Difference between revisions of "Wastes"

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I will just explain the first bar, the second is only for poping faster but stone is needed for quest and the 3rd is for « shitty hanky's tactics » so i never used it.
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{{TOC Right}}
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The '''Ice Wastes''', abbreviated as "'''wastes'''", is the name of an area in [[UW]].
  
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==Servants of Grenth==
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When this quest is taken from the wastes Reaper, [[King Frozenwind]] spawns on the hill to the east. Every 10s an allied [[Ice Elemental]] will spawn with him until there are 4 of them. They will not spawn if the King is in aggro, however. If the King dies, the party will be defeated. Curiously, the death of the King gives the party a 2% morale boost just before wiping.
  
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Meanwhile, waves of [[Skeleton of Dhuum|Skeletons of Dhuum]], [[yellow dryder]]s, and [[white dryder]]s will spawn in the central area between the King and the Reaper. If they don't aggro anyone, some of the dryders will run straight to the King, while others will run to the Reaper. The skeles will all run to the Reaper.
  
b) Weapons and armor :
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The quest finishes when all the dryders and skeles are killed and the King is not in aggro, although it will not complete until someone is in compass range of the King. Once the quest finishes, the King and any remaining Ice Elementals will slowly walk towards the Hall of Judgement and wait outside the door.
  
As T1, I use one armor and 2 heapieces (can use 3).
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== Area ==
Full life armor (with blessed insignia)
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The area is entered from the east of [[lab]], with a winding passage leading to a wider open area. This main central area is in 2 sections: the eastern area where you enter, and the western area where the quest takes place. Northwest of the quest area is a path leading uphill to the [[Hall of Judgment]].
+1 +3 Expertise
 
+1 +3 Wilderness survival
 
+1 +3 Marksmanship (I'll explain it later).
 
  
And for the weapons :
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Most of the enemies are patrols of [[Coldfire Night]]s and groups of [[Smite Crawler]]s, which move around but do not patrol. There are also some Dying Nightmare pop-ups, and several patrolling skeles: 1 in the passage from lab, 1 near the area King Frozenwind spawns, 1 in the central quest area, 1 on the path to the Hall of Judgment, and 1 far off to the east.
Caster weapon (+5 energy, 20% enchant)
 
Shield +10 vs cold damages, +45 hp wE
 
Shield +10 vs piercing (or -2 wE), +45 wE
 
Caster staff (+5 energy, +5 energy wE, +20% enchant)
 
Vampiric Wintergreen bow (damages +15% wE, Vampiric, +20% enchant) or a classic q9 vampiric longbow (switch in Marksmanship headpiece for more damages).
 
 
 
 
 
c) The complete run :
 
 
 
 
 
 
 
When you enter in Underworld, pop all your pcons (+10% morale boost aswell because you'll never need a powerstone) and cast shroud and stability only when the LT and the T2 are near the first ball spot. Run to the door and cast SF when it's open (cast it before if you see a nightmare poping). Do the wastes pull (usually, I cast DC only under QZ). When you're in wastes, use DC on the first smites group (you can HoS too) then take aggro of the first coldfire patroll (if you can't take them it doesn't really matter) and go to the spot to bow the 2 coldfires patroll :
 
 
 
 
 
 
 
Now, run to the king spawn location then sidewalk to the spot to kill all smites (Cast winnowing when they got 50% of their life for faster spike) :
 
 
 
 
 
 
 
Now run to the center (where dryders spawn during quest) and kill the skeleton. Once the skeleton is dead, sidewalk to the monument to make sure no coldfires will glitch and smites will follow you.
 
Kill smites (don't cast winnowing here) and one dryder if the buggy one didn't come on you during smites spike (having the buggy dryder on you during the spike will make it faster because he casts lava font which trigger reversal fortune) :
 
 
 
 
 
 
 
Then ball all dryders in the coldfire ball, cast winnowing (switch to Wilderness Survival headpiece) and DC in the ball. Switch to your cold set when your life is under 50% only. When your ball is dead, watch if there is a coldfire near king spawn location (even if there is a coldfire you can do the quest but you just need to take it when the coldfire run away from the spawn). If you're winnowing got killed by anything or if it will die soon, just recast it (using wilderness survival headpiece is useless at this moment).
 
 
 
The quest :
 
Here are the 3 first spawn :
 
 
 
 
 
Equip your bow and take the quest, bow a dryder and cast all your enchantments :
 
 
 
 
 
Then DC down in a dryder. When u have dc'ed, don't run, you can sidewalk a bit but if you run dryders will spamm lavafont. When the Skeleton pop, kill him (attack with your bow, switch to your markmanship headpiece if you don't have a wintergreen one and make sure you bow all dryders who're not in your aggro buble), then select any dryder to HoS on it and go kill the second skele. Usually, the 3rd skele will pop before the 2nd skele is dead and there is a dryder a bit away from the skele that you should bow (especially if you want to do 6min). When the 2nd skele is dead, I use to stay at the center and dodge all skele attacks. When the last dryder group is here, I run a bit and DC in the skele to kill it. Now make sure all dryders are attacking you and do the path (no need explanations for it).
 
 
 
d) Tips :
 
 
 
If the first skele did some crazy bullshit (like run away from you) just pop a stone.
 
If there is a coldfire who's coming after you killed the « Popping ball » it's probably because you did something wrong.
 
If you have a survivor coldfire during the « poping ball » just drop your shadow form and pull it to the reaper (use dagger or your bow) he will use all his energy in you so the reaper will kill it. If your suicid is slow or if you're fast then just pop a stone.
 
If there is a glitched coldfire near the « poping ball » you should kill it.
 
If you've let pass too many dryders on king spawn, don't do the path, just assist the king.
 
During all the pop you should run with a staff, rangers block more if they're under 50% health so they deal more damages, use a shield only if you have too many smites or if you're about to die.
 
For the path, you can kill smites and coldfire at the same time because of the number or dryders.
 
 
 
It is important to remember that the breaking point for coldfires is directly related to the aggro point
 
 
 
https://www.youtube.com/watch?v=8r-C8f8W...kZ3nS6BKWA
 

Latest revision as of 14:22, 12 December 2016

The Ice Wastes, abbreviated as "wastes", is the name of an area in The Underworld.

Servants of Grenth

When this quest is taken from the wastes Reaper, King Frozenwind spawns on the hill to the east. Every 10s an allied Ice Elemental will spawn with him until there are 4 of them. They will not spawn if the King is in aggro, however. If the King dies, the party will be defeated. Curiously, the death of the King gives the party a 2% morale boost just before wiping.

Meanwhile, waves of Skeletons of Dhuum, yellow dryders, and white dryders will spawn in the central area between the King and the Reaper. If they don't aggro anyone, some of the dryders will run straight to the King, while others will run to the Reaper. The skeles will all run to the Reaper.

The quest finishes when all the dryders and skeles are killed and the King is not in aggro, although it will not complete until someone is in compass range of the King. Once the quest finishes, the King and any remaining Ice Elementals will slowly walk towards the Hall of Judgement and wait outside the door.

Area

The area is entered from the east of lab, with a winding passage leading to a wider open area. This main central area is in 2 sections: the eastern area where you enter, and the western area where the quest takes place. Northwest of the quest area is a path leading uphill to the Hall of Judgment.

Most of the enemies are patrols of Coldfire Nights and groups of Smite Crawlers, which move around but do not patrol. There are also some Dying Nightmare pop-ups, and several patrolling skeles: 1 in the passage from lab, 1 near the area King Frozenwind spawns, 1 in the central quest area, 1 on the path to the Hall of Judgment, and 1 far off to the east.