GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
Advertisement

The Team - 6 man UW Clearing group is intended to be a group of 6 players that can quickly and efficiently clear the Underworld and all of its quests.

Overview[]

This party consists of:

  • 1 Monk/Mesmer Spirit Bond / 600 Monk
Blessed Aura.jpg Essence Bond.jpg Elemental Resistance.jpg Sympathetic Visage.jpg Ancestor's Visage.jpg Spell Breaker.jpg Protective Spirit.jpg Spirit Bond.jpg
  • 1 Monk/Asterisk.jpg Support Monk
Blessed Aura.jpg Essence Bond.jpg Spell Breaker.jpg Remove Hex.jpg Dwayna's Kiss.jpg Healing Seed.jpg Divine Healing.jpg Rebirth.jpg
  • 1 Necromancer/Mesmer Feast of Corruption Necromancer
Awaken the Blood.jpg Blood Ritual.jpg Desecrate Enchantments.jpg Auspicious Incantation.jpg Arcane Echo.jpg Feast of Corruption.jpg Suffering.jpg Resurrection Signet.jpg
  • 3 Elementalist/Mesmer Heavy Nukers
Elemental Attunement.jpg Fire Attunement.jpg Glyph of Concentration.jpg Arcane Echo.jpg Meteor Shower.jpg Rodgort's Invocation.jpg Fireball.jpg Resurrection Signet.jpg
  • 1 Monk/Mesmer Maintained Enchantment Smiter
Retribution.jpg Holy Wrath.jpg Balthazar's Spirit.jpg Vital Blessing.jpg Signet of Judgment.jpg Purge Signet.jpg Hex Eater Signet.jpg Rebirth.jpg
  • 1 Necromancer/Mesmer Spiteful Spirit Necromancer
Awaken the Blood.jpg Blood Ritual.jpg Desecrate Enchantments.jpg Defile Enchantments.jpg Arcane Echo.jpg Spiteful Spirit.jpg Sympathetic Visage.jpg Resurrection Signet.jpg

The build is centered around a 600 monk tank, damage is dealt by a smiter, echo FoC necro, 3 Heavy nukers, and an SS necro.


Party Members[]

Mo/Me Spirit Bond / 600 Monk[]

MonkMesmerMonk / Mesmer Attribute Rank
Protection Prayers 12 + 1
Divine Favor 11 + 1
Illusion Magic 6
Blessed Aura.jpg Essence Bond.jpg Life Attunement.jpg Sever Artery.jpg Gash.jpg Spell Breaker.jpg Protective Spirit.jpg Spirit Bond.jpg

The 600 Monk is the tank of the build, it is based on the [Build: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 or axe with a +20% enchantment duration upgrade - Rajazan's Fervor or a Totem Axe both work nicely

Usage:


Mo/Any Support Monk[]

MonkMonk / Any Attribute Rank
Divine Favor 12 + 3 + 1
Healing Prayers 12 + 1
Protection Prayers 3 + 1
Blessed Aura.jpg Essence Bond.jpg Spell Breaker.jpg Remove Hex.jpg Dwayna's Kiss.jpg Healing Seed.jpg Divine Healing.jpg Rebirth.jpg

The support monks role is mostly to keep Spell Breaker 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:

Alternatives:


N/Me Feast of Corruption Necromancer[]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Curses 12 + 3 + 1
Soul Reaping 10 + 1
Blood Magic 6 + 1
Inspiration Magic 6
Awaken the Blood.jpg Blood Ritual.jpg Desecrate Enchantments.jpg Auspicious Incantation.jpg Arcane Echo.jpg Feast of Corruption.jpg Suffering.jpg Resurrection Signet.jpg

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:

Alternatives:


E/Me Heavy Nuker[]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Fire Magic 12 + 3 + 1
Energy Storage 12 + 1
Elemental Attunement.jpg Fire Attunement.jpg Glyph of Concentration.jpg Arcane Echo.jpg Meteor Shower.jpg Rodgort's Invocation.jpg Fireball.jpg Resurrection Signet.jpg

The Heavy Nuker is a fire elementalist, based on the [Build:E/any Renewal Nuker] build.

Usage:

Alternatives:


Mo/Me Maintained Enchantment Smiter[]

MonkMesmerMonk / Mesmer Attribute Rank
Smiting Prayers 12 + 3 + 1
Protection Prayers 12 + 1
Inspiration Magic 3
Retribution.jpg Holy Wrath.jpg Balthazar's Spirit.jpg Vital Blessing.jpg Signet of Judgment.jpg Purge Signet.jpg Hex Eater Signet.jpg Rebirth.jpg

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:

Alternatives:

  • Replace Signet of Judgment with Keystone Signet, to provide more hex and condition removal support, with slightly less damage
  • Replace Purge and Hex Eater Signets with Bane Signet and Signet of Rage to do more damage, at the expense of condition/hex removal (generally not recommended)


N/Me SS Necromancer[]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Curses 12 + 3 + 1
Soul Reaping 10 + 1
Blood Magic 6 + 1
Illusion Magic 6
Awaken the Blood.jpg Blood Ritual.jpg Desecrate Enchantments.jpg Defile Enchantments.jpg Arcane Echo.jpg Spiteful Spirit.jpg Sympathetic Visage.jpg Resurrection Signet.jpg


Usage:


Alternatives:



Dealing with the enemies[]

Bladed Aatxe[]

The first type of enemy you will encounter, they inflict massive physical damage, so keeping aggro on the 600 is vital, they appear in the Labyrinth.

  • 600 goes in alone (with spellbreaker and other enchants) to get aggro from as many as is comfortable
  • Nukers should 'not' use meteor shower on these enemies, to ensure they do not break aggro - they will die very quickly from smiting, foc, ss, etc.


Dying Nightmare[]

Very weak enemies with the sole purpose of stripping enchantments, they appear in the Labyrinth primarily, with a few more scattered in other areas.

  • Make sure spellbreaker is up on the 600 whenever they pop up or are aggro'd, they will then generally kill themself by attacking the 600

Grasping Darkness[]

These enemies are also encountered very early on, they dont do a lot of damage - but are quite annoying with their energy draining and interruption skills, they will be encountered in the Labyrinth and Forgotten Vale.

Terrorweb Dryder[]

Strong fire elementalists, they usuaully travel in small groups of 3 , there are many mobs in the Spawning Pools, and they also appear during the quests Unwanted Guests, Imprisoned Spirits, Servants of Grenth, Clear the Chamber, and Restore the monuments of Grenth.

  • Try to wait until they are relatively closely grouped and use Spell Breaker before aggroing
  • Quickly nuke/curse/etc them

Coldfire Night and Stalking Night[]

Water and Earth elementalists, respectively - appear in the Forgotten Vale and to a lesser extent in the Ice Wastes.

  • Use the same technique as with the dryders above

Smite Crawler[]

Smiting monks who appear in the Ice Wastes.

Obsidian Behemoth[]

Immobile rangers, be careful of their many traps, they appear in the Twin Serpent Mountains primarily, with one group in the Forgotten Vale.

  • Nature's Renewal makes these enemies a hassle - the smite monk should drop Holy Wrath and Retribution, and the 600 should switch to normal (maxed AL) armor, and drop all maintained enchants.
  • To kill simply nuke/etc from a distance - try to use the terrain to your advantage to be out of range of the Behemoth's attacks
  • After (or before or during) killing, the support monk should cast healing seed on the 600 so they can go in to clear out the traps

Charged Blackness[]

The blackness' are strong air elementalists who patrol the Twin Serpent Mountains and Spawning Pools

  • Like when facing the other elementalists, cast Spell Breaker first, the other party members should wait to attack until the blackness' are in melee range of the 600

Banished Dream Rider and Mindblade Spectre[]

These enemies can be found primarily in the Chaos Planes, they are mesmers who use many hexes to degen and interrupt. The Mindblades also appear during the quest Escort of Souls.

  • To take out a group of mindblades, have the support monk first cast Spell Breaker on the 600, then run in, the rest of the party should wait to attack until a majority of the mindblades are in melee range of the 600
  • Be sure to use anti-interruption skills against these enemies if they are equipped
  • When encountering the Banished Dream Riders, be aware that after killing them, 3 mindblades will spawn, after killing them 6 will spawn, and likewise 9 more will spawn.
    • Since these groups will always spawn in the same location after the previous groups death, it is very helpful to know these locations so that the party can avoid being spawned on top of by a large group, which can very easily end in party death
    • Note to self, create map of popup locations
  • There are also several popups of Mindblades throughout the Chaos Planes, generally located around the patrolling Wailing Lord groups
  • The Smite monk and support monk should be using their hex removal skills regularly to remove the especially damaging hexes that are cast on the party - particularly Migraine
    • To increase the effectiveness of Hex Eater Signet the ranged damage of the party should stand close to one another

Dead Collector and Dead Thresher[]

These enemies are death and curses necromancers located in the Bone Pits.

  • Similar to other caster groups, try to keep SB up for as long as possible while the rest of the party deals damage
  • The bone pits provide a bit more of a challenge to keeping enchantments up, as the Chained Souls will regularly respawn and use Rend Enchantments
  • Watch the patrols, many groups make very long patrols in this area, which makes it very easy to be caught from behind


Completing the Quests[]

Clear the Chamber[]

This quest is relatively straight-forward, defeat the Bladed Aatxes, Grasping Darknesses, and Dying Nightmares on the way to the statue of the Reaper of the Labyrinth, where you will face a group of 3 Terrorweb Dryders.

Restore the monuments of Grenth[]

This is the longest quest in the Underworld, requiring you to clear the statues in 5 varied areas of the underworld. After taking this quest a group of 3 Terrorweb Dryders will spawn at each of the 5 monuments needed for the quest.

  • If the area has not been cleared of other enemies before taking this quest, the party should be aware that if the Dryders are killed before any other surrounding enemies, that the reaper will spawn and the other enemies will attack the reaper - ending the party's stay in the underworld. It is therefore advised to try to kill the other enemies before taking out the dryders
  • After clearing the statue, a Reaper will spawn that will provide two things:
    • The ability to teleport between the cleared statue and any other statue previously cleared
    • A single quest, that upon completion spawns a Black Widow spider and an unlocked chest that has the possibility of dropping some very rare items, these quests are indicated below by the area in which they are located

Escort of Souls[]

Unwanted Guests[]

Reaper of the Bone Pits - Imprisoned Spirits[]

Reaper of the Forgotten Vale - Wrathful Spirits[]

Reaper of the Ice Wastes - Servants of Grenth[]

Reaper of the Twin Serpent Mountains - Demon Assassin[]

Reaper of the Chaos Planes - The Four Horsemen[]

Reaper of the Spawning Pools - Terrorweb Queen[]