Difference between revisions of "FBGM Tactics"
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(Updated TK build and some tactics/optionals) |
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{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|You Move Like a Dwarf|Shroud of Distress|Recall}} | {{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|You Move Like a Dwarf|Shroud of Distress|Recall}} | ||
{{Scalable Skillbar|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Ebon Escape}} | {{Scalable Skillbar|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Ebon Escape}} | ||
− | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet| | + | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Arcane Mimicry|Mistrust|Pain Inverter|Finish Him|Recall}} |
{{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}} | ||
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The basic concept of [[Guild:FBGM|FBGM]] DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment. | The basic concept of [[Guild:FBGM|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 [[EoE]] on the [[Seeder]], which allows the [[Caller]] to have full Fast Casting | + | The main characteristics are jumps ([[EE]], [[Recall]] or [[HoS]]) on every player and [[EoE]] on the [[Seeder]], which allows the [[Caller]] to have full Fast Casting. |
== Tactics specific to FBGM Tactics == | == Tactics specific to FBGM Tactics == | ||
− | * | + | * [[Caller]] takes both the 1st and 2nd Snakes. |
* [[Seeder]] gives the [[Main Tank (DoA)|MT]] a [[HoS]] target trough the city wall so that [[Recall]] can be kept on the [[Emo]]. | * [[Seeder]] gives the [[Main Tank (DoA)|MT]] a [[HoS]] target trough the city wall so that [[Recall]] can be kept on the [[Emo]]. | ||
* [[EoE]] is placed twice inside the city walls, in range of [[QZ]]. | * [[EoE]] is placed twice inside the city walls, in range of [[QZ]]. | ||
− | + | * [[Emo (DoA)|Emo]] generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the [[TT]] or the [[seeder]] walls waves 3 and 4. The [[seeder]] always walls the last (6th) wave. | |
− | * [[Emo (DoA)|Emo]] walls the 360 waves which only contains | ||
* [[Main Tank (DoA)|MT]] walls [[Clover Pull|clover]], unless he dies during the pull 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. | ||
− | |||
* 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]]. | ||
== Optionals == | == Optionals == | ||
− | + | [[MLK]]: {{Skillbarskill|You Move Like a Dwarf|24}} instead of {{Skillbarskill|Ebon Escape|24}} for beginners.<br> | |
+ | [[Seeder]]: {{Skillbarskill|Aura of Stability|24}} or {{Skillbarskill|Serpent's Quickness|24}} instead of {{Skillbarskill|Life Bond|24}} for more utility. | ||
== Pros == | == Pros == | ||
− | * The teambuild is capable of a very fast run ( | + | * The teambuild is capable of a very fast run (20-22 without mistakes). |
* Shadow step on everyone | * Shadow step on everyone | ||
* [[EoE]] on [[Seeder]] allows [[Caller]] to spike without delay. | * [[EoE]] on [[Seeder]] allows [[Caller]] to spike without delay. | ||
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| style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDkNZnD | | style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDkNZnD | ||
| style="font-size:9px;" | OQlCIMwEcpbjpjgzGw0jNJdJ | | style="font-size:9px;" | OQlCIMwEcpbjpjgzGw0jNJdJ | ||
− | | style="font-size:9px;" | | + | | style="font-size:9px;" | OQdCAsw0SwJgpTQw0jcZMZnD |
| style="font-size:9px;" | OQdTAYB/HaJ4Ew0BBSuc6xmkmE | | style="font-size:9px;" | OQdTAYB/HaJ4Ew0BBSuc6xmkmE | ||
| style="font-size:9px;" | OQhCIMw0SwJgpjGAHw0zNFdJ | | style="font-size:9px;" | OQhCIMw0SwJgpjGAHw0zNFdJ | ||
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| style="font-weight: bold;" | Equipment | | style="font-weight: bold;" | Equipment | ||
| Optional: Infiltrator's set for Gloom Cave | | Optional: Infiltrator's set for Gloom Cave | ||
− | | | + | | Low HP armor for Jadoth |
| | | | ||
− | | | + | | Bow for ele lord |
− | | | + | | Bow for derv lord |
| | | | ||
| | | | ||
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| colspan="9" style="font-weight: bold; text-align:center" | Foundry | | colspan="9" style="font-weight: bold; text-align:center" | Foundry | ||
|- | |- | ||
− | | | + | | Entry || Take quest || || Take quest || Take quest || || Take quest || || |
|- | |- | ||
− | | 1st room || || || || || || || | + | | 1st room || || || || || || || Place EoE, PI a rage || |
|- | |- | ||
− | | 2nd room || || || colspan="4" style="text-align:center;" | | + | | 2nd room || || || colspan="4" style="text-align:center;" | Any mesmer can pop a ghastly || PI tortureweb dryders || Bond MT with prot and life |
|- | |- | ||
− | | 3rd room || || || colspan="3" style="text-align:center;" | | + | | 3rd room || || || colspan="3" style="text-align:center;" | 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 || | + | | 4th room || Tank/wall all waves || || colspan="4" | || Use EoE for 2nd wave || |
|- | |- | ||
− | | 5th room || | + | | 5th room || Rush left, take quest || Rush to aggro centre || colspan="2" style="text-align:center;" | Take quest || || Rush right - do NOT take quest || || |
|- | |- | ||
− | | Snakes || | + | | Snakes || Take Captain (3rd) || Pull groups out of the way || Take Silzesh (1st) and General (2nd) || || Rush ahead, get EEd || Ping for Captain || Ping for snakes and seed || Keep snakes alive |
|- | |- | ||
− | | Black Beast || || || || || Pull Black Beast || || EoE in range of Black Beast and Fury; seed || | + | | Black Beast || || || || || Pull Black Beast || || EoE in range of Black Beast and Fury; seed || Heal IaU |
|- | |- | ||
| colspan="9" style="font-weight: bold; text-align:center" | City | | colspan="9" style="font-weight: bold; text-align:center" | City | ||
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| Right ball | | Right ball | ||
| colspan="4" style="text-align:center;" | spike right side, and then left | | colspan="4" style="text-align:center;" | spike right side, and then left | ||
− | | | + | | Place EoE in range of each balls; EE down to Sulahresh to accept quest reward |
− | | | + | | Stand at the bottom, in range of both tanks |
|- | |- | ||
| colspan="9" style="font-weight: bold; text-align:center" | Veil | | colspan="9" style="font-weight: bold; text-align:center" | Veil | ||
|- | |- | ||
| Jadoth | | 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 |
| SoA and seed emo | | SoA and seed emo | ||
| | | | ||
|- | |- | ||
| 360 | | 360 | ||
− | | | + | | Pull middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th. Wall 3rd and 4th. |
− | | | + | | Pull left hill |
| | | | ||
| | | | ||
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| Go Derv and bow it | | Go Derv and bow it | ||
| Go Derv and stay back, use summon if needed | | Go Derv and stay back, use summon if needed | ||
− | | | + | | Seed when MT takes damage; PI ranger lord |
− | | | + | | Maintain MT's range |
|- | |- | ||
− | | | + | | Trenches |
− | | | + | | Pop monk trench |
| colspan="4" style="text-align:center;" | turtle mesmer trench | | colspan="4" style="text-align:center;" | turtle mesmer trench | ||
− | | | + | | Go to glitch spot; kill monk trench |
| EoE on hill in range of turtle and clover, EE down to team | | EoE on hill in range of turtle and clover, EE down to team | ||
− | | | + | | Turtle (step out to wall) |
|- | |- | ||
| Lords | | Lords | ||
− | | | + | | Pull monk lord out |
− | | | + | | Pull and wall 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 |
| | | | ||
− | | | + | | Heal tank at clover; wall ele lord patrol |
|- | |- | ||
| Tendrils | | Tendrils | ||
− | | | + | | Get to gloom - go backway 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 |
|- | |- | ||
| colspan="9" style="font-weight: bold; text-align:center" | Gloom | | colspan="9" style="font-weight: bold; text-align:center" | Gloom | ||
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| HoS up off a "stone", do cave | | HoS up off a "stone", do cave | ||
| DC on gloom patrol | | DC on gloom patrol | ||
− | | | + | | Spike gloom patrol |
| Goltway if trench is not popped | | Goltway if trench is not popped | ||
− | | | + | | Spike gloom patrol |
| | | | ||
− | | | + | | Check if MT has emo's LB before you seed |
| | | | ||
|- | |- | ||
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| | | | ||
| | | | ||
− | | | + | | Place EoE in range of cave spike, then run to rift |
| Tank 1st earths group | | Tank 1st earths group | ||
|- | |- | ||
| Rift | | Rift | ||
− | | | + | | Take quest, Recall trick, quest run |
− | | | + | | Pull rift |
− | | | + | | Trigger Deathbringer |
| Recall IAU, let TT recall you, recall out | | Recall IAU, let TT recall you, recall out | ||
| Let TK Recall you, move towards start | | Let TK Recall you, move towards start | ||
− | | | + | | Trigger Deathbringer |
− | | | + | | Kill claw with PI, cap rift |
− | | | + | | Cap rift |
|- | |- | ||
| Deathbringer | | Deathbringer | ||
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| Darkness | | Darkness | ||
| | | | ||
− | | | + | | Tank Darknesses |
| colspan="4" style="text-align:center;" | spike on spawn | | colspan="4" style="text-align:center;" | spike on spawn | ||
| | | | ||
− | | | + | | Wall for earths |
|} | |} | ||
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template2 = OQljAwC8ZQwluNmOCObATP2k0lA | template2 = OQljAwC8ZQwluNmOCObATP2k0lA | ||
name3 = Me/A | Tendril Killer (TK) | name3 = Me/A | Tendril Killer (TK) | ||
− | template3 = | + | template3 = OQdCAsw0SwJgpTQw0jcZMZnD |
name4 = Me/A | IAU | name4 = Me/A | IAU | ||
template4 = OQdTAYB/HaJ4Ew0BBSuc6xmkmE | template4 = OQdTAYB/HaJ4Ew0BBSuc6xmkmE |
Revision as of 23:50, 20 August 2019
Contents
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.
Tactics specific to FBGM Tactics
- Caller takes both the 1st and 2nd Snakes.
- 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 generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the Trench Tank or the seeder walls waves 3 and 4. The seeder always walls the last (6th) wave.
- MT walls clover, unless he dies during the pull or has to Recall out, in which case Emo walls.
- 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
MLK: instead of for beginners.
Seeder: or instead of for more utility.
Pros
- The teambuild is capable of a very fast run (20-22 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.
Overview
GWToolbox Build code
Append to your builds.ini file ( WIN + R > '%localappdata%/GWToolboxpp/builds.ini' )
[builds915] buildname = DoA | FBGM Tactics showNumbers = false count = 9 name0 = A/W | Trench Tank (TT) template0 = OwFkUld5HPOkOzBENJCEuTDUoTnD name1 = A/W | Main Tank (MT) template1 = OwFkUld5HPOkOzBENJCEuTDkNZnD name2 = Me/P | VoR Caller template2 = OQljAwC8ZQwluNmOCObATP2k0lA name3 = Me/A | Tendril Killer (TK) template3 = OQdCAsw0SwJgpTQw0jcZMZnD name4 = Me/A | IAU template4 = OQdTAYB/HaJ4Ew0BBSuc6xmkmE name5 = Me/Rt | Monk Lord Killer (MLK) template5 = OQhjAwCMYQLBnAmOaAcATP3U0lA name6 = Mo/R | EoE UA template6 = OwIT8MIbXC6IHUu8uiuEgIeghA name7 = E/Mo | Bonder template7 = OgNAQ1C3MaRkE0lHExDyD name8 = http://wiki.fbgmguild.com/FBGM_Tactics template8 =