Difference between revisions of "FBGM Tactics"
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| 2nd room || || || colspan="4" style="text-align:center;" | Any mesmer can pop a ghastly || PI tortureweb dryders || Bond MT with prot and life | | 2nd room || || || colspan="4" style="text-align:center;" | Any mesmer can pop a ghastly || PI tortureweb dryders || Bond MT with prot and life | ||
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− | | 3rd room || | + | | 3rd room || ball titans || ball dryders and dream rider with YMLaD || 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 1st wave || ball | + | | 4th room 1st wave || wait for ball || ball quickly || colspan="4" style="text-align:center;" | Wait for MT to ball before pushing || PI a dryder if it's out of the ball || Bond MT |
|- | |- | ||
| 4th room 2nd wave || colspan="2" style="text-align:center;" | wall dementias || || || || || EoE || | | 4th room 2nd wave || colspan="2" style="text-align:center;" | wall dementias || || || || || EoE || |
Revision as of 13:22, 1 August 2021
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 (Ebon Escape, Recall or Heart of Shadow) 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 Quickening Zephyr.
- Emo generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the Trench Tank walls waves 3 and 4. The seeder 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
Trench Tank: instead of , trading safety for speed.
MLK: instead of for beginners.
Pros
- The teambuild is capable of a very fast run (19-21 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 = OwIT8MIbX6uKHUuE6gukhAg4BEA name7 = E/Mo | Bonder template7 = OgNAQ1C3MaRkE0lHExDyD name8 = http://wiki.fbgmguild.com/FBGM_Tactics template8 =