Difference between revisions of "UWSC 4-Tera Sable-Way"

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An updated version of the old UWSC Sable-Way Team. Traditionally the tactic was run with 5-Main Team and 3-Teras (T234); Main Team would finish Wastes.
+
UWSC Sable-Way Team with 4-Teras. Traditionally the tactic was run with 5-Main Team and 3-Teras (T234); Main Team would finish Wastes.
  
 
<div style="float: right; clear:right">
 
<div style="float: right; clear:right">
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{{Scalable Skillbar|Shroud of Distress|Shadow Form|Dwarven Stability|Whirling Defense|Ebon Battle Standard of Honor|Shadow of Haste|Death's Charge|Heart of Shadow}}
 
{{Scalable Skillbar|Shroud of Distress|Shadow Form|Dwarven Stability|Whirling Defense|Ebon Battle Standard of Honor|Shadow of Haste|Death's Charge|Heart of Shadow}}
 
{{Scalable Skillbar|Mantra of Earth|Obsidian Flesh|Stoneflesh Aura|Stone Striker|Wastrel's Demise|Wastrel's Worry|Empathy|Ebon Escape}}
 
{{Scalable Skillbar|Mantra of Earth|Obsidian Flesh|Stoneflesh Aura|Stone Striker|Wastrel's Demise|Wastrel's Worry|Empathy|Ebon Escape}}
{{Scalable Skillbar|Spell Breaker|Splinter Weapon|Ancestors' Rage|Spirit Rift|Seed of Life|Ebon Battle Standard of Honor|Pain Inverter|Blessed Aura}}
+
{{Scalable Skillbar|Spell Breaker|Seed of Life|You Move Like a Dwarf|Pain Inverter|Serpent's Quickness|Quickening Zephyr|Edge of Extinction|Winnowing}}
{{Scalable Skillbar|Sand Shards|Vow of Strength|Mystic Vigor|Ebon Escape|Veil of Thorns|Eremite's Attack|You Move Like a Dwarf|Edge of Extinction}}
+
{{Scalable Skillbar|Sand Shards|Vow of Strength|Mystic Regeneration|Mirage Cloak|Ebon Escape|Ebon Battle Standard of Honor|Veil of Thorns|Eremite's Attack}}
{{Scalable Skillbar|Mantra of Resolve|Shadow Form|Shroud of Distress|Heart of Shadow|Ebon Battle Standard of Honor|Illusion of Pain|Wastrel's Demise|Wastrel's Worry}}
+
{{Scalable Skillbar|Mantra of Resolve|Shadow Form|Shroud of Distress|Death's Charge|Heart of Shadow|Illusion of Pain|Wastrel's Demise|Wastrel's Worry}}
{{Scalable Skillbar|Ether Renewal|Burning Speed|Spirit Bond|Infuse Health|Ebon Battle Standard of Wisdom|Protective Bond|Life Bond|Balthazar's Spirit}}
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{{Scalable Skillbar|Ether Renewal|Burning Speed|Great Dwarf Weapon|Infuse Health|Protective Bond|Life Bond|Balthazar's Spirit|Ebon Escape}}
 
</div>
 
</div>
  
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== Basic Guide ==
 
== Basic Guide ==
  
The tactic is not dissimilar from Tera-Way, VoS is the spiker and also helps perform the Fuse Pull. All minor differences are detailed below.
+
The tactic is similar to Tera-Way, VoS is the spiker but also helps perform the Fuse Pull. All minor differences are detailed below.
 
 
'''Conset required'''
 
  
 
===[Chamber]===
 
===[Chamber]===
  
* Emo bonds LT, T2 and himself, followed by the rest of main team.
+
* DB places QZ quickly followed by EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing because the VoS spikes faster than a Mesmer.
* LT does Left-Side pull, T2 does Right-Side pull. (Whirling Defence can scatter the ball; T2's job is to ball foes with the LT, die if necessary)
 
* VoS places EoE as soon as possible so it's recharged for next spike.
 
* Monk then Spellbreaks and Splinters the VoS. (Use Ancestors and Spirit Rift on the VoS once he has jumped in)
 
* VoS uses EE on the LT, then spikes. (The LT should kill Nightmares only, using Wastrels on the ball will break it)
 
* T4 tries to off-dmg some of the nightmares if possible. (Try not to damage/aggro the ball while VoS is spiking)
 
* Monk can seed the Emo if spike is slow.
 
* Everyone stays out of aggro range of Chamber spike until all graspings/bladed are dead.
 
* Clean any nightmares left over from Chamber pull. (You can ignore the skeleton)
 
  
 
===[Lab]===
 
===[Lab]===
  
* LT does lab pull. (Right wall block is safer)
+
* All enemies can be spiked on top of the monument Terrorwebs in a right wall block if team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
* VoS puts down EoE on left hand side also in range of Escort spike.
+
* Spiker performs the block for fuse pulls.
* Monk puts Spellbreaker and Splinter on the VoS.
+
* DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration.
* VoS runs to the LT then spikes.
 
* Monk helps to spike with Ancestors and off-dmg with Spirit Rift; also put PI on any remaining terrorwebs.
 
* LT runs downstairs and grabs skeleton and aataxe aggro then moves to safe spot.
 
* Monk takes Restoring and Escort quests as soon as possible.
 
* Emo and VoS get in position for Fuse-Pull.
 
* LT gets the mob settled, VoS runs down and LT comes back for a Fuse, then LT runs down and VoS comes back for a Fuse. (If VoS is using a cupcake it's best to sidewalk down)
 
* Monk Spellbreaks + Splinters the VoS.
 
* VoS now runs down one last time to the LT and spikes.
 
* Monk helps to spike with Ancestors and off-dmg with Spirit Rift.
 
* Main team now follows LT upstairs and does last Lab spike the same way; before reaching Vale.
 
  
 
===[Vale]===
 
===[Vale]===
  
* LT pops all of the grasping groups and balls with the terrorwebs near monument. (Ball graspings on top of the terrorwebs, or right wall block if your VoS is new)
+
* All Graspings can be spiked on top of the monument Terrorwebs if the team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
* VoS and Monk move forward before the Emo; killing any dying nightmares that may have spawned. (Ymlad is useful for interrupting Rend Enchantments)
+
* Spiker kills top quest group while LT kills first spawn of glitched group then switches to E/Mo's group.
* VoS, Monk and Emo now all go to safe spot behind house.
+
* DB should place EoE then focus on killing the last glitched quest spawns with the Anniversary Hammer.
* VoS will receive Splinter then run out to kill all the skeletons.
+
* If the Spiker is experienced they can solo the remainder of Vale while the monk splits with the LT + Emo. (Seed the Emo during UWG to prevent LT dying from becoming stuck)
* VoS will place EoE in range of Monument spike after skeletons are dead.
 
* LT will call for a spike.
 
* VoS receives SB and Splinter then runs to the LT and spikes.
 
* Emo keeps one safe spirit alive if main spike is done but terrorwebs are left.
 
* Monk puts PI, Ancestors and Spirit Rift on any remaining terrorwebs.
 
* Everyone now gets into position as the VoS takes the quest.  (Emo can Life Bond the VoS so Seed triggers more often)
 
* VoS uses EE to get up the hill then solos it on his own and EE's to get back down.
 
* Emo goes to usual spot and tanks the enemy spirits.
 
* LT kills glitched group first then helps Emo.
 
* Monk will seed Emo; also using PI on the hostile spirits, Splinter on the friendly spirits; spiking with Ancestors + Spirit Rift. (You can also pop ghost-in-the-box for EoE)
 
* Emo can move to Lab with LT after the VoS has completed the hill; to start UWG quest.
 
* VoS and Monk will now finish Vale by balling foes in the garden and spiking. (Don't waste Seed by using it on VoS prematurely)
 
 
 
===[Lab pt. II]===
 
 
 
* LT gets into position then calls for quest.
 
* Emo takes UWG quest.
 
* LT and Emo now proceed to finish UWG.
 
* Vos and Monk at this point should be finishing Vale and making their way back to Lab to kill the keeper from UWG quest.
 
* Monk puts SB + Splinter on the VoS and help spike the keeper with Ancestors and Spirit Rift, using seed on the VoS if necessary.
 
* VoS runs to keeper and spikes.
 
  
 
===[Dhuum]===
 
===[Dhuum]===
  
* T3 waits outside the room as to not start the fight; removing 3 armor pieces.
+
* Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo.
* LT, T1, T2, and T4 remove 3 armour pieces and stand on top of Dhuum. (If the VoS isn't performing Dhuum glitch he must also remove armour and die)
+
* Emo provides the team with GdW.
* Monk stands on the middle pad.
 
* VoS acts as the stone for Emo and they both get in a correct position for Dhuum-Glitch. (Optional; it is safer but slower to use a Turtle Stone)
 
* Emo switches to his low HP Dhuum Armour then bonds himself, Monk and VoS/Stone.
 
* T3 will now enter the room and Dhuum will kill the rest of team.
 
* Once the team is back and at the middle pad you can re-equip armour then kill Dhuum.
 
* Monk will perma Ebon Battle Standard; using PI on Dhuum each time he beings to cast Judgement.
 
* VoS/Stone will stay alive while auto attacking Dhuum.
 
* Emo will perma Ebon Wisdom Ward, bonding the LT and T4 when they return as ghosts; also making sure the VoS/Stone stays at high HP as to not un-glitch Dhuum.
 
* If any Skeletons spawn the LT and Teras should use Ghostly Fury to kill them; with help from the Monk.
 
  
 
== Video Guide ==
 
== Video Guide ==
Line 101: Line 51:
 
'''Tips:'''
 
'''Tips:'''
  
* Check King Spot before taking Waste Quest, if enemies are in direct aggro range of King when he appears he will not spawn any allies.
+
* Check King Spot before taking Wastes Quest, if enemies are in range of King when he appears he will not spawn any allies.
  
 
===T2===
 
===T2===
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'''Tips:'''
 
'''Tips:'''
  
* If you are slow doing Mountains/Slayer it's best to ask Duo's if it's safe to run through to Pools.  
+
* If you are slow doing Mountains you should ask Duo's if it's safe to run through to Pools.  
  
 
===T3===
 
===T3===
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'''Tips:'''
 
'''Tips:'''
  
* Keep a P-Stone or Seal to recharge your SF if it's interrupted during semi-glitch; you can ping as you are close so the T4 knows it's safe to take 4H Quest.
+
* Pstone or Seal to recharge your SF if it's interrupted during semi-glitch; you can ping as you are close so the T4 knows it's safe to take 4H Quest.
  
 
===T4===
 
===T4===
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'''Tips:'''
 
'''Tips:'''
  
* Be prepared to kill or catch top-group if they are in range of T3/NPC in Pits. Try not to enter the safe spot too early; also don't go too '''deep''' into safe spot! It will cause quest NPC to aggro.
+
* Be prepared to kill or catch top-group if they are in range of NPC in Pits.
 +
* Don't go too deep into the safe spot, it will cause quest NPC to aggro.
  
===SB===
+
===DB===
{{FullSkillbar|{{Mo}}/{{Rt}} Mo/Rt|Spell Breaker|Splinter Weapon|Ancestors' Rage|Spirit Rift|Seed of Life|Ebon Battle Standard of Honor|Pain Inverter|Blessed Aura|Divine: 12+1+3, Channeling: 12|OwgiAxiMFRgx4N54kDmLKXCQA}}
+
{{FullSkillbar|{{Mo}}/{{R}} Mo/R|Spell Breaker|Seed of Life|You Move Like a Dwarf|Pain Inverter|Serpent's Quickness|Quickening Zephyr|Edge of Extinction|Winnowing|Divine: 12+4, Wilderness: 10, Beast: 8|OwITAZLiVKiIH0mUuE5Y7A645AA}}
 
<br />
 
<br />
 
'''Tips:'''
 
'''Tips:'''
  
* Seed the Emo at convenient times, do not cast Seed during the Fuse Pulls. Focus on off-dmg if there are enemies out of the ball.
+
* Use YmlaD to interrupt Nightmares casting Rend Enchantment.
 +
* Seed the E/Mo to heal the Team in emergencies. (Not during fuse pulls)
  
===VoS===
+
===Spiker===
{{FullSkillbar|{{D}}/{{R}} D/R|Sand Shards|Vow of Strength|Mystic Vigor|Ebon Escape|Veil of Thorns|Eremite's Attack|You Move Like a Dwarf|Edge of Extinction|Earth: 12+1+3, Mysticism: 10, Scythe: 6, Beast: 6|OgKkYZp2Kzqk51323FdZ3WzlNJ0B}}
+
{{FullSkillbar|{{D}}/{{X}} D/X|Sand Shards|Vow of Strength|Mystic Regeneration|Mirage Cloak|Ebon Escape|Ebon Battle Standard of Honor|Veil of Thorns|Eremite's Attack|Earth: 12+4, Mysticism: 11+3, Scythe: 6+1|OgCjwup2KTmXfbsXcX0l5idbNX}}
 
<br />
 
<br />
 
'''Tips:'''
 
'''Tips:'''
  
* Wait before spiking if your energy is low. When holding for Fuse Pull try to stand 1 step away from the wall; this prevents enemies from simply running around you. Don't strip Veil of Thorns vs Ghosts or vs Dhuum.
+
* For mobs containing Grasping Darkness' you should run towards the Tank and cast EbsoH just out of "Fear Me" range before spiking ; so you don't become energy drained"
 +
* When blocking for fuse pull try to stand 1 step away from the wall; sidewalk if you have cupcakes active.
 +
* Perma your Veil of Thorns in Vale and at Dhuum.  
  
 
===LT===
 
===LT===
{{FullSkillbar|{{Me}}/{{A}} Me/A|Mantra of Resolve|Shadow Form|Shroud of Distress|Heart of Shadow|Ebon Battle Standard of Honor|Illusion of Pain|Wastrel's Demise|Wastrel's Worry|Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12|OQdVAswJyx8ZKCQn5ACBKX8t5mSGAA}}
+
{{FullSkillbar|{{Me}}/{{A}} Me/A|Mantra of Resolve|Shadow Form|Shroud of Distress|Death's Charge|Heart of Shadow|Illusion of Pain|Wastrel's Demise|Wastrel's Worry|Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12|OQdVAswJyx85JCozOg4OE4b7mKDA}}
 
<br />
 
<br />
 
'''Tips:'''
 
'''Tips:'''
  
* Help off-dmg Nightmares during spikes. Use a bow to pull Vale Terrorwebs and some UWG Keepers.  
+
* Help off-dmg Nightmares during spikes.
  
===Emo===
+
===E/Mo===
{{FullSkillbar|{{E}}/{{Mo}} E/Mo|Ether Renewal|Burning Speed|Spirit Bond|Infuse Health|Ebon Battle Standard of Wisdom|Protective Bond|Life Bond|Balthazar's Spirit|ES: 12+1+3, Prot: 12, Healing: 3|OgNDwcPPT1C3MaRkE4iHExDyD}}
+
{{FullSkillbar|{{E}}/{{Mo}} E/Mo|Ether Renewal|Burning Speed|Great Dwarf Weapon|Infuse Health|Protective Bond|Life Bond|Balthazar's Spirit|Ebon Escape|ES: 12+1+3, Prot: 12, Healing: 3|OgNDwcPPT1C3MrikEHExDyD0l}}
 
<br />
 
<br />
 
'''Tips:'''
 
'''Tips:'''
  
* Move quickly after Chamber so you aren't left behind. Stand on the right hand side in casting range during Fuse Pulls. Make sure you equip your Dhuum armour for the final battle with Dhuum.
+
* Move quickly after Chamber spike.
 +
* Stand at casting range during fuse pulls.
 +
* Make sure to equip your Dhuum armour for the battle with Dhuum.
  
 
<br />
 
<br />
 
[[User:EviL Khann|EviL Khann]] ([[User talk:EviL Khann|talk]])
 
[[User:EviL Khann|EviL Khann]] ([[User talk:EviL Khann|talk]])

Latest revision as of 15:09, 22 September 2023

UWSC Sable-Way Team with 4-Teras. Traditionally the tactic was run with 5-Main Team and 3-Teras (T234); Main Team would finish Wastes.

Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Finish Him Death's Charge Heart of Shadow Winnowing
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Radiation Field Death's Charge Viper's Defense I Am Unstoppable
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Ebon Battle Standard of Honor Shadow of Haste Death's Charge Heart of Shadow
Mantra of Earth Obsidian Flesh Stoneflesh Aura Stone Striker Wastrel's Demise Wastrel's Worry Empathy Ebon Escape
Spell Breaker Seed of Life You Move Like a Dwarf Pain Inverter Serpent's Quickness Quickening Zephyr Edge of Extinction Winnowing
Sand Shards Vow of Strength Mystic Regeneration Mirage Cloak Ebon Escape Ebon Battle Standard of Honor Veil of Thorns Eremite's Attack
Mantra of Resolve Shadow Form Shroud of Distress Death's Charge Heart of Shadow Illusion of Pain Wastrel's Demise Wastrel's Worry
Ether Renewal Burning Speed Great Dwarf Weapon Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape

Basic Guide

The tactic is similar to Tera-Way, VoS is the spiker but also helps perform the Fuse Pull. All minor differences are detailed below.

[Chamber]

  • DB places QZ quickly followed by EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing because the VoS spikes faster than a Mesmer.

[Lab]

  • All enemies can be spiked on top of the monument Terrorwebs in a right wall block if team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
  • Spiker performs the block for fuse pulls.
  • DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration.

[Vale]

  • All Graspings can be spiked on top of the monument Terrorwebs if the team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
  • Spiker kills top quest group while LT kills first spawn of glitched group then switches to E/Mo's group.
  • DB should place EoE then focus on killing the last glitched quest spawns with the Anniversary Hammer.
  • If the Spiker is experienced they can solo the remainder of Vale while the monk splits with the LT + Emo. (Seed the Emo during UWG to prevent LT dying from becoming stuck)

[Dhuum]

  • Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo.
  • Emo provides the team with GdW.

Video Guide

'"`UNIQ--youtube-00000000-QINU`"'

Builds

T1

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Finish Him Death's Charge Heart of Shadow Winnowing
Expertise: 12+1+3, Shadow: 12, Wild: 2 Marks: 2
OgcUcZsklPTHQ6M3lCHxk4OIQPHA


Tips:

  • Check King Spot before taking Wastes Quest, if enemies are in range of King when he appears he will not spawn any allies.

T2

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Radiation Field Death's Charge Viper's Defense I Am Unstoppable
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4wtE3JghmE


Tips:

  • If you are slow doing Mountains you should ask Duo's if it's safe to run through to Pools.

T3

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Ebon Battle Standard of Honor Shadow of Haste Death's Charge Heart of Shadow
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4IXM0B3BBC


Tips:

  • Pstone or Seal to recharge your SF if it's interrupted during semi-glitch; you can ping as you are close so the T4 knows it's safe to take 4H Quest.

T4

Mesmer/Elementalist Me/E
Mantra of Earth Obsidian Flesh Stoneflesh Aura Stone Striker Wastrel's Demise Wastrel's Worry Empathy Ebon Escape
Dom: 11+1+3, Earth: 12, FC: 6, Insp: 2
OQZEAmsjkMZAoN8VtVdTJDoBQXC


Tips:

  • Be prepared to kill or catch top-group if they are in range of NPC in Pits.
  • Don't go too deep into the safe spot, it will cause quest NPC to aggro.

DB

Monk/Ranger Mo/R
Spell Breaker Seed of Life You Move Like a Dwarf Pain Inverter Serpent's Quickness Quickening Zephyr Edge of Extinction Winnowing
Divine: 12+4, Wilderness: 10, Beast: 8
OwITAZLiVKiIH0mUuE5Y7A645AA


Tips:

  • Use YmlaD to interrupt Nightmares casting Rend Enchantment.
  • Seed the E/Mo to heal the Team in emergencies. (Not during fuse pulls)

Spiker

Dervish/Any D/X
Sand Shards Vow of Strength Mystic Regeneration Mirage Cloak Ebon Escape Ebon Battle Standard of Honor Veil of Thorns Eremite's Attack
Earth: 12+4, Mysticism: 11+3, Scythe: 6+1
OgCjwup2KTmXfbsXcX0l5idbNX


Tips:

  • For mobs containing Grasping Darkness' you should run towards the Tank and cast EbsoH just out of "Fear Me" range before spiking ; so you don't become energy drained"
  • When blocking for fuse pull try to stand 1 step away from the wall; sidewalk if you have cupcakes active.
  • Perma your Veil of Thorns in Vale and at Dhuum.

LT

Mesmer/Assassin Me/A
Mantra of Resolve Shadow Form Shroud of Distress Death's Charge Heart of Shadow Illusion of Pain Wastrel's Demise Wastrel's Worry
Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12
OQdVAswJyx85JCozOg4OE4b7mKDA


Tips:

  • Help off-dmg Nightmares during spikes.

E/Mo

Elementalist/Monk E/Mo
Ether Renewal Burning Speed Great Dwarf Weapon Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape
ES: 12+1+3, Prot: 12, Healing: 3
OgNDwcPPT1C3MrikEHExDyD0l


Tips:

  • Move quickly after Chamber spike.
  • Stand at casting range during fuse pulls.
  • Make sure to equip your Dhuum armour for the battle with Dhuum.


Aria Moonshot (talk)