Guild Wars Urgov's Warren

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Urgoz's Warren is one of two Elite Missions in the game. You enter Urgoz from House zu Heltzer on the Kurzick side of the map. An alliance that has control of House zu Heltzer can enter Urgoz anytime they want, but people who aren't in the alliance need a ferry/taxi from an alliance member. If you need a ferry, refer to THIS thread. It lists some of the known alliances that give free ferries for players.

Urgoz is called Elite for a reason, don't expect to use my build, then go in and conquer. It takes practice and sometimes luck, but eventually you can fine tune it for your own use.

This build uses the full 12 players.

3x Ranger/Monk 3x Elementalist/Mesmer 2x Monk/Mesmer 1x Ritualist/- 2x Necro/Mesmer 1x Mesmer/Elementalist

Contents

3x Ranger/Monk

R / Mo Ranger / Monk

Attribute Rank
Wilderness Survival 12 + 1 + 3
Expertise 12 + 3
Beastmastery 3
Spike Trap

Spike Trap

Viper's Nest

Viper's Nest

Dust Trap

Dust Trap

Flame Trap

Flame Trap

Barbed Trap

Barbed Trap

Serpent's Quickness

Serpent's Quickness

Whirling Defense

Whirling Defense

Rebirth

Rebirth

This is a standard trapper's build. The three rangers are the leaders of the group. They determine pace and direction. In the runs we've done, all 3 rangers had Whirling Defense to help with pulling or trapping in battle. But Throw Dirt can be used. Place multiple traps in a bottleneck area before pulling. Corners, doorways, pillars, etc can all be bottlenecks. A good pull combined with a bottleneck can eliminate most, if not all, the enemies at once.

3x Elementalist/Mesmer

E / Me Elementalist / Mesmer

Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 12 + 1
Fireball

Fireball

Rodgort's Invocation

Rodgort's Invocation

Breath of Fire

Breath of Fire

Fire Storm

Fire Storm

Meteor Shower

Meteor Shower

Arcane Echo

Arcane Echo

Optional

Optional

Fire Attunement

Fire Attunement

Again, standard nukers build. This is a flexible build depending on your tastes. But two skills that are extremely useful are Firestorm and Breath of Fire. Yes, I do realize they cause scatter, but hear me out. Some of the mobs in Urgoz's Warren are massive. Sometimes they are so large that if you AoE nuke them, they don't move simply because they're all stuck on each other. Couple that with Cripple/Knockdown traps and Meteor Shower and they can't get out. But that's not the reason why you bring Firestorm and Breath of Fire.

Firestorm and Breath of Fire are simply the best skills to use against stationary targets. Worms cannot move out of AoE. And if you've never seen Urgoz, I won't ruin it, but I will say that he cannot move either. Echo/Renewal Firestorm and Breath of Fire have more Damage per Second than Meteor Shower. So don't use Meteor Shower on stationary targets, it's just a waste of time and energy.


2x Monk/Mesmer

Mo / Me Monk / Mesmer

Attribute Rank
Healing Prayers 12 + 1 + 3
Divine Favor 8 + 1
Inspiration 10
Ethereal Light

Ethereal Light

Heal Other

Heal Other

Infuse Health

Infuse Health

Healing Breeze

Healing Breeze

Heal Party

Heal Party

Ether Signet

Ether Signet

Mantra of Recall

Mantra of Recall

Rebirth

Rebirth

A little more energy-heavy than a standard healing build, but you'll need it. Ethereal Light and Heal Other are the all-purpose heals of this build. Ethereal Light is self-targetable. Infuse Health should only be used as a saving heal, some enemies hit hard, and you don't have time for a 1 second cast. Be prepared to use Infuse on the pulling ranger.

Healing Breeze is for countering the degen from conditions/hexes. But it's also useful in the 2 areas of Urgoz where there is environmental -15 degen. I'll explain more later.

Heal Party is an absolute must for the monks. And if you need Heal Party, you need Mantra of Recall. You'll be spamming Heal Party occasionally. Especially at the end while fighting Urgoz himself. You won't be getting near any of you teammates, so Heal Party is the only way to heal them.


1x Ritualist/-

Rt / Any Ritualist / Any

Attribute Rank
Communing 12 + 1 + 3
Spawning Power 12 + 1
Displacement

Displacement

Earthbind

Earthbind

Shelter

Shelter

Union

Union

Ritual Lord

Ritual Lord

Boon of Creation

Boon of Creation

Feast of Souls

Feast of Souls

Flesh of My Flesh

Flesh of My Flesh

The ritualist is one of the most important aspects of this build. Without the ritualist, the chances of you beating Urgoz are slim to none. Despite its importance, ritualist is one of the most repetitive parts of this build. All you do is keep spirits up constantly. And nothing better for spamming than Ritual Lord. This elite is a must for every ritualist. It will enable you to keep all the spirits up and alive. Use Boon of Creation for energy.

Keep Displacement, Shelter, and Union up at all times. Spread them out and behind the traps, as the enemy does use AoE spells, and you don't want all your spirits dead in one blow.

Out of the 4 spirits mentioned, Earthbind is the only one that isn't essential, but useful. With all the knockdowns from the trappers and elementalists, it's a great benefit.

Use Feast of Souls if the team starts to get too low, monks can only go so far.

2x Necro/Mesmer

N / Me Necromancer / Mesmer

Attribute Rank
Curses 12 + 1 + 3
Soulreaping 10 + 1
Blood Magic 8 + 1
Arcane Echo

Arcane Echo

Optional

Optional

Optional

Optional

Optional

Optional

Optional

Optional

Blood Ritual

Blood Ritual

Consume Corpse

Consume Corpse

Resurrection Signet

Resurrection Signet

Optional Skills

  • Spiteful Spirit/Feast of Corruption {elite}
  • Reckless Haste/Suffering
  • Mark of Pain/Desecrate Enchantments
  • Enfeeble (or) Enfeebling Blood

These two Necros have different builds. The one with Spiteful Spirit also has Reckless and Mark of Pain. The Feast of Corruption necro has Suffering and Desecrate Enchantments.

Spiteful Spirit: Typical SS necro. Spread it around. Use Reckless Haste to make SS even more deadly. Mark of Pain is AoE too, but it works best if you cast it on an enemy before it encounters traps. Some of the traps are piercing damage, which work well with Mark of Pain. Use Blood Ritual on the Trappers and anyone else who needs it.

Feast of Corruption: Use Suffering as a group hex so Feast of Corruption works to it's full potential. Desecrate Enchantments for more AoE damage.

Use Enfeeble for enemies that are a danger to spellcasters. The melee enemies in Urgoz hit hard and use Wild Blow, so weakness is extremely helpful. Consume Corpse is used in only one spot, but I'll talk about that later.

1x Mesmer/Elementalist

Me / E Mesmer / Elementalist

Attribute Rank
Illusion Magic 12 + 1 + 3
Fast Casting 10 + 1
Inspiration Magi 8 + 1
Power Return

Power Return

Power Drain

Power Drain

Images of Remorse

Images of Remorse

Conjure Phantasm

Conjure Phantasm

Conjure Nightmare

Conjure Nightmare

Mantra of Persistence

Mantra of Persistence

Energy Drain

Energy Drain

Glyph of Lesser Energy

Glyph of Lesser Energy

An extremely powerful single-target degen mesmer. This is the spike aspect. If an enemy gets behind the rangers, quickly put degen on it and watch it die. Remorse is good to spam if you're bored, it does 55 damage if foe is attacking. The mesmer was never made with mobs in mind, this mesmer was born to kill Urgoz. When you get to Urgoz, keep the degen on him constantly. Remember that bosses have half-length hexes, so your 15 second Nightmare only lasts 7 seconds. Mantra of Persistance helps with this. Use Glyph of Lesser Energy before casting Nightmare, as 25 energy cost really hurts. Use Energy Drain and Power Drain for energy.

Elite Mission Notes

So that's the general build, tweak it and have fun. Some points I made said that a certain skill or class was essential, make sure you know what you're doing before you change them.

Now the run-through on Urgoz's place.

First thing you'll encounter are Hopping Vampires and Thought Stealers. Hopping Vampires suicide and instantly kill a player. There is no defense against these; they just do straight vampiric damage for your entire health. Thought Stealers do the same except they take all your energy. But these guys shouldn't be an issue at all, as they are extremely weak defensively. A quick stack of traps should take them out.

HINT: At the beginning, have everyone run back to the doorway except the trappers. Then have them set traps all over in the hallway. Then one goes up and activate the spawn. They should drop down and die near instantly. Then just spike whatever's left.

The next unusual enemy you'll encounter are Twisted Barks. These enemies always have an area around them in which an effect occurs. The first one you'll meet causes Weakness. Some cause -15 health degen, -4 energy degen, and one other makes all spells cause exhaustion. Killing the Twisted Barks ends the effect.

HINT: In the exhaustion areas, utilize the trappers much more. Cast 1-2 spells at most to avoid long recharge times. Trappers can do a lot of damage without the spellcasters. Also, if the elementalist has Glyph of Energy, use it. It does work in these exhaustion areas.

Once you get past the first -15 degen boss, you come to a room with a locked door and a bridge overhead. Kill all the enemies in the room and have one of the necros Consume Corpse up onto the bridge. Once up there, he should activate the 'Gate Locks'. Then the door will open. To get down, there's a one-way teleport zone. You can't miss it.

Sometimes a chest will spawn on the bridge. Have the necro Consume Corpse to the top to check it. If it's gold, then everyone will have to suicide via Vampiric weapons. Then have a monk or ranger DIRECTLY under the bridge rebirth the dead person. This will glitch and the dead person will rebirth up onto the bridge.

After that area, you encounter another bridge. On each side are Fire Flowers. You cannot kill them. Their arrows do damage, cause burning, and sometimes crippling. Be extremely careful in crossing it. About halfway across the bridge are 2 torches, this spot is a safe zone from the Flowers.

KILLING URGOZ: This is a difficult place, as each person within range of Urgoz has to keep moving. If you pause some explosive growths spawn. They do massive damage when they die, but until then they're harmless. Urgoz throws around Binding Chains, which slows 90% and prevents from attacking. 10% movement speed and Explosive Growths combined are extremely dangerous.

The best way to kill Urgoz using this specific build:

  • Rangers: keep trapping around Urgoz. Move in and trap, then move out.
  • Mesmer: keeps the degen up constantly.
  • Elementalists: echo Firestorm and use Breath of Fire. Meteor Shower isn't so great here.
  • Necros: Just use all your skills on him, it's pretty straightforward.
  • Monks: Stay back and spam Heal Party. Don't go near where the Explosive Growths spawn.
  • Ritualist: Continue to spam spirits. Use Feast of Souls occasionally.

Green Weapon Drops

Eventually Urgoz will die and you'll get the 3 bow drop. They are random drops.

  • Urgoz's Longbow: 15^50 20/20 +30
  • Urgoz's Flatbow: 15^50 20/20 +30
  • Urgoz's Shortbow: 15^50 20/20 +30


Good Luck on Urgoz's Warden. If you have any questions, please post them. I'd be happy to help you.

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