Urgoz Skipway
Contents
- 1 Builds
- 2 Walkthrough
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 tank needs a slashing armor + shield.
Builds
Tank (1x)
/ Dasher | |||||||
Shadow: 12+1+3, Earth Magic: 12
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- Stay ahead of the team by maintaining Dash and jumping ahead with Death's Charge and Viper's Defense.
FH (1x)
/ FH | |||||||
Domination: 12+1+3, FC: 12+3, Shadow Arts: 3
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- Activate the right lever in room 3.
- Ping Enchanter's Conundrum on the drinkers in room 10.
Porogon (1x)
/ Porogon | |||||||
Command: 12+1+3, Leadership: 12+3, Spear: 3
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- Use "Find Their Weakness!" either on yourself for serpents, drinkers, and Urgoz.
- Activate the left lever in room 3.
Spiker (Fill with as many people as available)
/ Spiker | |||||||
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. Make sure you have a secondary other than /A or /Mo so the team can see your role.
Monk (1-2x)
/ Monk | |||||||
Divine Favor: 12+1+3, Domination: 12
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- Preferably you want 2 of those, but if you don't have enough damage, you can swap out 1 for an additional spiker.
Me/Mo (1x)
/ Me/Mo | |||||||
Domination: 12+1+3, FC: 11+3, Protection: 6
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- Maintain "Life Bond" on the tank after room 7 until the end.
Walkthrough
- Run through everything
- Kill serpents with Norn shouts
Room 1 (weakness)
Room 2 (health degen)
Room 3 (levers)
Room 4 (bridge)
- Wield a martial weapon when in aggro of wolves
Room 5 (overcast)
- If there is a closed gate in front of you, keep running in circles to break the wolves
Room 6 (no effect)
Room 7 (energy degen)
Recall trick
- Just before stepping on the bridge leading to the serpent at the end of room 6, the tank should use Recall on a mesmer (call the target so they know to keep your range).
- The tank waits outside the room (not stepping on the bridge) while the FH uses HoS to jump down the second Bridge; the team then kills the Serpent.
- As soon as someone has left the room (half way across the bridge leading out), the tank can run in. Do not Recall out until the whole path is shown on the compass, or the shadow step will fail.
- Cast Life Bond on the tank and wait to run into the next room.
This tactic allows the team to continue running without stopping, neither popping the enemies in the room nor leaving someone behind. If someone died earlier in the run, the Recall trick is unnecessary, and if you don't have a full team, it's common to bring a hero for this purpose.
fast Recall tactic
If you want to go even faster, replace Unnatural Signet on 2 of the spikers with Recall.
- One mesmer Recalls the other and waits outside the room.
- After killing the serpent and leaving the room, the second mesmer Recalls the tank and waits.
- The first mesmer walks into the room and Recalls out as soon as the path is in range.
- The two mesmers run together - if the team is still in range, they can just EE to catch up.
- When the first mesmer's skills are off cooldown, cast Recall again on the second mesmer.
- The second mesmer Recalls out to the tank.
- The first mesmer Recalls out to the second mesmer.
Room 8 (weakness and overcast)
If the team is not strong (e.g. a smaller party with only one monk), let the tank run ahead and stand on the serpent. Once the Burning Brushes settle on the tank, spike the ball. If the team is strong enough, just run through and kill the serpent. Use IAU when entering the room.
Room 9 (cathedral)
- Wait at the top of the stairs for the tank to pull the wardens out of the way. Do not aggro the wardens until you enter the room.
- The monks should co-ordinate their seeds so one is always up.
- If someone falls behind, try to give them an EE target.
- When the wardens are clear, use IAU and run along the right wall, avoiding as much aggro as you can.
- After killing the serpent, pop a throwaway summon so the wardens don't follow you.
- Get clear of the wardens as quickly as possible so the tank can Recall out without retaining aggro.
Room 10 (drinkers)
- Stay as far from the wolves as you can. If you get aggro, run around in between casting your skills.
- All of your damage skills are effective against Blood Drinkers:
- If you see a target with no hex, Mistrust it.
- Use ESurge on a central target to hit as many drinkers as possible.
- Unnatural the Enchanter's Conundrum target.
- Use Chaos Storm on single targets and YMLaD the target to keep it from scattering.
- Kill the first group of 4 drinkers.
- Kill the group closest to the left wall, moving along the wall as you do so.
- Kill the group closest to the left wall.
- Kill the group closest to the door.
Room 11 (health degen)
Run straight forward to the bridge. Kill the Twisted Bark if you're waiting for the tank.
Room 12 (Urgoz)
- The tank will bodyblock the enemies from room 11 so the monks can continue seeding the bonder to heal the team.
- Use IAU when entering the room.
- Cast AEcho shortly before getting in cast range of Urgoz. This is to make sure you aren't standing on the first Explosive Growths when they explode.
- Move forward and cast Chaos Storm twice and YMLaD Urgoz. If your team uses Dragon Seals, cast them again.
- Move away from Explosive Growths before they explode.
- When you have no more Chaos Storm to cast, use Unnatural and auto-attack.
- After Urgoz dies, move away from the tank so he can Recall out without bringing aggro to the team.