DoA 3-3

From Speedclear Wiki
Revision as of 08:18, 9 December 2016 by Cruz (talk | contribs) (Undo revision 3328. This note belongs under Splits. It conflicts with the current content of the page, but if it is indeed common practice to omit the split it should be stated.)
Jump to navigation Jump to search
This page is lacking in content - if you know some useful information, please add it!
The content of this page is good, but it could be displayed a bit more... elegantly. Please tidy it up so it's more pleasant to read!

Overview

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 Shadow of Haste Shroud of Distress 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 Mistrust Wandering Eye Finish Him Pain Inverter Recall
Arcane Echo Energy Surge Unnatural Signet Mistrust Wandering Eye Necrosis You Move Like a Dwarf Empathy
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Mistrust You Move Like a Dwarf Backfire Shatter Delusions
Shield of Absorption Seed of Life Arcane Echo 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 Me/N.

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.

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 Me/N 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.

Me/N kills the front tendril on the side the TK is.

Gloom:

Compared to 6-0 there are no split differences.

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.