Difference between revisions of "UWSC 4-Tera Sable-Way"
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{{Scalable Skillbar|Shroud of Distress|Shadow Form|Dwarven Stability|Whirling Defense|Ebon Battle Standard of Honor|Shadow of Haste|Death's Charge|Heart of Shadow}} | {{Scalable Skillbar|Shroud of Distress|Shadow Form|Dwarven Stability|Whirling Defense|Ebon Battle Standard of Honor|Shadow of Haste|Death's Charge|Heart of Shadow}} | ||
{{Scalable Skillbar|Mantra of Earth|Obsidian Flesh|Stoneflesh Aura|Stone Striker|Wastrel's Demise|Wastrel's Worry|Empathy|Ebon Escape}} | {{Scalable Skillbar|Mantra of Earth|Obsidian Flesh|Stoneflesh Aura|Stone Striker|Wastrel's Demise|Wastrel's Worry|Empathy|Ebon Escape}} | ||
− | {{Scalable Skillbar|Spell Breaker| | + | {{Scalable Skillbar|Air of Superiority|Spell Breaker|Seed of Life|Serpent's Quickness|Pain Inverter|Quickening Zephyr|Edge of Extinction|Winnowing}} |
− | {{Scalable Skillbar|Sand Shards|Vow of Strength|Mystic | + | {{Scalable Skillbar|Sand Shards|Vow of Strength|Mystic Regeneration|Mirage Cloak|Ebon Escape|Ebon Battle Standard of Honor|Veil of Thorns|Eremite's Attack}} |
− | {{Scalable Skillbar|Mantra of Resolve|Shadow Form|Shroud of Distress|Heart of Shadow | + | {{Scalable Skillbar|Mantra of Resolve|Shadow Form|Shroud of Distress|Death's Charge|Heart of Shadow|Illusion of Pain|Wastrel's Demise|Wastrel's Worry}} |
− | {{Scalable Skillbar|Ether Renewal|Burning Speed| | + | {{Scalable Skillbar|Ether Renewal|Burning Speed|Great Dwarf Weapon|Infuse Health|Protective Bond|Life Bond|Balthazar's Spirit|Ebon Escape}} |
</div> | </div> | ||
Line 16: | Line 16: | ||
== Basic Guide == | == Basic Guide == | ||
− | The tactic is | + | The tactic is similar to Tera-Way, VoS is the spiker but also helps perform the Fuse Pull. All minor differences are detailed below. |
− | |||
− | |||
===[Chamber]=== | ===[Chamber]=== | ||
− | * DB places EoE then buffs the Spiker with SB | + | * DB places EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing; or skipped. (Sorry T3) |
− | |||
===[Lab]=== | ===[Lab]=== | ||
− | |||
* Spiker performs the block for fuse pulls | * Spiker performs the block for fuse pulls | ||
− | * DB buffs the Spiker with SB | + | * DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration |
− | |||
===[Vale]=== | ===[Vale]=== | ||
− | + | * Spiker kills top group while LT kills glitched group then E/Mo's group. | |
− | * Spiker kills top group | + | |
− | * | + | ===[Dhuum]=== |
+ | |||
+ | * Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo. | ||
== Video Guide == | == Video Guide == | ||
Line 49: | Line 46: | ||
'''Tips:''' | '''Tips:''' | ||
− | * Check King Spot before taking | + | * Check King Spot before taking Wastes Quest, if enemies are in range of King when he appears he will not spawn any allies. |
===T2=== | ===T2=== | ||
Line 56: | Line 53: | ||
'''Tips:''' | '''Tips:''' | ||
− | * If you are slow doing Mountains | + | * If you are slow doing Mountains you should ask Duo's if it's safe to run through to Pools. |
===T3=== | ===T3=== | ||
Line 63: | Line 60: | ||
'''Tips:''' | '''Tips:''' | ||
− | * | + | * Pstone or Seal to recharge your SF if it's interrupted during semi-glitch; you can ping as you are close so the T4 knows it's safe to take 4H Quest. |
===T4=== | ===T4=== | ||
Line 70: | Line 67: | ||
'''Tips:''' | '''Tips:''' | ||
− | * Be prepared to kill or catch top-group if they are in range of NPC in Pits. | + | * Be prepared to kill or catch top-group if they are in range of NPC in Pits. Don't go too deep into the safe spot, it will cause quest NPC to aggro. |
===DB=== | ===DB=== | ||
− | {{FullSkillbar|{{Mo}}/{{R}} Mo/R|Spell Breaker| | + | {{FullSkillbar|{{Mo}}/{{R}} Mo/R|Air of Superiority|Spell Breaker|Seed of Life|Serpent's Quickness|Pain Inverter|Quickening Zephyr|Edge of Extinction|Winnowing|Divine: 12+4, Wilderness: 10, Beast: 8|OwITAZLiVCuMiIHE5Quc7A645A}} |
<br /> | <br /> | ||
'''Tips:''' | '''Tips:''' | ||
− | * | + | * Use AoS before each spike to regain energy and recharge your skills. |
+ | * Seed the E/Mo to heal the Team in emergencies. (Not 'during' Fuse Pulls) | ||
===Spiker=== | ===Spiker=== | ||
− | {{FullSkillbar|{{D}}/{{X}} D/X|Sand Shards|Vow of Strength|Mystic | + | {{FullSkillbar|{{D}}/{{X}} D/X|Sand Shards|Vow of Strength|Mystic Regeneration|Mirage Cloak|Ebon Escape|Ebon Battle Standard of Honor|Veil of Thorns|Eremite's Attack|Earth: 12+4, Mysticism: 10+2, Scythe: 8+1|OgCjwqp4KTmXfbsXcX0l5idbNX}} |
<br /> | <br /> | ||
'''Tips:''' | '''Tips:''' | ||
− | * | + | * When blocking for fuse pull try to stand 1 step away from the wall; sidewalk if you have cupcakes active. |
+ | * Perma your Veil of Thorns in Vale and at Dhuum. | ||
===LT=== | ===LT=== | ||
− | {{FullSkillbar|{{Me}}/{{A}} Me/A|Mantra of Resolve|Shadow Form|Shroud of Distress|Heart of Shadow | + | {{FullSkillbar|{{Me}}/{{A}} Me/A|Mantra of Resolve|Shadow Form|Shroud of Distress|Death's Charge|Heart of Shadow|Illusion of Pain|Wastrel's Demise|Wastrel's Worry|Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12|OQdVAswJyx85JCozOg4OE4b7mKDA}} |
<br /> | <br /> | ||
'''Tips:''' | '''Tips:''' | ||
− | * Help off-dmg Nightmares during spikes | + | * Help off-dmg Nightmares during spikes. |
===E/Mo=== | ===E/Mo=== | ||
− | {{FullSkillbar|{{E}}/{{Mo}} E/Mo|Ether Renewal|Burning Speed| | + | {{FullSkillbar|{{E}}/{{Mo}} E/Mo|Ether Renewal|Burning Speed|Great Dwarf Weapon|Infuse Health|Protective Bond|Life Bond|Balthazar's Spirit|Ebon Escape|ES: 12+1+3, Prot: 12, Healing: 3|OgNDwcPPT1C3MrikEHExDyD0l}} |
<br /> | <br /> | ||
'''Tips:''' | '''Tips:''' | ||
− | * Move quickly after Chamber | + | * Move quickly after Chamber. Stand at casting range during fuse pulls. Make sure you equip your Dhuum armour for the battle with Dhuum. |
<br /> | <br /> | ||
[[User:EviL Khann|EviL Khann]] ([[User talk:EviL Khann|talk]]) | [[User:EviL Khann|EviL Khann]] ([[User talk:EviL Khann|talk]]) |
Revision as of 00:31, 22 January 2022
UWSC Sable-Way Team with 4-Teras. Traditionally the tactic was run with 5-Main Team and 3-Teras (T234); Main Team would finish Wastes.
Basic Guide
The tactic is similar to Tera-Way, VoS is the spiker but also helps perform the Fuse Pull. All minor differences are detailed below.
[Chamber]
- DB places EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing; or skipped. (Sorry T3)
[Lab]
- Spiker performs the block for fuse pulls
- DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration
[Vale]
- Spiker kills top group while LT kills glitched group then E/Mo's group.
[Dhuum]
- Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo.
Video Guide
'"`UNIQ--youtube-00000000-QINU`"'
Builds
T1
/ R/A | |||||||
Expertise: 12+1+3, Shadow: 12, Wild: 2 Marks: 2
OgcUcZsklPTHQ6M3lCHxk4OIQPHA
|
Tips:
- Check King Spot before taking Wastes Quest, if enemies are in range of King when he appears he will not spawn any allies.
T2
/ R/A | |||||||
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4wtE3JghmE
|
Tips:
- If you are slow doing Mountains you should ask Duo's if it's safe to run through to Pools.
T3
/ R/A | |||||||
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4IXM0B3BBC
|
Tips:
- Pstone or Seal to recharge your SF if it's interrupted during semi-glitch; you can ping as you are close so the T4 knows it's safe to take 4H Quest.
T4
/ Me/E | |||||||
Dom: 11+1+3, Earth: 12, FC: 6, Insp: 2
OQZEAmsjkMZAoN8VtVdTJDoBQXC
|
Tips:
- Be prepared to kill or catch top-group if they are in range of NPC in Pits. Don't go too deep into the safe spot, it will cause quest NPC to aggro.
DB
/ Mo/R | |||||||
Divine: 12+4, Wilderness: 10, Beast: 8
OwITAZLiVCuMiIHE5Quc7A645A
|
Tips:
- Use AoS before each spike to regain energy and recharge your skills.
- Seed the E/Mo to heal the Team in emergencies. (Not 'during' Fuse Pulls)
Spiker
/ D/X | |||||||
Earth: 12+4, Mysticism: 10+2, Scythe: 8+1
OgCjwqp4KTmXfbsXcX0l5idbNX
|
Tips:
- When blocking for fuse pull try to stand 1 step away from the wall; sidewalk if you have cupcakes active.
- Perma your Veil of Thorns in Vale and at Dhuum.
LT
/ Me/A | |||||||
Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12
OQdVAswJyx85JCozOg4OE4b7mKDA
|
Tips:
- Help off-dmg Nightmares during spikes.
E/Mo
/ E/Mo | |||||||
ES: 12+1+3, Prot: 12, Healing: 3
OgNDwcPPT1C3MrikEHExDyD0l
|
Tips:
- Move quickly after Chamber. Stand at casting range during fuse pulls. Make sure you equip your Dhuum armour for the battle with Dhuum.