Difference between revisions of "Sabelway UW"
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− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Shadow Form|Shroud of Distress|Ebon Battle Standard of Honor|Wastrel's Demise|Empathy|Illusion of Pain|Mantra of Resolve|Death's Charge}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Mystic Regeneration|Sand Shards|Vow of Strength|I Am Unstoppable|Staggering Force|Eremite's Attack|Whirlwind Attack|Ebon Escape|}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Mystic Regeneration|Sand Shards|Vow of Strength|Edge of Extinction|Staggering Force|Eremite's Attack|Ebon Battle Standard of Honor|Ebon Escape|}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Serpent's Quickness|Seed of Life|Spell Breaker|Great Dwarf Weapon|Pain Inverter|Quickening Zephyr|Blessed Signet|Strength of Honor}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Infuse Health|Spirit Bond|Ether Renewal|Burning Speed|Optional|Protective Bond|Life Bond|Balthazar's Spirit}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Shadow Form|Shroud of Distress|Viper's Defense|Death's Charge|Radiation Field|Dwarven Stability|Whirling Defense|Winnowing}} |
− | {{Scalable Skillbar|}} | + | {{Scalable Skillbar|Shadow Form|Shroud of Distress|Heart of Shadow|Death's Charge|Ebon Battle Standard of Honor|Dwarven Stability|Whirling Defense|Shadow of Haste}} |
− | {{Scalable Skillbar| | + | {{Scalable Skillbar|Obsidian Flesh|Stoneflesh Aura|Stone Striker|Empathy|Wastrel's Demise|Wastrel's Worry|Mantra of Earth|Ebon Escape}} |
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− | + | Sabelway is a Team build designed to clear [[The Underworld]] quickly '''''and safely''''' . Named after Sabel who often ran these tactics in late hours. Average time: 20 to 30 Minutes. <br> | |
− | Team build | + | This Team build utilizes a larger 5 man main team to safely cover Quests and high-fail rate areas allowing for less experienced teams to be formed with a higher success of chest. <br> |
+ | In the words of Sabel: ''"The only way you can fail is if you do something you're not supposed to."'' <br> | ||
+ | Advanced Tactics can be utilized to significantly reduce run times to sub-20m. | ||
+ | |||
+ | ==Overview== | ||
+ | * {{D}}/{{W}} [[Spiker (UW)|D/W Spiker]] | ||
+ | * {{D}}/{{R}} [[Vale|D/R EoE]] | ||
+ | * {{Mo}}/{{R}} [[Dhuum bitch|Dhuum Bitch SB]] | ||
+ | * {{Me}}/{{A}} [[LT]] | ||
+ | * {{E}}/{{Mo}} [[Emo (UW)|Emo]] | ||
+ | * {{R}}/{{A}} [[T2 (UW)|T2 (Mtns / Pools)]] | ||
+ | * {{R}}/{{A}} [[T3 (UW)|T3 (Planes Pop)]] | ||
+ | * {{E}}/{{Me}} [[T4 (UW)|T4 (Pits Pop)]] | ||
+ | |||
+ | |||
+ | ='''Tactics'''= | ||
+ | ==Lab== | ||
+ | *Emo Bonds LT. T3 and Emo perform standard duo pull. | ||
+ | *EoE is placed and SB places SB on Spiker so they don't get rended. | ||
+ | *Ball and spike for lab reaper. | ||
− | + | ==Escort== | |
+ | *LT right wall blocks mindblades, and body swaps with D/W, casting VoS out of range of mindblades to avoid interrupts. | ||
+ | *SB casts on D/W while they're walking back. | ||
+ | *D/W spikes with eremites + Whirlwind until dead. D/R gets offspike and avoids standing next to D/W to get them hexed with clumbsiness. | ||
− | + | *Advanced Tactics | |
+ | **At lab reaper ball have LT pull far right while balling to allow D/R and Emo through while D/W + DB spikes. Emo stands at top of escort stairs. DR heads to basement keeper spawn. | ||
+ | **DB Gives D/W Spell breaker, EE's to reaper to take '''UWG'''. Once Emo has vengeful aggro, DB can seed the emo. | ||
+ | **D/W Kills center hallway keeper, Runs to take Escort, then performs body swap with LT. | ||
+ | **D/R Kills basement keeper and aatxe. Places EoE for first escort spike, and then performs second escort ball while maintaining range of emo. | ||
− | + | ==Vale== | |
+ | *LT balls all Graspings while DR and DW kill skeles. Once grasping ball is dead, emo and LT head to finish UWG. | ||
+ | *Take '''Wrathful Spirits''': | ||
+ | **DR places EoE for EE target, and takes hill. | ||
+ | **DW clears center and glitch group with DB. | ||
+ | **DB casts GDW on dervs and spirits to clear quicker. Seed as necessary. | ||
+ | **Rejoin with LT once vale is completed to do wastes. | ||
− | + | *Advanced Tactics: | |
+ | **One Derv stays to solo vale quest. All other 4 party members head to UWG and wastes. | ||
− | + | ==UWG== | |
+ | *Standard UWG with LT and Emo. | ||
+ | *On the final keeper, ball all graspings and aatxe in the path to wastes for dervs to spike. | ||
+ | *Advanced Tactics: | ||
+ | **LT takes top keeper, Derv takes middle 2 keepers and clears path to wastes. | ||
+ | ==Wastes== | ||
+ | *LT Balls king side of wastes and dervs spike. | ||
+ | *LT balls monument side of wastes with enemies alongside dhuum path. | ||
+ | *For Quest LT tanks and lets skeles through for dervs to handle. Once all terrorwebs have spawned ball and spike with dervs. | ||
+ | *Get ready for tele to any incomplete quests. | ||
− | == | + | ==Mtns / Pools (T2)== |
− | + | Standard T2. If not comfortable with quests or slow mainteam can assist. | |
− | + | ==Plains== | |
− | * | + | *T3 pops and glitches full and semi glitch. |
− | * | + | *Pop reaper once both glitches are secured. T4 may assist with this. |
− | * | + | *Tele to plains (if necessary dirty pop, and have LT take aggro of mindblades) |
− | * | + | *T3 and T4 tank quest with emo bonds, letting skeles through for dervs. |
+ | *If necessary to speed up quest, give dervs SB and have them jump in to kill 4H. | ||
− | + | ==Pits== | |
+ | *T4 pops reaper and clears path for quest. Then heads to plains to pop reaper. | ||
+ | *Tele to pits. Dervs clear all enemies that will interfere with quests. | ||
+ | *LT stand on cliffside with longbow and bow pulls entire quest. (Usual T4 side) | ||
+ | *Dervs and monk take North spawns (Usual T3 side). Once souls are safe, Dervs spike cliffside.<br>''Alternatively if T3/T4 want to practice quests, Have LT at cliffside ready to DC in if T4 fails, Dervs get ready to take over if T3 fails.'' | ||
+ | **Advanced Tactics: | ||
+ | ***Have T3/T4 complete Pits and plains quest as standard terraway duo. | ||
− | * | + | ==Dhuum== |
− | * | + | *Emo stands on altar, using D/R as body block glitch for Dhuum. |
− | * | + | *Everyone but DB, DR, and Emo die and spam Dhuum's rest. |
+ | *DB does standard DB things. DR provides Honor. | ||
+ | *(optional: Team can pop a ranged stone (Gaki, Snowman, Grentch, etc) for additional damage, though it won't be necessary.) | ||
− | ==Pros== | + | =Pros and Cons= |
− | + | ===Pros=== | |
+ | *Much safer than T4way. | ||
+ | *Gives new players an opportunity practice roles safely without failing runs. Great stepping stone to getting into Terraway. | ||
+ | *Flexible mainteam allows for creative and fun tactics unique to each playgroup without risk of failure. | ||
− | ==Cons== | + | ===Cons=== |
− | + | *Relatively slow. Not as fast as many advanced UW methods. Experienced teams will consistently get sub-cons, but teams that need to tele for every quest will likely be over 30m. | |
+ | *Large skill gap between mainteam roles and terras provides barrier for rerolls and forming. | ||
+ | *Not lowman friendly. |
Latest revision as of 00:04, 5 October 2024
Sabelway is a Team build designed to clear The Underworld quickly and safely . Named after Sabel who often ran these tactics in late hours. Average time: 20 to 30 Minutes.
This Team build utilizes a larger 5 man main team to safely cover Quests and high-fail rate areas allowing for less experienced teams to be formed with a higher success of chest.
In the words of Sabel: "The only way you can fail is if you do something you're not supposed to."
Advanced Tactics can be utilized to significantly reduce run times to sub-20m.
Overview
- / D/W Spiker
- / D/R EoE
- / Dhuum Bitch SB
- / LT
- / Emo
- / T2 (Mtns / Pools)
- / T3 (Planes Pop)
- / T4 (Pits Pop)
Tactics
Lab
- Emo Bonds LT. T3 and Emo perform standard duo pull.
- EoE is placed and SB places SB on Spiker so they don't get rended.
- Ball and spike for lab reaper.
Escort
- LT right wall blocks mindblades, and body swaps with D/W, casting VoS out of range of mindblades to avoid interrupts.
- SB casts on D/W while they're walking back.
- D/W spikes with eremites + Whirlwind until dead. D/R gets offspike and avoids standing next to D/W to get them hexed with clumbsiness.
- Advanced Tactics
- At lab reaper ball have LT pull far right while balling to allow D/R and Emo through while D/W + DB spikes. Emo stands at top of escort stairs. DR heads to basement keeper spawn.
- DB Gives D/W Spell breaker, EE's to reaper to take UWG. Once Emo has vengeful aggro, DB can seed the emo.
- D/W Kills center hallway keeper, Runs to take Escort, then performs body swap with LT.
- D/R Kills basement keeper and aatxe. Places EoE for first escort spike, and then performs second escort ball while maintaining range of emo.
Vale
- LT balls all Graspings while DR and DW kill skeles. Once grasping ball is dead, emo and LT head to finish UWG.
- Take Wrathful Spirits:
- DR places EoE for EE target, and takes hill.
- DW clears center and glitch group with DB.
- DB casts GDW on dervs and spirits to clear quicker. Seed as necessary.
- Rejoin with LT once vale is completed to do wastes.
- Advanced Tactics:
- One Derv stays to solo vale quest. All other 4 party members head to UWG and wastes.
UWG
- Standard UWG with LT and Emo.
- On the final keeper, ball all graspings and aatxe in the path to wastes for dervs to spike.
- Advanced Tactics:
- LT takes top keeper, Derv takes middle 2 keepers and clears path to wastes.
Wastes
- LT Balls king side of wastes and dervs spike.
- LT balls monument side of wastes with enemies alongside dhuum path.
- For Quest LT tanks and lets skeles through for dervs to handle. Once all terrorwebs have spawned ball and spike with dervs.
- Get ready for tele to any incomplete quests.
Mtns / Pools (T2)
Standard T2. If not comfortable with quests or slow mainteam can assist.
Plains
- T3 pops and glitches full and semi glitch.
- Pop reaper once both glitches are secured. T4 may assist with this.
- Tele to plains (if necessary dirty pop, and have LT take aggro of mindblades)
- T3 and T4 tank quest with emo bonds, letting skeles through for dervs.
- If necessary to speed up quest, give dervs SB and have them jump in to kill 4H.
Pits
- T4 pops reaper and clears path for quest. Then heads to plains to pop reaper.
- Tele to pits. Dervs clear all enemies that will interfere with quests.
- LT stand on cliffside with longbow and bow pulls entire quest. (Usual T4 side)
- Dervs and monk take North spawns (Usual T3 side). Once souls are safe, Dervs spike cliffside.
Alternatively if T3/T4 want to practice quests, Have LT at cliffside ready to DC in if T4 fails, Dervs get ready to take over if T3 fails.- Advanced Tactics:
- Have T3/T4 complete Pits and plains quest as standard terraway duo.
- Advanced Tactics:
Dhuum
- Emo stands on altar, using D/R as body block glitch for Dhuum.
- Everyone but DB, DR, and Emo die and spam Dhuum's rest.
- DB does standard DB things. DR provides Honor.
- (optional: Team can pop a ranged stone (Gaki, Snowman, Grentch, etc) for additional damage, though it won't be necessary.)
Pros and Cons
Pros
- Much safer than T4way.
- Gives new players an opportunity practice roles safely without failing runs. Great stepping stone to getting into Terraway.
- Flexible mainteam allows for creative and fun tactics unique to each playgroup without risk of failure.
Cons
- Relatively slow. Not as fast as many advanced UW methods. Experienced teams will consistently get sub-cons, but teams that need to tele for every quest will likely be over 30m.
- Large skill gap between mainteam roles and terras provides barrier for rerolls and forming.
- Not lowman friendly.