Difference between revisions of "Golt Tactics"

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== General Idea ==
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{{historicalTactics}}
 
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{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|Shadow of Haste|Shroud of Distress|Recall}}
 
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|Shadow of Haste|Shroud of Distress|Recall}}
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{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}}
 
{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}}
 
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The basic concept of [[Golt]] DoA tactics is to create very consistent casual runs while still being able to achieve fast times (A low 23 has already been done a few times).
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The basic concept of [[Golt]] DoA tactics is to create very consistent casual runs while still being able to achieve fast times (A 22 has already been done a few times).
  
To achieve this, the individual builds are designed to be self sufficient and in case of problems, there is a reasonable amount of safeguards to prevent a run from failing completely (e.g. [[Arcane Echo]] on [[Seeder]] to allow early seeds in some situations like 6-0 or clover pull).
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To achieve this, the individual builds are designed to be self sufficient and in case of problems, there is a reasonable amount of safeguards to prevent a run from failing completely (e.g. [[Arcane Echo]] on [[UA (DoA)|UA]] to allow early seeds in some situations like 6-0 or clover pull).
  
 
== Tactics specific to Golt Tactics ==
 
== Tactics specific to Golt Tactics ==
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* The teambuild is capable of a very fast run (plenty 22min)
 
* The teambuild is capable of a very fast run (plenty 22min)
 
* The teambuild and the individual builds are well known and very consistent
 
* The teambuild and the individual builds are well known and very consistent
* [[Arcane Echo]] on [[Seeder]] allows for a bit of leeway in otherwise risky situations ([[6-0]], [[Clover]], [[Beast]])
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* [[Arcane Echo]] on [[UA (DoA)|UA]] allows for a bit of leeway in otherwise risky situations ([[6-0]], [[Clover]], [[Beast]])
 
* MLK has more spiking skills than other tactics.
 
* MLK has more spiking skills than other tactics.
 
* The individual builds are self sufficient
 
* The individual builds are self sufficient

Latest revision as of 00:34, 6 June 2022

The page contains tactics that are no longer part of the meta, but are preserved here for historical interest.
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shadow of Haste Shroud of Distress Recall
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge You Move Like a Dwarf Shroud of Distress Recall
Air of Superiority Visions of Regret Unnatural Signet Optional Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Optionals:Cry of PainOverload
Arcane Echo Energy Surge Unnatural Signet Mistrust Wandering Eye Finish Him Pain Inverter Recall
Arcane Echo Energy Surge Unnatural Signet Mistrust I Am Unstoppable You Move Like a Dwarf Pain Inverter Heart of Shadow
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Overload Shatter Delusions Backfire Empathy
Shield of Absorption Seed of Life Arcane Echo Ebon Escape Pain Inverter Unyielding Aura Blessed Aura Life Bond
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond Balthazar's Spirit

The basic concept of Guardians Of Lost Tempel DoA tactics is to create very consistent casual runs while still being able to achieve fast times (A 22 has already been done a few times).

To achieve this, the individual builds are designed to be self sufficient and in case of problems, there is a reasonable amount of safeguards to prevent a run from failing completely (e.g. Arcane Echo on UA to allow early seeds in some situations like 6-0 or clover pull).

Tactics specific to Golt Tactics

  • IaU Takes 1st Snake, TK takes 2nd.
  • Edge of Extinction is placed twice in city for both balls. That may sometimes result in the VoR being late for the seconds spike
  • Trench Tank should always take backway in veil, only in cases where something goes wrong with the mainteam, spiking the gloom trench is an option
  • TK holds aggro of backgroup of gloomtrench, see Goltway

Pros

  • The teambuild is capable of a very fast run (plenty 22min)
  • The teambuild and the individual builds are well known and very consistent
  • Arcane Echo on UA allows for a bit of leeway in otherwise risky situations (6-0, Clover Pull, The Black Beast of Arrgh)
  • MLK has more spiking skills than other tactics.
  • The individual builds are self sufficient

Cons

  • Playing it safe can make the runs dull for some people.
  • The builds require fairly experienced players.
  • Edge of Extinction on VoR makes him late for some spikes.
  • IaU has less spiking skills than other tactics.