Difference between revisions of "Talk:Trench Tank"

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(Created page with "== The note about Death's Charge == What's the implied time save DC has above SW in city? ~~~~")
 
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== The note about Death's Charge ==
 
== The note about Death's Charge ==
 
What's the implied time save DC has above SW in city? [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 17:38, 12 April 2018 (CEST)
 
What's the implied time save DC has above SW in city? [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 17:38, 12 April 2018 (CEST)
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: You can generally use DC twice per pull in city (dc into aggro, do pull, dc into ball). On the other hand, you can only SW once or not at all. You typically use SW to jump into the ball once it's ready, but it's not so great as it can be instantly removed and either ruin the spike (+ wipe the team) or just slow you down. Unfortunately you can't use SW mid-pull as the forced 10s delay is usually too long, and you have SoH anyway, so you use that instead. Overall each DC saves you up to ~3s of running, so you can save more than 10s by running DC over SW. --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 19:24, 12 April 2018 (CEST)

Revision as of 17:24, 12 April 2018

The note about Death's Charge

What's the implied time save DC has above SW in city? Cruz (talk) 17:38, 12 April 2018 (CEST)

You can generally use DC twice per pull in city (dc into aggro, do pull, dc into ball). On the other hand, you can only SW once or not at all. You typically use SW to jump into the ball once it's ready, but it's not so great as it can be instantly removed and either ruin the spike (+ wipe the team) or just slow you down. Unfortunately you can't use SW mid-pull as the forced 10s delay is usually too long, and you have SoH anyway, so you use that instead. Overall each DC saves you up to ~3s of running, so you can save more than 10s by running DC over SW. --HasKha (talk) 19:24, 12 April 2018 (CEST)