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This build is part of the current metagame.
The community has decided this build is in the current metagame and deserves to be stored. The frequency section describes how often the build is used. This build has also received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
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These builds use the same Frontline, Backline and tactics, but allows for varied damage dealers. Each set of damage dealers has different advantages and disadvantages, though both are capable of times under 20 minutes.
Urgoz Caster Spike
Overview
- 2
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SF Tanks
- 6
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Variable Damage Dealers
- 1
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or
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EoE Splinter Barrage
- 2
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UA Monk
- 1
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Bonder
Damage Dealers
- There are 6 slots left for damage dealers. Below are two recommended sets of damage dealers. Each has its own advantages, so you can pick the one that suits the ability of your team best.
- Mesmer Spike has a large range and good defense in the form of ineptitude, it is the most up to date of the builds here.
- Searing Flames has a medium range, but a strong spike with a very short recharge.
General Builds
2 SF Tanks
Factions Assassin. Shadow Arts 12 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 173. Factions Assassin. Shadow Arts 12 Shadow Form Elite Enchantment Spell For 18 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 21 damage with a single skill or attack. Nightfall Elementalist. Earth Magic 12 Stoneflesh Aura Enchantment Spell For 13 seconds, damage you receive is reduced by 25, and you are immune to critical attacks. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Core Elementalist. Earth Magic 12 Armor of Earth Enchantment Spell For 30 seconds, you gain 53 armor, but move 21% slower. EotN No Profession. Asura rank Mental Block Enchantment Spell For 5..11 seconds you have a 50% chance to block attacks. This Enchantment is reapplied every time an enemy strikes you. Factions Assassin. Shadow Arts 12 Shroud of Distress Enchantment Spell For 54 seconds, if you are below 50% Health, you have 7 health regeneration and a 75% chance to block attacks. Factions Assassin. Unlinked Recall Enchantment Spell While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill and all of your skills are disabled for 10 seconds. |
EoE Splinter Barrage
Factions Ranger. Kurzick rank Triple Shot (Kurzick) Bow Attack Shoot 3 arrows simultaneously at target foe. These arrows deal 40..25% less damage. Factions Ritualist. Channeling Magic 16 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes. Core Ranger. Marksmanship 8 Barrage Elite Bow Attack All your Preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +13 damage if they hit. Factions Ritualist. Kurzick rank Summon Spirits (Kurzick) Spell All Spirits you control shadow step to your location, and gain 60..100 Health. Factions Ritualist. Channeling Magic 16 Nightmare Weapon Weapon Spell For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 53 damage and steal up to 53 Health. EotN No Profession. Norn rank "I Am the Strongest!" Shout Your next 5..8 attacks do an additional +14..20 damage. Prophecies Ranger. Beast Mastery 10 Edge of Extinction Nature Ritual Create a level 7 Spirit with 140 Health and 44 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 38 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 110 seconds. Factions Ritualist. Restoration Magic 2 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 7% Energy. |
- A Grail of Might lets you meet the requirement of a q9 Bow.
- If you have a strong spike, you may want to run something similar to this instead.
2 UA Monks
Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 2..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. You get healed for 38 Health. Prophecies Ranger. Wilderness Survival 1 Serpent's Quickness Stance For 16 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. EotN Monk. Healing Prayers 12 Patient Spirit Enchantment Spell For 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 102 Health when the enchantment ends. Target ally gets healed for 38 Health. Prophecies Monk. Healing Prayers 12 Dwayna's Kiss Spell Heal target other ally for 51 (+38) Health and an additional 30 Health for each Enchantment or Hex on that ally. Core Monk. Healing Prayers 12 Heal Party Spell Heal entire party for 66 Health. You get healed for 38 Health. EotN No Profession. Asura rank Air of Superiority Skill For 20..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. Prophecies Monk. Divine Favor 12 Unyielding Aura Elite Enchantment Spell While you maintain this enchantment, your Monk spells heal for +51% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location. You get healed for 38 Health. EotN No Profession. Ebon Vanguard rank Ebon Escape Spell Shadow Step to target other ally. You and that other ally are healed for 70..110 health. |
- Cast seed on the bonder to keep the tanks alive while they are pulling.
SS Bonder
Prophecies Necromancer. Curses 12 Spiteful Spirit Elite Hex Spell For 18 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 29 shadow damage to that foe and all adjacent allies of that foe. Factions Necromancer. Curses 12 Defile Enchantments Spell Target foe and all nearby foes take 49 shadow damage and 17 shadow damage for each Enchantment on them. Core Necromancer. Curses 12 Barbs Hex Spell For 30 seconds, target foe takes 12 more damage when hit by physical damage. Nightfall Necromancer. Sunspear rank Necrosis Skill If target foe is suffering from a condition or hex, that foe suffers 60..90 damage. EotN No Profession. Ebon Vanguard rank Ebon Escape Spell Shadow Step to target other ally. You and that other ally are healed for 70..110 health. Core Monk. Protection Prayers 9 Life Bond Enchantment Spell While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 19. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. |
Damage Dealers
Mesmer Spike
| Damage Dealers - Mesmer Spike
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Ineptitude caller
Core Mesmer. Illusion Magic 12 Arcane Conundrum Hex Spell For 13 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 6 Energy. Prophecies Mesmer. Illusion Magic 12 Ineptitude Elite Hex Spell For 4 seconds, the next time target foe or any adjacent foes attacks, that foe takes 114 damage and becomes Blinded for 10 seconds. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25..50 damage and -3..5 Health degeneration for 10 seconds. Nightfall Mesmer. Illusion Magic 12 Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 51 damage. Any foes using attack skills are knocked down. Core Mesmer. Illusion Magic 12 Clumsiness Hex Spell For 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 76 damage. EotN Mesmer. Illusion Magic 12 Wandering Eye Hex Spell For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 94 damage. Nightfall Necromancer. Sunspear rank Necrosis Skill If target foe is suffering from a condition or hex, that foe suffers 60..90 damage. EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. |
- Call spikes with Arcane Conundrum on a central target.
- Use ineptitude on anything that has broken onto the team.
Deep Freeze E-surge
Core Mesmer. Domination Magic 12 Energy Surge Elite Spell Target foe loses 8 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25..50 damage and -3..5 Health degeneration for 10 seconds. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Mesmer. Domination Magic 12 Mistrust Hex Spell For 6 seconds, the next spell that target foe casts on one of your allies fails and deals 82 damage to that foe and all nearby foes. Factions Mesmer. Inspiration Magic 3 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 9 seconds, and you gain 128% of that spell's Energy cost. Core Elementalist. Water Magic Deep Freeze Hex Spell You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10..70..90 cold damage, and for 10 seconds, they move 66% slower. Factions Mesmer. Domination Magic 12 Overload Hex Spell For 5 seconds, target foe suffers -3 Health degeneration. If target foe is using a skill, then Overload deals 63 damage to that foe and all adjacent foes. EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. |
- Use deep freeze on large groups and thorn wolves.
Esurge x2
EotN No Profession. Asura rank Air of Superiority Skill For 20..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Core Mesmer. Domination Magic 16 Energy Surge Elite Spell Target foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Factions Mesmer. Domination Magic 16 Unnatural Signet Signet Target foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage. Nightfall Mesmer. Domination Magic 16 Mistrust Hex Spell For 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes. Nightfall Mesmer. Domination Magic 16 Spiritual Pain Spell Target foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage. EotN No Profession. Norn rank "Finish Him!" Shout If target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. |
Dwarf Keystone
Nightfall Mesmer. Fast Casting 12 Symbolic Celerity Enchantment Spell For 55 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. Prophecies Mesmer. Fast Casting 12 Keystone Signet Elite Signet All of your signets except Keystone Signet are recharged. For 20 seconds, the next 5 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 51 damage. Nightfall Mesmer. Illusion Magic Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..51..63 damage. Any foes using attack skills are knocked down. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Necromancer. Soul Reaping 0 Signet of Sorrow Signet Target foe takes 15 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. Nightfall Necromancer. Sunspear rank Necrosis Skill If target foe is suffering from a condition or hex, that foe suffers 60..90 damage. Core No Profession. Unlinked Optional Optional Optional. EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. |
Sniper Keystone
Nightfall Mesmer. Fast Casting 12 Symbolic Celerity Enchantment Spell For 55 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. Prophecies Mesmer. Fast Casting 12 Keystone Signet Elite Signet All of your signets except Keystone Signet are recharged. For 20 seconds, the next 5 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 51 damage. Nightfall Mesmer. Illusion Magic Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..51..63 damage. Any foes using attack skills are knocked down. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Necromancer. Soul Reaping 0 Signet of Sorrow Signet Target foe takes 15 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. Nightfall Necromancer. Sunspear rank Necrosis Skill If target foe is suffering from a condition or hex, that foe suffers 60..90 damage. Core No Profession. Unlinked Optional Optional Optional. EotN No Profession. Ebon Vanguard rank Ebon Vanguard Sniper Support Spell Target foe is struck for 54..90 piercing damage and begins Bleeding for 5..25 seconds. This attack has a 10% chance of doing an additional +540..900 piercing damage. If this attack hits a Charr it has a 25% chance of doing an additional +540..900 piercing damage. |
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Searing Flames
- 1
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VoR mesmer
- 3
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SF Eles
- 1
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MS Ele
| Damage Dealers - Elemenalist Spike
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VoR Mesmer
Nightfall Mesmer. Domination Magic 16 Visions of Regret Elite Hex Spell For 10 seconds, target foe and adjacent foes take 47 damage whenever they use a skill and 53 damage if not under the effects of another Mesmer hex. Core Mesmer. Domination Magic 16 Empathy Hex Spell For 16 seconds, whenever target foe attacks, that foe takes 58 damage and target foe deals 16 less damage with attacks. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25..50 damage and -3..5 Health degeneration for 10 seconds. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Prophecies Mesmer. Domination Magic 16 Wastrel's Worry Hex Spell After 3 seconds, target foe and all adjacent foes take 105 damage. Wastrel's Worry ends prematurely if that foe uses a skill. EotN No Profession. Asura rank Air of Superiority Skill For 20..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. |
Shitterflamers
Core No Profession. Unlinked Optional Optional Optional. Prophecies Elementalist. Fire Magic 16 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds. Nightfall Elementalist. Fire Magic 16 Searing Flames Elite Spell Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 106 fire damage. Foes not already on fire begin Burning for 7 seconds. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core No Profession. Unlinked Optional Optional Optional. Core Elementalist. Fire Magic 16 Meteor Spell Target foe and all adjacent foes are struck for 119 fire damage and knocked down. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. EotN No Profession. Asura rank Air of Superiority Skill For 20..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. |
- 3 Elementalists:
- Use Meteor to keep foes around the tank.
MS Ele
Core No Profession. Unlinked Optional Optional Optional. Prophecies Elementalist. Fire Magic 16 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds. Nightfall Elementalist. Fire Magic 16 Searing Flames Elite Spell Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 106 fire damage. Foes not already on fire begin Burning for 7 seconds. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill. Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. EotN No Profession. Asura rank Air of Superiority Skill For 20..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. |
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Usage
General
- For each spike, the tank should ping a suitable central target, and then the VoR should ping VoR, and a snare should be applied. When VoR is pinged, all other damage dealers should cast on this target quickly so ensure a quick, clean spike. EoE should be used in range of all spikes, to clear up all enemies that are not in the range of the main damage source.
- Each room has one or two environmental effects (similar to Aspects in the Deep or area effects in DoA) which can only be removed by killing the corresponding Twisted bark towards the end of each room. There are several closed doors throughout the mission, each door is guarded by a Guardian Serpent which must be killed before the door will open and the party can proceed.
Room One - Weakness
Essence and Armor can be used as soon as the whole party loads but wait for the BiP to die before using Grail. One perma should run forwards and spawn the Thought Stealers and Hopping Nightmares. The BiP should try and catch aggro as enemies use Suicide Health. Deep Freeze the group that runs up the hill so they can be spiked before reaching the group. Once they have all been killed, a perma should use Recall on a caster, aggro all foes in the next room and pull them to the left of the room. The whole team can now run around the right side of the room. Be sure not to aggro any Spirits of Disenchantment, as it will also aggro the rest of the group. The second tank should proceed forward and ball the next 3 enemy groups around the Guardian Serpent while casters wait on the stairs. The perma can end Recall when the casters go to spike the group around the Guardian serpent. Move on to the next room.
Room Two - Health Degeneration
Casters wait at the entrance of the room, where there is no environmental effect. One of the permas should spawn all the foes in the room and ball them using the corner of the raised area where the Twisted Bark stands. Monks need to be bipped as they will be spamming Heal Party to keep the tank alive. Once balled, spike the main group and then the Twisted bark. Proceed through the room, killing the last group and the Guardian Serpent.
Room Three - Switches
A perma should aggro everything on ground level. To do this, run to the left corner of the room, Death's Charge to one of the Brooding Thorns and ping a target in the center of the group once aggro has settled. The perma should maintain "I Am Unstoppable!", Stoneflesh and Feigned Neutrality so they do not die.
Room Four - Flower Bridge
Casters should wait while a perma aggros the first two Thorn Wolf groups. When the wolves are dead, everyone should run past to the torches before continuing otherwise more enemies will be spawned. After the center torches, another group of wolves should pop and be spiked. At the end of the bridge, a group of Nightmares will spawn. Deep Freeze and spike this group before they can reach the party. Kill the Serpent to open door to the next room.
Room Five - Wolves Corridors / Exhaustion
After opening the door to this room, a tank should recall onto a monk and pop the wolves in this room. Pull them off to the right so there is room for the main team to run by, and once you have space head back to the entrance of the room so that you are out of the exhaustion. The main team should proceed through the room, hugging the left wall. Stop halfway over the bridge, and have the second sin recall onto a monk. It is now safe for the first sin to cancel recall, though make sure the gate is open or you will get stuck. When the gate on the other side of the bridge opens, the sin should run through the next room, popping the first group of wolves and pulling them just under an aggro bubble past the third gate (count them). The mainteam should come and kill these, while the other sin goes on through the room and pops the group after the forth gate, and pulling to the right. The mainteam should wait in between the forth and fifth gate, while the free tank pops the next two groups that are past the fifth gate, and pull them past the path leading to the right so there is room for the team to pass. The mainteam should run though the fifth gate and follow the path right, and stop half way across the bridge. The first tank there should pop the group of wolves just off the bridge and pull them away while everyone else hugs the right wall and keeps running until a bit before the path starts to turns off to the right. The first tank there should pop this group and pull it to the far cliff edge. Remember for this whole room, if you kill a group, another group may pop up very close to you. For every skip in this room, recall is required to catch up with the team, so if you did not cast it before pulling, get somebody to run in casting range while passing so they can use it then, just don't get too close or cast on the tank.
Room Six - Energy Degeneration
Once every team member enters this room, a ridiculous amount of foes pop up and result in instant wipe. This is countered by having one team member stay behind the first set of gates - any damage dealer is recommended. The rest of the team should continue through, killing both serpents and the Bark. The mesmer that stayed behind should not continue until everybody is through the gate and heading into the next room.
Room Seven - Exhaustion and Weakness
This is the first Warden room.
The team should wait just past the bridge, hugging the right wall. One tank should run forwards so the room pops, and turn right down the alley. Once all three groups of wardens on this side of the room have been aggroed, the sin should run back to the mainteam. The other tank should be standing in the doorway but one step out from the right side. This means that the puller can run straight through and the ranged enemies will keep running until they get stuck on the other tank. The puller should then go and stand exactly on top of the other tank, and the second tank should then run back, causing any ranged enemies that changed target to ball up also. This should be repeated until all foes are balled or dead. This tactic is commonly referred to as Re-stacking. Once everything pulled is dead, the same should be done for the other side of the room, with the second tank and casters also swapping side to keep the balls clean. Once the left side has been done, one tank should run to the left (triggers all traps) and tank at the Twisted Bark (All the burning bushes attack at melee range so you can just stand next to the Bark) at the raised area to the left. The mainteam should go and spike these enemies, then head back round to kill the other group of Burning bushes which the other tank should have balled around the Guardian Serpent. It is not necessary to kill the Bark on the other side of the room.
Room Eight - Second Warden Room
While killing this room, casters should beware of aggroing the Burning Bushes on the hill to the right, as they may run round.
A tank should run down the stairs, and aggro everything in the room (run round the room clockwise). While the tank is getting aggro on the far side of the room, the second tank should position himself one step out from the right side of the door, and the casters should wait at the top of the stairs. Once the puller has all aggro, pull the enemies through the other tank, and start re-stacking. Casters should beware of Churning Earth, as it hits very hard and you will fall over when you run out of it. Once everything is dead, the tanks should go through and trigger any traps. Kill the serpent and move on to the next room.
Room Nine - Waterfall/Pops
If everybody passes through this door, the door closes and the team will be stuck on the wrong side while things spawn on top of them. To prevent this, the BiP should ensure they never pass the gate until the last group. In this room, when you kill a group, more spawn. For this reason, a ball-spike-run technique is effective. A tank should go on and start balling the first groups, then spike. The second tank should stand in the doorway, so if any of the pops are aggroed by casters, they can just run though the tank, and should lose aggro. If too much is aggroed, then re-stacking at the gate is also effective. Keep balling-spiking-running until a lone group spawns to the left of the door and out a bit. This is the "back pop". After this pop is killed, everyone out of the room should enter. Proceed through to the next room.
Room Ten - Health Degeneration
Run on down and kill the Bark. The tank should jump to the enemies on the end of the bridge, and pick a target that hits as many foes as possible (including serpent if possible).
Room Eleven - Urgoz
In this room, you may or may not be under an environment effect. If you chose to skip the energy denial bark, you will experience this on the right side of the room. EoE should be placed on the bottom left corner of the hill you are at the top of as you enter the room, and should JUST be in range of Urgoz(Be sure that the team stays away from the spirit once laid, as death of the spirit will greatly slow the killing of Urgoz). Tanks should run around the room spawning Explosive growth's within range of EoE, while casters deal as much damage to Urgoz as possible. It is advised to only cast 1 spell in the same position, and then continue to run around the room within range of EoE. If you attempt to cast more, you run the risk of getting spiked for over 100 damage from each explosive growth. When Urgoz reaches 90% health, his health will begin to fall much faster due to EoE. Once dead, collect your reward! Kill the two Greater Serpents for an extra 1000 Kurzick Faction.
See Also