Difference between revisions of "4 and 5 Man Tactics"

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(Created page with "Both 4 and 5 Man share similar team compositions, with only 5 man having an extra spiker. The team consists of a {{FullSkillbar|{{R}}/{{A}} Ranger Tank|Shadow Form|Shroud of...")
 
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Optionals being '''Dark Escape''' or '''Death's Charge'''.
 
Optionals being '''Dark Escape''' or '''Death's Charge'''.
  
Dark Escape offers damage reduction as well as a speedboost and cancel stance. Death's Charge offers mobility and a self heal. Experienced ranger tanks will run Dark Escape, where ones who are more used to casual tanking can run Death's Charge.
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Dark Escape offers damage reduction as well as a speedboost and cancel stance. Death's Charge offers mobility and a self heal. Experienced ranger tanks will run Dark Escape, where ones who are more used to casual tanking can run Death's Charge. In 4 Man where there is no MeMo Dark Escape is also safer for 360.
  
  
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Optionals being '''Signet of Sorrow''', '''Insidious Parasite''', or '''Mark of Pain'''.
 
Optionals being '''Signet of Sorrow''', '''Insidious Parasite''', or '''Mark of Pain'''.
  
Signet is another spammable single-target spell, Insidious is basically another Empathy which is only useful in 4 man, and Mark of Pain helps speed up City Spikes.  
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Signet is another spammable single-target spell, Insidious is basically another Empathy which is only useful in 4 man, and Mark of Pain helps speed up City spikes + Jadoth.
  
  
{{FullSkillbar|{{Me}}/{{A}} VoRTK|Arcane Echo|Visions of Regret|Unnatural Signet|Shatter Delusions|Mistrust|Pain Inverter|Optional|Recall|Domination Magic:12+1+3, Fast Casting:12+3|OQdCAsw0SgbjpzGw0jcJAQnD}}
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{{FullSkillbar|{{Me}}/{{A}} VoRTK|Optional|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|Pain Inverter|Recall|Domination Magic:12+1+3, Fast Casting:12+3|OQdTAYB/H6iztx0RwZDY6RuszBA}}
  
Optionals being '''Empathy''', usually used in 4 man or '''Finish Him!'''. If you don't bring FH, then there won't be one on the team.
 
  
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Optionals being '''Air of Superiority''', '''Lightbringer Signet''' or '''Empathy'''
  
{{FullSkillbar|{{E}}/{{Mo}} EMo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage:12+1+3, Prot:12, Heal:3|OgNDwcPPTaR3MkE1C0lyDxDHEA}}
 
  
You can drop Life Bond/ Ebon Escape for Shield of Absorbtion or Life Attunement, but it is entirely up to the preference of the Emo.
 
  
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{{FullSkillbar|{{E}}/{{Mo}} EMo|Optional|Spirit Bond|Ether Renewal|Infuse Health|Optional|Optional|Protective Bond|Balthazar's Spirit|Energy Storage:12+1+3, Prot:12, Heal:3|OgNDwcPPPzEtYtgkcXpHHE5B}}
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For 4 Man you would bring '''Reversal of Fortune''', '''Shield of Absorption''' and '''Life Attunement'''.
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For 5 Man you would bring '''Reversal of Fortune'''/'''Burning Speed''', '''Ebon Escape''', and '''Life Bond'''.
  
 
Lastly in 5 man you would add a:
 
Lastly in 5 man you would add a:
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The MeMo adds more damage to the spikes and utility for the Emo with Healing Seed and Lifebond. The run can be done without either, however if you are going to bring a 3rd spiker, then those skills will help the run the most.  
 
The MeMo adds more damage to the spikes and utility for the Emo with Healing Seed and Lifebond. The run can be done without either, however if you are going to bring a 3rd spiker, then those skills will help the run the most.  
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General tactics for 4/5 man:
 
General tactics for 4/5 man:
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'''City''': Casual single tank tactics. VoR/MeMo on Su's and Necro on Manks. Try to hos thru left side by doing 2nd spike outside city before finishing the wall. Left side then right side for inside City. Ball Jadoth inside City.
 
'''City''': Casual single tank tactics. VoR/MeMo on Su's and Necro on Manks. Try to hos thru left side by doing 2nd spike outside city before finishing the wall. Left side then right side for inside City. Ball Jadoth inside City.
  
'''Veil''': MeMo/Emo pops a gstone for 360. Necro pulls left, Ranger walls. Underlords 1 at a time. For trenches try to pull both mesmer and monk trench to the monk lord glitch spot and spike as team. Do Monk Lord after.  Either spike Clover 1 side at a time or have the tank pull a side with the mesmer trench pop to the team. Casual tactics after clover. 3:3 tendrills.  
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'''Veil''': VoRTK pulls wave 1+5.Necro pulls 2,3,6. Ranger walls. Underlords 1 at a time. For trenches try to pull both mesmer and monk trench to the monk lord glitch spot and spike as team. Do Monk Lord after.  Either spike Clover 1 side at a time or have the tank pull a side with the mesmer trench pop to the team. Casual tactics after clover. 3:3 tendrills.  
  
 
Note: For 5 Man it is possible to run 3 mesmers, but a Necro is seen as superior. Spikes overall will be slower than a casual and a Necro offers the most utility and bar compression. Having a Necro with IAU/Ymlad allow him to help at 360, to tank Blackbeast easier, and prevent KD in places like Foundry/City/Veil. Having a necro also lets him take advantage of Soul Reaping, so in places like Foundry/City where you will be spamming skills, you do not have to worry about energy management.
 
Note: For 5 Man it is possible to run 3 mesmers, but a Necro is seen as superior. Spikes overall will be slower than a casual and a Necro offers the most utility and bar compression. Having a Necro with IAU/Ymlad allow him to help at 360, to tank Blackbeast easier, and prevent KD in places like Foundry/City/Veil. Having a necro also lets him take advantage of Soul Reaping, so in places like Foundry/City where you will be spamming skills, you do not have to worry about energy management.

Revision as of 15:28, 8 August 2021

Both 4 and 5 Man share similar team compositions, with only 5 man having an extra spiker. The team consists of a

Ranger/Assassin Ranger Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Optional Dwarven Stability Whirling Defense Recall
SA:12, Expertise:12+1+3, Marksmanship:3
OgcTc588ZSn5AimEBCA4uU4ozBA

Optionals being Dark Escape or Death's Charge.

Dark Escape offers damage reduction as well as a speedboost and cancel stance. Death's Charge offers mobility and a self heal. Experienced ranger tanks will run Dark Escape, where ones who are more used to casual tanking can run Death's Charge. In 4 Man where there is no MeMo Dark Escape is also safer for 360.


Necromancer/Ranger Necro Spike
Spiteful Spirit Desecrate Enchantments Defile Enchantments Optional I Am Unstoppable You Move Like a Dwarf Necrosis Edge of Extinction
Curses:12+1+3, Beast:11, Soul Reaping:6+3
OAJTYsDbXKPwFCOAAgm0m8GE6AA

Optionals being Signet of Sorrow, Insidious Parasite, or Mark of Pain.

Signet is another spammable single-target spell, Insidious is basically another Empathy which is only useful in 4 man, and Mark of Pain helps speed up City spikes + Jadoth.


Mesmer/Assassin VoRTK
Optional Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust Pain Inverter Recall
Domination Magic:12+1+3, Fast Casting:12+3
OQdTAYB/H6iztx0RwZDY6RuszBA


Optionals being Air of Superiority, Lightbringer Signet or Empathy


Elementalist/Monk EMo
Optional Spirit Bond Ether Renewal Infuse Health Optional Optional Protective Bond Balthazar's Spirit
Energy Storage:12+1+3, Prot:12, Heal:3
OgNDwcPPPzEtYtgkcXpHHE5B

For 4 Man you would bring Reversal of Fortune, Shield of Absorption and Life Attunement.

For 5 Man you would bring Reversal of Fortune/Burning Speed, Ebon Escape, and Life Bond.

Lastly in 5 man you would add a:

Mesmer/Monk MeMo
Arcane Echo Energy Surge Unnatural Signet Optional Shatter Delusions Mistrust Healing Seed Life Bond
Domination:12+1+3, Fast Cast:11+3, Heal:6, Prot:2
OQNEArwt9isEngpDAbw0LRxD

Optionals being Overload or Backfire.

The MeMo adds more damage to the spikes and utility for the Emo with Healing Seed and Lifebond. The run can be done without either, however if you are going to bring a 3rd spiker, then those skills will help the run the most.


General tactics for 4/5 man:

Gloom: Have the VoRTK quest run. Do the quests one a time with the Ranger Tank whirling Cave/Deathbringer/Darkness.

Foundry: Safeway for 2nd/3rd room (Right wall block Titans for 3rd). MeMo/Emo pings for snakes. VoRTK takes all 3. Necro glitch spots Blackbeast. Ranger whirls Fury.

City: Casual single tank tactics. VoR/MeMo on Su's and Necro on Manks. Try to hos thru left side by doing 2nd spike outside city before finishing the wall. Left side then right side for inside City. Ball Jadoth inside City.

Veil: VoRTK pulls wave 1+5.Necro pulls 2,3,6. Ranger walls. Underlords 1 at a time. For trenches try to pull both mesmer and monk trench to the monk lord glitch spot and spike as team. Do Monk Lord after. Either spike Clover 1 side at a time or have the tank pull a side with the mesmer trench pop to the team. Casual tactics after clover. 3:3 tendrills.

Note: For 5 Man it is possible to run 3 mesmers, but a Necro is seen as superior. Spikes overall will be slower than a casual and a Necro offers the most utility and bar compression. Having a Necro with IAU/Ymlad allow him to help at 360, to tank Blackbeast easier, and prevent KD in places like Foundry/City/Veil. Having a necro also lets him take advantage of Soul Reaping, so in places like Foundry/City where you will be spamming skills, you do not have to worry about energy management.