Difference between revisions of "6 and 7 Man Tactics"

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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.
 
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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{{FullSkillbar|{{N}}/{{R}} 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}}
 
{{FullSkillbar|{{N}}/{{R}} 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}}
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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.  
 
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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{{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}}
 
{{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}}
  
 
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.
 
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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{{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}}
 
{{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}}

Revision as of 00:22, 19 April 2018

Low Man DoA has 3 variations for team composition. The 1st variation being the most practical to run. The 2nd being quicker, but more difficult to run. The 3rd being the most difficult to run.

1. Tank(s)/Spikers/Emo (4/5/6/7 man)

2. Tank(s)/Spikers/No Emo (2/3/4 man)

3. Ranger with Duplicated Souls (1/2/3 man)

4 and 5 Man

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.


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.


Mesmer/Assassin 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

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.


Elementalist/Monk 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.

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: 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.

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.

6 man

6 Man is much closer to being a casual run than 4/5 man. With 6 man you are able to run 2 tanks and can run much simpler tactics. 6 man is generally as follows:

Assassin/Warrior Trench Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape Shadow of Haste Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
OwFkUld5HPOkOzBENJCEuTDUoTnD
Assassin/Warrior Trench Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape You Move Like a Dwarf Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
OwFkUld5HPOkOzBENJCEuTDkNZnD
Mesmer/Ranger VoR
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Domination:12+1+3, Beast:10, Fast Cast:8+3
OQJTAQBbVCu0tx0RwZDY6xmE6AA
Mesmer/Assassin TK
Arcane Echo Energy Surge Unnatural Signet Wandering Eye Mistrust Pain Inverter Finish Him Recall
Domination:12+1+3, Illusion:10+3, Fast Cast:8+3
OQdDAYoCTLBnAmOIgTPylxkdOA
Mesmer/Monk MeMo
Arcane Echo Energy Surge Unnatural Signet Shatter Delusions Mistrust Backfire Healing Seed Life Bond
Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2
OQNEAqwN+isEngpvBTPHIRxD
Elementalist/Monk 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

General guideline for tactics: Foundry: TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast. City: VoR/TK on Manks, MeMo on Su's. Veil: TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils. Gloom: Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.

Note: The skills on the bars themselves can be changed to your team's liking.