Can Experts give me Tips for Shadow Lair Snarby?

Since I was too lazy, I started a new Forum post. Not
only that I was lazy, I want answers from experienced players.
I want to do SL soon, so I want to start with Snarby.
I heard poison status resist was recommended so I might
use trinkets (should I, or not?). I also heard Shadow, Piercing,
and Normal protection is also useful in SL too.
Right now, I have this armor set prepared.
-Helm
-Divine Veil (is the Elemental Protection bad?)
-Armor
-Skolver Coat
-Ash Tail Coat (To craft Snarby Coat)
-Shield
-Barbarous Thorn Shield (Good?)
-Grey Owlite Shield (Not as good as BTS, right?)
-Sword
-Barbarous Thorn Blade
-Divine Avenger
-Leviathan Blade
-Fang of Vog (Not recommended?)
-Gran Faust
-Gun
-Blitz Needle
-Bomb
-Shivermist Buster
What combos of this Set do you think is the best? Of course, I
always have time to craft. Highly Recommended, or if you want
me to craft something, I'll probably think about it.
Also, Can you give me tips about the Shadow Lair Snarby?
-How hard is it?
-Should me and my party stick together?
-Tips about the levels leaing up to Snarby?
-Tips of battling the boss?
-Tips of the Unknown Passage?
-Armor Sets?
I hope you guys/gals can help me!
Cheers,
Reventondude

Ok, the ideal combo of what you have would be divine and skolver, though if I could recommended a set, Radient silvermail and any shadow-normal. (The undead are by far the most dangerous part, only need pierce resist for the boss itself).
Weapons I would bring would be you BTB, DA, Blitz Needle, a d maybe FoV, in descending order of importance.
BTS would be a better shield.
Difficulty is hard to describe, It is hard enough that you will probably end up using some CE to revive, but if your party is any good you wont go above MAYBE 40.
Sticking together is generally a good idea I find, unless it is just one person going to get a key.
There are lots of spikes leading up to him, so you cant move much. Beasts are tbe least of your worries, take out the kats and lumbers before the zombies.
On the boss, get one person to handle the silkwing, one on the swarm seed, one on the bell, and one guy to lead the snarbies towards the bell. The fight is a breeze once one of them is down.
At the unknown passage, once the gate opens after you beat enough monsters, just run. You can change your gear here, so I would switch out the Blitz or FoV for your Shiver.
Then get the material, craft your snarby coat, and be on your way!

Kill Howlitzers first always, then worry about the spookats. Anything that shoots something should be your first priority. BTB and DA would be the 2 weapons that I would bring before anything else. Possibly a Shivermist for the couple arenas which get packed with Spookats shooting the elemental balls at you.
For the boss fight, destroy swarm pad ASAP, the best weapons for this is a Rocket Hammer, which I bring mine wherever I go.
Oh, and turn on auto target for the accuracy on the wolvers, it makes it 75% easier of you hit the 3 hit BTB combos.
Good luck on your journey

There are two parts to this thread: equipment and fighting.
For equipment, read the wiki page "Shadow Lair" and search the Arsenal forum for countless threads on this topic. You haven't told us how many weapon slots you're using. For SGWW itself (not Unknown Passage), you probably want to take
* Divine Veil (only its shadow is useful; there are much better helms to wear)
* Skolver Coat (great)
* Barbarous Thorn Shield (very good, but a shadow shield is probably even more useful)
* Barbarous Thorn Blade (great)
* Divine Avenger (great)
* Shivermist Buster (great)
If you had a fourth slot, you'd probably want an elemental gun. Your party wants both bombs and guns, but not everyone has to have both.
For fighting, watch YouTube videos. Be prepared for many tight, multi-wave fights. Bring a lot of CE, to use for reviving when everyone's dead. Yes, your party should stick together; this place is not a joke. Devote one player to suppressing swarm points. The Unknown Passage is the hardest part. I could go on...

I wanna do snarby soon as well...
Last time I tried, one of our players DC'd before we left the arsenal station. We made it to the void with 3 people then got screwed over completly. Shiver is good but do not forget;
VOID ZOMBIES DO NOT FREEZE
The plus is that there are no void feinds. The slimes are probabaly the most annoying, the giant lumbers aren't as scary as you'd think unless you're in one of the slow zones. That's my second thing I gotta say;
IF YOU REZ IN A SLOW ZONE, YOU STILL MOVE SLOW
Evidently being invincible dosen't make you invincible to the slow zone. Thanks OOO.

I have done two Shadow snarb runs in the last week.
Gear is up to you, Blitz is really only recommended for those who are great at using it. Only a true pro will be able to pull off a Blitz charge more than once with two Snarbs running around. (but wow does it hurt a yellow Snarb if it's pulled off)
A gun is a must though. Many Howlitzers are behind walls of thorns with the only way in being to take damage. Gun 'em down instead.
That rectangular graveyard room with the party button and three enemy waves in Regular Snarb? That room has two snarbs running around the whole time that you cannot hurt. You must kill all the enemies besides them to clear the room. The key here is to have two people go left, two go right and for those two to stick together. Then you will be able to focus on killing things together (much easier) and revving each other easier. Strategy is a must in this room if you do not want tpk.
Poison Resist. If you don't have any, you will wait longer than you like to have poison wear off. Even one Pure White Laurel will make it a lot easier. The thing is that there's so much poison, it'll really slow you down if you have to keep waiting for hearts.
Consider trying to trade for a Nightmare Mane. Then, when you reach Sanctuary if you have enough CE you can make the Armor and the cap at the same time.

Thx, guys, this info means a lot to me!

Remember, in EVERY Shadow Lair, the hardest parts are always the first floor and the last room of the floor before the boss.
In the Rabid Snarby, the run doesn't get difficult until the first arena-like area. This is where, in the normal Snarby, 3 zombies spawn in a relatively large area. In the Rabid Snarby, most of the arena areas like the one mentioned in the previous sentence are made DRAMATICALLY more difficult because a rather twitch Snarby will also be running around in them. If you remember the normal Snarby runs, you'll realize that most of these arenas do NOT have a Beast Bell. Thus, you end up facing mass zombie claustrophobia with the addition of Howitzers (sometimes Kats) and an invincible Snarby flattening anyone in his path.

Oh yeah, forgot to tell you.
I have 2 extra weapon slots and trinket slots.
And even more stuff I have to ask,
-i have 4 trinkets right now. Two heart trinkets, A elite quick slash module (i think that's what it's called), and a poison trinket. Which combo should I use?
-Do I really need heart trinkets? Is the vita pod there enough to supply me health?
Okay, thx for the info guys!

The vitapods usually are enough, though one haert trinket may be a good idea. The quickstrike would be a good idea too.
Poison resist isn't all that important. I wouldn't waste a trinket slot on it. Go sword ASI and health.
And don't worry too much about the run. It's mostly zombies and beasts and both have been nerfed into the ground. Just stay away from the snarbies that appear as they can chew right through your shield.
That is really obnoxious
spacing. Why are you doing
that?
Seerusly now:
IIRC, the only sources of elemental damage in UGWW (Ultimate Gleaming Wildwoods) are a few Lumbers scattered around. Your divine ain't gonna do much for you in there, the Shadow defense is nice, but the only source of pure Shadow damage is Howlitzers. You will find a lot of Normal and Piercing damage, but the main threat is the Shadow and Poison. Poison stops your healing, so if you're letting a lot of damage in with Divine Veil, you'll have to wait a while to get the chance to get it back. Also, the only Fiends are a couple of Silkwings, hardly a threat worth the damage bonus.
I don't see why you wouldn't use Trinkets, personally. If you have 'em, use 'em. Skolver is good enough. GOS won't be protecting you from much, and it'll break quickly. BTS does a good enough job protecting from the Beasts, and also give that always nice damage bonus. You will want to bring BTB, DA, and Blitz. Co-ordinate with your team and see who'll do the Shiver. If you, obviously bring Shiver. If not, Leviathan Blade I guess would be nice in clusters.
UGWW will be the hardest thing you've faced before, but it won't be terribly difficult if you just tread slowly and carefully. It's been a long time since I ran UGWW, so I can't give you details about specific tactics on certain rooms, etc., but I can give you some general advice. Stick to your party so don't get overwhelmed when you're alone. The boss itself is two Rabid Snarbolaxes with a respawning Silkwing. Assign someone with keeping the Swarm Seed at bay with Blitz or whatever, and try to use a Blitz charge when (or if) you manage to stun one or both of them with the Beast Bell. For the Unknown Passage, save up some Almirian Seals and pick up an Ancient Plate Shield. That thing will tank just about everything thrown at you, but don't get too cocky or it'll break. After the first room, take the right path and RUN! Ignore anyone who dies behind you, just focus on getting to the end and then revive them at the party button or the last room. The last room is an free-for-all, and you have to kill a certain amount of mobs before all the gates drop. Do not let the Swarm Turrets touch you, they hit like a truck.
For the rest of my advice, just mostly try not to me stupid and don't play the hero. You are in a team, fight as a team.