Difference between revisions of "4 and 5 Man Tactics"
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Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has. | Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has. | ||
− | These runs should expect times of around 40mins | + | These runs should expect times of around 40mins. |
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{{FullSkillbar|{{R}}/{{A}} Tank |I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall|Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3 |OgcTc588ZimUn5A6uU4ABC3pzBA}} | {{FullSkillbar|{{R}}/{{A}} Tank |I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall|Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3 |OgcTc588ZimUn5A6uU4ABC3pzBA}} | ||
− | Dark Escape is generally taken over Death's Charge in 4man due to the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as | + | Dark Escape is generally taken over Death's Charge in 4man due to the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as you have Healing Seed and faster spikes. DC also makes Clover easier and balls quicker. |
== Equipment == | == Equipment == | ||
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== Role == | == Role == | ||
The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time. | The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time. | ||
− | The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom. If the Tank is new, ensure that | + | The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom. If the Tank is new, ensure that there is enough experience on the rest of the team to help cover. |
=== Gloom === | === Gloom === | ||
− | * '''Entrance''' - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and | + | * '''Entrance''' - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and receive/ask for a balth. |
* '''Cave''' - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike. | * '''Cave''' - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike. | ||
− | * '''Rift''' - Recall out to the EMo and place a new recall whilst getting | + | * '''Rift''' - Recall out to the EMo and place a new recall whilst getting full bonds. Ping Shadow Form when you and the Rift team are ready. Stand on the caster spawn and pull all the enemies on the wall between Rift and Deathbringer and Whirl the melees. Once the team has capped rift, make your way to Deathbringer. |
* '''Deathbringer''' - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest. | * '''Deathbringer''' - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest. | ||
− | * '''Darknesses''' - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many | + | * '''Darknesses''' - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many Earths as possible. Jump into the rest of the Tormentors after the spike to help finish off any leftovers. Grab chest and recall out. |
=== Foundry === | === Foundry === | ||
− | * '''Room 1''' - If you have | + | * '''Room 1''' - If you have Death's charge, jump in like normal. If not, make sure the team know to give you space. |
− | * ''' Room 2''' - Make balls if the team | + | * ''' Room 2''' - Make balls if the team doesn't have aggro. If they do, bow to support the damage. |
* ''' Room 3 ''' - Aggro the Dryders and the rest of the enemies. Pull the Dryders into a ball and then right wall block the rest on the rock for the spike. | * ''' Room 3 ''' - Aggro the Dryders and the rest of the enemies. Pull the Dryders into a ball and then right wall block the rest on the rock for the spike. | ||
* '''Room 4 ''' - Pull like normal towards the start of the room. | * '''Room 4 ''' - Pull like normal towards the start of the room. | ||
− | * '''Room 5''' - Pull like normal and then clear the Captain from aggro. Jump on the Runds and whirl these down first before using the small rock opposite the Black Beast entrance to | + | * '''Room 5''' - Pull like normal for the first 2 snakes and then clear the Captain from aggro. Jump on the Runds and whirl these down first before using the small rock opposite the Black Beast entrance to right wall block the Titans. |
− | * '''Fury''' - Right | + | * '''Fury''' - Right wall block and kill the buggy enemies, then kill the rest. Pull the enemies away from the chest |
=== City === | === City === | ||
* '''Outer''' - First 2 balls like normal. | * '''Outer''' - First 2 balls like normal. | ||
− | * '''Left inner''' Like normal, but leave off damage as the team has plenty of time to clear up. Ensure you have Recall on the EMo | + | * '''Left inner''' Like normal, but leave off damage as the team has plenty of time to clear up. Ensure you have Recall on the EMo. |
* '''Right inner''' - If you have DC, run to where the Mesmers normally spike and DC to the Spirit/enemies down below. If you dont have DC, run around the back of City to aggro the top group first. | * '''Right inner''' - If you have DC, run to where the Mesmers normally spike and DC to the Spirit/enemies down below. If you dont have DC, run around the back of City to aggro the top group first. | ||
* '''Jadoth''' - Pull inside city. Try to get the enemies to ball up on the gate pillar, dont spend any more time than necessary in Veil to avoid Demonic Miasma. Once the ball is complete, pop a cupcake. | * '''Jadoth''' - Pull inside city. Try to get the enemies to ball up on the gate pillar, dont spend any more time than necessary in Veil to avoid Demonic Miasma. Once the ball is complete, pop a cupcake. | ||
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* '''360''' - Pull MT waves like normal and wall waves 3,4 and 6. If you have Dark Escape, use it when walling to reduce damage received. | * '''360''' - Pull MT waves like normal and wall waves 3,4 and 6. If you have Dark Escape, use it when walling to reduce damage received. | ||
* '''Underlords''' - Pull like normal. If you have a cupcake active, sidewalk for the Water Tormentors on Ranger hill. | * '''Underlords''' - Pull like normal. If you have a cupcake active, sidewalk for the Water Tormentors on Ranger hill. | ||
− | * '''Trench Pops''' - Run into Mes Trench and pull the back group to the glitch spot. If you can safely pull the | + | * '''Trench Pops''' - Run into Mes Trench and pull the back group to the glitch spot. If you can safely pull the left side of Clover at the same time, do so. If you have a cupcake and didn't manage to pull a side of Clover, consider dying outside the glitchspot to make Clover safer. |
* '''Monk Lord''' - Pull the Lord. If your TK is experienced and the timing is bad, Recall the TK and pull away the patrol for him/her to pull the Monk Lord. | * '''Monk Lord''' - Pull the Lord. If your TK is experienced and the timing is bad, Recall the TK and pull away the patrol for him/her to pull the Monk Lord. | ||
* '''Clover''' - Pull Clover like normal. If your team is weak, consider splitting the Spike in 2, starting on the Left Side. After Clover, pull out Necro Lord. | * '''Clover''' - Pull Clover like normal. If your team is weak, consider splitting the Spike in 2, starting on the Left Side. After Clover, pull out Necro Lord. | ||
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* '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in. | * '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in. | ||
− | * '''Rift''' - In 4man, go with the EMo to Rift, kill the | + | * '''Rift''' - In 4man, go with the EMo to Rift, kill the claw, cap, then run through the Earth wave to escape. In 5man, provide the TK with a recall target when he takes the next quest and then just run straight to Deathbringer. |
* '''Deathbringer''' - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time) | * '''Deathbringer''' - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time) | ||
− | * '''Darknesses''' - | + | * '''Darknesses''' - Place EoE once the Tank has pulled the 2nd wave to the wall. MoP the Earths and clear up any last stragglers. |
=== Foundry === | === Foundry === | ||
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* '''Trench Pops''' - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top | * '''Trench Pops''' - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top | ||
* '''Lords''' - Monk Lord, Clover, Ele Lord Patrol, Necro Lord | * '''Lords''' - Monk Lord, Clover, Ele Lord Patrol, Necro Lord | ||
− | * '''3-3''' - | + | * '''3-3''' - In 4man, you kill the front tendrils (time it well) whereas in 5man you can place EoE early and setup early SS's. |
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=== Gloom === | === Gloom === | ||
* '''Entrance/Cave''' - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike. | * '''Entrance/Cave''' - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike. | ||
− | * '''Quest running''' - In 5man, recall the Necro. When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses | + | * '''Quest running''' - In 5man, recall the Necro (in 4man - youre on your own!). When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses |
* '''Darknesses''' - Wait for wave 3 to spawn and help spike. | * '''Darknesses''' - Wait for wave 3 to spawn and help spike. | ||
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* '''Trench Pops''' - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out. | * '''Trench Pops''' - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out. | ||
* '''Lords''' - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away. | * '''Lords''' - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away. | ||
− | * '''3-3''' - | + | * '''3-3''' - Kill back tendrils. In 4man, only hit off damage on the first spike if the tank is in the glitch spot, otherwise focus the main ball. |
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=== Foundry === | === Foundry === | ||
− | * '''Rooms''' - Safeway | + | * '''Rooms''' - Safeway room 2 and make effective use of Empathy. Put Life Bond on the Tank at the start of Room 3 and maintain until Veil. |
* '''Room 5''' - Ping for Snakes until General is free, then let the EMo take over. | * '''Room 5''' - Ping for Snakes until General is free, then let the EMo take over. | ||
* '''Black Beast''' - Seed the EMo on recharge to help keep the Necro alive. | * '''Black Beast''' - Seed the EMo on recharge to help keep the Necro alive. |
Revision as of 21:07, 8 August 2021
Introduction
These are safe, casual tactics for 4/5man DoA runs. There are plenty of optimisations that could be made to enchance speed, but the design of these tactics is structured around safety and relative consistency between 4/5 players.
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.
Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has.
These runs should expect times of around 40mins.
Tank
Builds
4man
/ Tank | |||||||
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
OgcTc588ZimUn5A6uU4ABqBqzBA
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5man
/ Tank | |||||||
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
OgcTc588ZimUn5A6uU4ABC3pzBA
|
Dark Escape is generally taken over Death's Charge in 4man due to the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as you have Healing Seed and faster spikes. DC also makes Clover easier and balls quicker.
Equipment
- Sup Vigor, Blessed and Vitae
- High HP headpiece for Veil.
- One-handed weapon of Enchanting and a Demon Shield
- Staff of Enchanting
- Flatbow of Enchanting
Role
The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time. The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom. If the Tank is new, ensure that there is enough experience on the rest of the team to help cover.
Gloom
- Entrance - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and receive/ask for a balth.
- Cave - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike.
- Rift - Recall out to the EMo and place a new recall whilst getting full bonds. Ping Shadow Form when you and the Rift team are ready. Stand on the caster spawn and pull all the enemies on the wall between Rift and Deathbringer and Whirl the melees. Once the team has capped rift, make your way to Deathbringer.
- Deathbringer - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest.
- Darknesses - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many Earths as possible. Jump into the rest of the Tormentors after the spike to help finish off any leftovers. Grab chest and recall out.
Foundry
- Room 1 - If you have Death's charge, jump in like normal. If not, make sure the team know to give you space.
- Room 2 - Make balls if the team doesn't have aggro. If they do, bow to support the damage.
- Room 3 - Aggro the Dryders and the rest of the enemies. Pull the Dryders into a ball and then right wall block the rest on the rock for the spike.
- Room 4 - Pull like normal towards the start of the room.
- Room 5 - Pull like normal for the first 2 snakes and then clear the Captain from aggro. Jump on the Runds and whirl these down first before using the small rock opposite the Black Beast entrance to right wall block the Titans.
- Fury - Right wall block and kill the buggy enemies, then kill the rest. Pull the enemies away from the chest
City
- Outer - First 2 balls like normal.
- Left inner Like normal, but leave off damage as the team has plenty of time to clear up. Ensure you have Recall on the EMo.
- Right inner - If you have DC, run to where the Mesmers normally spike and DC to the Spirit/enemies down below. If you dont have DC, run around the back of City to aggro the top group first.
- Jadoth - Pull inside city. Try to get the enemies to ball up on the gate pillar, dont spend any more time than necessary in Veil to avoid Demonic Miasma. Once the ball is complete, pop a cupcake.
Veil
- 360 - Pull MT waves like normal and wall waves 3,4 and 6. If you have Dark Escape, use it when walling to reduce damage received.
- Underlords - Pull like normal. If you have a cupcake active, sidewalk for the Water Tormentors on Ranger hill.
- Trench Pops - Run into Mes Trench and pull the back group to the glitch spot. If you can safely pull the left side of Clover at the same time, do so. If you have a cupcake and didn't manage to pull a side of Clover, consider dying outside the glitchspot to make Clover safer.
- Monk Lord - Pull the Lord. If your TK is experienced and the timing is bad, Recall the TK and pull away the patrol for him/her to pull the Monk Lord.
- Clover - Pull Clover like normal. If your team is weak, consider splitting the Spike in 2, starting on the Left Side. After Clover, pull out Necro Lord.
- 3-3 - Communicate with the EMo. If you can tank the spikes by yourself, then tank on your own and let the EMo fusepull.
Example Video
SS
Build
/ SS | |||||||
Curses 12+3+1, Beast: 11, Soul Reaping: 6+3
OAJTYsDbXySIPwFCO4G0mkmE6AA
|
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Curses set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
Role
A Necro spiker is used in lowman due to skillbar compression across the team, synergy of MoP with Whirling and the energy management that Soul Reaping provides. Given the long cast times, try to cast SS as early as possible.
Gloom
- Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
- Rift - In 4man, go with the EMo to Rift, kill the claw, cap, then run through the Earth wave to escape. In 5man, provide the TK with a recall target when he takes the next quest and then just run straight to Deathbringer.
- Deathbringer - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
- Darknesses - Place EoE once the Tank has pulled the 2nd wave to the wall. MoP the Earths and clear up any last stragglers.
Foundry
- Room 1 - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space. YMLaD the Vu on the spike.
- Room 2 - Safeway. Use IAU to tank knocks.
- Room 3 - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
- Room 4 - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
- Room 5 - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.
City
- Spikes - MoP big balls and kill Manks on wall.
- Wall - Manks on wall
- Jadoth - Place EoE below the hill with no risk of getting aggro from the Inside City pull
Veil
- 360 - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
- Underlords - Pull Derv Lord
- Trench Pops - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
- Lords - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
- 3-3 - In 4man, you kill the front tendrils (time it well) whereas in 5man you can place EoE early and setup early SS's.
TK
Builds
4man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
OQdCAswkGgbjpjgzGw0jcZnD
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5man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
OQdCAsw0SwJgpz0zGgcZMZnD
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In 4man, the TK is also the VoR due to skillbar compression across the team. However in 5man tactics, the additional Spiker can bring VoR, freeing up the TK to bring Echo Esurge.
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
You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.
Gloom
- Entrance/Cave - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike.
- Quest running - In 5man, recall the Necro (in 4man - youre on your own!). When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses
- Darknesses - Wait for wave 3 to spawn and help spike.
Foundry
- Rooms - Manage energy well by picking good targets and skill usage. Safeway Room 2.
- Room 5 - Take the quest. Take all snakes. Recall out from 3rd immediately to avoid getting enchantments mirrored.
- Black Beast - Spike Black Beast once it has settled on the Necro.
City
- Spikes - In 4man, place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw. In 5man, just focus off damage.
- Wall - Sus on wall.
- Jadoth - Take Jadoth quest when Tank says s/he is ready
Veil
- 360 - Pull waves 1 and 5. Off damage all waves.
- Underlords - Stay with the team
- Trench Pops - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out.
- Lords - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away.
- 3-3 - Kill back tendrils. In 4man, only hit off damage on the first spike if the tank is in the glitch spot, otherwise focus the main ball.
MeMo (5man only)
Build
/ MeMo | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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|
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)
- Flatbow of Enchanting for pulling and casting seed. An Enchantment mod is a good idea for Seed casts.
Role
With Life Bond, you'll have unlimited energy between Room 3 and Veil so can drive lots of damage. Seed effectively in Veil.
Gloom
- Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Spike the off damage on the big spike.
- Rift - Go to rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
- Deathbringer - Nothing to do
- Darknesses - Wait for the Tank to kill the first 2 waves and then help on the Earths.
Foundry
- Rooms - Safeway room 2 and make effective use of Empathy. Put Life Bond on the Tank at the start of Room 3 and maintain until Veil.
- Room 5 - Ping for Snakes until General is free, then let the EMo take over.
- Black Beast - Seed the EMo on recharge to help keep the Necro alive.
City
- Spikes - Place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw.
- Wall - Help on everything on the wall given your infinite energy.
Veil
- 360 - Seed whoever tanks every wave.
- Underlords - Stay with the team
- Trench Pops - Stay in the Monk Glitch Spot
- Lords - Monk Lord, Clover (Seed Tank), Ele Lord Patrol, Necro Lord.
- 3-3 - Kill front tendrils. Seed the EMo for the spikes.
EMo
4man
/ EMo | |||||||
Ether Renewal: 12+3+1, Protection: 12, Healing: 3
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5man
/ EMo | |||||||
Energy Storage: 12+3+1, Protection: 12, Healing: 3
OgNDwcPPT3MaR1CkE0lxDHEyDA
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In 4man, the EMo bar is optimised to keep players alive, particularly at Black Beast and 360. In 5man, a more casual bar can be used to add speed and the inclusion of Healing Seed on the MeMo makes Life Bond the sensible choice.
Equipment
- Sup Vigor, Radiant and Attunement
- Staff of Enchanting with useful mods
- High Energy Staff of Enchanting
- Any Flatbow/Longbow for pulling
- Shield Set for Tanking
Role
Maintain all bonds on all team members and keep range of the tank. Keep the team healthy!
Gloom
- Entrance - In 5man, EE over the hill, in 4man run through the mobs and run to the Cave wave 1 spawn and wait for the tank to recall out and give him/her Balth.
- Cave - Tank waves 4 and 8 for the team to kill. Provide a recall target for the Tank before the big spike and start running to Rift
- Rift - Full bond the tank, help kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
- Deathbringer and Darknesses - Maintain bonds on the tank but stand far enough so that if there is a rupt, s/he will lose aggro when recalling out.
Foundry
- Rooms - Safeway Room 2. Keep people healthy and use lots of cover enchantments.
- Room 5 - Take the quest. Ping for all Snakes in 4man and from when General is free in 5man.
- Black Beast - Keep the Necro alive. Take the Reward.
City
- Spikes - Maintain range on the tank
- Wall - Keep the team healthy
- Jadoth - During 2nd inner City spike, check the tank has a recall then run towards the NPC to let him/her recall out towards Jadoth.
Veil
- 360 - Tank melee waves and fuse pull Fiend waves.
- Underlords - Maintain Bond range on the Tank.
- Trench Pops - In 4man, go to Glitch spot. In 5man, pull the front of Mes trench and EE to the Necro.
- Lords - Monk Lord, Clover (keep Tank alive), Ele Lord Patrol, Keep range for the TK on Ele Lord.
- 3-3 - Communicate with the tank - if s/he can wall on his/her own, let them and fuse pull. If enemies are running ahead of the tank, then help wall.