Essentially it's mobway, edited a bit because of the add in of Dhuum, It's retardedly easy, I'm not going to go into much detail, if you need more detail on how to complete (mostly the pullers and two soloers are the only ones with more advanced tasks) simply look at the older guides.
The Team is:
x4 A/D Scythe Sins
x2 A/E SliverSoloers
x1 Mo/N N/Mo SS SoH Bonder
x1 Mo/E Party Support
A/D ScytheSins
[Owpj8xjYqS8I6MvlpiygLiuM4OA]
Basic SF Armor/Gear, bring a scythe with zealous and enchanting, that is your attack weapon, I suggest a low energy set without a zealous aswell for downtimes and a high energy set incase you get fear me'd out the yang.
Optional: One sin can swap out BuH! for EBSoH.
A/E SliverSoloers
Plains Dude
[OwZTkY/8ZiHRnBZIXkHKV0lB3BA]
Pools / Mtns Dude
[OwZTkY/8ZiHRnBZIXkHim0lB3BA]
Both should bring a low and high in my opinion, a lightening shield and enchanting spear on mtns/pools is pro. Other than that, basic SF gear.
Mo/N N/Mo SS SoH Bonder
[OwQTcYHDHKPIVcX06rVceIlANC]
Optional: Instead of ebon vanguard support, GDW is very, very nice.
Mo/E Support
The build is disputable at the moment ( in other words one of my buddies thinks his version of the build is "oh so much better" ) So, I'm going to leave it as this, UA, GoLE, Heal Party, Breath of the great dwarf, other party supports and GO!
Usage: For the Clear Itself
Plains Dude:
Pop Plains, Make some aggro on both sides that the Riders of dhuum appear at (make some extra mindlblades, killing off a single rider and all the waves until the last wave will do). Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4h is complete go pop pits. Take pits quest when team is ready. Pop wastes and take quest when team goes down there and is ready.
Mtns/Pools Dude:
Pop Mtns, complete it, just like normal, Pop Pools, complete it, just like normal. Tank one side for 4H. The extra mindblades are for sliver ammo, use them to kill the skeletons of dhuum that will pop about a minute after 4H quest is taken. After 4H is complete, go help pop pits.
SoH Bonder:
Your job is boring, get used to this fact, I'll give you a moment, alright.. come to grips with that? This is what you're gonna do, bond the A/Ds, blessed signet to get your energy back, SS on aataxes and breaks, breath of the great dwarf as a party heal, BuH supplements damage, use it. Castigation is good for energy, if you're rocking GDW throw it on some sins, watch some really cool kds.
Support Healer:
Stick with main team.
Heal.
Take quests when told to.
This guy can almost be a hero that the SoH bonder micros.
How this all pulls together:
Main team (4 A/Ds two monks) does chamber, one A/D gets to be superman for the evening and do all the pulls like the oldschool chamber sin, meanwhile the two A/es break off, go do their jobs. Main team carries on clear the village, take wrathful spirits, complete it, escort of souls, complete it, Mkay here's where the optional protocols come in, if the pools and plains dudes are finished with their jobs (aside from 4H and wastes that is) then one can tank and kill the keeper of souls in the left corridor and one can kill the one in the right corridor (meanwhile main team does center hall), if they aren't done yet, main team do center corridor then do the one on the path to wastes, then the one in the area where you spawn, then do the one in the chamber up the steep set of stairs, then do the one in the labyrinth that is the path to the forgotten vale, then do the one on the path to mtns. ALWAYS kill off skeletons of dhuum first. Once they are dead, nothing can touch you. Once pools/mtns guy is done, and plains has popped reaper and a few mindblades everyone else is done with their quests, tele to plains, A/Es go to each side, grab the excess mindblades, have someone pop quest, grab all aggro, go near the skeletons that'll pop, sliver'll target them first, complete quest like normal, kill the mindblades. Once that is done, the two A/Es go pop pits, main team follow behind clearing a path for the monks to get by, once pits is cleared and ready for liftoff (that's my fancy way of saying DO THE QUEST!!) one of the A/Es take the quest, the A/Ds and other A/E spread out amongst the two spots where dryders will spawn, and I put an emphasis on SPREAD OUT! if you're not next to eachother, they wont use lava font you noob! then you won't die! Complete pits. Tele to labyrinth, full team head towards wastes, clear the way there, clear wastes, sins spread out amongst the area where the skeletons and dryders spawn, one A/D more towards the left hill that the dryders run up to get to the IceKing one A/D more towards the path to the right, take quest, kill off the skeletons that spawn near them as fast as possible, skeletons are prime target, DO NOT BUNCH UP! Lava Font sucks! complete quest.
Killing Dhuum:
Talk tot he ice king, he'll head towards the hall of judgement, once the doors open, sins mob around dhuum as to body block him, quest begins doors close, monks stay on the far opposite side of the room of dhuum, keep team alive, keep reapers alive if they started getting owned, sins maintain sf, only one of his attacks will get through it, he will spawn minions and champions, these cannot harm you but will kill the monks and ghosts, kill them fast, get back on dhuum, the two A/Es die on purpose you become a spirit, go back to the hall of judgement by talking to the mayor, stand on the far opposite side of the room of dhuum, spam skill one like it's your job, because it is, this will fill the dhuum's rest bar, dhuum will not die, you take him down to 1hp and he just starts fading then reappearing out of the ground, the dhuum's rest bar must be filled. Once the dhuum's rest bar is filled, apply as much damage as though you are killing him, he will submit, chest will spawn, get your drops, gtfo.
Optionals: Plains dude can do pools too, with some minor build changes.
Build Notes: This takes a boatload longer to do than the oldschool uwsc build, bring multiple consets. This is and forever will be my most sloppy build guide ever, I'm too lazy and apathetic as of late, plus anything I'll have to say as a tip, has been said in old uwsc guides already.
But the build is infact not sloppy, just get it done.
Joe Fierce
Wilds Pathfinder
LF High End PvE Guild that's not filled with elitists.
R/
Joined Feb 2007

