Difference between revisions of "Emo (UW)"
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== Role == | == Role == | ||
− | The Emo is essentially responsible for keeping the '''main team''' alive with bonds and Infuse. | + | The Emo is essentially responsible for keeping the '''main team''' alive with bonds and Infuse, and glitching Dhuum at the end. |
− | == | + | ==Builds== |
{{FullSkillbar|{{E}}/{{Mo}} Emo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond|Energy Storage: 12+1+3, Protection: 12, Healing: 3|OgNDwcPPTaR3MkE1C0lyDxDHEA}} | {{FullSkillbar|{{E}}/{{Mo}} Emo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond|Energy Storage: 12+1+3, Protection: 12, Healing: 3|OgNDwcPPTaR3MkE1C0lyDxDHEA}} | ||
+ | |||
+ | {{FullSkillbar|{{E}}/{{Mo}} Emo|Great Dwarf Weapon|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond|Energy Storage: 12+1+3, Protection: 12, Healing: 3|OgNDwcPPTri3MkE1C0lyDxDHEA}} | ||
==Equipment== | ==Equipment== | ||
*See [[Elementalist Equipment]] | *See [[Elementalist Equipment]] | ||
− | == | + | ==Chamber== |
When you enter UW follow this Skillorder: | When you enter UW follow this Skillorder: | ||
− | - - Protbond - Lifebond - Balth on LT | + | - Balth - Protbond - Lifebond on LT |
+ | |||
+ | - Protbond on T2 (usually the guy waiting at right stairs) | ||
+ | |||
+ | - Balth - Ether Renewal - Burning Speed - Spirit Bond (if you got it) - Prot on yourself. | ||
+ | |||
+ | - GDW on the T3, spam Burning Speed. Don't bond other players ! | ||
+ | |||
+ | - All nightmares should be killed during first ball. Else, wait a bit then stay in range of the lt. Use all bonds on the SoS and the Spiker | ||
+ | |||
+ | - Don't fuse the lt on the second ball to avoid weird drider behaviour. | ||
+ | |||
+ | - Fuse your teammates before they die. Don't be lazy, save rez scrolls :] | ||
+ | |||
+ | == Escort == | ||
+ | |||
+ | - When the SoS runs in to block, fuse the lt and step out to make the Mindblades ball. Fuse the rit only if actually needed. | ||
+ | |||
+ | - Keep fusing the LT until you have a nice ball. Watch your own hp of course, spam Burning Speed in between to regen up. Stay out of the Mindblades' cast range to make sure you don't get rupted. If there are remaining mindblades, use GDW on your SoS then on your Spiker to finish them off. | ||
+ | |||
+ | - In Vale, if you somehow get rended while running behind the house, use Balth quickly, there shouldn't be any energy problem. Hide behind the house until all Skeles are dead, then, if in a fast run, go update the souls and ee the spiker or the SoS through the house. During the spike, use GDW on your lt and the SoS so they have it for the top. | ||
+ | |||
+ | - If Graspings break during the ball, tell your SoS to tank and go behind him behind the house. Fuse him while the spiker kills them. | ||
+ | |||
+ | |||
+ | == Wrathful Spirits == | ||
+ | |||
+ | - For this quest you're supposed to tank the first group of Spirits and keep 1 "safesoul" alive until your LT is ready for Unwanted Guests. Use GDW on all friendly attacking souls. Pay attention to New Souls HP. If one gets stuck, stand out of their path, use Spirit Bond on it if you have it, then use fuse to catch aggro of attacking spirits. | ||
+ | |||
+ | - Once lt finished the top, check if your mates are confident keeping the New Souls alive. If they are, head to UWG. | ||
+ | |||
+ | - If top takes too much time, you can start doing the 6 ball for the Spiker if all your group is done. | ||
+ | |||
+ | |||
+ | == Unwanted Guests (UWG) == | ||
+ | |||
+ | - Take the quest once your LT is ready (usually a SF ping) and for the first Keeper, use Spirit Bond before taking quest. Stay close so you can fuse in case your LT drops too low. | ||
+ | |||
+ | - For the remaining Keepers, simply stay in bond range, don't aggro annoying stuff like Graspings and ping the Keepers for your LT if you don't aim to be lazy af. | ||
+ | |||
+ | - With GDW, u can only tank a single skele, so make sure to find a safespot or run forward in case you get 2 | ||
+ | |||
+ | |||
+ | == Dhuum == | ||
+ | |||
+ | - Here comes your time to shine. You're supposed to stuck Dhuum on a Summoning Stone such as a Devourer or Siege Turtle. See [[Elementalist Equipment]]. So, have Stones in your inventory when you join a run. Enter the Dhuum room, pop your Summon, Protbond it, Protbond and Balth your SoS, cast Ether and tell your team you're ready. Don't use Life Bond as it reduces PI damage. | ||
+ | |||
+ | - If you also bring a correct Dhuum Armor, stucking Dhuum will be easy since your hp will be lower than those of your Stone. If you don't (please do), make sure you don't pop any Pcons that raise your hp to above 550. | ||
+ | Just stand 2 steps behind your stone while facing your teammates. To avoid "unglitching" keep your Summon at full hp all the time, especially when Dhuum uses Judgement (-> fuse). | ||
+ | |||
+ | - Use only 1 skill between each GDW. That way, you can maintain it on the 7 players with a perma QZ. | ||
+ | |||
+ | - Apart from the Stucking, save rez scrolls by fusing people before they die. Also, you can Protbond all soft targets (Mesmers, Eles, Sins LoL) unless they tell you to drop it. | ||
+ | |||
+ | |||
+ | == Videos == | ||
+ | A more recent guide: | ||
+ | |||
+ | <youtube>a3lNPnOSDaQ</youtube> | ||
− | |||
− | + | [https://www.youtube.com/watch?v=2879ypDvECg Run] | |
− | + | [https://www.youtube.com/watch?v=WBQRnXoiVeo Dhuum] |
Latest revision as of 22:53, 15 January 2022
The Emo bonder is a role in UWSC. It is always done by an E/Mo, hence the name.
Role
The Emo is essentially responsible for keeping the main team alive with bonds and Infuse, and glitching Dhuum at the end.
Builds
/ Emo | |||||||
Energy Storage: 12+1+3, Protection: 12, Healing: 3
OgNDwcPPTaR3MkE1C0lyDxDHEA
|
/ Emo | |||||||
Energy Storage: 12+1+3, Protection: 12, Healing: 3
OgNDwcPPTri3MkE1C0lyDxDHEA
|
Equipment
Chamber
When you enter UW follow this Skillorder:
- Balth - Protbond - Lifebond on LT
- Protbond on T2 (usually the guy waiting at right stairs)
- Balth - Ether Renewal - Burning Speed - Spirit Bond (if you got it) - Prot on yourself.
- GDW on the T3, spam Burning Speed. Don't bond other players !
- All nightmares should be killed during first ball. Else, wait a bit then stay in range of the lt. Use all bonds on the SoS and the Spiker
- Don't fuse the lt on the second ball to avoid weird drider behaviour.
- Fuse your teammates before they die. Don't be lazy, save rez scrolls :]
Escort
- When the SoS runs in to block, fuse the lt and step out to make the Mindblades ball. Fuse the rit only if actually needed.
- Keep fusing the LT until you have a nice ball. Watch your own hp of course, spam Burning Speed in between to regen up. Stay out of the Mindblades' cast range to make sure you don't get rupted. If there are remaining mindblades, use GDW on your SoS then on your Spiker to finish them off.
- In Vale, if you somehow get rended while running behind the house, use Balth quickly, there shouldn't be any energy problem. Hide behind the house until all Skeles are dead, then, if in a fast run, go update the souls and ee the spiker or the SoS through the house. During the spike, use GDW on your lt and the SoS so they have it for the top.
- If Graspings break during the ball, tell your SoS to tank and go behind him behind the house. Fuse him while the spiker kills them.
Wrathful Spirits
- For this quest you're supposed to tank the first group of Spirits and keep 1 "safesoul" alive until your LT is ready for Unwanted Guests. Use GDW on all friendly attacking souls. Pay attention to New Souls HP. If one gets stuck, stand out of their path, use Spirit Bond on it if you have it, then use fuse to catch aggro of attacking spirits.
- Once lt finished the top, check if your mates are confident keeping the New Souls alive. If they are, head to UWG.
- If top takes too much time, you can start doing the 6 ball for the Spiker if all your group is done.
Unwanted Guests (UWG)
- Take the quest once your LT is ready (usually a SF ping) and for the first Keeper, use Spirit Bond before taking quest. Stay close so you can fuse in case your LT drops too low.
- For the remaining Keepers, simply stay in bond range, don't aggro annoying stuff like Graspings and ping the Keepers for your LT if you don't aim to be lazy af.
- With GDW, u can only tank a single skele, so make sure to find a safespot or run forward in case you get 2
Dhuum
- Here comes your time to shine. You're supposed to stuck Dhuum on a Summoning Stone such as a Devourer or Siege Turtle. See Elementalist Equipment. So, have Stones in your inventory when you join a run. Enter the Dhuum room, pop your Summon, Protbond it, Protbond and Balth your SoS, cast Ether and tell your team you're ready. Don't use Life Bond as it reduces PI damage.
- If you also bring a correct Dhuum Armor, stucking Dhuum will be easy since your hp will be lower than those of your Stone. If you don't (please do), make sure you don't pop any Pcons that raise your hp to above 550. Just stand 2 steps behind your stone while facing your teammates. To avoid "unglitching" keep your Summon at full hp all the time, especially when Dhuum uses Judgement (-> fuse).
- Use only 1 skill between each GDW. That way, you can maintain it on the 7 players with a perma QZ.
- Apart from the Stucking, save rez scrolls by fusing people before they die. Also, you can Protbond all soft targets (Mesmers, Eles, Sins LoL) unless they tell you to drop it.
Videos
A more recent guide: