Difference between revisions of "IT Tactics"
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== General Idea == | == General Idea == | ||
<div style="float: right; clear:right"> | <div style="float: right; clear:right"> | ||
− | {{Scalable Skillbar|Shadow Form| | + | {{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dash|Shadow of Haste|Recall|Shroud of Distress}} |
{{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|You Move Like a Dwarf|Recall|Shroud of Distress}} | {{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|You Move Like a Dwarf|Recall|Shroud of Distress}} | ||
{{Scalable Skillbar|Visions of Regret|Unnatural Signet|Shatter Delusions|You Move Like a Dwarf|Mistrust|Edge of Extinction|Air of Superiority|Ebon Escape}} | {{Scalable Skillbar|Visions of Regret|Unnatural Signet|Shatter Delusions|You Move Like a Dwarf|Mistrust|Edge of Extinction|Air of Superiority|Ebon Escape}} | ||
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}} | ||
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Ebon Escape}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Ebon Escape}} | ||
− | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet| | + | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Empathy|Mistrust|Finish Him|Healing Seed|Ebon Escape}} |
{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}} | {{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}} | ||
</div> | </div> | ||
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== Tactics specific to 5 Mesmer Tactics == | == Tactics specific to 5 Mesmer Tactics == | ||
− | * [[TT]] balls the Dryder group in 4'th room, and the team pushes to the far corner while killing it. | + | * [[TT]] balls the Dryder group in 4'th room, and the team [[pushing|pushes]] to the far corner while killing it. |
* [[TK]] Takes 1st Snake, [[VoR]] takes 2nd. | * [[TK]] Takes 1st Snake, [[VoR]] takes 2nd. | ||
* Me/Mo pings for Snakes, but Emo takes the reward. | * Me/Mo pings for Snakes, but Emo takes the reward. | ||
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* Me/Mo can kill the MLK tendril, if the [[MLK]] is busy. | * Me/Mo can kill the MLK tendril, if the [[MLK]] is busy. | ||
* IAU goes to cap rift. | * IAU goes to cap rift. | ||
− | * Mesmers should kill the last | + | * Mesmers should kill the last two spawns of the cave quest in order to speed up the ball. |
== Optionals == | == Optionals == | ||
==== Tanks ==== | ==== Tanks ==== | ||
− | * | + | * Dark Escape on [[TT]]. |
* Dash on [[Main_Tank_(DoA)|MT]]. | * Dash on [[Main_Tank_(DoA)|MT]]. | ||
==== MLK ==== | ==== MLK ==== | ||
− | * Shatter over Mistrust | + | * [[DoA_Spiking_Guide#Shatter_Delusions|Shatter]] over [[DoA_Spiking_Guide#Mistrust|Mistrust]]. |
+ | |||
+ | ==== Memo ==== | ||
+ | * [[DoA_Spiking_Guide#Shatter_Delusions|Shatter]] or [[DoA_Spiking_Guide#Spiritual_Pain|Spiritual Pain]] over [[DoA_Spiking_Guide#.22Finish_Him.21.22|FH]]. | ||
== Pros == | == Pros == | ||
− | * The teambuild is capable of a very fast casual run. The extra spiker makes it easier for experienced teams to achieve fast times. | + | * The teambuild is capable of a [https://i.imgur.com/8QNuUm0.jpg very fast casual run]. The extra spiker makes it easier for experienced teams to achieve fast times. |
* Everyone has a Shadow step, which makes transitions faster and easier. | * Everyone has a Shadow step, which makes transitions faster and easier. | ||
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! {{Me}}/ {{R}} VoR | ! {{Me}}/ {{R}} VoR | ||
! {{Me}}/{{A}} TK | ! {{Me}}/{{A}} TK | ||
− | ! {{Me}}/{{A}} | + | ! {{Me}}/{{A}} IAU |
! {{Me}}/{{Rt}} MLK | ! {{Me}}/{{Rt}} MLK | ||
! {{Me}}/{{Mo}} Memo | ! {{Me}}/{{Mo}} Memo | ||
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| style="font-size:9px;" | OQdTAYB/HaJ4Ew0xmc6RukmEBC | | style="font-size:9px;" | OQdTAYB/HaJ4Ew0xmc6RukmEBC | ||
| style="font-size:9px;" | OQhjAwCMYQLBnAmO3UTPaAcA0l | | style="font-size:9px;" | OQhjAwCMYQLBnAmO3UTPaAcA0l | ||
− | | style="font-size:9px;" | | + | | style="font-size:9px;" | OQNDAqwNSLBnAmOaATPxkSE0l |
| style="font-size:9px;" | OgNDwcPPTaR3MkE1C0lyDxDHE | | style="font-size:9px;" | OgNDwcPPTaR3MkE1C0lyDxDHE | ||
|- | |- | ||
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| 1st room || || No SF, Ymlad the Vu || || || || || || | | 1st room || || No SF, Ymlad the Vu || || || || || || | ||
|- | |- | ||
− | | 2nd room || || || colspan="5" style="text-align:center;" | Any mesmer can pop a ghastly or a 3-pop || Bond MT with prot and life | + | | 2nd room || || Ymlad Healing Seed || colspan="5" style="text-align:center;" | Any mesmer can pop a ghastly or a 3-pop || Bond MT with prot and life |
|- | |- | ||
− | | 3rd room || Ball Dryders || Ball Titans || colspan=" | + | | 3rd room || Ball Dryders || Ball Titans || colspan="5" style="text-align:center;" | If you have a summon up try to kill it on the 2nd titan spawn || |
|- | |- | ||
− | | 4th room || Tank/ball all waves || Wall second wave, third wave if needed || Put EoE in the crack for the second spawn || colspan=" | + | | 4th room || Tank/ball all waves || Wall second wave, third wave if needed || Put EoE in the crack for the second spawn || colspan="4" style="text-align:center;" | Wait for first ball and spike while pushing || |
|- | |- | ||
| 5th room || Take quest, get ready to take 3rd snake || Go to aggro center || colspan="2" style="text-align:center;" | Take quest || || Go right - do NOT take quest || || Take quest | | 5th room || Take quest, get ready to take 3rd snake || Go to aggro center || colspan="2" style="text-align:center;" | Take quest || || Go right - do NOT take quest || || Take quest | ||
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| Backfire and Unnatural on Sus. | | Backfire and Unnatural on Sus. | ||
| Empathy Manks and help with Sus. | | Empathy Manks and help with Sus. | ||
− | + | | | |
|- | |- | ||
| Inside | | Inside | ||
| Left ball | | Left ball | ||
| Right ball | | Right ball | ||
− | | colspan=" | + | | colspan="5" style="text-align:center;" | Spike right side, and then left |
− | | | + | | Stand at the bottom, in range of both tanks. Take the quest reward |
− | |||
|- | |- | ||
| colspan="9" style="font-weight: bold; text-align:center" | [[Veil]] | | colspan="9" style="font-weight: bold; text-align:center" | [[Veil]] | ||
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|- | |- | ||
| 360 | | 360 | ||
− | | Pull left hill wall waves 3 and 4 | + | | Pull left hill wall; waves 3 and 4 |
| Pull middle and right hills | | Pull middle and right hills | ||
| | | | ||
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|- | |- | ||
| Trenches | | Trenches | ||
− | | Pop monk | + | | Pop gloom and monk trenches |
− | | | + | | Recall Memo and start clover |
| colspan="3" style="text-align:center;" | Turtle mesmer trench | | colspan="3" style="text-align:center;" | Turtle mesmer trench | ||
| Go to glitch spot; kill monk trench | | Go to glitch spot; kill monk trench | ||
− | | | + | | Seed |
| Turtle (step out to wall) | | Turtle (step out to wall) | ||
|- | |- | ||
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|- | |- | ||
| Tendrils | | Tendrils | ||
− | | Get to gloom | + | | Get to gloom |
| Take quest, stand on TK for PI, and pull groups in | | Take quest, stand on TK for PI, and pull groups in | ||
| Kill front left tendril; put EoE before the spike | | Kill front left tendril; put EoE before the spike | ||
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| Tank 2nd wave [[Sanity Tormentor|sanities]] and earths if you can | | Tank 2nd wave [[Sanity Tormentor|sanities]] and earths if you can | ||
| colspan="2" style="text-align:center;" | | | colspan="2" style="text-align:center;" | | ||
− | | Spike 2nd wave | + | | Spike 2nd wave |
| colspan="2" style="text-align:center;" | | | colspan="2" style="text-align:center;" | | ||
| Tank 1st earths group; tank second if needed | | Tank 1st earths group; tank second if needed | ||
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| Ball all of your aggro | | Ball all of your aggro | ||
| Run to rift | | Run to rift | ||
− | | | + | | Pop tengus |
− | | | + | | Spike the last two groups, then cave |
− | | colspan="2" style="text-align:center;" | Spike cave | + | | Run to rift |
+ | | colspan="2" style="text-align:center;" | Spike the last two groups, then cave | ||
| Run to rift | | Run to rift | ||
|- | |- | ||
| Rift | | Rift | ||
| Take quest, Recall trick, quest run | | Take quest, Recall trick, quest run | ||
− | | | + | | Fastpull rift |
+ | | Kill stone if needed | ||
+ | | Recall [[MLK]], let TT recall you, recall out | ||
+ | | Kill claw with PI, cap rift | ||
| Let [[TK]] Recall you, move towards start | | Let [[TK]] Recall you, move towards start | ||
− | + | | Pre-trigger Deathbringer | |
− | |||
− | |||
| Cap rift | | Cap rift | ||
|- | |- | ||
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| Darknesses | | Darknesses | ||
| Accept quest reward | | Accept quest reward | ||
− | | | + | | Bodyblock earths |
| Replace EoE if needed | | Replace EoE if needed | ||
− | | colspan="4" style="text-align:center;" | | + | | colspan="4" style="text-align:center;" | Spike on spawn and use echo when the first wave dies |
| Jump to MT and wall when Earths spawn | | Jump to MT and wall when Earths spawn | ||
|} | |} |
Revision as of 13:58, 23 September 2018
Contents
General Idea
These DoA tactics are designed to run 5 mesmers in a casual environment, omitting the monk seeder for more spiking power. It is not recommended for inexperienced players.
Tactics specific to 5 Mesmer Tactics
- Trench Tank balls the Dryder group in 4'th room, and the team pushes to the far corner while killing it.
- TK Takes 1st Snake, VoR takes 2nd.
- Me/Mo pings for Snakes, but Emo takes the reward.
- Edge of Extinction is placed twice in city for both balls. This may sometimes result in the VoR being late for the second spike. Other mesmers should still start the spike.
- Emo takes the quest reward in city, after being recalled by the MT.
- On 360, Emo walls waves 1, 2 and 5; TT walls wave 3 and 4; IAU walls wave 6.
- MT walls clover if possible.
- Me/Mo splits off with the MT after clover to kill the necro lord.
- Me/Mo can kill the MLK tendril, if the MLK is busy.
- IAU goes to cap rift.
- Mesmers should kill the last two spawns of the cave quest in order to speed up the ball.
Optionals
Tanks
- Dark Escape on Trench Tank.
- Dash on MT.
MLK
Memo
- Shatter or Spiritual Pain over FH.
Pros
- The teambuild is capable of a very fast casual run. The extra spiker makes it easier for experienced teams to achieve fast times.
- Everyone has a Shadow step, which makes transitions faster and easier.
Cons
- The builds require experienced players on almost every role.
- No UA or Seed of Life means players are punished harder for mistakes.
- The MT needs to be able to do Jadoth and Ranger without seed.
- Edge of Extinction on VoR means they will be late for some spikes.
Overview
/ TT | / MT | / VoR | / TK | / IAU | / MLK | / Memo | / Emo | |
---|---|---|---|---|---|---|---|---|
Templates | OwFkMOd5HXlkOjcGCEN5EUoTnzBE | OwFkMOd5HXlkODuDCENZDkNZnzBE | OQJTASBbTytx0ZDwmc6B6AukuE | OQdDAYoCTLBnAmOIgTPylxkdO | OQdTAYB/HaJ4Ew0xmc6RukmEBC | OQhjAwCMYQLBnAmO3UTPaAcA0l | OQNDAqwNSLBnAmOaATPxkSE0l | OgNDwcPPTaR3MkE1C0lyDxDHE |
Equipment | Optional: Infiltrator's set for Gloom Cave | Low HP armor for Jadoth | Triple sup runes (illusion for Wandering Eye); bow for ele lord | Bow for derv lord | Martial weapon of Enchanting for Seed | |||
Foundry | ||||||||
Entry | Take quest | Take quest | Take quest | Take quest | Take quest | |||
1st room | No SF, Ymlad the Vu | |||||||
2nd room | Ymlad Healing Seed | Any mesmer can pop a ghastly or a 3-pop | Bond MT with prot and life | |||||
3rd room | Ball Dryders | Ball Titans | If you have a summon up try to kill it on the 2nd titan spawn | |||||
4th room | Tank/ball all waves | Wall second wave, third wave if needed | Put EoE in the crack for the second spawn | Wait for first ball and spike while pushing | ||||
5th room | Take quest, get ready to take 3rd snake | Go to aggro center | Take quest | Go right - do NOT take quest | 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 the Emo | Keep snakes alive |
Black Beast | Pull Fury | Pull Black Beast, Ymlad its touch | Seed the Emo | Heal IAU, take quest reward | ||||
City | ||||||||
Outside | First ball | Second ball | VoR and Unnatural on Manks | Unnatural and ESurge on Manks | Unnatural and ESurge on Manks | Backfire and Unnatural on Sus. | Empathy Manks and help with Sus. | |
Inside | Left ball | Right ball | Spike right side, and then left | Stand at the bottom, in range of both tanks. Take the quest reward | ||||
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 left hill wall; waves 3 and 4 | Pull middle and right hills | Wall last wave | Wastrel's mobs before they come in | Seed the wall | Fusepulls and wall waves without fiends | ||
Underlords | Recall MLK; pull Derv | Recall Emo; pull Ranger; Recall Emo again; take quest | Go Ranger | Go Derv and aggro it | Go Derv and stay in recall range | Go Ranger | Maintain MT's range | |
Trenches | Pop gloom and monk trenches | Recall Memo and start clover | Turtle mesmer trench | Go to glitch spot; kill monk trench | Seed | Turtle (step out to wall) | ||
Lords | Pull monk lord out | Pull clover and wall if possible; use the MeMo for Recall trick on necro lord | Spike clover and ele lord patrol | Spike clover; skip ele lord patrol; solo ele lord | Spike clover and ele lord patrol | Kill monk lord | Spike clover; go with MT and kill necro lord | Wall clover if MT can't; wall ele lord patrol |
Tendrils | Get to gloom | Take quest, stand on TK for PI, and pull groups in | Kill front left tendril; put EoE before the spike | 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 | Help with front right tendril if needed | Wall |
Gloom | ||||||||
Cave | Trigger cave when team is ready | DC on gloom patrol | Spike gloom patrol | Goltway if trench is not popped | Spike gloom patrol | Tell the TT when you're ready for the trigger | ||
1st gloom group | Grab the stuff outside cave and obstruct it | HoS up; make sure everyone jumps up; recall the MLK and pull in spirits for the TT | Jump up and go with emo - Trigger front group if needed. | Stay in range of MT's recall | Jump up and go with emo - Trigger front group if needed. | EE up and run to catch earths | ||
Earths spawn | Catch incoming waves - dodge earths if the team failed to get them | Tank 2nd wave sanities and earths if you can | Spike 2nd wave | Tank 1st earths group; tank second if needed | ||||
Cave Spike | Ball all of your aggro | Run to rift | Pop tengus | Spike the last two groups, then cave | Run to rift | Spike the last two groups, then cave | Run to rift | |
Rift | Take quest, Recall trick, quest run | Fastpull rift | Kill stone if needed | Recall MLK, let TT recall you, recall out | Kill claw with PI, cap rift | Let TK Recall you, move towards start | Pre-trigger Deathbringer | Cap rift |
Deathbringer | Take quest | Wait for settle, jump in | Place EoE in range of Deathbringer and Darknesses | Save echo for Darknesses | ||||
Darknesses | Accept quest reward | Bodyblock earths | Replace EoE if needed | Spike on spawn and use echo when the first wave dies | Jump to MT and wall when Earths spawn |