UWSC Sable-Way Alternative Split
Revision as of 13:56, 31 December 2021 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 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 EoE then buffs the Spiker with SB + GdW (QZ can be placed before EoE with good timing)
- 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 for maximum SB duration
- LT places EbsoH for the Spiker
[Vale]
- Spiker interrupts any Nightmares using Rend Enchantments with YmlaD
- Spiker kills top group first, LT kills glitched group then helps E/Mo's group
- DB + Spiker stay behind to finish 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 NPC in Pits. Do not to go too deep into the 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. Don't get Stuck.
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.