Difference between revisions of "Golt Tactics"

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== General Idea ==
 
== General Idea ==
The basic concept of [[Golt]] DoA tactics is to create trash runs while still being able to troll ally chat.
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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).
  
 
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).
 
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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== Overview ==
 
== Overview ==
 
tbd.
 
tbd.
 
=== Builds ===
 
 
{{Scalable Skillbar|1|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|Shadow of Haste|Recall}}
 
 
 
{{Scalable Skillbar|1|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|You Move Like a Dwarf|Recall}}
 
 
 
{{Scalable Skillbar|1|Air of Superiority|Visions of Regret|Unnatural Signet|Optional|Shatter Delusions|Mistrust|You Move Like a Dwarf|Edge of Extinction}} Optional Skills include {{Scalable Skillbar|1|Cry of Pain|Overload|Optional|Optional|Optional|Optional|Optional|Optional|}}
 
 
 
{{Scalable Skillbar|1|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Wandering Eye|Finish Him|Pain Inverter|Recall}}
 
 
 
{{Scalable Skillbar|1|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|You Move Like a Dwarf|Pain Inverter|I Am Unstoppable|Heart of Shadow}}
 
 
 
{{Scalable Skillbar|1|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Overload|Shatter Delusions|Backfire|Empathy}}
 
 
 
{{Scalable Skillbar|1|Shield of Absorption|Seed of Life|Arcane Echo|Ebon Escape|Pain Inverter|Unyielding Aura|Blessed Aura|Life Bond}}
 
 
 
{{Scalable Skillbar|1|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}}
 

Revision as of 23:17, 18 August 2016

General Idea

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 low 23 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).

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, spikers should still start to 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 (low 23)
  • 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 Pull, The Black Beast of Arrgh)
  • 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

Overview

tbd.