Difference between revisions of "Backway (DoA)"
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The general preference is chosen by the tactic being used, but it can change depending on whether the monk lord split ([[TT]] + [[MLK]]) or the rest of the team are slower than expected due to mistakes or bad spawns. | The general preference is chosen by the tactic being used, but it can change depending on whether the monk lord split ([[TT]] + [[MLK]]) or the rest of the team are slower than expected due to mistakes or bad spawns. | ||
* In [[3-3 Tactics]] the [[Trench Tank]] should never go backway. He has time to pop and glitch the gloom trench while the team is doing left-side tendrils. | * In [[3-3 Tactics]] the [[Trench Tank]] should never go backway. He has time to pop and glitch the gloom trench while the team is doing left-side tendrils. | ||
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* In [[FBGM Tactics]] the [[Trench Tank]] should try not to go backway. The tactics have the monk kill the front right tendrils instead of the MLK if needed, so TT+MLK can be killing the trench while tendrils are being done. In case monk lord split is exceptionally slow, TT should go backway instead, as he won't have time to pull the gloom trench groups before 6-0 is taken. | * In [[FBGM Tactics]] the [[Trench Tank]] should try not to go backway. The tactics have the monk kill the front right tendrils instead of the MLK if needed, so TT+MLK can be killing the trench while tendrils are being done. In case monk lord split is exceptionally slow, TT should go backway instead, as he won't have time to pull the gloom trench groups before 6-0 is taken. | ||
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Latest revision as of 01:23, 11 February 2021
Backway describes the path in Domain of Anguish from the monk lord to Gloom.
Backway vs Gloom Trench
The Trench Tank has two possible ways to reach the gloom gate, either going backway or popping gloom trench.
- Backway involves getting past two patrolling groups.
- Gloom Trench involves triggering the trench and then either spiking the popup groups in the glitch spot with the help of MLK or glitching them, and finally getting past a patrolling group.
How to get past trench patrols
Trench patrols are composed of hard-hitting stygian melees, stygian fiends and tormentor casters, so running through them is not an option, you need Shadow Form and you will get rupted while in aggro.
Use a Shadow Form just outside aggro, use Shadow of Haste as you aggro the group and walk sideways away from it, using IaU when you start getting hit. Use HoS as needed both for heal and to keep distance. Once you have about a spirit range distance between you and the place where you used SoH you can stance out breaking the group instantly. Repeat the same process for the second group.
- Do not run forward, if you do the tormentors will break, you will stance out right into them, the group won't break, and they will kill you.
- Do not stance out too early, or the group won't break, and they will kill you.
- Do not use shadow form / shroud during the pull. You will die if you stop moving, and you will most likely be interrupted by the fiend anyway.
When to go backway
The general preference is chosen by the tactic being used, but it can change depending on whether the monk lord split (Trench Tank + MLK) or the rest of the team are slower than expected due to mistakes or bad spawns.
- In DoA 3-3 the Trench Tank should never go backway. He has time to pop and glitch the gloom trench while the team is doing left-side tendrils.
- In FBGM Tactics the Trench Tank should try not to go backway. The tactics have the monk kill the front right tendrils instead of the MLK if needed, so TT+MLK can be killing the trench while tendrils are being done. In case monk lord split is exceptionally slow, TT should go backway instead, as he won't have time to pull the gloom trench groups before 6-0 is taken.