User:Ragezorz99

First of all...this is me... I own... cuz I'm great... it's undeniable...WIN!

In-game-names:(Note I do not have a main I play whatever I feel like playing at the time)
 * Assassin-The Concrete Rose
 * Dervish-RaGe of the Path
 * Warrior-Knight of Luciendar
 * Paragon-Stone of Leaves
 * Ranger-Barrage of Valdaris
 * Monk-RaGe of the V O T H
 * Elementalist-Saifal Saki (Formerly, Blowing Shh It Up)[anet forced me to change it because it was "offensive"]
 * Necromancer-Disfigured Army
 * Mesmer-Que Esta Sin Armas
 * Ritualist-Rogelio Rosa

- R a G e  05:57, May 24, 2010 (UTC)

Prevailing Mood: Brooding Mental Stability: 13% Tolerance Level: Low Stress Volume: █ █ █ █ █ █ ░ ░ ░ ░

This is my baby, and boy was it worth it and it's 100x more effective than ANY other Urgoz heroway build and f**k anyone who says differently they've not tested it.

A build designed specifically for HM Urgoz's Warren, WITHOUT the need for consumables.

Team Composition






Imbagon (Human)
[build prof=P/W spe=2+1 comma=8+1 mot=10+1 lea=12+1+1][Spear of Fury (Kurzick)]["Save Yourselves!" (Kurzick)][Aria of Zeal]["There's Nothing to Fear!"]["They're on Fire!"][Focused Anger]["Fall Back!"]["We Shall Return!"][/build]

Equipment

 * Full Centurions to aide in damage mitigation


 * A +5 Energy Furious(10%) Spear of Fortitude(+30hp) works perfectly an example would be the Prayer of the Forgotten

Best vigor rune you can afford (the more life the safer)
 * A 16AL Motivation Shield of Fortitude(+30hp) any inscription will work but armor increasing is nice

SF/Protection Ele 1 (Hero)
[build prof=E/Mo fir=12+1+1 ene=9+1 hea=3 pro=9][Searing Flames][Glowing Gaze][Cure Hex][Protective Spirit][Glyph of Lesser Energy][Aegis][Fire Attunement][Aura of Restoration][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Enchanting)
 * 2 Runes of Attunement (optional)

SF/Restoration Ele 1 (Hero)
[build prof=E/Rt fir=12+1+1 ene=9+1 res=9][Searing Flames][Glowing Gaze][Spirit Light][Glyph of Lesser Energy][Protective Was Kaolai][Fire Attunement][Aura of Restoration][Flesh of My Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
 * 2 Runes of Attunement (optional)

SF/Restoration Ele 2 (Hero)
[build prof=E/Rt fir=12+1+1 ene=9+1 res=9][Searing Flames][Glowing Gaze][Spirit Light][Glyph of Lesser Energy][Protective Was Kaolai][Fire Attunement][Aura of Restoration][Flesh of My Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
 * 2 Runes of Attunement (optional)

SoS/EoE Rit (Human)
[build prof=Rt/R bea=10 com=10+1 cha=10+1+1 spa=5+1][Armor of Unfeeling][Summon Spirits (Kurzick)][Shadowsong][Pain][Vampirism][Signet of Spirits][Edge of Extinction][Flesh of My Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Communing or Channeling)
 * A Rune of Attunement (optional)

Dwayna's Sorrow Ele (Hero)
[build prof=E/Mo fir=12+1+1 ene=9+1 hea=3 pro=9][Searing Flames][Glowing Gaze][Cure Hex][Dwayna's Sorrow][Glyph of Lesser Energy][Aegis][Fire Attunement][Aura of Restoration][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be fire and/or enchanting)
 * 2 Runes of Attunement (optional)

SF/Restoration Ele 3(Hero)
[build prof=E/Rt fir=12+1+1 ene=9+1 res=9][Searing Flames][Glowing Gaze][Spirit Light][Glyph of Lesser Energy][Protective Was Kaolai][Fire Attunement][Aura of Restoration][Flesh of My Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be fire and/or Restoration)
 * 2 Runes of Attunement (optional)

MM/Healer/Bomber (Hero)
[build prof=N/Rt death=12+1+1 sou=8+1 res=10][Aura of the Lich][Animate Shambling Horror][Animate Bone Minions][Death Nova][Soothing Memories][Spirit Light][Protective Was Kaolai][Recuperation][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Death Magic and/or Enchanting)
 * 2 Runes of Attunement (optional)

Player 3(recommended build)
[build prof=N/Me ill=6 sou=11+1 cur=12+1+1][Fragility][Cry of Pain][Enfeebling Blood][Necrosis][Arcane Echo][Spiteful Spirit][Technobabble][Consume Corpse][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Curses)
 * 2 Runes of Attunement (optional)

Panic Mesmer(Hero)
[build prof=Me/Rt fas=11+1 dom=12+1+3 res=2 ins=6+1][Panic][Mistrust][Cry of Frustration][Unnatural Signet][Empathy][Waste not, Want not][Power Drain][Flesh of my Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Domination, Fast-cast or Inspiration)
 * 2 Runes of Attunement (optional)

Usage

 * Against Urgoz himself ONLY disable: Panic, Mistrust and Power Drain and enable Empathy
 * Everywhere OTHER THAN IN URGOZ'S CHAMBER Disable Empathy
 * Panic may have to be micro'd for better placement (not required, hero's are usually decent as placing it properly [especially with a echo/ss necro player])

SF/Restoration Ele 4(Hero)
[build prof=E/Rt fir=12+1+1 ene=9+1 res=9][Searing Flames][Glowing Gaze][Spirit Light][Glyph of Lesser Energy][Protective Was Kaolai][Fire Attunement][Aura of Restoration][Flesh of My Flesh][/build]

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Fire and/or Restoration)
 * 2 Runes of Attunement (optional)

SoLS Healer (Hero)
[build prof=N/Rt sou=12+1+1 res=12][Optional][Spirit Light][Mend Body and Soul][Protective Was Kaolai][Recovery][Life][Signet of Lost Souls][Flesh of My Flesh][/build]

Optional
In order of Recommendation:

Equipment

 * Full survivors + the Best vigor rune you can afford
 * Virtually any stave's or wand/focus combination will work (recommended to be Restoration)
 * 3 Runes of Attunement or Vitae (optional)

Usage


Room 1 - Weakness room

This Room isn't too much trouble and it simply involves being partially clumped up with the spirit spammer JUST in front of the main team and the mm/warder just in this middle, in fact this is the formation that u should have going into every area/fight, now the unique challenge with this room is unlike most rooms where u can handle all the pressure at once... for some reason this build just...doesn't like to cooperate in large numbers and the maddened dredge tend to use 100b and splinter weapon to mow down your tasty minions and spirits then proceed to spike you're group, so the only real way to fight this group is to break it down into 3-5 smaller fights grabbing 1-2 of the groups at a time, you may have to start the initial group in the center and wait for it to start breaking off into manageable chunks (if you attack one single target with a longbow all 5 groups act as if they were 1 so this is NOT recommended, unless you use a mysterious summoning stone like the crystal guardian who eats dredge like candy) after that proceed as per normal to the room feel free to aggro all 3 groups at once or kill the first 1 then work on the other 2, but DO NOT go near either side just travel STRAIGHT to the guardian serpent.

Room 2 - Degeneration

This is one of 3 tricky locations along the way that you'll encounter, but don't be afraid all it requires is careful timing, and 2 pings at the appropriate time, when u get in the room stay away from the degen for a moment let 1 person (usually the paragon) move ahead and wait for the spawns to move down the cliff below, JUST BEFORE this happens the paragon (or whoever's watching the spawn) will call the tree and EVERYONE! move up to the paragon and bunches up nice and tight when they see this happen the paragon will then call this again and everyone will then call the tree and attack him absolutely first (if you timing is even slightly off or someone moves to far forward your party will wipe), once the tree is dead stay where you are and proceed to at at steady pace, roll through the enemies, calling juicy tightly packed groups of enemies for you heroes to munch down upon not much about this room is scary once the tree is dead (as the -10 degen is gone)

Room 2 - Alternate(slower, but more reliable)

Before you enter the room, have your designated puller, usually the paragon, activate the blood drinker spawn, being careful not to aggro the dredge, and pull them back to the corner (between the two doorways between rooms) so that the degen doesn't affect you're party (or atleast not as much) once their dead, move your team forward to the doorway, once again being careful not to aggro the dredge (you may have to wait for them to move, it's a very good idea to spend the time on your first few runs to map their patrol pattern) when you are sure you're not going to aggro them have your pulled (using a longbow or flatbow) pull the tree (he will only go to the edge of the grass at the bottom of the mound he's standing on) once he's at his maximum distance, attack him (don't be afraid to back off if you're going to aggro the dredge) the tree should go down very quickly (you may sometimes aggro a group, it's best to attack the group first, unless he's weak[below 60%-ish]), once the tree's down go about the room as per before, just spirit-roll through them (meaning have your ritualist lead the way with his heroes unflagged and summon spirits the instant something spawns then back off [not much, just 5 or so feet to get you behind your spirits]) the room itself is VERY easy once the intial degen is gone.

Room 3 - Switches/Little bridge

This room is very straightforward, kill the bushes first using same technique as room 1, then run down following the left-hand wall, and munch munch munch enemies yum, while munching player 3 with consume corpse or necrotic traversal will jump up top and continue killing stuff with you while you munch MOAR! enemies, player 3 will then flip both the switches and use the teleporter to get down (it's one way and will NOT let you back up) procede towards room 4.

Room 4 - Fire Flower Bridge

This rooms easy just roll through it like you did in room two just wait for spirit spammer to remake spirits and stay back, when the spirit spammer comes under contact he will use summon spirits to bring them up to him and protect him, the others (+heroes) then continue munching, and repeat until across the bridge, stay in that area where the serpent died for room 5

Room 5 - Wolf Land/Exhaustion

This room appears empty but can be very dangerous and long, at the start stay in the end of room 4 wait for spirits to be set up and the paragon (with protective spirit on) will run forward and as soon as he sees red dots on his screen he will immediately press X (the 180degree turn button) and then use fall back running towards the others and he will proceed to run PAST them balling them up nicely. (Remember to call nice juicy bundles of enemies for heroes to munch) after the groups are done (there should be only 2 groups, but check for 3, just in case) Run ahead to the bridge flag you heroes ahead of you to avoid them casting any spells (remember you have exhaustion), now once through the vine door and on the bridge wait (flagging you heroes in circles to avoid spell casting) wait for the other vine door to go up, then come back down once its down EVERYONE moves very quickly (with fallback on the party) PAST the Thorn Wolves ignoring them completely untill you're in the safe zone, now's where it becomes tricky as its likely a fair amount of you party has just died, if you retain 7 or more people you may want to bunch together and fight the Thorn Wolves or if you have less than 6 alive you may want to run further running to the other wall (with a second fall back) and hoping they don't follow, once you've either killed or escaped you Thorn Wolf pursuers, you will want to setup facing either forward(if you fought them and won), or backwards (if you escaped them or fought and lost), the paragon will run back and res as many as he can with we shall return (if your paragon wiped you're most likely screwed unless he was one of very few who died), either way your paragon needs to cast we shall return and res as many as possible allowing you to either fight or prepare to continue, if you fight just do what ya can you'll likely win, if you continue just stay back at the door setup spirits on a wall and have heroes just behind (standard formation) the paragon will run forward and aggro 2 groups (just like before) running out and falling back quickly, checking again for a 3rd once no groups remain move to the far wall avoid going near the nearest vine door, and move along the wall to where the paragon should've been pulling from at the door the rit will summon spirits and the first of 2-3 thornwolf spawns will come again fight them off kill the bushes all's easy, pre-summon spirits and roll forward just like on fire flower bridge, and take the first right going up and across the bridge after that take first right beware there will be 1 spawn just after the bridge (use spirit spammer to roll through it, taking the first right going into the chasm below the bridge, use the spirit spammer to roll through 2-3 more spawns until u find room 5's guardian serpent.

Room 6 - Energy Degeneration

One party member (usually the paragon) stays behind everyone else (including the paragons heroes if he can flag them good, if not they stay with him) {if the paragon was to enter the room 100,432,543,454,354,361,545,643,898,433 wardens spawn and kill, rape and maim you then proceed to eat your babies so don't enter the room} The party moves up kills the tree and then kills the guardian serpent, then proceeds to cross the bridge once across the first person will say clear queing the paragon to catch up very very quickly and onto room 7

Room 7 - Exhaustion, Weakness

Stay at the doors leading into the main room aggro all 4 groups of wardens (1-2 at a time, be careful when aggroing 2 groups and ensure the paragon's survival) kill two groups of bushes (not necessarily in that order) and remember to pull to one side of the chasm you're in and remember to HUG THE WALL! its imperitive (always is but this time it's more so) The paragon will then procede up the hill on his left and bring down a 3rd group of bushes which will then be killed, Remember to disable ALL healing/enchantment skills and force pre-cast them before proceeding up the hill to kill the exhaustion tree, once the tree is dead re-enable ALL healing/enchantment skills, and run to the other hill and kill the remaining tree/bushes in one fell swoop then return to kill the guardian serpent (if you've not already done so),

Room 8 - Warden Land!

There's 7 groups of wardens in this group aggro the first 3 up to stairs and to the left side of the door munch munch munch yum! move down the stairs aggro the 2 groups closest to you move up just slightly outside the door aggro the remaining 1, then move up to a pillar and kill the final 1 (killing bushes along the way as necessary), kill wurm, make sure u stay between the 2 doors (there's 1 set leading into room 9 and back into room 8)

Room 9 - Pop-ups with a nice waterfall twist

In this room there's a shitload of pop-ups and to avoid very bad thins happening only 1 person goes even remotely deep into the room to aggro(keeping in mind you may need to majority of the group inside the room to kill certain monsters) and always remember to have 1 person(or hero) outside the room at all times (or the doors will close behind you leaving you without an escape route when shit hits the fan) boom lots of spawns boom boom munch munch yum when theres a single group of blood drinkers near the exit of the room (far side) that's usually an indication of there being only 1 pop-up next to them so feel free to move the entire group into the room and kill them before proceeding to room 10

Room 10 - Health degeneration

There's nothing protecting the tree kill it cross the bridge kill yum, if you can't figure it out I have no idea how u made it that far....

Room 11 - Urgoz Himself

Everyone runs down and to the left spirit spammer finds the sweetspot for EoE where it hits him but won't get blowed up, once spirits up everyone LOCKS their heroes onto Urgoz and get him down to 90% health, keep ressing heroes and players as they die spirit spammer should back out and keep EoE up, Urgoz should take no more than 2 minutes, expect heroes to die, paragon use WSR to res as many as possible at one time, keep flagging heroes around and avoiding explosive growths until EoE kills Urgoz, after that WIN! *avoid attacking the guardian serpents they don't heal Urgoz*

Counters

 * There are alot of counters but THE most important counter is a lack of co-ordination which is easily overcome by informing everyone of their role prior to ANY troublesome fight or even entering the area.
 * Player stupidity (this includes just not having experience with Urgoz, play around learn the layout in NM before you try HM)
 * Not moving and flagging heroes during the fight with Urgoz can cause deaths or even, though not likely, a complete party-wipe in as little as 7 seconds.
 * Previously accumulated Death pentalty at Urgoz's Chamber can cause instant (or near-instant) deaths, which drastically reduces chances of success (solution, just bring moral boosts eg. Honeycombs, powerstone of courage, rainbow candy canes, or 4-leaf clovers)