Urgoz Skipway
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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 (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 DC and Viper's
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 the Recall trick until the end
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.
Porogon (1x)
/ Porogon | |||||||
Command: 12+1+3, Leadership: 12+3, Spear: 3
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- Activate the left lever, use "Find Their Weakness" either on yourself or the Dasher
FH (1x)
/ FH | |||||||
Domination: 12+1+3, FC: 12+3, Shadow Arts: 3
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- Activate the right lever, ping "Enchanter's Conundrum" on the drinkers
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.
Recall (Optional)
/ Recall | |||||||
Domination: 12+1+3, FC: 12+3, Shadow: 3
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- Bring 2 Mesmers with this bar if you want to go even faster and use the other Recall strategy
Walkthrough
Run through everything, kill serpents with Norn shouts, wield a martial weapon around wolves and keep moving if there is a closed gate in front of you, spike down the 4 drinker groups, echo cstorm Urgoz
Recall trick
If you use the Dasher for the Recall trick
- Just before stepping on the bridge leading into room 7 (-4 energy degen), the Dasher should use Recall on a mesmer(tell the target). The Dasher 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 - once the Serpent is dead, stop and wait. As soon as someone has left the room (half way across the bridge leading out), the Dasher can run in, so that the whole path is shown on the compass and end Recall.
- 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.
If you are bringing 2 Recall Mesmers, you can use the following strat
- 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.