Difference between revisions of "FBGM Tactics"
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== General Idea == | == General Idea == | ||
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Revision as of 19:51, 26 January 2017
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.
- 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
- The teambuild is capable of a very fast run (low 23).
- Shadow step on everyone
- Edge of Extinction on Seeder allows Caller to spike without delay.
Cons
- No Arcane Echo on Seeder requires good Seed of Life timing.
- The builds require experienced players.
- Players have to rely on teammates for the tactics to be successful e.g. Caller has to rupt Black Beast's touch, MLK gives Trench Tank a HoS target in city, etc
Overview
/ TT | / MT | / VoR | / TK | / IaU | / MLK | / UA | / Emo | |
---|---|---|---|---|---|---|---|---|
Templates | OwFkUld5HPOENpOzEECkcWozBUnD | OwFkUhd4HPekOzBENJCUoTDUnDuD | OQlkAgCcgaKEcpbDCopzGw0jNJdJ | OQdDILgxSLBnAmOTPIgxkyldO | OQdTIYw+NaJ4Ew0ZDY6BBSukmE | OQhjIwAs4QLBnAmO3U0lTPaAcA | OwITAZ7+M6uKHE6guUukhIeAgA | OgNDwcPPTaR3MkE1C0lHEyDxDA |
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 middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th. | wall | pull left hill | Wastrel's mobs before they come in | stand back and heal the MT on spikes | |||
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 | 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 |