UWSC 4-Tera Sable-Way
Revision as of 19:43, 8 September 2021 by EviL Khann (talk | contribs) (Changed main team builds to run better and with less communication, skills needed.)
An updated version of the old UWSC Sable-Way Team. Traditionally the tactic was run with 5-Main Team and 3-Teras (T234); Main Team would finish Wastes.
Basic Guide
The tactic is not dissimilar from Tera-Way, VoS is the spiker and also helps perform the Fuse Pull. All minor differences are detailed below.
Conset and Pcons required
[Chamber]
- DB places QZ > EoE then buffs the Spiker with SB + GdW
- LT places EbsoH for the Spiker
[Lab]
- DB takes Restore + Escort quests
- Spiker performs the block for fuse pulls
- DB buffs the Spiker with SB + GdW once the fuse pulls are complete, not before
- LT places EbsoH for the Spiker
[Vale]
- Spiker interrupts any Nightmare using Rend Enchantments with YmlaD.
- LT + Spiker kill top group first, then E/Mo's group
- DB + Spiker stay behind to finish glitched group > garden pulls > basement keeper
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 Waste Quest, if enemies are in direct aggro 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/Slayer it's best to 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:
- Keep a P-Stone 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 T3/NPC in Pits. Try not to enter the safe spot too early; also don't go too deep into safe spot! It will cause quest NPC to aggro.
DB
/ Mo/R | |||||||
Divine: 12+1+3, Wilderness: 10, Beast: 8
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Tips:
- SB and GdW the Spiker after the fuse pull is complete for maximum buff duration.
Spiker
/ D/X | |||||||
Earth: 12+1+3, Mysticism: 10+2, Scythe: 8+1
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Tips:
- Wait before spiking if your energy is low. When blocking for fuse pull try to stand 1 step away from the wall; this prevents enemies from simply running around you.
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. Use a bow to pull Vale Terrorwebs and some UWG Keepers.
E/Mo
/ E/Mo | |||||||
ES: 12+1+3, Prot: 12, Healing: 3
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Tips:
- Move quickly after Chamber so you aren't rended or left behind. Stand on the right hand side in casting range during fuse pulls. Make sure you equip your Dhuum armour for the final battle with Dhuum.