Difference between revisions of "DoA 3-3"
(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.) |
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*More straightforward bars, with higher damage output | *More straightforward bars, with higher damage output | ||
*Killing 3 Tendrils at a time instead of 6 | *Killing 3 Tendrils at a time instead of 6 | ||
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==Builds== | ==Builds== |
Revision as of 08:18, 9 December 2016
Contents
Overview
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.