Difference between revisions of "Urgoz Skipway"

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==Walkthrough==
 
==Walkthrough==
Run through everything, kill serpents with Norn shouts, spike down the 4 drinker groups, echo cstorm Urgoz
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Run through everything, kill serpents with Norn shouts, wield a martial weapon around wolves, spike down the 4 drinker groups, echo cstorm Urgoz
Need some description about Recall trick.
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===Recall trick===
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Just before stepping on the bridge leading into room 7 (-4 energy degen), one of the Recall mesmers should Recall the other one, and the other should Recall the dasher. The first waits outside the room (not stepping on the bridge) while the other goes in with the team to kill the Serpent - once the Serpent is dead, stop and wait. As soon as someone has left the room (half way across the bridge leading out), the first mesmer can run in and end Recall. Then both mesmers run together until Recall is recharged, the first one casts Recall again, and then they can both Recall out to the dasher.
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This tactic allows the team to continue running without stopping, neither popping the enemies in the room or leaving someone behind. If someone died earlier in the run, this Recall trick is unnecessary, and if you don't have a full team, it's common to bring a hero for this purpose.

Revision as of 20:04, 4 December 2016

Urgoz Skipway is typically run in Normal Mode to farm the end chest for Gaki's in about 6 to 8 minutes. Hard mode is possible with the same builds but it is less forgiving of mistakes making wipes much more likely, requires good seed uptime in the drinker room, and the dasher needs a slashing armor + shield.

Builds

Dasher (x1)

Assassin/Warrior Dasher
Shroud of Distress Shadow Form Dwarven Stability Dash I Am Unstoppable Recall Death's Charge Viper's Defense
Shadow: 12+1+3, Tactics: 9, Dagger: 9, Crit: 3
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  • Optional: drop Shroud of Distress for Armor of Earth or Stoneflesh Aura. Relies more on the Monks to keep you alive, but provides more team healing because of no block. Typically used in Hard Mode.

Recall (x2)

Mesmer/Assassin Recall
Arcane Echo Energy Surge Death's Charge Recall I Am Unstoppable Chaos Storm You Move Like a Dwarf Ebon Escape
Domination: 12+1+3, FC: 12+3, Shadow: 3
OQdTAYB/HaJ4EA3pzhmsJwmkuE

FH (x1)

Mesmer/Paragon FH
Arcane Echo Energy Surge Unnatural Signet Mistrust I Am Unstoppable Chaos Storm Finish Him Ebon Escape
Domination: 12+1+3, FC: 12+3, Command: 3
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  • The 3 points in Command is useful if the Mesmer brings a low-req Command shield. This can be changed to Tactics instead.
  • Optional: drop ESurge for Visions of Regret for a more reliable hex in the blooddrinker room. VoR's effectiveness depends on how good the spawns are and how often the mesmers use Mistrust.

Spiker (x4)

Mesmer/Warrior Spiker
Arcane Echo Energy Surge Unnatural Signet Mistrust I Am Unstoppable Chaos Storm You Move Like a Dwarf Ebon Escape
Domination: 12+1+3, FC: 12+3, Tactics: 3
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  • The 3 points in Tactics is useful if the Mesmer brings a low-req Tactics shield. This can be changed to Command instead.

Me/Mo (x1)

Mesmer/Monk Me/Mo
Arcane Echo Unyielding Aura Unnatural Signet Life Bond I Am Unstoppable Chaos Storm You Move Like a Dwarf Ebon Escape
Domination: 12+1+3, FC: 11+3, Protection: 6
OQNDArwvRLBMEmOxD0kNB2k0l

Monk (x2)

Monk/Mesmer Monk
Arcane Echo Unyielding Aura Unnatural Signet Seed of Life I Am Unstoppable Chaos Storm Blessed Aura Ebon Escape
Divine Favor: 12+1+3, Domination: 12
OwUSAZBTLBMEmO5g0kNBAE0l

Porogon (x1)

Paragon/Assassin Porogon
Incoming Fall Back There's Nothing to Fear Find Their Weakness I Am Unstoppable Death's Retreat Return Ebon Escape
Command: 12+1+3, Leadership: 12+3, Spear: 3
OQejgyljJT8Y7YAh1b0kzZCM0l

Walkthrough

Run through everything, kill serpents with Norn shouts, wield a martial weapon around wolves, spike down the 4 drinker groups, echo cstorm Urgoz

Recall trick

Just before stepping on the bridge leading into room 7 (-4 energy degen), one of the Recall mesmers should Recall the other one, and the other should Recall the dasher. The first waits outside the room (not stepping on the bridge) while the other goes in with the team to kill the Serpent - once the Serpent is dead, stop and wait. As soon as someone has left the room (half way across the bridge leading out), the first mesmer can run in and end Recall. Then both mesmers run together until Recall is recharged, the first one casts Recall again, and then they can both Recall out to the dasher. This tactic allows the team to continue running without stopping, neither popping the enemies in the room or leaving someone behind. If someone died earlier in the run, this Recall trick is unnecessary, and if you don't have a full team, it's common to bring a hero for this purpose.