Difference between revisions of "UWSC 4-Tera Sable-Way"
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'''Tips:''' | '''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. | + | * 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=== | ===DB=== |
Revision as of 00:32, 22 January 2022
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 EoE then buffs the Spiker with SB. QZ can be placed before EoE with good timing; or skipped. (Sorry T3)
[Lab]
- Spiker performs the block for fuse pulls
- DB buffs the Spiker with SB once the fuse pulls are complete for maximum SB duration
[Vale]
- Spiker kills top group while LT kills glitched group then E/Mo's group.
[Dhuum]
- Spiker acts as the stone for Dhuum Glitch and receives bonds from E/Mo.
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 AoS before each spike to regain energy and recharge your skills.
- 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. Stand at casting range during fuse pulls. Make sure you equip your Dhuum armour for the battle with Dhuum.