Difference between revisions of "FBGM Tactics"
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(→Tactics specific to FBGM Tactics: PLEASE discuss this on the talkpage if you have further problems!) |
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* [[EoE]] is placed twice inside the city walls, in range of [[QZ]]. | * [[EoE]] is placed twice inside the city walls, in range of [[QZ]]. | ||
<!--* [[EoE]] is placed in the middle of city, in range of both spikes.--> | <!--* [[EoE]] is placed in the middle of city, in range of both spikes.--> | ||
− | * [[Emo (DoA)| | + | * [[Emo (DoA)|Emo]] walls the 360 waves which only contains hungers (1st and 5th)<!-- because you run the risk of them spiking the monk -->, while the [[seeder]] walls the rest. Additionally, some teams use their [[TT]] to wall the 3rd and 4th waves<!-- For slightly easier/more successful fusepulls -->. |
− | * [[MT]] walls clover, unless he dies or has to Recall out, in which case [[Emo]] walls. | + | * [[Main Tank (DoA)|MT]] walls [[Clover Pull|clover]], unless he dies during the pull or has to Recall out, in which case [[Emo]] walls. |
* [[TT]] 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. | * [[TT]] 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 [[Main Tank (DoA)|MT]] can pull the spirits towards the gate as a [[DC]] target for the [[TT]]. | * At the start of Gloom everyone should jump up the hill, so that [[Main Tank (DoA)|MT]] can pull the spirits towards the gate as a [[DC]] target for the [[TT]]. |
Revision as of 15:37, 10 April 2018
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 have full Fast Casting, or bring Wandering Eye as an optional.
Tactics specific to FBGM Tactics
- TK Takes 1st Snake, Caller takes 2nd.
- Seeder gives the MT a HoS target trough the city wall so that Recall can be kept on the Emo.
- Edge of Extinction is placed twice inside the city walls, in range of QZ.
- Emo walls the 360 waves which only contains hungers (1st and 5th), while the seeder walls the rest. Additionally, some teams use their Trench Tank to wall the 3rd and 4th waves.
- MT walls clover, unless he dies during the pull or has to Recall out, in which case Emo walls.
- 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.
Optionals
IAU: instead of sacrifices utility for damage. VoR knocks Black Beast.
MLK: instead of for beginners.
Pros
- The teambuild is capable of a very fast run (21-23 without mistakes).
- 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.