maxed out, except when I was casting Healing Seed to keep Ram at max health, and then it went back up to normal. I even I lagged a bit because there were 5 squids dying at once. After clearing all the patrols and whatnot, we went after the Dryders. That was a little nerve wracking, since they were using Mark of Rogdort and I wasn't sure if Ram would make it a few times, but she did. We cleared out and got the 5000 experience from the quest.
Next we decided to head to the Lost Soul village. We went through the squids on the way with just as much ease as we came to expect by then. It wasn't until we hit the Coldfires that things got a little dicey again, but only for a minute or two. Ram wound up getting the aggro of a group, as well as 2 patrols and, needless to say, there was a death involved. I Rebirthed her, but thanks to the spinning camera, she wound up dying again trying to get out. Fortunately, she was now far enough from aggro that we could Rebirth her into a "safe" area where the patrols didn't come. Once the protection went back up, we lured a group back and proceeded to lay the smack down on them. After about a half hour or so, we had cleared out pretty much the entire village. All that was left was a group with Behemoths running Nature's Renewal. We all decided it would be a bad idea to try that, so we went back to the Crypt Phantom guy for another quest.
This is where things got a little bad again. The enemies that appeared were Mesmers. They didn't break the enchantments, like I was expecting them to do, what they did was hit me with Conjure Phantasm, Migraine and Ineptitude when I went to cast Healing Seed on Ram. Things kept going downhill from there. Once I died, it wasn't long before Ram fell, and even though Shao was able to stay alive, the NPCs we were escorting decided to fight as well. As soon as one of them died, it was over.
All in all though, it was a very successful run. We got at least 10k experience and close to 1 platinum each. I had a lot more fun going through the UW with the small group of RB'ers than I did in the larger group of pubbies, even though I had a good time then too after a few players left (Soul Flayer should know what I'm talking about, I think Xyn was with use then too).
I told Shao I'd post the Monk build I was using, so here it is:
Healing: 10 +1
Protection: 10 +4 (Protection needs to be at 14)
Divine Favor: 11 +1
Healing Seed
Peace and Harmony
Blessed Signet
Protective Bond
Life Bond
Essence Bond
Balthazar's Spirit
Rebrth
To set things up, cast Peace and Harmony on yourself, then Balthazar's Spirit on yourself. Then, and this is the important part, put Protective Bond and then Life Bond on the person who will be tanking. The order is very important, because if it goes on in the other direction (Life then Protective) you'll have one dead monk on your hands. After this, put Essence Bond on the tank and if you want to, Balthazar's Spirit. If you maintain all 5 of those, you'll have 0 energy regen with Peace and Harmony active, meaning your energy source is now Blessed Signet, cast every 10 seconds as needed for 15 energy.
The good thing about Protective Bond is that it doesn't matter who tanks or what their armor is, because all damage will be reduced to 5% of their maximum health. Throw a few superior runes on and that becomes less than 20 per hit. Now, the most important thing is for the protection monk to stay very far away from the battle, except when casting Healing Seed on the tank. Once all the aggro has been put on the tank however, you can get into spell casting range so you don't have to keep moving up and back to put Seed on.
There you have it, 3 people going alone in one of the hardest places of the game. I'm not sure how well this would work in the Fissure since I don't know if there are enchantment removers there. I do know that there are monks who stay back, which probably wouldn't do a lot of good for the team. I'm willing to try it whenever we have the favor though.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
I live my life by Murphy's Law.