Difference between revisions of "DoA Dinkelweg"

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{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dark Escape|Shadow of Haste|Heart of Shadow|Death's Charge|Recall}}
 
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dark Escape|Shadow of Haste|Heart of Shadow|Death's Charge|Recall}}
 
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dark Escape|You Move Like a Dwarf|Heart of Shadow|Death's Charge|Recall}}
 
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dark Escape|You Move Like a Dwarf|Heart of Shadow|Death's Charge|Recall}}
 +
{{Scalable Skillbar|Ebon Battle Standard of Honor|Glyph of Energy|Dragon's Stomp|Churning Earth|Earthquake|Pain Inverter|Obsidian Flame|Recall}}
 
{{Scalable Skillbar|Glyph of Sacrifice|Meteor Shower|Savannah Heat|Fire Storm|Breath of Fire|Finish Him|Edge of Extinction|Air of Superiority}}
 
{{Scalable Skillbar|Glyph of Sacrifice|Meteor Shower|Savannah Heat|Fire Storm|Breath of Fire|Finish Him|Edge of Extinction|Air of Superiority}}
{{Scalable Skillbar|Ebon Battle Standard of Honor|Glyph of Energy|Dragon's Stomp|Churning Earth|Earthquake|Pain Inverter|Obsidian Flame|Recall}}
 
 
{{Scalable Skillbar|Double Dragon|Death's Charge|Light of Deldrimor|Inferno|Flame Djinn's Haste|You Move Like a Dwarf|I Am Unstoppable|Glowing Gaze}}
 
{{Scalable Skillbar|Double Dragon|Death's Charge|Light of Deldrimor|Inferno|Flame Djinn's Haste|You Move Like a Dwarf|I Am Unstoppable|Glowing Gaze}}
 
{{Scalable Skillbar|Stolen Speed|Weaken Armor|Wastrel's Demise|Chaos Storm|Empathy|You Move Like a Dwarf|Spiritual Pain|Unnatural Signet}}
 
{{Scalable Skillbar|Stolen Speed|Weaken Armor|Wastrel's Demise|Chaos Storm|Empathy|You Move Like a Dwarf|Spiritual Pain|Unnatural Signet}}
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=== Role ===
 
=== Role ===
 
Main Tank is very similar to meta tactics, with the exception of the following:
 
Main Tank is very similar to meta tactics, with the exception of the following:
* Jadoth Pull: You rely on Union rather than Protective Bond to keep you alive during the Jadoth pull in Veil. As a result, you should stay in range of Union and remain on your normal armour set. 4 assassin enchantments and Union reduce the veil effect damage to 15 and you should have permanent Seed of Life from the monk which will effectively cover the rest of the damage, but you should avoid dodging attacks just like in meta tactics to avoid exploding Union. If you can ball Jadoth without Seed, this should be no problem.
+
 
* Ranger Lord: You wont have Prot Bond or Shelter/Union for the Ranger Lord pull, so be strong.
+
==== Jadoth Pull ====
* 3-3: You should interrupt the slashes from the non-hexed tendril during the 3-3 kills to assist the TK in killing the tendrils and to reduce Shelter triggers. You can also use the anniversary shortbow to deal extra damage.
+
You rely on Union rather than Protective Bond to keep you alive during the Jadoth pull in Veil. As a result, you should stay in range of Union and remain on your normal armor set. 4 assassin enchantments and Union reduce the Demonic Miasma damage to 15 and you should have permanent Seed of Life from the monk which will effectively cover the rest of the damage, but you should avoid dodging attacks just like in meta tactics to avoid exploding Union.
 +
The spirit range doesn't quite reach the edge of the cliff, so HoSing up is a good idea - this will also give you some respite from Demonic Miasma triggers whilst the enemies run around to catch up to you.
 +
If you can ball Jadoth without Seed, this should be no problem.
 +
 
 +
==== Ranger Lord ====
 +
You wont have Prot Bond or Shelter/Union for the Ranger Lord pull, so be strong.
 +
 
 +
==== 3-3/6-0 ====
 +
You should interrupt the slashes from the non-hexed tendril during the 3-3 kills to assist the TK in killing the tendrils and to reduce Shelter triggers. You can also use the anniversary shortbow to deal extra damage.
 +
 
 +
 
 +
== TK/Knocks ==
 +
 
 +
=== Build ===
 +
{{FullSkillbar|{{E}}/{{A}} TK/Knocks |Ebon Battle Standard of Honor|Glyph of Energy|Dragon's Stomp|Churning Earth|Earthquake|Pain Inverter|Obsidian Flame|Recall|Earth Magic: 12+3+1, Energy Storage: 12+3|OgdCwcyUu4xgPETjqgc52QnD}}
 +
Note the breakpoint at 19 Energy Storage for an extra skill to be covered by Glyph of Energy.
 +
 
 +
=== Equipment ===
 +
* Sup Vigor, Radiant and Attunement
 +
* 40/40 Earth Magic set
 +
* +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
 +
* Any Flatbow/Longbow for pulling
 +
 
 +
=== Role ===
 +
Your splits are the same as TK splits in 6-0 tactics (i.e. Ranger Lord, recall chains with the IAU and Manks on City wall)
 +
Your job is to lead the spike team and call/lead every spike (you do NOT want to be interrupted on the knocks because another spiker went before you). Without an effective snare, enemies will scatter causing the spike to fail.
 +
 
 +
==== Build Usage ====
 +
* Use Knock > Churning Earth > Knock on all spikes. (NB: Churning Earth knocks all moving enemies in hard mode, so when they get up after the first knock, they will immediately be knocked down as they attempt to scatter).
 +
* Obby flame is a highly effective single target spell (Wall, Foundry Rooms, Mes Trench, Ranger Lord), dealing 199 damage per cast.
 +
* For the wall, it is worth taking the time to put Honor - call when/where you use it so the team can get maximum benefit. Spam obby flame on the Manks, its not worth casting EQ/DS.
 +
 
 +
==== Knock Chaining ====
 +
The following is less relevant in Dinkelweg as you have Churning Earth but is good to be aware of.
 +
With the use of Pie and BU, you reach the cap of 25% reduction in activation time, meaning your 3sec knock skills take 2.25sec to cast. This is incredibly useful, as after your first knock and the combination of Earthbind and 0.75sec of aftercast delay, the timing is perfect to cast another knock, resulting in a perfect chain.
 +
 
 +
==== Tendril Killing ====
 +
As the TK, you are responsible for killing the usual TK tendrils. To do this, use honor and Glyph before the quest is taken and immediately cast PI on the back tendril. Switch to the front tendril and use Churning Earth, Obby Flame, Knock, Obby Flame. Switch to the back tendril again and use another Obby Flame/Knock to finish it off.
 +
 
 +
==== Killing Ele Lord ====
 +
With Shelter instead of Protective Bond, you take a lot more damage from Sandstorm, so it is even more useful to re-apply your Lightbringer Title. There are two ways to kill the Ele lord - trying to kill it just using Shelter and PI/Obby flame is highly risky and therefore not recommended.
 +
1) Cast PI on the Lord and recall out to the ST during the Sandstorm cast. The PI triggers from you, the ST, and spirits will kill the Lord quickly. Note that Sandstorm is not always the first skill cast by the Lord, so you will need good reactions.
 +
2) For a much easier life, simply cast PI and pop a Tengu Flare.
  
  
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{{FullSkillbar|{{E}}/{{R}} EoE |Glyph of Sacrifice|Meteor Shower|Savannah Heat|Fire Storm|Breath of Fire|Finish Him|Edge of Extinction|Air of Superiority|Fire Magic: 12+3+1, Beast Mastery: 11, Energy Storage: 6+3|OgJToYmZXSZAYgsqYwIKmE6AuE}}
 
{{FullSkillbar|{{E}}/{{R}} EoE |Glyph of Sacrifice|Meteor Shower|Savannah Heat|Fire Storm|Breath of Fire|Finish Him|Edge of Extinction|Air of Superiority|Fire Magic: 12+3+1, Beast Mastery: 11, Energy Storage: 6+3|OgJToYmZXSZAYgsqYwIKmE6AuE}}
  
 +
=== Equipment ===
 +
* Sup Vigor, Radiant and Attunement
 +
* 40/40 Fire Magic Set
 +
* +30/-2 High Energy Set
 +
* Any Flatbow/Longbow for pulling
 +
 +
=== Role ===
 +
Your splits are the same as the VoR in meta tactics. Generally use skills in the order shown in the build.
 +
Meteor Shower/Breath of Fire and Fire Storm deal reasonable damage, but are mainly there for the awesome animations (otherwise Bed of Coals would be a better option). Savannah Heat deals tremendous damage towards the end of the spike.
 +
Just like when EoE is brought on the VoR in meta/low man/record tactics, you should split off early from spikes that are in quick succession to place EoE early.
 +
 +
==== Build Usage ====
 
* Put EoE for each spike in the normal places (skip for Turtle in Mes trench as you can't jump back down).
 
* Put EoE for each spike in the normal places (skip for Turtle in Mes trench as you can't jump back down).
 
* AoS is used as energy management and to recharge EoE and skills where this can have a benefit (e.g. City spikes and Darknesses).
 
* AoS is used as energy management and to recharge EoE and skills where this can have a benefit (e.g. City spikes and Darknesses).
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* Savannah Heat in Honor is the primary source of your damage. Fire Storm/Breath of Fire are additional animations that also help spikes.
 
* Savannah Heat in Honor is the primary source of your damage. Fire Storm/Breath of Fire are additional animations that also help spikes.
 
* Finish Him for cleanup and general utility
 
* Finish Him for cleanup and general utility
 +
* You may need to manage your overcast, particularly during successive spikes such as 360.
 +
 +
 +
== IAU ==
 +
 +
=== Build ===
 +
{{FullSkillbar|{{E}}/{{A}} IAU |Double Dragon|Death's Charge|Light of Deldrimor|Inferno|Flame Djinn's Haste|You Move Like a Dwarf|I Am Unstoppable|Glowing Gaze|Fire Magic: 12+3+1, Energy Storage: 12+3, Shadow Arts: 3|OgJToYmZXSZAYgsqYwIKmE6AuE}}
  
 
=== Equipment ===
 
=== Equipment ===
* Sup Vigor, Radiant and Attunement pieces on the rest
+
Sup Vigor, Radiant and Attunement
* 40/40 Fire Magic Set
+
* 40/20/20 Fire Magic Staff
* +30/-2 High Energy Set (preferably Fire Magic)
+
* 20/20/+15/-1 High Energy Staff
* Any Flatbow for pulling
+
* Any Flatbow/Longbow for pulling
  
 
=== Role ===
 
=== Role ===
Your splits are the same as the VoR in meta tactics.
+
Your splits are the same as the IAU in meta tactics.
  
  
I WILL FINISH THE REST THIS EVENING
+
ILL FINISH THE REST LATER

Revision as of 11:01, 5 June 2021

Introduction

Dinkelweg is an off-meta tactic used by TFZ in DoA. It got its name from the alternative tactics requiring Wholesome > Wholegrain > Dinkel (German for Wholegrain) players.

The goal isn't to go for time, but rather to have fun by making lots of shiny animations that kill things. Despite this being the primary objective, subcons is more than achievable with a 26 being our best run to date with still lots to improve.

Whilst the builds are more than capable of performing 6-0, we generally run 3-3 whilst our growing community of Dinkel players get more and more familiar with the tactics. In particular, the use of an ST backline can make 6-0 very tricky.

Overview

I Am Unstoppable Shadow Form Shroud of Distress Dark Escape Shadow of Haste Heart of Shadow Death's Charge Recall
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape You Move Like a Dwarf Heart of Shadow Death's Charge Recall
Ebon Battle Standard of Honor Glyph of Energy Dragon's Stomp Churning Earth Earthquake Pain Inverter Obsidian Flame Recall
Glyph of Sacrifice Meteor Shower Savannah Heat Fire Storm Breath of Fire Finish Him Edge of Extinction Air of Superiority
Double Dragon Death's Charge Light of Deldrimor Inferno Flame Djinn's Haste You Move Like a Dwarf I Am Unstoppable Glowing Gaze
Stolen Speed Weaken Armor Wastrel's Demise Chaos Storm Empathy You Move Like a Dwarf Spiritual Pain Unnatural Signet
Auspicious Incantation Arcane Echo Ray of Judgment Snow Storm Seed of Life Healing Seed You Move Like a Dwarf Patient Spirit
Armor of Unfeeling Soul Twisting Shelter Union Earthbind Summon Spirits Kurzick Life Bond Balthazar's Spirit


Trench Tank (TT)

Build

Assassin/Warrior TT
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape Shadow of Haste Heart of Shadow Death's Charge Recall
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
OwFkUdd5HPaENpOzB0EUoDCEuTnD

Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger mastery and Critical Strikes for the Wall and Foundry Rooms.

Equipment

Normal Tank Equipment is used.

Role

Trench Tank has no changes compared to standard 3-3 or 6-0 tactics (whichever the team is running). As you dont have Protective Bond, Dark Escape is preferable over Dash for City balls.


Main Tank (MT)

Build

Assassin/Warrior MT
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape You Move Like a Dwarf Heart of Shadow Death's Charge Recall
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
OwFkUdd5HPaENpOzB0EUoDCEuTnD

Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger mastery and Critical Strikes for the Wall and Foundry Rooms.

Equipment

Normal Tank Equipment is used.

Role

Main Tank is very similar to meta tactics, with the exception of the following:

Jadoth Pull

You rely on Union rather than Protective Bond to keep you alive during the Jadoth pull in Veil. As a result, you should stay in range of Union and remain on your normal armor set. 4 assassin enchantments and Union reduce the Demonic Miasma damage to 15 and you should have permanent Seed of Life from the monk which will effectively cover the rest of the damage, but you should avoid dodging attacks just like in meta tactics to avoid exploding Union. The spirit range doesn't quite reach the edge of the cliff, so HoSing up is a good idea - this will also give you some respite from Demonic Miasma triggers whilst the enemies run around to catch up to you. If you can ball Jadoth without Seed, this should be no problem.

Ranger Lord

You wont have Prot Bond or Shelter/Union for the Ranger Lord pull, so be strong.

3-3/6-0

You should interrupt the slashes from the non-hexed tendril during the 3-3 kills to assist the TK in killing the tendrils and to reduce Shelter triggers. You can also use the anniversary shortbow to deal extra damage.


TK/Knocks

Build

Elementalist/Assassin TK/Knocks
Ebon Battle Standard of Honor Glyph of Energy Dragon's Stomp Churning Earth Earthquake Pain Inverter Obsidian Flame Recall
Earth Magic: 12+3+1, Energy Storage: 12+3
OgdCwcyUu4xgPETjqgc52QnD

Note the breakpoint at 19 Energy Storage for an extra skill to be covered by Glyph of Energy.

Equipment

  • Sup Vigor, Radiant and Attunement
  • 40/40 Earth Magic set
  • +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
  • Any Flatbow/Longbow for pulling

Role

Your splits are the same as TK splits in 6-0 tactics (i.e. Ranger Lord, recall chains with the IAU and Manks on City wall) Your job is to lead the spike team and call/lead every spike (you do NOT want to be interrupted on the knocks because another spiker went before you). Without an effective snare, enemies will scatter causing the spike to fail.

Build Usage

  • Use Knock > Churning Earth > Knock on all spikes. (NB: Churning Earth knocks all moving enemies in hard mode, so when they get up after the first knock, they will immediately be knocked down as they attempt to scatter).
  • Obby flame is a highly effective single target spell (Wall, Foundry Rooms, Mes Trench, Ranger Lord), dealing 199 damage per cast.
  • For the wall, it is worth taking the time to put Honor - call when/where you use it so the team can get maximum benefit. Spam obby flame on the Manks, its not worth casting EQ/DS.

Knock Chaining

The following is less relevant in Dinkelweg as you have Churning Earth but is good to be aware of. With the use of Pie and BU, you reach the cap of 25% reduction in activation time, meaning your 3sec knock skills take 2.25sec to cast. This is incredibly useful, as after your first knock and the combination of Earthbind and 0.75sec of aftercast delay, the timing is perfect to cast another knock, resulting in a perfect chain.

Tendril Killing

As the TK, you are responsible for killing the usual TK tendrils. To do this, use honor and Glyph before the quest is taken and immediately cast PI on the back tendril. Switch to the front tendril and use Churning Earth, Obby Flame, Knock, Obby Flame. Switch to the back tendril again and use another Obby Flame/Knock to finish it off.

Killing Ele Lord

With Shelter instead of Protective Bond, you take a lot more damage from Sandstorm, so it is even more useful to re-apply your Lightbringer Title. There are two ways to kill the Ele lord - trying to kill it just using Shelter and PI/Obby flame is highly risky and therefore not recommended. 1) Cast PI on the Lord and recall out to the ST during the Sandstorm cast. The PI triggers from you, the ST, and spirits will kill the Lord quickly. Note that Sandstorm is not always the first skill cast by the Lord, so you will need good reactions. 2) For a much easier life, simply cast PI and pop a Tengu Flare.


EoE

Build

Elementalist/Ranger EoE
Glyph of Sacrifice Meteor Shower Savannah Heat Fire Storm Breath of Fire Finish Him Edge of Extinction Air of Superiority
Fire Magic: 12+3+1, Beast Mastery: 11, Energy Storage: 6+3
OgJToYmZXSZAYgsqYwIKmE6AuE

Equipment

  • Sup Vigor, Radiant and Attunement
  • 40/40 Fire Magic Set
  • +30/-2 High Energy Set
  • Any Flatbow/Longbow for pulling

Role

Your splits are the same as the VoR in meta tactics. Generally use skills in the order shown in the build. Meteor Shower/Breath of Fire and Fire Storm deal reasonable damage, but are mainly there for the awesome animations (otherwise Bed of Coals would be a better option). Savannah Heat deals tremendous damage towards the end of the spike. Just like when EoE is brought on the VoR in meta/low man/record tactics, you should split off early from spikes that are in quick succession to place EoE early.

Build Usage

  • Put EoE for each spike in the normal places (skip for Turtle in Mes trench as you can't jump back down).
  • AoS is used as energy management and to recharge EoE and skills where this can have a benefit (e.g. City spikes and Darknesses).
  • Glyph > Meteor Shower to reduce the cast time
  • Savannah Heat in Honor is the primary source of your damage. Fire Storm/Breath of Fire are additional animations that also help spikes.
  • Finish Him for cleanup and general utility
  • You may need to manage your overcast, particularly during successive spikes such as 360.


IAU

Build

Elementalist/Assassin IAU
Double Dragon Death's Charge Light of Deldrimor Inferno Flame Djinn's Haste You Move Like a Dwarf I Am Unstoppable Glowing Gaze
Fire Magic: 12+3+1, Energy Storage: 12+3, Shadow Arts: 3
OgJToYmZXSZAYgsqYwIKmE6AuE

Equipment

Sup Vigor, Radiant and Attunement

  • 40/20/20 Fire Magic Staff
  • 20/20/+15/-1 High Energy Staff
  • Any Flatbow/Longbow for pulling

Role

Your splits are the same as the IAU in meta tactics.


ILL FINISH THE REST LATER