FBGM Tactics

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General Idea

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

The basic concept of FBGM DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.

The main characteristics are jumps (EE, Recall or HoS) on every player and EoE on the Seeder, which allows the Caller to have full Fast Casting, or bring Wandering Eye as an optional.

Tactics specific to FBGM Tactics

  • TK Takes 1st Snake, Caller takes 2nd.
  • Seeder gives the MT a HoS target trough the city wall so that Recall can be kept on the Emo.
  • EoE is placed twice inside the city walls, in range of QZ.
  • TT and MLK should pop and kill Gloom trench if possible, even if late for 6-0, in which case Seeder and Emo will kill the front tendril.
  • At the start of Gloom everyone should jump up the hill, so that MT can pull the spirits towards the gate as a DC target for the TT.


IAU: Shatter Delusions instead of You Move Like a Dwarf sacrifices utility for damage. VoR knocks Black Beast.
MLK: You Move Like a Dwarf instead of Ebon Escape for beginners.


  • The teambuild is capable of a very fast run (21-23 without mistakes).
  • Shadow step on everyone
  • EoE on Seeder allows Caller to spike without delay.



Assassin/Warrior TT Assassin/Warrior MT Mesmer/ Paragon VoR Mesmer/Assassin TK Mesmer/Assassin IaU Mesmer/Ritualist MLK Monk/Ranger UA Elementalist/Monk Emo
Equipment Optional: Infiltrator's set for Gloom Cave low HP armor for Jadoth triple sup runes (illusion for Wandering Eye); bow for ele lord bow for derv lord
entry take quest take quest take quest take quest
1st room place EoE, PI a rage
2nd room any mesmer can pop a ghastly PI tortureweb dryders bond MT with prot and life
3rd room if you have a ghastly up try to kill it on the 2nd titan spawn focus dream rider EoE in range of where the titans will be balled; PI a dryder if it's out of the ball
4th room tank/ball all waves focus dream rider use EoE in corner for 2nd wave
5th room rush left, take quest rush to aggro centre take quest rush right - do NOT take quest
Snakes take Captain (3rd) pull groups out of the way take General (2nd) take Silzesh (1st) rush ahead, get EEd ping for Captain ping for snakes and seed keep snakes alive
Black Beast Pull Black Beast EoE in range of Black Beast and Fury; seed heal IaU
Outside 1st Ball 2nd Ball VoR and Unnatural on manks Unnatural and ESurge on manks Backfire and Unnatural on sus PI on each su
Inside Left ball Right ball spike right side, and then left let the MT recall you; place EoE in range of both balls; EE down to the emo; accept quest reward stand at the bottom, in range of both tanks
Jadoth use cupcake , run to 360, pull first wave to glitch spot for MLK use low health set and ball Jadoth skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
360 pull middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th. pull left hill Wastrel's mobs before they come in wall, SoA yourself, and only seed on hunger waves stand back and infuse the monk to pull fiends in
Underlords Recall MLK; pull Derv Recall emo; pull Ranger; Recall Emo again; take quest Go Ranger Go Derv and bow it Go Derv and stay back, use summon if needed seed when MT takes damage; PI ranger lord maintain MT's range
trenches pop monk trench turtle mesmer trench go to glitch spot; kill monk trench EoE on hill in range of turtle and clover, EE down to team turtle (step out to wall)
Lords pull monk lord out pull and wall clover; pull necro lord spike clover; ele lord patrol; kill necro lord spike clover; skip ele lord patrol; solo ele lord spike clover; ele lord patrol; kill necro lord kill monk lord heal tank at clover; wall ele lord patrol
Tendrils get to gloom - pop trench if you have time, or go back way if monk lord was late to die take quest, stand on TK for PI, and pull groups in kill front left tendril kill quest side tendrils with MT, and Recall out kill lower back tendrils with a stone (Gaki preferred) and pull groups in kill front right tendril if in time if MLK is not there PI front right tendril, wand and kill; EoE stand on monk if MLK can't kill his tendril
Cave HoS up off a stone, do cave DC on gloom patrol spike gloom patrol Goltway if trench is not popped spike gloom patrol check if MT has emo's LB before you seed
1st gloom group HoS up; make sure everyone jumps up; SoH, pull spirits to NPCs jump up and go with emo - first to arrive should trigger the group before jumping up EE up and run to catch earths
Earths spawn Tank 2nd earths if you can place EoE in range of cave spike, then run to rift Tank 1st earths group
Rift take quest, Recall trick, quest run do rift Let TK Recall you, move towards start Recall Caller, let TT recall you, recall out pre-trigger Deathbringer kill claw with PI, cap rift cap rift
Deathbringer DC into the group EoE in range of darknesses
Darkness pull darknesses to the wall place another EoE for earths wall for earths