Difference between revisions of "Roll-way"
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<div class="mw-collapsible-content">{{FullSkillbar|{{A}}/{{E}}|Shroud of Distress|Shadow Form|Dwarven Stability|Dash|Sliver Armor|Ebon Battle Standard of Honor|Heart of Shadow|Death's Charge||OwZjkwf84QHQ6M3lTQ8Q5iIQ4OA}}</div> | <div class="mw-collapsible-content">{{FullSkillbar|{{A}}/{{E}}|Shroud of Distress|Shadow Form|Dwarven Stability|Dash|Sliver Armor|Ebon Battle Standard of Honor|Heart of Shadow|Death's Charge||OwZjkwf84QHQ6M3lTQ8Q5iIQ4OA}}</div> | ||
− | * V1: toc, camp, | + | * V1: toc, camp, north, griffs |
<div class="mw-collapsible-content">{{FullSkillbar|{{D}}/{{A}}|Sand Shards|Vow of Strength|Staggering Force|Death's Charge|Eremite's Attack|Mystic Regeneration|Mirage Cloak|Ebon Battle Standard of Honor||Ogek8Jp2Kzuk513m2FuTzF7F3VuI}}</div> | <div class="mw-collapsible-content">{{FullSkillbar|{{D}}/{{A}}|Sand Shards|Vow of Strength|Staggering Force|Death's Charge|Eremite's Attack|Mystic Regeneration|Mirage Cloak|Ebon Battle Standard of Honor||Ogek8Jp2Kzuk513m2FuTzF7F3VuI}}</div> | ||
− | * V2: quicky, open forge spike, 360, | + | * V2: quicky, open forge spike, 360, south, quests, menz, text/wolf |
<div class="mw-collapsible-content">{{FullSkillbar|{{D}}/{{A}}|Sand Shards|Vow of Strength|Staggering Force|Death's Charge|Eremite's Attack|Mystic Regeneration|Mirage Cloak|Ebon Battle Standard of Honor||Ogek8Jp2Kzuk513m2FuTzF7F3VuI}}</div> | <div class="mw-collapsible-content">{{FullSkillbar|{{D}}/{{A}}|Sand Shards|Vow of Strength|Staggering Force|Death's Charge|Eremite's Attack|Mystic Regeneration|Mirage Cloak|Ebon Battle Standard of Honor||Ogek8Jp2Kzuk513m2FuTzF7F3VuI}}</div> | ||
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Revision as of 10:54, 21 March 2018
[roll]-way refers to beating Fissure of Woe the way that the guild [roll] was originally used to. Its objective is to do fast and safe FoW runs. There are advanced tactics for teams of 2 to 8 people, though a lot of areas are not suitable for beginners in FoW.
Preamble
The given time is the approximate time a decent team needs to finish all quests without having a perfect run/spawns or failing a lot.
In general, the first ball is skipped. Nobody but the ToC-VoS may aggro an enemy that belongs to the quest Tower of Courage (Rangers and Abyssals). The rest of the team runs midway, which is a general rule and will not be stated each time again.
Equipment
You should bring the usual SC stuff for all areas: PCons, Scrolls of Resurrection, Power Stones, 1 Conset, summoning stones. Do not use party wide morale boost unless you have to.
VoS
basic equipment:
- Armor: 5x Windwalker insignias, 1x superior Vigor, 1x superior Earth Prayers, 1x minor Mysticism, 1x Clarity/Restoration/Vitae
- 1x Customized q9 scythe (20% ench, 15^ench [guided by fate], zealus/vamp)
- 1x staff (20% ench, +5 armor , 10% cast time [don't think twice])
- 1x longbow
- Summoning stones: Legionnaire, Ghastly, (warhorns, tengus)
forest equipment:
- 1x shield (+45^ench [devotion], +10 vs lightning [riders on the storm])
- 1x melee weapon (20% ench, 10% cast time)
forge backway equipment:
- Armor: 5x Forsaken insignias, 1x superior Vigor, 4x Vitae
- 1x wand (10% HRC [quickening])
- 1x shield (+60^hex, -3^hex)
Ranger
basic equipment:
- Armor: 5x Blessed insignias, 1x superior Vigor, 1x superior Expertise, 1-3x Vitae/Restoration/Recovery
- 1x caster weapon (recommendation is to use a spear with Silencing prefix (+33% dazed) in case you have to bring techno babble), 20% ench, +5 energy
- 1x shield (+45^ench, +10 vs piercing)
- 1x caster staff (20% ench, 10% HCT, 10% HCT)
- optional: 1x high energy staff (20% ench, +5 energy, +15^-1 energy)
- 1x longbow
- 1x customized low-req daggers (20% ench, vamp, +15^ench/stance)
- Summoning stones: Legionnaire, Ghastly (, Tengu/Imperial/Shining Blade if you have)
forest equipment:
- 1x melee weapon (20% ench, +5 energy)
- 1x shield (+45^ench, +10 vs lightning)
Although it is useful to bring a full Stormbound insignia armor (+15 vs lightning) for forest, it is easily doable to get forest done with the basic equipment.
Assassin
basic equipment:
- Armor: 5x Blessed insignias, 1x superior Vigor, 1x superior Shadow Arts, 1-3x Vitae/Restoration/Recovery
- 1x q9 earth magic staff (20% ench, +5^ench, +5 energy .. or HCT as you like it)
- 1x caster weapon (recommendation is to use a spear with Silencing prefix (+33% dazed) in case you have to bring techno babble), 20% ench, +5 energy
- 1x shield (+45^ench, +10 vs piercing)
- 1x longbow
- 1x customized q9 daggers (20% ench, vamp, +15^ench)
- Summoning stones: Legionnaire, Ghastly (, Tengu/Imperial/Shining Blade if you have)
Although it is useful to bring a full Infiltrator's insignia armor (+20 vs piercing) for cave, it is easily doable to get cave done with the basic equipment. That also applies to a full Vanguard's insignia armor (+20 vs blunt) for forge.
Tasks
Common tasks will not be explained here, just some things you will not do in PUG runs:
midway:
- Run through the first ball, enter the ramp leading to ToC and DC/EE towards one of the shadows above. Continue your way to quicky from here making sure not to get any ToC aggro as otherwise the ToC-VoS will hate you for the rest of your life.
hold/hold 1st ball:
- Aggro the lower shadow group, the shadow elementalists, the 2 monk/beast patrols and the shadow group from above that are potentially blocking the path of Rastigan. Pull it to a safe zone either (if you are unsure) to the monk/beasts spot or (if you know what you are doing) to the high plateau location south of the path.
quicky/quick ball:
- Kill the first skele group you encounter by either using a VoS or the shadow group nearby.
10 skeles:
- Kill the 2 skele groups (Battle Field entrance) that would block the Griff's path later on. Do not aggro the skele patrol.
ToC:
- 1st: Kill the first group of Rangers/Abyssal. (Fast ToC, Rastigan starts moving now) 2nd: Kill all remaining Rangers/Abyssals. Accept the Vailing Lord quest.
90s:
- In forge, pull the next Abyssal/Beast group into the next Monk/Mesmer group and wait for a VoS to spike it. Proceed to the next group until the forge is clear. Default direction doing this is counter-clickwise.
360:
- In forge, pull all Abyssal/Beast groups and either kill it on top or make a ball and let a VoS spike it.
top:
- In forge, (solo) spike the left Monk/Mesmer group, pop the Shadow Beasts near the Rangers and kill it.
north/south:
- Refers to the quest Defend the Temple of War. Kill all Shadow Beasts and Abyssals until the quest is done. North accepts Defend quest, south accepts ToS, Cave and Khobay after defend is done. Normally, you will not have a tank for defend.
forest:
- Kill all Spirit Shepherds south-west of the path in forest. Kill the western 3 Rock Borer Worms and the forest wolf, if already spawned. If you do not have a VoS to clear the bridge, that is your job as well.
bf:
- Are you a VoS? Go to the Battle Field.
- Are you a Ranger? Go to the Burning Forest.
Builds and Tactics
Click Expand next to each section to see builds and templates
8 men
Time needed: ~ 7 minutes
- T1: hold, tos, bf
- T3: Quicky, shepps (+ worms if VoS is late), forest wolf, griffs
- T4: quicky, take hunt, cave
- MT: quicky, 90s, south, tos quest, mage/lord (stone)
- V1: open forge spike, 90s, top, south, top quests, khobay
- V2: forge left, top, north, toc (pop beasts, wolf)
- V3: camp, (backway) full bridge, take griffs
- V4: toc, forge, menz, text/wolf
7 men
Time needed: ~ 8 minutes
- T1: hold first, bf, tos, khobay
- T3: quicky, forest, griffs
- T4: quicky, take slaves/hunt, cave
- MT: quicky, open forge spike, 90s, south, mage/lord
- V1: quicky, open forge spike, 90s, south, tos lord
- V2: quicky, camp, top, north, menz, text/wolf
- V3: toc, forest, griffs
6 men
Time needed: ~ 9 minutes
- T1: hunt, tos, bf, tos lord
- T3: hold, forest, griffs
- MT4: quicky, open forge spike, 90s, south, cave, khobay (use your cupcake AFTER forge, use unseen fury right before your V1 spikes to prevent knockdowns by earthshaker)
- V1: quicky, open forge spike, 90s, south, quests, toc wolf/shadows
- V2: quicky, open forge spike, top, north, menzie
- V3: toc, camp, bridge, griffs
5 men
Time needed: ~ 10 minutes
- T1: quicky, open forge ball, 360, tos, bf, tos lord
- T3: hold first, sheps/worms, bridge, forest wolf, griffs
- T4: quicky, take slaves/hunt, cave, mage, khobay
- V1: toc, camp, north, griffs
- V2: quicky, open forge spike, 360, south, quests, menz, text/wolf
4 men
Time needed: ~ 11 minutes
- T1: hold first, beach hunt, bf, tos, cave
- T3: quicky, 360 (leave before defend),forest, griffs
- V1: quicky, camp, menz (drop text), forge/north, griffs
- V2: toc, forge/south, quests, text/wolf, tos lord, khobay
3 men
Time needed: ~ 16 minutes
- R1: 10 skeles/quicky, sheps/worms, bridge, tos, forest wolf, griffs
- R2: hold first, forge,take hunt, cave, khobay, tos lord, bf
- V1: toc, camp, forge, menz, text/wolf, griffs, toc wolf
2 men
Depending on the V's skill and self-confidence there are 2 builds. If you choose the first (fun) one, you have to make sure that the VoS survives the backway to Khobay and is able to kill the (already triggered) shadows all alone before the griffs die. If you choose the safe and slow build, the VoS will have plenty of time doing his business.
solo griffs
Time needed: ~ 20 minutes
- R: hold first, 10skeles, forge, take hunt, tos, bf, sheps/worms, bridge/wolf, take griffs, trigger toc, (beachway) cave
- V: toc, camp, forge, khobay, tos lord, menz, text/wolf, solo-griffs, toc wolf
safe and slow
Time needed: ~ 23 minutes