Hombreway UW

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General Idea

The goal of UW Hombreway is same than terraway with a different mainteam, mean to split to complete multiple quests at the same time and complete the Underworld in the fastest time possible for a casual run. T1 does Wastes, T2 does Mountains and Pools, T3 and T4 work together to do Pits and Planes. Main team is composed of a tank VosLT, an Mo support & dhuum killer, a spiker Vos and the Emo that is both offensive and defencive. The main team works together to Clear the Chamber, go Vale while doing Escort, do the first part of Wrathful Spirits and they split, Mo and LT go back to the Labyrinth to do UWG, while Vos and Emo complete the Vale quest. Once everything is done, the team teleports to Waste and enter the Dhuum chamber, where everyone except for the Lt, Emo and Mo dies to spamm Dhuum's Rest.

Please refer to each article for builds, equipment and walkthrough.

Ranger/Assassin T1

Ranger/Assassin T2

Ranger/Assassin T3

Elementalist/Mesmer T4

Elementalist/Monk Emo

Overview

The role of Emo is to make people stronger in offence and defence. Defensivly, he bound people (skill 8) and heal people with fuse (skill 4). he got infinity energy and life from Ether and Aura of restauration, spamming Burning Speed. (skill 1/2/3) For the offence, he use strengh of honor, GDW and Judge Insight (skill 5/6/7) to make dervs hit like trucks (200dmgs / hit on skeleton)

In the perfect situation, during the clean of first rooms and escort, Emo shoud have 7 links : -Prot bond on Emo, Mo, Derv Lt and Spiker -Strg of honor on Derv Lt, Spiker and himself (for more regen when spamming burning).

At the start of the run, he bound the Ltderv and the T2 that do the firstball, then himlself, then other members of mainteam.

The main Emo role is to fuse pull for escort of the soul balls, there is 2 ways to do it : -Duo pull the ball : lt start in bottom stairs, spiker vos joins him, and LT runs back, thats when Emo use Fuse and Monk use SB to LT derv. Lt derv goes back into the block spot and honor just before beeing in, and spiker go back, you fuse spiker to make a ball. (Goal for Emo: not get hexed, stay away from the ball, thats why u wait people goes back to do it)

-Maximum range fuse : you have the possibility to fuse while staying away from aggro, on the LT. It require some knowlege of where to stand, how to have the bigger range to spell. It can be worse cause in this case, Ltderv can be rupted honor way easier.


At vale, Emo role is to keep the maximum of nice souls alive, and to Strengh of honor / GDW them so they clean stucked souls while derv spiker clean all rest. He also make his spiker hit like a truck during the duo vale. (Emo + Spiker)

Build

Elementalist/Monk Emo
Ether Renewal Aura of Restoration Burning Speed Infuse Health Judge's Insight Great Dwarf Weapon Strength of Honor Protective Bond
Smite prayer: 10, Prot prayer: 11, Energy Storage: 10
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There is 2 armors to get, the during run armor, and dhuum armor : During run :

Runes :

       +3 energy storage on a +1 energy storage head head
       +50 life
       +2 energy x 3

Insigna :

       5x energy insigna

Dhuum armor :

Runes :

       +3 energy storage on a +1 energy storage head head
       +3 any runes x 4 (goal is to be lower life possible from the -75)


Insigna :

       5x Energy insigna


The goal of this armor is to make you lower life possible so dhuum want to hit you and not the guy that make him stuck cause this guy have more life than you.


Dervish Body block bitch

Overview

The role of spiker is to spike what Lt is ball in lab and chamber, and kill leftovers (nightmare, skeles), help to ball escorts pull (but you do not spike it, just balls it) by blocking on the usual spots used in mesway (Use mystical regen before you go block to avoid rupts and spamm mirage when you are in the block spot to not get hit), and spike vale with Emo. (Order : top hill group -> closer group to reaper -> big pull of the 2 group next to lab in the middle of the fence in between with Emo to heal you)

Before vale, you use Eremite on your veil of thorn, but during vale quest, you need veil of thorn to tank the ennemies, so you use Eremite on mirage. (IMPORTANT)

At Dhuum, you just die and spamm Dhuum rest.


Build

Dervish Spiker
Vow of Strength Sand Shards Ebon Escape Veil of Thorns Eremite's Attack Ebon Battle Standard of Honor Mirage Cloak Mystic Regeneration
Earth: 12+1+3, Mysti: 10+1, Scythe: 8+1
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Runes :

       +3 earth on a +1 earth head
       +1 mycticism or +3 mycticism (reaching 2 different energy reduction for your enchantements)
       +1 scythe mastery
       +50 life
       +10 life

Insigna :

       5x Windwalker (5/5/5/5 armor under 1/2/3/4 enchants)

Dervish/Assassin VosLt

Overview

Ltvos is the harder role in mainteam, and have some ways to fails cause it need coordination with his Monk. At the start, you do the usual lt ball with T2 (duo pull), and spike it in corner.

At chamber, he pulls like a Lt would do, in 1 Sb timing. As vos, you need to always be carefull of your SB timming when you do a ball. A cleaner way to do is to right wall glitch the ennemies in the top of middle stairs.

During escort, there is 2 ways to balls the pulls : -Duo pull the ball : lt start in bottom stairs, spiker vos joins him, and LT runs back, thats when Emo use Fuse and Monk use SB to LT derv. Lt derv goes back into the block spot and honor just before beeing in, and spiker go back, you fuse spiker to make a ball. (Goal for Emo: not get hexed, stay away from the ball, thats why u wait people goes back to do it) -Maximum range fuse : you have the possibility to fuse while staying away from aggro, on the LT. It require some knowlege of where to stand, how to have the biggest range to spell.

After you finished to clear, you do the first 3 spirit on glitch souls group, and clean what is needed to be safe (the group on escort souls way if they can get stuck).

During UWG, you need to have VOS casted BEFORE you jump in the necros, you would take too much damages from skeleton if you waste time to do it after jumping in. The logic is to DC -> Honor -> STG force -> eremite in less than a second.

For the last one you can DC to the non mooving skeleton that is there then only run to keeper, it avoid getting stuck on the bridge, and you can easier place yourself around the keeper even if there is 4 skeleton from the back.

After UWG, at dhuum, you block dhuum beeing the turtle stone of your Emo and spike it, spamming Honor for the team.

Video of the role : https://www.youtube.com/watch?v=vo87cj3mOuk&t=1s&ab_channel=Oso

Build

Dervish/Assassin VoSLt
Vow of Strength Sand Shards Death's Charge Staggering Force Eremite's Attack Ebon Battle Standard of Honor Mirage Cloak Mystic Regeneration
Earth: 12+1+3, Mysti: 11+3, Scythe: 6+1
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Runes :

       +3 earth on a +1 earth head
       +1 mycticism or +3 mycticism (reaching 2 different energy reduction for your enchantements)
       +1 scythe mastery
       +50 life
       +10 life

Insigna :

       5x Windwalker (5/5/5/5 armor under 1/2/3/4 enchants)

Monk Mo

Overview

Monk role, is to provide SBs (with sacred aura ON for longer one) to the LT derv, and EOE. The first EOE is in the middle of the right stairs at start to be in range of the first ball. The second EOE is in the corridor in the middle of the corridor in the left (to be in agro of first escort ball and in range of 2nd ball.) 3rd and 4th EOE are for both escort pulls, just put it in range. After thoose you can leave one last EOE in vale for faster killing souls before you leave to go duo UWG with Lt derv.

After escort, you go back to lab and do duo UWG with derv, you just SB with serpant for faster recast and Vigilant Spirit for each spots. Vigilant spirit is a heal that works as a Bound, it heal only when you remoove the bounds, so you can safe heal from far without taking aggro by just remooving it.


At Dhuum, you stay alive, go on the stone, and use Paint Invertor -> Serpant -> Quicking Zephyr each time dhuum use "Dhuum's jugement" skill. (its supposed to be the only one skill he will use)

Build

Monk DbMo
Quickening Zephyr Edge of Extinction Pain Inverter Watchful Spirit Ebon Escape Serpent's Quickness Blessed Aura Spell Breaker
Divine:12+1+3, Beast: 9, Wilderness: 9
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Runes :

       +3 divine favor on a +1 divine favor head
       +1/+2/+3 healing prayer
       +50 life
       +10 life / +2 ene
       +10 life / +2 ene

Insigna :

       5x Energy or 5x (+10 armor while enchantend)