Difference between revisions of "Golt Tactics"
Jump to navigation
Jump to search
(22 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
− | = | + | {{historicalTactics}} |
− | The basic concept of [[Golt]] DoA tactics is to create | + | <div style="float: right; clear:right"> |
+ | {{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|You Move Like a Dwarf|Shroud of Distress|Recall}} | ||
+ | {{Scalable Skillbar|Air of Superiority|Visions of Regret|Unnatural Signet|Optional|Shatter Delusions|Mistrust|You Move Like a Dwarf|Edge of Extinction}}Optionals:{{Skillbarskill|Cry of Pain}}{{Skillbarskill|Overload}} | ||
+ | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Wandering Eye|Finish Him|Pain Inverter|Recall}} | ||
+ | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|I Am Unstoppable|You Move Like a Dwarf|Pain Inverter|Heart of Shadow}} | ||
+ | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Overload|Shatter Delusions|Backfire|Empathy}} | ||
+ | {{Scalable Skillbar|Shield of Absorption|Seed of Life|Arcane Echo|Ebon Escape|Pain Inverter|Unyielding Aura|Blessed Aura|Life Bond}} | ||
+ | {{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}} | ||
+ | </div> | ||
+ | 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 [[ | + | 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 == | ||
* [[IaU]] Takes 1st Snake, [[TK]] takes 2nd. | * [[IaU]] Takes 1st Snake, [[TK]] takes 2nd. | ||
− | * [[EoE]] is placed twice in city for both balls. That may sometimes result in the [[VoR]] being late for the seconds spike | + | * [[EoE]] is placed twice in city for both balls. That may sometimes result in the [[VoR]] being late for the seconds spike |
* [[TT]] should always take backway in veil, only in cases where something goes wrong with the mainteam, spiking the gloom trench is an option | * [[TT]] 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]] | * [[TK]] holds aggro of backgroup of gloomtrench, see [[Goltway]] | ||
=== Pros === | === Pros === | ||
− | * The teambuild is capable of a very fast run ( | + | * 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 [[ | + | * [[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. | ||
* The individual builds are self sufficient | * The individual builds are self sufficient | ||
=== Cons === | === Cons === | ||
− | * Playing it safe can make the runs dull for some people | + | * Playing it safe can make the runs dull for some people. |
− | * The builds require fairly experienced players | + | * The builds require fairly experienced players. |
− | * [[EoE]] on [[VoR]] makes him late for some spikes | + | * [[EoE]] on [[VoR]] makes him late for some spikes. |
− | + | * IaU has less spiking skills than other tactics. | |
− | |||
− |
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.
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.