Difference between revisions of "User:Ether"
(→Gloom) |
|||
Line 240: | Line 240: | ||
These tactics will only work smoothly if you have an experienced ranger tank, a strong backline, and a proactive necro. The entire run can easily be done in 40~ minutes with no major mistakes. Loa has done plenty of runs between 38-42 minutes. | These tactics will only work smoothly if you have an experienced ranger tank, a strong backline, and a proactive necro. The entire run can easily be done in 40~ minutes with no major mistakes. Loa has done plenty of runs between 38-42 minutes. | ||
− | + | ==Gloom== | |
Basics: The VoRTK quest runs. Ranger balls stuff and we spike, while ranger uses aggro for whirling fuel. | Basics: The VoRTK quest runs. Ranger balls stuff and we spike, while ranger uses aggro for whirling fuel. | ||
Gloom is expected to be around 6:30~ depends on how long it takes for transitions. | Gloom is expected to be around 6:30~ depends on how long it takes for transitions. |
Revision as of 07:43, 14 April 2018
Contents
Links
https://www.youtube.com/user/ShiBaindo/
Personal Records
Domain of Anguish Records
1 man: 52 Minutes [TAS]
1 man: 58 Minutes [STANDARD]
1 man: 59 Minutes [PURE]
2 man: 34 Minutes [TAS]
2 man: 37 Minutes [STANDARD]
3 man: 29 Minutes [TAS]
4 man: 29 Minutes [TAS]
4 man: 30 Minutes [STANDARD]
8 man: 15 Minutes [TAS] (w/ gate glitch)
8 man: 16 Minutes [TAS] (w/ gate glitch)
8 man: 17 Minutes [TAS] (w/o gate glitch)
8 man: 19 Minutes [STANDARD]
Different behavior from mobs when spawning with certain weapons: https://youtu.be/BQx33XuMJg0
Custom Toolbox
The tb you see me use in the videos is able to be downloaded here
Solo
/ Solo DoA Full Run | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
OgcTc588ZSn5A6ijAaR8uU4ozBA
|
/ Solo DoA Practice Bar | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
OgcTc588ZSn5AimEBKu8uU4ozBA
|
Armor Sets
Standard Armor Set
- 5x Blessed Runes
- 1x +1+3 Expertise Headpiece
- 1x Superior Vigor
- 3x Vitae Runes
Earth Armor Set
- 5x Earthbound Runes
- 1x +1+3 Expertise Headpiece
- 1x Superior Vigor
- 3x Vitae Runes
High HP Armor Set
- 5x Survivor Runes
- 4 Vitae Runes
- 1x Superior Vigor
Weapons
A q7 flatbow can be crafted at Blacktide Den
Useful Movement Macros
- (7535, -11960) ranger lord glitch spot (on the side of necro trench)
- (13098, -9817) monk lord trench glitch spot ( on left 360 hill)
- (9906, -13057) mes trench glitch spot (on right 360 hill)
- (8800, -8665) juicy 360 thing
- (6474, -17196) right side clover glitch spot
(-19019, 13188) 4th room 1st move macro, this is right outside the trigger point for the 4th room (-19491, 12803) 4th room 2nd move macro, this is on the right wall if you were to face 5th room. Using these two move macros right after the other will allow you to get a significant amount of souls into 4th room
Duplicating Tormentors
For the near entirety of the run you will be duplicating Tormentors. Basically, you damage any tormentor so its below 50% health, and at some point it will cast Call to the Torment. It spawns a copy of the tormentor in its exact location. By duplicating many tormentors over the run, you are able to use this as whirling fuel to kill shit really fast.
Some general rules each tormentor follows when deciding whether or not to duplicate are:
1. They have to be in aggro/combat with something (yourself/stone/npc/etc). Note that aggro conditions include: having chain/corpse/part of a group aggro on anything that might not necessarily be in your own aggro range
2. They have to be under 50% hp
3. The tormentor does not have "CoT aggro" with any duping mobs. (CoT range is 750-850~ units away)(CoT range or "CoT aggro" acts similarly to aggro mechanics - except its with other tormentors. this means there is chain/corpse/part of a group aggro for CoT.)
4. If there is a tormentor within CoT range, the game checks if there are any tormentors casting within that second tormentors range, if yes: then the original one does not dupe. if no, then the original one dupes.
5. When a tormentor starts to decide whether or not to dupe, is currently unknown. Possible triggers are updating the tormentors position/updating the tormentors direction.
Noting all of that, certain tormentors only duplicate in certain conditions.
Waters: they have to not be settled on anything
General Usage
The red circles on the picture are where souls spawwn, or where they break. The red lines are to show where the soul will go after it breaks aggro. Depending on where the soul was spawned, determines which direction it will run towards when broken.
Gloom
There are 4 parts to Gloom. They are:
1. Cave
Cave consists of 3 "waves", each spawning 4 different groups of enemies. Knowing which groups spawn in each wave is crucial to completing a solo run.
2. Rift
3. Deathbringer
4. Darkness
Foundry
The Foundry rooms are just run and spike. You need to move in continuous, smooth lines to not break souls when going thru gates. Going thru room 2 and the room 4 gate is where your movement matters the most, as souls break here. Watch the video to see how to run into the rooms.
Take the quest [Q1]
Room 1
Wait for Margonites to ball, run in Whirl. Spike Titans on spawn
Room 2
Try to speed boost ball the Margonites together and whirl them with the Torturewebs. For the 2nd wave kill the Torturewebs if they are balled, otherwise right wall block the dreamies and whirl those first.
Room 3
Grab all the Titans and the Torturewebs [R3a] and right wall block to whirl the titans and the glitched Dreamrider [R3b]. Then kill the Torturewebs [R3c]
Room 4
Run to the furthest point of the room and dupe souls while doing the room [R4]. Try to right wall block dementias. On the 3rd wave try to kill the Despairs first as they take longer to settle. Last wave just ball and spike. While killing the waves, its very important to keep all glitched souls on the wall under 50% health, and to be in aggro of the glitched souls so they dupe.
Room 5
TBA
City
Whirl and move down the wall. You can get pretty intricate with how you do City, but its basically just whirling mobs 1 by 1.
Veil
In veil there are 4 different enemies that can rupt your skills (Shadow Form, Way of The Master, Way of Perfection, Shroud of Distress, Dwarven). They are:
1. Stygian Fiends
They can rupt with Choking gas (every auto attack they hit rupts you), Concussion Shot ( dazes you too), Distracting Shot, or Savage Shot.
2. Spirit Tormentors
Spirits can rupt with only Savage Shot.
3. Sanity Tormentors
Sanities can rupt with Disrupting throw (only rupts when you have a condition) or Stunning Strike (requires adrenaline and dazes).
4. Ranger Lord
The Stygian Underlord can rupt with Distracting Shot, and Savage Shot.
2 Man
2 Rangers
2 Rangers: Fastest possible team, but extremely hard to do without extensive knowledge and experience.
The main concept is that you use a large amount of souls to whirl foundry rooms and city, and to split in veil.
Ranger Mes
Ranger Mes Duo: City and Veil can be difficult without extensive knowledge and experience
The main concept is whirling foundry with souls, and then just balling and spiking city/veil.
Ranger Monk
1 Ranger 1 Monk: Safest team, but the slowest. The ranger needs experience and knowledge to do his job, but the monk is much more relaxed.
The ranger does close to what a regular solo would do, except you have a monk bonder. Bonder allows the ranger to cast less enchants, and to have more energy. The monk can also be used to place spirits, take snakes, quests etc.
3 Man
literally just the solo bar x3
4 Man
5 Man
Extra Notes
Starting Gloom is the simplest and safest for the tactics. If you start anywhere other than gloom, you will waste time getting the ranger to gloom for cave, and you have to clear the trench. Gloom is also able to fail because of the rupts the ranger might have to deal with.
These tactics will only work smoothly if you have an experienced ranger tank, a strong backline, and a proactive necro. The entire run can easily be done in 40~ minutes with no major mistakes. Loa has done plenty of runs between 38-42 minutes.
Gloom
Basics: The VoRTK quest runs. Ranger balls stuff and we spike, while ranger uses aggro for whirling fuel. Gloom is expected to be around 6:30~ depends on how long it takes for transitions.
Ranger
- Cave
The simplest way to do cave is to just grab all the mobs from cave and ball it on the corner where the earths spawn. If you pull the mobs too far then they will break. Try to kill the sanities and spirits that spawn during the quest, as they are the farthest away from the spot where you ball and they won't pull (also they rupt). Your skill rotation should always be shroud on recharge, HoSing before SF, and Dwarven after SF. You want to prevent strips if you ever have to tank earths, and you wait to be able to prevent rupts by HoSing before SF. If your shroud gets rupted, then wait to pstone until your next shroud gets rupted. After everything spawns, try to ball the mobs on the corner of the ravine towards rift. Whirl the ball then run to rift.
- Rift
Make sure you have bonds + recall on the emo at this time. If you are rupted you are able to recall out and prevent a fail.
During rift, you want to grab the caster tormentor patrol that spawns to the East of the rift cap, as well as the other casters that spawn. You will need to use these casters and whirl Deathbringer with them. Be careful to NOT run ontop of the actual rift and trigger the fleshes. You want the team to trigger the fleshes, so that the earths are delayed from spawning and you won't have to aggro them.
- Deathbringer
Wait for the group to settle and run in and whirl the spirit/heart/whatever runs out first, then whirl the main ball. It will be a slow kill as you will only have caster tormentors on you. You could leave a mob or two incase they are outhealing you, and have the team spike once you run away.
- Darkness
Whirl on spawn. If needed, you can whirl the casters on you for EoE damage to kill the Earths that are still alive. To clear the chest, either spike the remaining casters on you, or pull them away and recall out to the team.
Necro
- Cave
Trigger Cave. Spike Earths if emo decides to aggro them. Spike the ball the ranger makes.
- Rift
Kill the claw and help cap rift.
- Deathbringer
Trigger Deathbringer. Put EoE in range of Deathbringer, and once again for Darkness once in range.
- Darkness
Put EoE in range. Spike Earths if needed once the ball is mostly dead. Clean up tormentors if needed.
VoRTK
- Cave
You are the recall target for the ranger. Try to put the ranger as close to cave mobs once he glitches the first group. Spike Earths if needed and then spike the rangers main ball. Quest run while they are running towards rift.
- Rift
Quest run.
- Deathbringer
Either stuck the npc or follow him and avoid aggro thats in the way. Finish quest running
- Darkness
Run to the team. Help spike if need be.
MeMo
- Cave
Stay with the Emo, keep him bonded. Seed him and spike any groups he aggros.
- Rift
Kill claw and help cap.
- Deathbringer
Trigger Deathbringer and wait for the ranger to whirl it.
- Darkness
Spike Earths with the ranger. Help clean up leftover tormentors if needed.
Emo
Basically keep bonds on the ranger the whole time and stay in his range. Bonds are not required during cave, but are required for rift + deathbringer + darkness.
- Cave
Tank earth groups to help the ranger out.
- Rift
Bond the ranger before rift and stay in his range. Cap rift then run to deathbringer.
6 Man
fmaw stuff aids
Level 1
- /age 1
Level 2
- /age 2
Level 3
- /age 3 for 10
- /age 2 for 9
Level 4
- /age 1
Level 5
- /age 3