Difference between revisions of "Gloom"

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===Cave===
 
===Cave===
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The objective of this quest ('''To the Rescue!''') is to protect the '''Warden of Whispers''' from being killed. If he dies, the quest fails, making it impossible for the party to continue.
  
The Objective of this mission is to protect 1 of 5 NPCS from being killed
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====Starting====
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Taking the quest from the '''Voice of Whispers''' spawns the Warden and 4 Orders of Whispers inside the cave. When a party member arrives there, the 4 Orders step forward, the Warden announces "Thank Kormir you've come. The demons are ready to strike!", and waves of Tormentors begin spawning outside the cave.
  
The (TT) Trench Tank will be balling a group of 37 enemies (not including Earth Tormentors)
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====Waves====
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The first wave spawns 12 seconds after triggering, and the next 5 waves spawn 10 seconds apart. Each set of 4 waves spawns in a pattern from south-east to north-west. The waves contain the following enemies:
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* 3 fleshes
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* 3 minds
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* 3 spirits
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* 3 earths
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* 3 sanitys
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* 3 waters
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* 3 souls
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* earth, heart, flesh
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* 2 spirits, 1 sanity
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* heart, water, soul
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* 2 minds, 1 heart
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* 2 hearts, 2 waters
  
The EMO will tank the first set of Earth Tormentors and Mesmers will spike as needed, the Main Tank will either recall the EMO for grabbing the second set of Earth Tormentors and Mesmers will spike the ball and the Main Tank will recall out, just a reminder do NOT catch 4 pop (which is a group of 4 enemies because it is not needed,
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After 2 seconds, each wave runs to the entrance of the cave, pauses for 2 seconds, and continues into the cave, stopping just in front of the Warden.
  
The VoR Caller or Seeder (French Tactics) will set EoE in range of the ball to spike when the ball is ready by the Trench Tank
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====Tactics====
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* Arriving in Gloom first, the TT takes the quest, runs to trigger the cave, and gathers up the mobs from outside. After placing Recall on one of the Orders, he then catches each of the incoming waves.
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* When the main team get to gloom, the emo jumps up the cliff at the start, and runs to catch the 4th wave (3 earths). The monk and any spikers with shadow steps also jump up, and run spike the earths.
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* Meanwhile, the MT glitches the start group; spikers without shadow steps or anyone who arrives too late must wait so they can run past and re-join the team.
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* The spikers and monk clear any Tormentors the TT didn't catch, and place EoE in range for the spike.
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* The MT or emo tanks the 8th wave; after it's spiked, the 2 of them and the monk (or IAU in French tactics) leave for Rift.
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* When the TT has the last group, he pulls it around a corner to make a ball. After it's spiked, he Recalls out and accepts the quest reward.
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:* In some teams, the spikers pop a Tengu Flare and spike the 12th wave on spawn, so the TT can start the pull as soon as the 11th wave arrives.
  
 
===Rift===
 
===Rift===

Revision as of 08:20, 16 April 2018

This page is lacking in content - if you know some useful information, please add it!

Ravenheart Gloom, commonly known as "gloom", or abbreviated to just "g", is one of the four sections of DoA. Most of the enemies here drop Torment Gemstones. The environment effect is Shroud of Darkness.

Landmarks

Gloom Entrance

Once the team enters Gloom,

the Main Tank will HoS up the cliff, The EMO, IAU (6.0), TK and Seeder will EE up to Main Tank and run to the ravine

The Main Tank will recall the VoR Mesmer or MLK (if EE is not on MLK Bar) and glitch the 1st patrol for Trench Tank to run past and grab next quest

Cave

The objective of this quest (To the Rescue!) is to protect the Warden of Whispers from being killed. If he dies, the quest fails, making it impossible for the party to continue.

Starting

Taking the quest from the Voice of Whispers spawns the Warden and 4 Orders of Whispers inside the cave. When a party member arrives there, the 4 Orders step forward, the Warden announces "Thank Kormir you've come. The demons are ready to strike!", and waves of Tormentors begin spawning outside the cave.

Waves

The first wave spawns 12 seconds after triggering, and the next 5 waves spawn 10 seconds apart. Each set of 4 waves spawns in a pattern from south-east to north-west. The waves contain the following enemies:

  • 3 fleshes
  • 3 minds
  • 3 spirits
  • 3 earths
  • 3 sanitys
  • 3 waters
  • 3 souls
  • earth, heart, flesh
  • 2 spirits, 1 sanity
  • heart, water, soul
  • 2 minds, 1 heart
  • 2 hearts, 2 waters

After 2 seconds, each wave runs to the entrance of the cave, pauses for 2 seconds, and continues into the cave, stopping just in front of the Warden.

Tactics

  • Arriving in Gloom first, the TT takes the quest, runs to trigger the cave, and gathers up the mobs from outside. After placing Recall on one of the Orders, he then catches each of the incoming waves.
  • When the main team get to gloom, the emo jumps up the cliff at the start, and runs to catch the 4th wave (3 earths). The monk and any spikers with shadow steps also jump up, and run spike the earths.
  • Meanwhile, the MT glitches the start group; spikers without shadow steps or anyone who arrives too late must wait so they can run past and re-join the team.
  • The spikers and monk clear any Tormentors the TT didn't catch, and place EoE in range for the spike.
  • The MT or emo tanks the 8th wave; after it's spiked, the 2 of them and the monk (or IAU in French tactics) leave for Rift.
  • When the TT has the last group, he pulls it around a corner to make a ball. After it's spiked, he Recalls out and accepts the quest reward.
  • In some teams, the spikers pop a Tengu Flare and spike the 12th wave on spawn, so the TT can start the pull as soon as the 11th wave arrives.

Rift

Main Tank, EMO and either IAU (6.0), or French Tactics or Monk Seeder (Echo) Seed come to Rift and prepare to cap

Main Tank SHOULD ping Shadow Form for Quest and MUST have Recall on the EMO Main Tank should have all 3 bonds while IAU or Seeder (depending on tactics) has Prot Bond and Balth Spirit

MT will grab groups of 3 and go behind the eyeball thingy until Rift is capped

Deathbringer Hill

After the Main Tank, EMO and IAU or Seeder (Echo) caps rift it is time to do the quest deathbringer company,

the mobs will spawn on the npcs to kill them, the VoR Mesmer will set EoE in a proper location just in range of Darkness Spike and Deathbringer and spike Deathbringer group

now for Darkness Spike there are 3 sets of waves for this

1st wave = The Greater Darkness + 2 Darknesses

2nd Wave = The Greather Darkness + 4 Darknesses

3rd Wave = 25-30 Earth Tormentors depending if u have all Darkness spawns from the 2nd wave killed at the same time

to achieve 25 Earths use these skills in order on the 2nd wave: All Mesmers cast Arcane Echo (For E-Surge), E-Surge again, Wandering Eye (Wandering Eye is ONLY on TK Bar) and Cry Of Pain if Cry Of Pain is on the caller bar, DO NOT USE Unnatural Signet during the 2nd wave as it is NOT even damage, *NOTE* in case people are unaware Wandering Eye and Mistrust deal AoE damage even though it is also an interrupt


Notes

Cave can be pre-triggered the same way Deathbringer can be. If someone runs into cave before the quest is taken, and then the quest is taken, cave will be instantly triggered. The dialog that pop ups on screen will only show up if the quest is completed and you are in range of the quest NPC. If no one is in range it won't pop up until someone is close enough.

Fleshes are only triggered when running INTO the rift after the quest is taken. Because of this, it is possible to solo cap rift without ever triggering the fleshes if you stand inside the rift before its taken. The progress bar will also not show up unless you walk into rift. The range to trigger the progress bar is smaller than the range to trigger fleshes.

The melees in the Deathbringer group are a higher level than the normal mobs in Gloom and will be much larger. They are also using a different skillbar. The Earths in this group will not duplicate as they don't have the skill.

The mobs killed during Darkness will teleport around and can even be delayed spawning if you stand ontop of their position. If an Earth Tormentor duplicates, the new one will spawn around where the Greater Darkness' corpse is, and will continuously teleport around until aggrod.