DoA 3-3

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Overview

I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shroud of Distress You Move Like a Dwarf Recall
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shroud of Distress Shadow of Haste Recall
Air of Superiority Visions of Regret Unnatural Signet Cry of Pain Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Arcane Echo Energy Surge Unnatural Signet Arcane Mimicry Pain Inverter Mistrust Finish Him Recall
Arcane Echo Energy Surge Unnatural Signet Spiritual Pain Shatter Delusions Mistrust You Move Like a Dwarf Empathy
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Shatter Delusions Mistrust You Move Like a Dwarf Backfire
Arcane Echo Seed of Life Shield of Absorption Ebon Escape Pain Inverter Unyielding Aura Blessed Aura Life Bond
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond Balthazar's Spirit

3-3 DoASC Tactics involve:

  • Simpler splits
  • More straightforward bars, with higher damage output
  • Killing 3 Tendrils at a time instead of 6

Builds

The team consists of 2 tanks, a Seeder, an Emo and 4 mesmer spikers: the VoR Caller, the TK, the BFB and the Empathy.

Pros

  • Safe tactics with very low risk of failure
  • Several roles are appropriate for absolute beginners
  • Extra spiking skills allow experienced spikers to carry
  • Similarities to 6-0 tactics make it easy for learners to transition

Cons

  • Slower than 6-0, making sub cons runs extremely unlikely with new players
  • Additional pressure on the more experienced roles, particularly the Trench Tank

Splits

City:

Compared to 6-0 tactics there are no split differences.

Veil:

The BFB skips Jadoth.

TK and BFB go to derv hill.

The Trench Tank has no MLK, requiring him to solo pull Monk Lord and Glitch Trenches. See here https://www.youtube.com/watch?v=XEK8MiF_2hE

The BFB is to follow the main team inside the trenches.

After clover spike, the MT and Empathy split to the Necro Lord and kill him.

After spiking the group infront of Ele Lord, the VoR, BFB, UA go to Monk Lord Hill and kill the Lord from the top of the hill.

After killing Ele Lord and Necro Lord, the TK and Me/N prepare for tendrills.

Empathy kills the front tendril on the side the TK is.

Gloom:

Generally in 3:3 since the mesmers are presumed to be not as experienced, things such as spiking the second last group at cave/quick rift/Deathbringer on spawn/Darkness on spawn are not done.

Foundry:

Compared to 6-0 there are no split differences, however some players do not do 6-2 in 5th room, requiring TT to take the 1st and 3rd snake.

Empathy tanks Black Beast.

Teaching

3-3 is only really used for inexperienced teams, but half the team needs some experience:

  • TT needs to be competent at the whole role, including unusual splits like glitching trenches. He may also need to give some instructions at derv hill.
  • MT needs to be competent at the whole role. The only part that differs from normal tactics is the necro lord split, where he may need to give some instructions to the Empathy. If the emo and monk are both new, they will also require guidance at Rift.
  • VoR needs to be familiar with all splits and guide everyone on voicechat.
  • TK should have done the role at least once before, so they can simply ask questions about stuff they don't remember instead of needing guidance every step of the way. On derv hill the BFB will be following the TK.
  • Except on a veil start, BFB needs to be able to find the glitch spot.
  • Empathy does not require any experience at all.
  • UA does not require any experience at all.
  • Emo should be familiar with the build e.g. by playing it in UWSC. Experience playing emo in DoA is very helpful.

If any of this is missing (e.g. MT is learning or TK is new), you can compensate with other experienced players, but it will slow the run down and make it harder to teach.

Tips for before the run starts

  • Ping builds as soon as people start arriving, so they have time to tome any skills they're missing.
  • Make sure everyone has the correct equipment and pcons.
  • Have everyone ping the Lightbringer effect, in case they didn't get it from the Seeker of Whispers in Chantry of Secrets.
  • Give the beginners a quick run-down of how to use their skills.
  • If the BFB doesn't already know how to find the glitch spot, show them while waiting for other players to arrive.
  • Check that the TT is familiar with the differences from 6-0.

Tips for calling

  • As the VoR, you are responsible for guiding all the beginners on voicechat. If someone else is talking when you need to make a call, feel free to tell them to shut up and interrupt. Warn them of this before the run starts, so you don't sound rude.
  • Any time someone gives out incorrect information, try to clear it up. Remember, your learners are probably impressionable and will not know which info they should trust.
  • Sometimes people will ask intelligent questions that aren't immediately pertinent to the run. If you are busy making other calls, tell them to save their questions for after the run.
  • Learn people's names or make sure they know the name of their role, so you can get their attention instantly when you need it.
  • Unless none of the spikers are new, and you're confident they'll remember when each spike is, call "preps up" and do a countdown for every spike. Even if you do trust the spikers, still do a countdown for 3rd room and Fury.
  • Tell the monk every time seed is needed, and when the emo will appreciate additional enchantments.
  • Keep an eye on the beginners' positioning and quickly tell them if they are running the wrong way.
  • If someone catches aggro and needs to die, remind them not to drag it back to the team. Tell the emo to drop their prot.
  • Keep yourself mentally refreshed on your job and avoid getting tilted. The team is heavily reliant on you, and if a run is already going badly, it'll turn into a disaster if you don't hold it together.
  • When necessary, pause the run to explain what's going to happen next. Just don't do this in the middle of something that can't be paused e.g. clover pull.

Specific reminders:

  • Everyone takes the first Foundry quest; remind the BFB not to take the next one.
  • If you are doing a 6-2 split in 5th room, remind the BFB as you leave 4th room, and explain how to ping for Captain. If you are not splitting, remind the TT.
  • Decide this before the run starts, or at least before reaching Foundry, depending on how strong the BFB and the team as a whole are.
  • Tell the TK which snakes (Silzesh and General or just General) to take.
  • Check that the Empathy knows how to tank Black Beast before going in.
  • Spread out and get in cast range for Fury spike. Advise the spikers to do the same for city spikes.
  • Do not take the Titan Chest until it is clear of aggro.
  • On the way into City, make sure BFB and Empathy know their jobs on the wall, including BFB off-damaging the first su.
  • If the emo doesn't have LB on the TT, tell the monk to direct seed on the first spike.
  • Remind the monk to take Jadoth instantly and spam enchantments on the emo.
  • Except on a veil start, BFB skips Jadoth.
  • Explain to the emo about fuse pulls, and as each wave spawns, say who will be walling it.
  • BFB and TK go to derv hill. Stay between spirit range and compass range of the TT.
  • Remind the TT that there's no MLK.
  • Send the Empathy with the MT after clover. Unless your MT is explaining what to do, you may need to do so.
  • BFB and monk follow you to monk lord.
  • Explain to the Empathy how to time killing the front tendril.
  • Unless someone isn't ready, take tendrils instantly when the monk lord dies.
  • Kills claws around the chest while waiting for the second pull.
  • If you don't have confidence in the emo to catch earths (only TK and monk will be there to provide guidance), have the TT delay cave trigger.
  • Watch out for cave spawns.
  • Make sure the rift team knows what to do.
  • Tell the team whether or not you're catching the last cave group.
  • Aim to explain the Recall trick shortly before cave spike, unless the Empathy is capable of following dynamic instructions. Alternatively, run that way yourself and just have him follow you. This depends on how well the Empathy follows instructions and how busy you are explaining other stuff.
  • At the Darknesses, lots of important instructions need to be conveyed in a short space of time. Explain as many as possible in advance.
  • Remind the MT to pull against the wall.
  • The first 2 waves are excellent Mistrust targets, but it's useless on the 3rd.
  • Hide your energy and be prepared to switch to your high set.
  • Once you have aggro of the 2nd wave, stay in their range so they don't follow you and de-ball.
  • This also applies to the emo: do not cast on anyone with aggro until you're standing in range.
  • All 5 of the 2nd wave need to die evenly. Don't use single target damage unless you see a Darkness with a lot more health than the others.
  • Watch out for Diversion. If you don't have a skill available that you don't mind getting disabled, either wait it out or pop a seal/pstone.
  • Kill the earths as quickly as possible, and finish off any babies once the chest is spawned.