Difference between revisions of "Off-damage"

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'''Off-damage''', also sometimes referred to as “'''split'''”, refers to damaging the enemies outside the main ball so they're low enough to be killed by [[EoE]].
Also sometimes referred to as “split”.
 
  
Damage that is outside the main ball. It is the TK’s responsibility to prioritize hitting the off dmg below 90%, but it is also the rest of the mesmers jobs to help incase its multiple sets of off dmg. Usually the standard is the TK as primary damage and IAU as secondary off damage. In cases where there are more than 3 sets of off damage, you can coordinate beforehand whether its (tk hits this) (iau focus this) (mlk split after main ball etc).
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In DoA, off-damage is primarily the TK’s responsibility, but it is also the rest of the mesmers' jobs to help, in case there are multiple targets outside the main ball. Usually the standard is the TK as primary damage and IAU as secondary off damage. Off-damage is inherently a team effort to make sure everything gets hit and dies at the same time. Relying exclusively on 1 person is bad because there can be multiple scenarios where a TK cannot handle all the off-damage. In cases where there are too many groups for the TK to hit, you can co-ordinate beforehand who should hit each target. An example of this is [[360]]:
  
Off damage is inherently a team effort to make sure everything gets hit and dies at the same time. Placing the off damage job on 1 person is bad because there can be multiple scenarios where a TK cannot handle all the off damage.  
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VoR's job is to start spiking the main ball so when the spike chain is finished everything is already under 90 and can die to EoE.
  
Some examples of this are:
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MLK's job is to damage the straggling melees in the back with Wastrel's.
  
Veil at 360:
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IAU's job is to focus on anything that runs past the wall, using YMLAD + unnat, and to help the TK in case the fiends weren't entirely hit. To go a step further you echo on wave 3 since you have golems on left hill and they are most likely the ones to run around the wall. To go ANOTHER step further, using echo on wave 3 also helps since you can then Esurge the off damage that runs around, and be able to hit the fiends that the TK mightve missed with your second esurge.
  
VoRs job is to start spiking the main ball so when the spike chain is finished everything is already under 90 and can die to EoE.
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TK's job is to always try to hit fiends as they are all within 1 esurge range of eachother. Echoing wave 4 helps incase you happen to mess this up and not hit all fiends at once.
 
 
MLKs job is to wastrels the straggling mobs in the back with wastrels.
 
 
 
IAUs job is to focus on things from left hill that might run around with using YMLAD + unnat, and to help the TK incase the fiends werent entirely hit. To go a step further you echo on wave 3 since you have golems on left hill and they are most likely the ones to run around the wall. To go ANOTHER step further, using echo on wave 3 also helps since you can then Esurge the off damage that runs around, and be able to hit the fiends that the TK mightve missed with your second esurge.
 
 
 
TKs job is to always try to hit fiends as they are all within 1 esurge range of eachother. Echoing wave 4 helps incase you happen to mess this up and not hit all fiends at once.
 
  
 
This setup for coordination at 360 works with all variations of tk bars, (SPain,shatter,mimic)
 
This setup for coordination at 360 works with all variations of tk bars, (SPain,shatter,mimic)

Latest revision as of 03:33, 17 December 2020

Off-damage, also sometimes referred to as “split”, refers to damaging the enemies outside the main ball so they're low enough to be killed by Edge of Extinction.

In DoA, off-damage is primarily the TK’s responsibility, but it is also the rest of the mesmers' jobs to help, in case there are multiple targets outside the main ball. Usually the standard is the TK as primary damage and IAU as secondary off damage. Off-damage is inherently a team effort to make sure everything gets hit and dies at the same time. Relying exclusively on 1 person is bad because there can be multiple scenarios where a TK cannot handle all the off-damage. In cases where there are too many groups for the TK to hit, you can co-ordinate beforehand who should hit each target. An example of this is 360:

VoR's job is to start spiking the main ball so when the spike chain is finished everything is already under 90 and can die to EoE.

MLK's job is to damage the straggling melees in the back with Wastrel's.

IAU's job is to focus on anything that runs past the wall, using YMLAD + unnat, and to help the TK in case the fiends weren't entirely hit. To go a step further you echo on wave 3 since you have golems on left hill and they are most likely the ones to run around the wall. To go ANOTHER step further, using echo on wave 3 also helps since you can then Esurge the off damage that runs around, and be able to hit the fiends that the TK mightve missed with your second esurge.

TK's job is to always try to hit fiends as they are all within 1 esurge range of eachother. Echoing wave 4 helps incase you happen to mess this up and not hit all fiends at once.

This setup for coordination at 360 works with all variations of tk bars, (SPain,shatter,mimic)