UWSC Sable-Way Alternative Split
Revision as of 00:01, 2 June 2022 by EviL Khann (talk | contribs)
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 QZ quickly followed by EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing because the VoS spikes faster than a Mesmer.
[Lab]
- All enemies can be spiked on top of the monument Terrorwebs in a right wall block if team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
- Spiker performs the block for fuse pulls.
- DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration.
[Vale]
- All Graspings can be spiked on top of the monument Terrorwebs if the team is experienced. (Otherwise spike the melee separate as usual in a right wall block)
- Spiker kills top quest group while LT kills first spawn of glitched group then switches to E/Mo's group.
- DB should place EoE then focus on killing the last glitched quest spawns with the Anniversary Hammer.
- If the Spiker is experienced they can solo the remainder of Vale while the monk splits with the LT + Emo. (Seed the Emo during UWG to prevent LT dying from becoming stuck)
[Dhuum]
- Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo.
- Emo provides the team with GdW.
Video Guide
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Builds
T1
/ R/A | |||||||
Expertise: 12+1+3, Shadow: 12, Wild: 2 Marks: 2
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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
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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
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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
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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
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Tips:
- Use YmlaD to interrupt Nightmares casting Rend Enchantment.
- 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
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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
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Tips:
- Help off-dmg Nightmares during spikes.
E/Mo
/ E/Mo | |||||||
ES: 12+1+3, Prot: 12, Healing: 3
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Tips:
- Move quickly after Chamber spike.
- Stand at casting range during fuse pulls.
- Make sure to equip your Dhuum armour for the battle with Dhuum.