Difference between revisions of "SoOSC 5 Man"
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===VoS=== | ===VoS=== | ||
− | {{FullSkillbar|{{D}}/{{R}} D/R|Sand Shards|Vow of Strength|I Am Unstoppable|Ebon Escape|Heart of Holy Flame|Eremite's Attack|Great Dwarf Weapon|Favorable Winds|Earth: 12+1+3, Mystic: 10+2, Scythe: | + | {{FullSkillbar|{{D}}/{{R}} D/R|Sand Shards|Vow of Strength|I Am Unstoppable|Ebon Escape|Heart of Holy Flame|Eremite's Attack|Great Dwarf Weapon|Favorable Winds|Earth: 12+1+3, Mystic: 10+2, Scythe: 6+1, Marks 6|OgKkkZp2Kzqk513GNJd54Vz1qI2B}} |
<br /> | <br /> | ||
'''Tips:''' | '''Tips:''' | ||
Line 57: | Line 57: | ||
* Use a flatbow while enchanted with Spellbreaker to pull Cursed Brigand on level 1. | * Use a flatbow while enchanted with Spellbreaker to pull Cursed Brigand on level 1. | ||
* Make sure you call for SB when killing anything. | * Make sure you call for SB when killing anything. | ||
− | * Spiking Soul of Fendi is optional, with good coordination it | + | * Spiking Soul of Fendi is optional, with good coordination it can be faster. |
===TaO=== | ===TaO=== |
Revision as of 20:48, 21 April 2021
An easy way to SC Shards of Orr with 5 people.
Basic Guide
Tank runs to the dungeon.
Use a BU for level 1 and 2, Conset for level 3. (Or a Conset every level for safety)
Level 1
- Team runs with Tank then splits off to kill Cursed Brigand for Dungeon Key.
- Tank will pull foes away from Team then run to level 2 immediately.
Level 2
- Tank balls first group then Team spikes for Torch.
- One person runs Torch while Tank pulls hill group down.
- Once the Team is on the hill the Tank uses EE to begin lighting braziers.
- Tank balls enemy group in the middle for Team to spike.
- VoS now splits off to gate as Tank runs Torch to light last braziers downstairs.
- Team runs with Tank to kill Cursed Brigand for Dungeon Key.
Level 3
- Tank runs Torch through the Dungeon stopping to light braziers.
- Team uses EE and TaO to keep up and stay alive.
- Tank will light all braziers in the big room then ball the Cursed Brigand group.
- Team spikes Cursed Brigand for Dungeon Key.
- Tank balls Fendi Nin then calls DC so team can begin spike.
- Once Soul of Fendi spawns the Monk Spellbreaks the VoS so it can join spike. (Optional)
Video Guide
Builds
Tank
/ A/W | |||||||
Shadow: 12+1+3, Tactics: 12, Crit: 2, Dagger 2
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|
Tips:
- Use Wary Stance to cover your SF from interrupts and also to gain energy and reduce damage.
- Perma Dwarven Stability and Dash when running Torch.
- Do not stop to recast Shroud or SF when running Torch.
- Try to Coordinate well with the SB + VoS.
VoS
/ D/R | |||||||
Earth: 12+1+3, Mystic: 10+2, Scythe: 6+1, Marks 6
OgKkkZp2Kzqk513GNJd54Vz1qI2B
|
Tips:
- Use a flatbow while enchanted with Spellbreaker to pull Cursed Brigand on level 1.
- Make sure you call for SB when killing anything.
- Spiking Soul of Fendi is optional, with good coordination it can be faster.
TaO
/ R/D | |||||||
Expertise: 12+1+3, Marks: 12+1, Wilderness: 3
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|
Tips:
- Perma TaO when running and spiking.
- Spread out when killing Cursed Brigands to prevent blind.
Prep Shot
/ R/D | |||||||
Expertise: 12+1+3, Marks: 12+1, Wilderness: 3
OgoTcZ8kZC5guc8KMEGM36UyxAA
|
Tips:
- Spread out when killing Cursed Brigands to prevent blind.
SB
/ Mo/R | |||||||
Divine: 12+1+3, Beast: 12, Wilderness: 3
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|
Tips:
- Place EoE in range of spikes.
- Perma Ebon Standard on R/D's when spiking.
- Use Ymlad on Cursed Brigands to interrupt Shock/Blinding Surge; and to finish off single targets.
- Remove blind from Team with Draw Conditions.
- Try to coordinate well with the Tank and VoS.
- If the VoS is spiking Soul of Fendi; only attempt to refresh his Spellbreaker from casting range, do not gain aggro.