Difference between revisions of "Golt Tactics"

From Speedclear Wiki
Jump to navigation Jump to search
Line 26: Line 26:
 
* The teambuild and the individual builds are well known and very consistent
 
* The teambuild and the individual builds are well known and very consistent
 
* [[Arcane Echo]] on [[Seeder]] allows for a bit of leeway in otherwise risky situations ([[6-0]], [[Clover]], [[Beast]])
 
* [[Arcane Echo]] on [[Seeder]] allows for a bit of leeway in otherwise risky situations ([[6-0]], [[Clover]], [[Beast]])
 +
* MLK has more spiking skills than other tactics.
 
* The individual builds are self sufficient
 
* The individual builds are self sufficient
  

Revision as of 13:27, 13 October 2016

General Idea

1 I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shadow of Haste Shroud of Distress
1 I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge You Move Like a Dwarf Shroud of Distress
1 Air of Superiority Visions of Regret Unnatural Signet Optional Shatter Delusions Mistrust You Move Like a Dwarf
Optionals:Cry of PainOverload
1 Arcane Echo Energy Surge Unnatural Signet Mistrust Wandering Eye Finish Him Pain Inverter
1 Arcane Echo Energy Surge Unnatural Signet Mistrust I Am Unstoppable You Move Like a Dwarf Pain Inverter
1 Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Overload Shatter Delusions Backfire
1 Shield of Absorption Seed of Life Arcane Echo Ebon Escape Pain Inverter Unyielding Aura Blessed Aura
1 Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond

The basic concept of Guardians Of Lost Tempel DoA tactics is to create very consistent casual runs while still being able to achieve fast times (A low 23 has already been done a few times).

To achieve this, the individual builds are designed to be self sufficient and in case of problems, there is a reasonable amount of safeguards to prevent a run from failing completely (e.g. Arcane Echo on Seeder to allow early seeds in some situations like 6-0 or clover pull).

Tactics specific to Golt Tactics

  • IaU Takes 1st Snake, TK takes 2nd.
  • Edge of Extinction is placed twice in city for both balls. That may sometimes result in the VoR being late for the seconds spike, spikers should still start to spike.
  • Trench Tank should always take backway in veil, only in cases where something goes wrong with the mainteam, spiking the gloom trench is an option
  • TK holds aggro of backgroup of gloomtrench, see Goltway

Pros

  • The teambuild is capable of a very fast run (low 23)
  • The teambuild and the individual builds are well known and very consistent
  • Arcane Echo on Seeder allows for a bit of leeway in otherwise risky situations (6-0, Clover Pull, The Black Beast of Arrgh)
  • MLK has more spiking skills than other tactics.
  • The individual builds are self sufficient

Cons

  • Playing it safe can make the runs dull for some people.
  • The builds require fairly experienced players.
  • Edge of Extinction on VoR makes him late for some spikes.
  • IaU has less spiking skills than other tactics.