Difference between revisions of "FBGM Tactics"

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== Overview ==
 
== Overview ==
 
{| class="wikitable"
 
{| class="wikitable"
!
 
 
!
 
!
 
! TT
 
! TT
Line 37: Line 36:
 
! Emo
 
! Emo
 
|-
 
|-
| style="font-weight: bold;" | General
+
| style="font-weight: bold;" | Equipment
| Equipment
 
 
| Optional: Infiltrator's set for Gloom Cave
 
| Optional: Infiltrator's set for Gloom Cave
 
| low HP armor for Jadoth
 
| low HP armor for Jadoth
Line 48: Line 46:
 
|  
 
|  
 
|-
 
|-
| style="font-weight: bold;" | Foundry
+
| colspan="9" style="font-weight: bold; text-align:center" | Foundry
|
 
|
 
|
 
|
 
|
 
|
 
| Empathy or Backfire enemies outside the ball
 
|
 
| use Spirit Bond to cover bonds while dream riders are alive
 
 
|-
 
|-
|  
+
| entry || take quest || || take quest || take quest || || take quest || ||
| zone in
 
| take quest
 
|  
 
| EE snake, take quest
 
| take quest
 
|  
 
| EE snake, take quest
 
|  
 
| bond yourself first
 
 
|-
 
|-
| 1st room
+
| 1st room || || || ||  ||  ||  || place EoE, PI a rage ||
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
| place EoE, PI a rage
 
| bond monk and spikers
 
 
|-
 
|-
| 2nd room
+
| 2nd room || || || colspan="4" | any mesmer can pop a ghastly || PI tortureweb dryders || bond MT with prot and life
|  
 
|  
 
|  
 
| any mesmer can pop a ghastly - use Mistrust on the dream riders
 
|
 
|  
 
|
 
| PI tortureweb dryders
 
| bond MT with prot and life
 
 
|-
 
|-
| 3rd room
+
| 3rd room || || || colspan="3" | 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 ||
|  
 
| do NOT aggro the titans - ball the dryders and dream rider
 
| run to grab all the titan groups without aggroing the dryders and dream rider
 
| if you have a ghastly up, make sure it aggro's the second wave of titans so it dies and doesn't follow you into 4th room
 
|  
 
|  
 
|  
 
| EoE in range of where the titans will be balled; PI a dryder if it's out of the ball; wait at the door
 
| stand with the spikers on the first group, and then stand at the door - bond the TT with prot and life
 
 
|-
 
|-
| 4th room
+
| 4th room || tank/ball all waves (push) || wall for 2nd wave || colspan="3" | Wait for TT to pull and then run in the corner while spiking first wave || focus dream rider || use EoE in corner for 2nd wave ||  
| push!
 
| tank/ball all waves
 
| wall for 2nd wave
 
|  
 
|  
 
|  
 
| focus dream rider
 
| use EoE in corner for 2nd wave
 
|  
 
 
|-
 
|-
| 5th room
+
| 5th room || rush left, take quest || rush to aggro centre || colspan="2" | take quest || || rush right - do NOT take quest ||  ||  
| entry
 
| rush left, take quest
 
| rush to aggro centre
 
| take quest and go left
 
|  
 
|  
 
| 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
| snakes
 
| take Captain
 
| pull groups out of the way
 
| take General
 
| take Silzesh
 
| rush ahead, get EEd
 
| ping for Captain
 
| ping for snakes and seed
 
| keep snakes alive
 
 
|-
 
|-
|
+
| Black Beast || ||  || YMLaD the Black Beast on Touch || || Pull Black Beast || || EoE in range of Black Beast and Fury; seed || heal IaU
| Black Beast
 
|  
 
| hold centre in emo's range
 
| YMLaD the Black Beast on Touch
 
|  
 
| right wall block the Black Beast's group
 
|  
 
| use EoE in range of Black Beast and Fury; seed
 
| heal IaU
 
|-
 
|
 
| The Fury
 
|
 
| clear chest
 
|
 
|
 
|
 
|
 
| stand in QZ and maintain seed
 
|
 
 
|-
 
|-
| style="font-weight: bold;" | City
+
| colspan="9" style="font-weight: bold; text-align:center" | City
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
 
| Outside
 
| Outside
| first spike
+
| 1st Ball
| ball
+
| 2nd Ball
| run past during the spike
 
|
 
|
 
|
 
| Backfire the first su before spiking
 
| EoE in range of the first su; directly seed the tank
 
| bond yourself, MT, monk, and spikers
 
|-
 
|
 
| wall
 
| dagger enemies
 
| ball
 
 
| VoR and Unnatural on manks
 
| VoR and Unnatural on manks
| Unnatural and ESurge on manks
+
| colspan="2" | Unnatural and ESurge on manks
|
+
| Backfire and Unnatural on sus. Stay at the last Mank and give TT a HoS target
| Backfire and Unnatural on sus
+
| PI on each su ||
| PI on each su
 
| bond TT
 
|-
 
|
 
| second spike
 
| wait with MLK to HoS through wall
 
|
 
| spike
 
|
 
|
 
| finish last mank with Empathy, and give TT a HoS target
 
| EoE; seed the emo
 
|  
 
 
|-
 
|-
 
| Inside
 
| Inside
|  
+
| Left ball
|  
+
| Right ball
|  
+
| colspan="4" | spike right side, and then left
| 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
 
| 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
 
| stand at the bottom, in range of both tanks
 
|-
 
|-
| style="font-weight: bold;" | Veil
+
| colspan="9" style="font-weight: bold; text-align:center" | Veil
|
 
|
 
|
 
|
 
|
 
|
 
|
 
| SoA and seed emo on every spike
 
|
 
 
|-
 
|-
 
| Jadoth
 
| Jadoth
|  
+
| use cupcake , run to 360, pull first wave to glitch spot for MLK
| Dash to 360, use cupcake, and pull first wave to glitch spot for MLK
 
 
| use low health set and ball Jadoth
 
| use low health set and ball Jadoth
 
|  
 
|  
Line 232: Line 90:
 
|  
 
|  
 
| skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
 
| skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
| keep enchants on the emo, place EoE, and PI Jadoth
+
|
 
|  
 
|  
 
|-
 
|-
 
| 360
 
| 360
|
+
| pull left waves 1-5. SoH left on 3rd wave, SoH middle on 5th wave, pull right on 6th wave
| pull left hill on all waves; pull all hills on 2nd wave if MT isn't there yet; pull middle and right hills on 6th wave
+
| pull middle and right waves 1-5; SoH middle on 2nd, SoH right on 3rd; skip 6th wave
| pull middle and right hills on all waves; 2nd wave put SoH on middle hill; 3rd wave put SoH on right hill; skip 6th wave
+
|
| pre-cast Wandering Eye
 
 
|  
 
|  
 
| spike 5th wave from above and pull left hill on 6th wave
 
| spike 5th wave from above and pull left hill on 6th wave
 
| Wastrel's mobs before they come in
 
| Wastrel's mobs before they come in
| EoE (re-place halfway through 360)
+
|
| wall
+
|
 
|-
 
|-
 
| Underlords
 
| Underlords
|
+
| Recall MLK; pull Derv
| Recall MLK; pull derv lord
+
| Recall emo; pull Ranger; Recall Emo again; take quest
| Recall emo; pull ranger lord; take quest
+
| colspan="2" | Go Ranger
| kill ranger lord
+
| Go Derv and bow it
|  
+
| Go Derv and stay back
| bow and kill derv lord
 
| kill derv lord
 
 
| seed when MT takes damage; PI ranger lord
 
| seed when MT takes damage; PI ranger lord
 
| maintain MT's range
 
| maintain MT's range
 
|-
 
|-
 
| trenches
 
| trenches
|
 
 
| pop monk trench
 
| pop monk trench
| turtle
+
| colspan="4" | turtle mesmer trench
|
 
|
 
|
 
 
| go to glitch spot; kill monk trench
 
| go to glitch spot; kill monk trench
| EoE on hill in range of turtle and clover
+
| EoE on hill in range of turtle and clover, EE down to team
 
| turtle (step out to wall)
 
| turtle (step out to wall)
 
|-
 
|-
 
| Lords
 
| Lords
 
|  
 
|  
| pull out monk lord and attack it with a spear
+
| pull monk lord out
 
| pull clover; pull necro lord
 
| pull clover; pull necro lord
 
| spike clover; ele lord patrol; kill necro lord
 
| spike clover; ele lord patrol; kill necro lord
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| wall clover; wall ele lord patrol
 
| wall clover; wall ele lord patrol
 
|-
 
|-
| tendrils
+
| Tendrils
 
| 6-0
 
| 6-0
 
| get to gloom - pop trench if you have time, or go back way if monk lord was late to die
 
| 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
 
| take quest, stand on TK for PI, and pull groups in
 
| kill front left tendril
 
| kill front left tendril
| Recall emo, kill upper back tendrils with MT, and Recall out
+
| kill quest side tendrils with MT, and Recall out
| kill lower back tendrils with a gaki and pull groups in
+
| kill lower back tendrils with a stone (Gaki preferred) and pull groups in
| kill front right tendril
+
| kill front right tendril if in time
| kill front right tendril with emo if MLK is not there; seed emo when back tendrils die; EoE
+
| if MLK is not there PI front right tendril, wand and kill; EoE
| re-bond everyone - give IaU life bond; maintain range; wall
+
| stand on monk if MLK can't kill his tendril
 
|-
 
|-
| style="font-weight: bold;" | Gloom
+
| colspan="9" style="font-weight: bold; text-align:center" | Gloom
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
 
| Cave
 
| Cave
| cave/gloom trench
+
| HoS up off a stone, do cave
| HoS up off a stone
 
 
| DC on gloom patrol
 
| DC on gloom patrol
 
| spike gloom patrol
 
| spike gloom patrol
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|  
 
|  
 
|-
 
|-
|
+
| 1st gloom group
| 1st group
+
|
|  
+
| HoS up; make sure everyone jumps up; SoH, pull spirits to NPCs
| HoS up; SoH, pull spirits to NPCs
+
| colspan="4" | jump up and go with emo - first to arrive should trigger the group before jumping up
| jump up and go with emo - first to arrive should trigger the group before jumping up
 
|
 
|
 
|
 
 
|  
 
|  
 
| EE up and run to catch earths
 
| EE up and run to catch earths
 
|-
 
|-
 +
| Earths spawn
 
|  
 
|  
| first earth spawn
+
| Tank 2nd earths if you can
|
 
| Recall emo
 
| spike earths; kill enemies outside cave
 
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
| tank earths
+
| place EoE in range of cave spike, then run to rift
 +
| Tank 1st earths group
 
|-
 
|-
|  
+
| Rift
| second earth spawn
+
| take quest, Recall trick, quest run
|  
+
| do rift
| ball earth, flesh, and heart
+
| Let [[TK]] Recall you, move towards start
| spike MT's ball
+
| Recall [[Caller]], let TT recall you, recall out
|  
+
| colspan="2" | pre-trigger Deathbringer
|  
+
| kill claw with PI, cap rift
|  
+
| cap rift
| EoE in range of cave spike
 
| run to rift
 
 
|-
 
|-
 +
| Deathbringer
 
|  
 
|  
| remaining spawns
 
| ball everything
 
| run to rift
 
| spike TT's ball
 
 
|  
 
|  
 +
|
 
|  
 
|  
 
|  
 
|  
| run to rift
 
 
|  
 
|  
|-
 
| Rift
 
 
|  
 
|  
| take quest, Recall trick, quest run
 
| move enemies off rift; Recall out; cap
 
| Recall trick
 
 
|  
 
|  
| pre-trigger Deathbringer
 
 
|  
 
|  
| PI claw and get hit by slash; cap
 
| get hit by claw so it dies; cap
 
 
|-
 
|-
| Deathbringer
+
| Darkness
 
|  
 
|  
| take quest and reward
 
| DC in and tank
 
| spike
 
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
| EoE
 
| bond spikers
 
|-
 
| Darkness
 
 
|  
 
|  
 
|  
 
|  
| pull Darknesses; wall left earth tormentors
 
| only even damage on second wave
 
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
| EoE; seed earth tormentors
 
| wall right earth tormentors
 
 
|}
 
|}

Revision as of 20:55, 13 August 2016

General Idea

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 Edge of Extinction on the Seeder which allows the Caller to bring Wandering Eye.

Tactics specific to FBGM Tactics

  • Pushing in 4th room, Trench Tank pulls the 1st wave and team spikes while running to the far corner.
  • TK Takes 1st Snake, Caller takes 2nd.
  • Caller must interrupt the The Black Beast of Arrgh's touch of Aaargh since IaU doesn't bring YMLaD.
  • At the end of wall in city, MLK stays and provides a HoS target to the Trench Tank.
  • Edge of Extinction is placed in the middle of city, in range of both spikes.
  • IaU does the last left wave of 360 so that MT can be ready at the Ranger lord door.
  • Trench Tank 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 Trench Tank

Pros

Cons

Overview

TT MT VoR TK IaU MLK UA Emo
Equipment Optional: Infiltrator's set for Gloom Cave low HP armor for Jadoth triple sup runes (illusion for Wandering Eye) triple sup runes (illusion for Wandering Eye); bow for ele lord bow for derv lord
Foundry
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 (push) wall for 2nd wave Wait for TT to pull and then run in the corner while spiking first wave 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 YMLaD the Black Beast on Touch Pull Black Beast EoE in range of Black Beast and Fury; seed heal IaU
City
Outside 1st Ball 2nd Ball VoR and Unnatural on manks Unnatural and ESurge on manks Backfire and Unnatural on sus. Stay at the last Mank and give TT a HoS target 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
Veil
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 left waves 1-5. SoH left on 3rd wave, SoH middle on 5th wave, pull right on 6th wave pull middle and right waves 1-5; SoH middle on 2nd, SoH right on 3rd; skip 6th wave spike 5th wave from above and pull left hill on 6th wave Wastrel's mobs before they come 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 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 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 wall clover; wall ele lord patrol
Tendrils 6-0 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
Gloom
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
Darkness