UWSC 4-Tera Sable-Way

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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.)
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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.

Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Finish Him Death's Charge Heart of Shadow Winnowing
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Radiation Field Death's Charge Viper's Defense I Am Unstoppable
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Ebon Battle Standard of Honor Shadow of Haste Death's Charge Heart of Shadow
Mantra of Earth Obsidian Flesh Stoneflesh Aura Stone Striker Wastrel's Demise Wastrel's Worry Empathy Ebon Escape
Spell Breaker Great Dwarf Weapon Ebon Battle Standard of Honor Pain Inverter Serpent's Quickness Quickening Zephyr Edge of Extinction Winnowing
Sand Shards Vow of Strength Mystic Vigor Mirage Cloak Ebon Escape Staggering Force Eremite's Attack You Move Like a Dwarf
Mantra of Resolve Shadow Form Shroud of Distress Heart of Shadow Ebon Battle Standard of Honor Illusion of Pain Wastrel's Demise Wastrel's Worry
Ether Renewal Burning Speed Spirit Bond Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape

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

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Finish Him Death's Charge Heart of Shadow Winnowing
Expertise: 12+1+3, Shadow: 12, Wild: 2 Marks: 2
OgcUcZsklPTHQ6M3lCHxk4OIQPHA


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

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Radiation Field Death's Charge Viper's Defense I Am Unstoppable
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4wtE3JghmE


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

Ranger/Assassin R/A
Shroud of Distress Shadow Form Dwarven Stability Whirling Defense Ebon Battle Standard of Honor Shadow of Haste Death's Charge Heart of Shadow
Expertise: 12+1+3, Shadow: 12, Marks: 3
OgcTc588Z6ASn5uU4IXM0B3BBC


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

Mesmer/Elementalist Me/E
Mantra of Earth Obsidian Flesh Stoneflesh Aura Stone Striker Wastrel's Demise Wastrel's Worry Empathy Ebon Escape
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 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

Monk/Ranger Mo/R
Spell Breaker Great Dwarf Weapon Ebon Battle Standard of Honor Pain Inverter Serpent's Quickness Quickening Zephyr Edge of Extinction Winnowing
Divine: 12+1+3, Wilderness: 10, Beast: 8
OwITAZLiVKiYVMXUuE5Y7A645AA


Tips:

  • SB and GdW the Spiker after the fuse pull is complete for maximum buff duration.

Spiker

Dervish/Any D/X
Sand Shards Vow of Strength Mystic Vigor Mirage Cloak Ebon Escape Staggering Force Eremite's Attack You Move Like a Dwarf
Earth: 12+1+3, Mysticism: 10+2, Scythe: 8+1
OgCjkirMrSmXfbfXcX0laXNX2kA


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

Mesmer/Assassin Me/A
Mantra of Resolve Shadow Form Shroud of Distress Heart of Shadow Ebon Battle Standard of Honor Illusion of Pain Wastrel's Demise Wastrel's Worry
Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12
OQdVAswJyx8ZKCQn5ACBKX8t5mSGAA


Tips:

  • Help off-dmg Nightmares during spikes. Use a bow to pull Vale Terrorwebs and some UWG Keepers.

E/Mo

Elementalist/Monk E/Mo
Ether Renewal Burning Speed Spirit Bond Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape
ES: 12+1+3, Prot: 12, Healing: 3
OgNDwcPPT1C3MaRkEHExDyD0l


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.


Aria Moonshot - [モvェム] (talk)