User:Innoruuk/Build:Team - Versa-Trio UW Edition/UW Trio Quest Guide

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Guide
I put a lot of meticulous work into this...do not rant about how long this is because the community demanded it in the first place.

Bear in mind how the "extra" builds function if you bring them. Ex. An SoS rit is far better for bodyblocking than risking either primary caster. Apply tactical changes to the guide below as needed.

Labyrinth/Chamber
Safe Way: EMO bonds all participants. Any co-bonding is done now. Wait to take quest until chamber is clear as Tank pulls 2-3 groups at a time, blocking them one way or another while participants kill skeleton and then help bodyblock group and spike it down. Take the quest when asked and let the tank ball all the graspings under the right side of the middle staircase. Bodyblock and spike. Kill the skele in the antechamber and move on to the reaper room. Tank will pull 2-4 groups at a time and pin them along the right wall of the center hallway. When antechamber aatxes and graspings arrive, aggro them and the dryders. Pull them along the far right wall until dryders are bunched. Work back to them so av/sv drains their energy. If just the core set, emo and mesmer will have to both do the bodyblocking on either side. Alternatively, and on hm one may have no choice...spank the meleers first without the dryders' aggroe'd. Then the tank can solo the dryders once they are bunched (this will take a little time on hm due to high regen). Have any leeches come to the chamber and sit behind the grenth statue while all participants take "RGM" and move on to the Vale.

Fast Way: Bond as before. Take quest. Tank pulls all 3 groups of graspings, skeleton, and all applicable aatxes and brings them to the bottom and right of the upper middle staircase. Group kills the skeleton first(core mesmer hits tank with av/sv first and chains those while using empathy to kill the skeleton). When skele dies, group body-blocks aatxes/graspings and spikes. Clear out the remaining groups as desired, but make sure to get the skeleton on the way to the Labyrinth Reaper. Tank pulls ALL groups in the room (wait for antechamber groups to arrive before final positioning) and pulls them along the far right wall until dryders are bunched. Tank back tracks to dryders and sits on them in such a way that av/sv drains their energy too. Team body blocks and spikes us usual. All leeches will come to labyrinth reaper at this point and stay in the corner behind the statue. Participants will at this point take "RGM" and move on to Vale.

Vale
Safe Way: Kill skeleton, tank moves on solo and pops mindblades. Tank soloes them. If aatxes come down, just carefully have the mesmer move in to cast av/sv. The emo may/may not need to heal the tank once/twice due to damage from HexBreaker and whether or not tank has self-heal. Move to just before the doorway. Tank will pop and pull mindblades before pulling the first group of graspings. Carefully maneuver until mind blades are bunched up along bridge wall (graspings closer to party so mesmer isn't interrupted and mindblades can't move). Have mesmer use av/sv on tank before emo moves in to bodyblock graspings. Mindblades should lose their energy after 3 seconds under just one av. Emo should keep spamming burning speed to set enemies aflame while mesmer hexes mindblades and graspings to death. At this point the first group of spirits will spawn. Don't fret if the skeletons kill a few of them. Do not go into the left half of the vale, as this is where the crucial group of graspings is located. As long as this group isn't killed then the vale quest cannot be lost. Have the tank pull all the skeletons and hide behind a house/other available wall to avoid being killed. Either let the tank solo this, or have the emo run in and spam burning speed on a high health set while mesmer uses Empathy/Pain Inverter to kill them off faster. Tank moves on to the Grenth statue, aggroing all graspings in the way and the dryders before wall-tricking them. Spank this group to have more spirits spawn along with the reaper. Kill all the patrols which run along the side road next to the reaper statue to make things easier.


 * EMO will bond and thus defend one of the spirits while tank positions himself for first aggro. When ready, take the quest and start killing. EMO will have to participate and burn enemies to counter the natural high regeneration. Mesmer will mainly use Empathy/PI, as these enemies use skills more often than most and can't lose energy via av/sv. (currently testing to see if Wastrel's Worry expires 2x faster like other hexes and thus triggers more easily). When the quest is finished, collect the reward and warp to Labyrinth.

Fast Way: The only differences between the above and this are killing both groups of mindblades at once, tank running through first group of graspings to skeles (still hide behind the house/wall with graspings so mesmer can bodyblock the back and av/sv both persons while simultaneously killing skeles. Tank should be able to kill the graspings on its own before repeating the above steps for the dryders and everything else.

Escort of Souls
The only way Have tank in initial position. Make sure one of the leeches is awake enough to be dancing around in the reaper room to keep the souls in there until it's time to move them. Once the tank has the specters successfully blocked along far wall, it will begin the process of hexing 1-2 mindblades at most with ww/wd to kill them all off at once. This will be repeated with the vale group. Have the souls en route before you finish or it will take forever waiting for them to sit still.

When done and quest is completed, warp to the labyrinth and take the reward before taking the eastern hallway. Kill the skeletons/aatxes here so you have more freedom for UWG later. Kill everything on the way to the Ice Wastes.

Ice Wastes
Safe Way: Boring, clear 1 group at a time and be careful of skeletons.

Fast Way: Have tank aggro the first three available groups of smites as well as the two coldfire groups, and at least 1 skeleton. Have him carefully maneuver the skeleton so he isn't too close to any other enemy so the mesmer can kill him while the emo heals the stationary tank and mesmer through its skills. emo and mesmer will reposition while tank balls up coldfires along the ridge and then positions itself for av/sv and secondary bodyblocks and spikes. Pull the second skele on the way to the reaper and kill him. Make sure you get all patrols that could kill King Frozenwind. Have the tank aggro everything but the last smites and dryders in the lower area (skele included) kill skele, ball up, bodyblock, spank, finish last two groups, done. Most runs save the Servants quest until the end of a lower 1/2 leech run due to its inherent (but small) risk of failure.

UWG
Warp back to Labyrinth, kill the late arrival group of graspings if your leeches did not. Tank should run as far into the middle hallway as possible while staying in bond range of the EMO. When ready, take the quest. Tank can kill keepers alone as long as skeletons are not aggroed, but he must remain in bond range. Mesmer can assist in keeper fights to speed along the process, and he/she will be responsible for killing skeletons. Kill each of the other groups in turn, leaving the one closest to the Mountains for last. If you didn't kill all the bladed aatxes earlier, do that BEFORE getting into everything else. Vengefuls are bad enough bodyblock as it is. Make sure not to aggro the 3 skeletons in the back of this last keeper, but your emo can heal you through one if you can't block its attacks through the bridge wall. Clean up this last room and claim UWG reward. Clean up the side hallway running parallel to the antechamber (on the way from mountains back to chamber) for any final loot.

Servants of Grenth
(If you are doing more than just the bottom 1/2 of uw, it is best to save this quest until later. If you've had another person (sos or 600 with PI are optimal for this) clear most of the way through mountains, go do that quest first.)

Have EMO bond leeches. Mesmer should be positioned within bond range at Frozenwind's side. Tank will gather up dryders, but allow skeletons to advance to the emo, leeches, and reaper. Once all groups have spawned and are captured (bonded reaper can kill 1-2 escaped dryders, and the leech(es) (bonded) should be able to assist rather easily) have the mesmer hang back or assist in bodyblocking the dryders depending on preference. Tank/mesmer will use WW/WD/mistrust to finish off this group with ease since they can't cast.

Claim your reward and either resign to repeat here or continue on to the Mountains Quest.

Mountains
If you had someone along who cleared most of the way, thank them because it's boring and a pain with little payout. Clear your way up to the Mountains Reaper and take the quest Demon Assassin. Tank can deliver the slayer to the emo for tanking while finding a suitable location to block skeleton attacks. While gathering up all the groups, kill the dryders with ww/wd to save time Once Mesmer and EMO have slain the slayer, they will come and destroy the skeletons. Claim your reward, on to planes.

Chaos Planes
Safe Way: go one rider at a time (make sure to clear skeles before killing them) as you advance toward Bone Pits. The tank will solo the Mindblades unless otherwise specified. Move on to Bone Pits.

Fast Way: make sure you know where Mindblade spawn points are. Clear out all skeletons ahead of time before killing the two relevant dream riders. Have the EMO and mesmer stay out of the way and out of spawn areas while the tank handles both sets of mindblades at once. Be cautious, as 18 mindblades with Leech Signet can overpower one's energy if casts are not meticulously watched. Once that is done, move on to Bone Pits.

Bone Pits
Safe Way: Let your tank position enemies wherever possible as patrols and heavy hexing can murder either caster here. Balls will be looser here, but luckily melee has returned to play. Kill off skeletons before engaging too many abominations, as enemies have longbow range for aggro circles. Have the tank do most of the work when killing enemies all the way to the reaper.

Fast Way: This is more to increase your casters' fun than speed things up. Have the Mesmer stand within casting range and abuse mistrust and empathy/PI. There is enchantment removal, so make sure to cover yourself with av/sv. If this proves too difficult, simply revert to the SAFE strategy.

For the quest, mesmer or leech should be in position at grenth statue to accept it. Tank should position himself to absorb aggro as it comes into the pits from below while the emo gets in position to absorbe the aggro from behind the pit. (refer to Terraway) Skeletons below should become glitched/blocked while tank uses his wastrel's skills to kill off dryders and thus skeles standing next to them. You'll take no damage while spiking if you're standing in the correct position. Once all enemies are dead, take the reward and begin working your way to Spawning Pools, taking the route through the chaos plains reaper area to do so. Kill off all riders and specters before coming back at the end to spawn the reaper. (do not kill the dryders until the last rider on the way to pools is dead for risk of spawning 6-9 mindblades on top of him and failing stupidly).

Spawning Pools
Deal with these enemies as you dealt with blacknesses in the mountains. PI and Mistrust do wonders... Have the tank aggro as many enemies as possible before spiking if you want a timely but less valuable farm. Kill skeles the same way you've been doing so until now. When spawning the reaper, make sure the tank pulls all Terrorwebs together as best it can before spiking them down. If the reaper spawns before they all die, have the emo bond it so you don't lose a reaper in a stupid way.

The Terrorweb queen is plenty easy. Have tank and mesmer spank it dead between wastrel's skills and mistrust/Empathy/PI. Kill the behemoths with empathy/PI if you really want to, but it takes a while. Go back to Chaos Planes and kill the terrorwebs to spawn the final reaper. Take the reward for RGM and resign. If you have along two tanks or the a/me with recall, you can attempt 4h and thus dhuum. On youtube is a guide of doing 4h with recall. I will add instructions if I find them/can explain it. Otherwise, simply refer to Build:Team - UW Terraway if you use two tanks. They have excellent video guides.

Dhuum
Depending on the people you have, you may/ may not want to attempt this fight simply because people want their survivor titles/what not. If you were running uw to complete it for people, go right ahead. Make sure at least 1 person dies so you have someone to remove dp and seal up skeletons while also healing and caring for the reapers.

For the fight itself... make sure you are all in casting range of one another at the staircase in the middle/back of the room. Have the EMO bond whoever isn't dying at the start. Leave the one/two destined to die unbonded so they can return. Make sure to bond them when they do. More or less, let the EMO tank dhuum while the rest kill skeletons/damage him/heal reapers. whoever has PI should spam it like there's no tomorrow. Spiteful Spirit and Signet of Spirits are good leech skills to have along. EBSoW is highly recommended if not a requirement.

If you succeed, claim your just rewards from the chest along with the quest reward from Frozenwind.

Congratulations.

End Notes
Please contribute any information pertaining to better pulls on the discussion page. Employ any of the builds in the link below to make your run faster/more fun.

With just the core set, the bottom 1/2 of uw can be completed in 40 minutes, netting a total of 110,000 exp per person assuming 8 are present and choose to walk around to gain exp during fights. The entirety of uw can be completed by the core set in just under two hours without using consets. Considering 20k is the standard uw running price, the 3-4 core members just made a handsome sum in addition to any ectoplasm drops, money drops, and loot.


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