User:BlackHand/Team - Full Party UW clearing

The Full Party UW Clearing is a work in progress, it is intended to be a full, generally balanced build that can quickly and efficiently clear the Underworld and all of its quests.


 * I am hoping to use this as something I can direct people towards when forming UW clearing groups
 * I do not claim for this to be any kind of supreme build - just something that works well together, and I'm sure people have many little tips and tricks that could be used, so any help or alternative suggestions would be appreciated :)
 * In fact, I have yet to test some elements of the build

Overview
This party consists of:
 * 1 / Spirit Bond / 600 Monk
 * 1 /Any Support Monk
 * 1 / Feast of Corruption Necromancer
 * 1 / Heavy Nuker
 * 1 / Maintained Enchantment Smiter
 * 1 / Fevered Dreams Mesmer
 * 1 /Any Virulence Necro
 * 1 /Any Barrage Ranger

The build is centered around a 600 monk tank, damage is dealt by a smiter, echo FoC necro, Heavy nuker, a barrage ranger, a condition ranger, and a mesmer who spreads these conditions. To quickly deal with the many caster groups encountered, the condition ranger brings skills to daze a foe and the mesmer spreads these conditions to enemies in the area, allowing the barrage ranger to consistently interrupt.

Mo/W Spirit Bond / 600 Monk
The 600 Monk is the tank of the build, it is based on the Mo/any Spirit Bonder build. This player is usually the player with the most experience in the underworld, as they will generally be the one who will be doing all the aggroing and will therefore be leading the party on where to go next. The ideal weapon for this build is a +5 energy sword with +20% enchantment duration - Rajazan's Fervor works nicely.

Usage:
 * Cast the two maintained enchantments on yourself
 * Cast Protective Spirit and Spirit Bond and aggro the enemies
 * If in an area with dying nightmares, cast Spell Breaker before engaging the enemy as well
 * Use Sever Artery and Gash to inflict more conditions on the target of the mesmers Fevered Dreams
 * Use Final Thrust to finish off nearly dead enemies

Mo/Any Support Monk
The support monks role is mostly to keep spellbreaker up on on the 600 monk during prolonged battles against spellcaster groups. In addition this character provides spot healing and support to other party members when needed.

Usage:
 * one
 * two
 * yup!

N/Me Feast of Corruption Necromancer
The FoC Necro is a curses damage dealer, based on the N/Me FoC Spiker build, they do a large amount of armor ignoring damage, as well as providing blood ritual for the other casters.

Usage:
 * May change Desecrate Enchantments with its duplicate Defile Enchantments
 * one
 * two
 * dont stop me now

E/Me Heavy Nuker
The Heavy Nuker is a fire elementalist, based on the E/Me Heavy Nuker build.

Usage:
 * Replace Auspicious Incantation with Glyph of Sacrifice ?
 * one
 * two
 * buckle my shoe

Mo/Me Maintained Enchantment Smiter
The Maintained Enchantment Smiter is a main damage dealer through the use of the maintained smiting enchantments Retribution and Holy Wrath, they will be constantly at zero energy, so use signets to provide support to the party aside from their maintained enchantments.

Usage:
 * replace Signet of Judgment with Keystone Signet ?
 * this
 * that
 * the other thing

Me/R Fevered Dreams Mesmer
The Fevered Dreams Mesmer's job is to cast fevered dreams on a single target, and daze this target(if applicable), spreading it and other conditions to surrounding enemies. A +5 energy flatbow with a silencing bow string and a +20% enchantment duration bow grip is the weapon of choice for this character, though something similar can be used if one is not available.

Usage:
 * When all intended enemies are aggro'd onto the 600 monk, choose a suitable target (in the center of the mob preferably) and cast Fevered Dreams on them, call your cast so the rest of the party know who to apply conditions to
 * Then follow up with a condition to prime the virulence necro - depending on the type of enemy faced:
 * If it is a caster group, first use Arcane Conundrum to slow casting time of the target, then use Concussion Shot to daze when applicable
 * If it is a non caster group, use Pin Down
 * Use Arcane Mimicry to steal Barrage from the barrage ranger in the party, to help with interrupts
 * When the 600 monk is being hit by melee, use Sympathetic Visage or Ancestor's Visage to drain their energy, this is especially useful against the smite crawlers, grasping darknesses, and Mindblade Spectres
 * Use Mantra of Resolve when facing the mindblade spectres to guard against interrupts

Other Notes:
 * May change Ancestor's Visage with its duplicate Sympathetic Visage

Notes and Misc Info
show how to quickly deal with the different kinds of enemy groups encountered???

Labyrinth

 * Bladed Aatxe
 * Grasping Darkness
 * Dying Nightmare
 * Terrorweb Dryder

Forgotten Vale

 * Grasping Darkness - Same as before
 * Coldfire Night
 * Stalking Night

Ice Wastes

 * Smite Crawler
 * Coldfire Night - Same as before

Twin Serpent Mountains

 * Obsidian Behemoth
 * Charged Blackness

Chaos Planes
...
 * Mindblade Spectre

Bone Pits

 * Dead Collector
 * Dead Thresher

Spawning Pools

 * Terrorweb Dryder -...

.. to be continued (maybe)