Difference between revisions of "UWSC 4-Tera Sable-Way"

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* Use AoS before each spike to regain energy and recharge your skills.  
 
* 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)
+
* Seed the E/Mo to heal the Team in emergencies. (Not during fuse pulls)
  
 
===Spiker===
 
===Spiker===

Revision as of 00:37, 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.

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
Air of Superiority Spell Breaker Seed of Life Serpent's Quickness Pain Inverter Quickening Zephyr Edge of Extinction Winnowing
Sand Shards Vow of Strength Mystic Regeneration Mirage Cloak Ebon Escape Ebon Battle Standard of Honor Veil of Thorns Eremite's Attack
Mantra of Resolve Shadow Form Shroud of Distress Death's Charge Heart of Shadow Illusion of Pain Wastrel's Demise Wastrel's Worry
Ether Renewal Burning Speed Great Dwarf Weapon Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape

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

'"`UNIQ--youtube-00000000-QINU`"'

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 Wastes Quest, if enemies are in 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 you should 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:

  • 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

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 NPC in Pits.
  • Don't go too deep into the safe spot, it will cause quest NPC to aggro.

DB

Monk/Ranger Mo/R
Air of Superiority Spell Breaker Seed of Life Serpent's Quickness Pain Inverter Quickening Zephyr Edge of Extinction Winnowing
Divine: 12+4, Wilderness: 10, Beast: 8
OwITAZLiVCuMiIHE5Quc7A645A


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

Dervish/Any D/X
Sand Shards Vow of Strength Mystic Regeneration Mirage Cloak Ebon Escape Ebon Battle Standard of Honor Veil of Thorns Eremite's Attack
Earth: 12+4, Mysticism: 10+2, Scythe: 8+1
OgCjwqp4KTmXfbsXcX0l5idbNX


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

Mesmer/Assassin Me/A
Mantra of Resolve Shadow Form Shroud of Distress Death's Charge Heart of Shadow Illusion of Pain Wastrel's Demise Wastrel's Worry
Insp: 3+1+3, Dom: 9, Illu: 7, FC: 6, Shadow: 12
OQdVAswJyx85JCozOg4OE4b7mKDA


Tips:

  • Help off-dmg Nightmares during spikes.

E/Mo

Elementalist/Monk E/Mo
Ether Renewal Burning Speed Great Dwarf Weapon Infuse Health Protective Bond Life Bond Balthazar's Spirit Ebon Escape
ES: 12+1+3, Prot: 12, Healing: 3
OgNDwcPPT1C3MrikEHExDyD0l


Tips:

  • Move quickly after Chamber. Stand at casting range during fuse pulls. Make sure you equip your Dhuum armour for the battle with Dhuum.


Aria Moonshot (talk)