Difference between revisions of "FBGM Tactics"

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{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|You Move Like a Dwarf|Shroud of Distress|Recall}}
 
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|You Move Like a Dwarf|Shroud of Distress|Recall}}
 
{{Scalable Skillbar|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Ebon Escape}}
 
{{Scalable Skillbar|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Ebon Escape}}
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall}}
+
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Arcane Mimicry|Mistrust|Pain Inverter|Finish Him|Recall}}
 
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}}
 
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}}
 
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Ebon Escape}}
 
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Ebon Escape}}
{{Scalable Skillbar|Shield of Absorption|Seed of Life|Edge of Extinction|Pain Inverter|Ebon Escape|Unyielding Aura|Blessed Aura|Life Bond}}
+
{{Scalable Skillbar|Shield of Absorption|Seed of Life|Edge of Extinction|Pain Inverter|Ebon Escape|Unyielding Aura|Blessed Aura|Aura of Stability}}
 
{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}}
 
{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}}
 
</div>
 
</div>
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The basic concept of [[Guild:FBGM|FBGM]] DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.
 
The basic concept of [[Guild:FBGM|FBGM]] DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.
  
The main characteristics are jumps ([[EE]], [[Recall]] or [[HoS]]) on every player and [[EoE]] on the [[Seeder]], which allows the [[Caller]] to have full Fast Casting, or bring [[Wandering Eye]] as an optional.
+
The main characteristics are jumps ('''Ebon Escape''', '''Recall''' or '''Heart of Shadow''') on every player and [[EoE]] on the [[UA (DoA)|UA]], which allows the [[Caller]] to have full Fast Casting.
  
 
== Tactics specific to FBGM Tactics ==
 
== Tactics specific to FBGM Tactics ==
* [[TK]] Takes 1st Snake, [[Caller]] takes 2nd.
+
* [[Caller]] takes both the 1st and 2nd Snakes.
* [[Seeder]] gives the [[Main Tank (DoA)|MT]] a [[HoS]] target trough the city wall so that [[Recall]] can be kept on the [[Emo]].
+
* [[UA (DoA)|UA]] gives the [[Main Tank (DoA)|MT]] a HoS target trough the city wall so that Recall can be kept on the [[Emo]].
* [[EoE]] is placed twice inside the city walls, in range of [[QZ]].
+
* [[EoE]] is placed twice inside the city walls, in range of '''Quickening Zephyr'''.
<!--* [[EoE]] is placed in the middle of city, in range of both spikes.-->
+
* [[Emo (DoA)|Emo]] generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the [[TT]] walls waves 3 and 4. The [[UA (DoA)|UA]] walls the last (6th) wave.
* [[TT]] and [[MLK]] should pop and kill Gloom trench if possible, even if late for 6-0, in which case [[Seeder]] and [[Emo]] will kill the front tendril.
+
* [[Main Tank (DoA)|MT]] walls [[Clover Pull|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 [[Main Tank (DoA)|MT]] can pull the spirits towards the gate as a [[DC]] target for the [[TT]].
+
* At the start of Gloom everyone should jump up the hill, so that [[Main Tank (DoA)|MT]] can pull the spirits towards the gate as a DC target for the [[TT]].
  
 
== Optionals ==
 
== Optionals ==
IAU: {{Skillbarskill|Shatter Delusions|48}} instead of {{Skillbarskill|You Move Like a Dwarf|48}} sacrifices utility for damage. VoR knocks Black Beast.<br>MLK: {{Skillbarskill|You Move Like a Dwarf|48}} instead of {{Skillbarskill|Ebon Escape|48}} for beginners.
+
[[TT]]: {{Skillbarskill|Dash|24}} instead of {{Skillbarskill|Dark Escape|24}}, trading safety for speed.<br>
 +
[[MLK]]: {{Skillbarskill|You Move Like a Dwarf|24}} instead of {{Skillbarskill|Ebon Escape|24}} for beginners.<br>
  
 
== Pros ==
 
== Pros ==
* The teambuild is capable of a very fast run (21-23 without mistakes).
+
* The teambuild is capable of a very fast run (19-21 without mistakes).
 
* Shadow step on everyone
 
* Shadow step on everyone
* [[EoE]] on [[Seeder]] allows [[Caller]] to spike without delay.
+
* [[EoE]] on [[UA (DoA)|UA]] allows [[Caller]] to spike without delay.
  
 
== Cons ==
 
== Cons ==
* No [[Arcane Echo]] on [[Seeder]] requires good [[Seed of Life]] timing.
+
* No '''Arcane Echo''' on [[UA (DoA)|UA]] requires good '''Seed of Life''' timing.
  
 
== Overview ==
 
== Overview ==
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| style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDkNZnD
 
| style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDkNZnD
 
| style="font-size:9px;" | OQlCIMwEcpbjpjgzGw0jNJdJ
 
| style="font-size:9px;" | OQlCIMwEcpbjpjgzGw0jNJdJ
| style="font-size:9px;" | OQdDErsASLBnAmOIgylTPxkdO
+
| style="font-size:9px;" | OQdCAsw0SwJgpTQw0jcZMZnD
 
| style="font-size:9px;" | OQdTAYB/HaJ4Ew0BBSuc6xmkmE
 
| style="font-size:9px;" | OQdTAYB/HaJ4Ew0BBSuc6xmkmE
 
| style="font-size:9px;" | OQhCIMw0SwJgpjGAHw0zNFdJ
 
| style="font-size:9px;" | OQhCIMw0SwJgpjGAHw0zNFdJ
| style="font-size:9px;" | OwIT8MIbXC6IHUu8uiuEgIeghA
+
| style="font-size:9px;" | OwIT8MIbX6uKHUuE6gukhAg4BEA
| style="font-size:9px;" | OgNAQ1C3MaRkE0lHExDyD
+
| style="font-size:9px;" | OgNDwcPPT1C3MaRkE0lHExDyD
 
|-
 
|-
 
| style="font-weight: bold;" | Equipment
 
| style="font-weight: bold;" | Equipment
 
| Optional: Infiltrator's set for Gloom Cave
 
| Optional: Infiltrator's set for Gloom Cave
| low HP armor for Jadoth
+
| Low HP armor for Jadoth
 
|  
 
|  
| triple sup runes (illusion for Wandering Eye); bow for ele lord
+
| Bow for ele lord
| bow for derv lord
+
| Bow for derv lord
 
|  
 
|  
 
|  
 
|  
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| colspan="9" style="font-weight: bold; text-align:center" | Foundry
 
| colspan="9" style="font-weight: bold; text-align:center" | Foundry
 
|-
 
|-
| entry || take quest ||  || take quest || take quest ||  || take quest ||  ||
+
| Entry || colspan="8" style="text-align:center;" | Everyone should take quest
 
|-
 
|-
| 1st room ||  ||  ||  ||  || ||  || place EoE, PI a rage ||
+
| 1st room ||  ||  ||  ||  || YMLaD the rund ||  || Place EoE, PI a rage ||
 
|-
 
|-
| 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
 
|-
 
|-
| 3rd room || || || 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 ||
+
| 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 || tank/ball all waves || || colspan="3" | || focus dream rider || use EoE in corner for 2nd wave ||  
+
| 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
 
|-
 
|-
| 5th room || rush left, take quest || rush to aggro centre || colspan="2" style="text-align:center;" | take quest || || rush right - do NOT take quest || ||  
+
| 4th room 2nd wave || colspan="2" style="text-align:center;" | wall dementias || || || || || EoE ||
 
|-
 
|-
| Snakes || take Captain (3rd) || pull groups out of the way || take General (2nd) || take Silzesh (1st) || rush ahead, get EEd || ping for Captain || ping for snakes and seed || keep snakes alive
+
| 4th room 3rd wave || || wall if you have aggro || || || || || || fuse pull if the titans spawn against the wall
 
|-
 
|-
| Black Beast ||  ||  ||  ||  || Pull Black Beast ||  || EoE in range of Black Beast and Fury; seed || heal IaU
+
| 4th room 4th wave || pop a stone on the spike || wall if the team has aggro || || || || || ||
 +
|-
 +
| 5th room || Rush left, take quest || Rush to aggro centre || colspan="2" style="text-align:center;" | Take quest ||  || Rush right - do NOT take quest ||  ||
 +
|-
 +
| Snakes || Take Captain (3rd) || Pull groups out of the way || Take Silzesh (1st) and General (2nd) || || Rush ahead, get EEd || Ping for Captain || Ping for snakes and seed || Keep snakes alive
 +
|-
 +
| Black Beast ||  ||  ||  ||  || Pull Black Beast ||  || EoE in range of Black Beast and Fury; seed || Heal IaU
 
|-
 
|-
 
| colspan="9" style="font-weight: bold; text-align:center" | City
 
| colspan="9" style="font-weight: bold; text-align:center" | City
Line 92: Line 99:
 
| colspan="2" style="text-align:center;" | Unnatural and ESurge on manks
 
| colspan="2" style="text-align:center;" | Unnatural and ESurge on manks
 
| Backfire and Unnatural on sus
 
| Backfire and Unnatural on sus
| PI on each su ||
+
| PI on each su, let MT HoS through wall ||
 
|-
 
|-
 
| Inside
 
| Inside
Line 98: Line 105:
 
| Right ball
 
| Right ball
 
| colspan="4" style="text-align:center;" | spike right side, and then left
 
| colspan="4" style="text-align:center;" | spike right side, and then left
| let the MT recall you; place EoE in range of both balls; EE down to the emo; accept quest reward
+
| Place EoE in range of each balls; EE down to Sulahresh to accept quest reward
| stand at the bottom, in range of both tanks
+
| Stand at the bottom, in range of both tanks
 
|-
 
|-
 
| colspan="9" style="font-weight: bold; text-align:center" | Veil
 
| colspan="9" style="font-weight: bold; text-align:center" | Veil
 
|-
 
|-
 
| Jadoth
 
| Jadoth
| use cupcake , run to 360, pull first wave to glitch spot for MLK
+
| Use cupcake, run to 360, pull first wave to glitch spot for MLK
| use low health set and ball Jadoth
+
| Use low health set and ball Jadoth
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
| skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
+
| Skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
|
+
| cast all enchantments on emo
 
|  
 
|  
 
|-
 
|-
 
| 360
 
| 360
| pull middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th.
+
| Pull left hills; Wall 3rd and 4th waves
| pull left hill
+
| Pull right hills
 
|
 
|
 
|  
 
|  
|  
+
| Unnatural close targets
| Wastrel's mobs before they come in
+
| Wastrel's mobs before they come in; Unnatural close targets
| wall, SoA yourself, and only seed on hunger waves
+
| SoA wall, and only seed on hunger waves. Wall 6th.
| stand back and infuse the monk to pull fiends in
+
| Stand back and infuse the wall to pull fiends in. Wall melee waves.
 
|-
 
|-
 
| Underlords
 
| Underlords
Line 129: Line 136:
 
| Go Derv and bow it
 
| Go Derv and bow it
 
| Go Derv and stay back, use summon if needed
 
| Go Derv and stay back, use summon if needed
| seed when MT takes damage; PI ranger lord
+
| Seed when MT takes damage; PI ranger lord
| maintain MT's range
+
| Maintain MT's range
 
|-
 
|-
| trenches
+
| Trenches
| pop monk trench
+
| Pop gloom and monk trenches
 
| colspan="4" style="text-align:center;" | turtle mesmer trench
 
| colspan="4" style="text-align:center;" | turtle mesmer trench
| go to glitch spot; kill monk trench
+
| Pull gloom trench pops to glitch spot; kill all 4 trench pops
 
| EoE on hill in range of turtle and clover, EE down to team
 
| EoE on hill in range of turtle and clover, EE down to team
| turtle (step out to wall)
+
| Turtle (step out to wall)
 
|-
 
|-
 
| Lords
 
| Lords
| pull monk lord out
+
| Pull monk lord out
| pull and wall clover; pull necro lord
+
| Pull and wall clover; pull necro lord
| spike clover; ele lord patrol; kill necro lord
+
| Spike clover; ele lord patrol; kill necro lord
| spike clover; skip ele lord patrol; solo ele lord
+
| Spike clover; skip ele lord patrol; solo ele lord
| spike clover; ele lord patrol; kill necro lord
+
| Spike clover; ele lord patrol; kill necro lord
| kill monk lord
+
| Kill monk lord
 
|  
 
|  
| heal tank at clover; wall ele lord patrol
+
| Heal tank at clover; wall ele lord patrol
 
|-
 
|-
 
| Tendrils
 
| Tendrils
| get to gloom - pop trench if you have time, or go back way if monk lord was late to die
+
| Get to gloom - go backway if monk lord was late to die
| take quest, stand on TK for PI, and pull groups in
+
| Take quest, stand on TK for PI, and pull groups in
| kill front left tendril
+
| Kill front left tendril
| kill quest side tendrils with MT, and Recall out
+
| Kill quest side tendrils with MT, and Recall out
| kill lower back tendrils with a stone (Gaki preferred) and pull groups in
+
| Kill lower back tendrils with a stone (Gaki preferred) and pull groups in
| kill front right tendril if in time
+
| Kill front right tendril if in time
| if MLK is not there PI front right tendril, wand and kill; EoE
+
| If MLK is not there PI front right tendril, wand and kill; EoE
| stand on monk if MLK can't kill his tendril
+
| Stand on monk if MLK can't kill his tendril
 
|-
 
|-
 
| colspan="9" style="font-weight: bold; text-align:center" | Gloom
 
| colspan="9" style="font-weight: bold; text-align:center" | Gloom
 
|-
 
|-
 
| Cave
 
| Cave
| HoS up off a stone, do cave
+
| HoS up off a "stone", do cave
 
| DC on gloom patrol
 
| DC on gloom patrol
| spike gloom patrol
+
| Spike gloom patrol
 
| Goltway if trench is not popped
 
| Goltway if trench is not popped
| spike gloom patrol
+
| colspan="2" style="text-align:center;" | Spike gloom patrol
|  
+
| Check if MT has emo's LB before you seed
| check if MT has emo's LB before you seed
 
 
|  
 
|  
 
|-
 
|-
 
| 1st gloom group
 
| 1st gloom group
 
|
 
|
| HoS up; make sure everyone jumps up; SoH, pull spirits to NPCs
+
| HoS up; make sure everyone jumps up; pull spirits to NPCs
 
| colspan="4" style="text-align:center;" | jump up and go with emo - first to arrive should trigger the group before jumping up
 
| colspan="4" style="text-align:center;" | jump up and go with emo - first to arrive should trigger the group before jumping up
 
|  
 
|  
Line 185: Line 191:
 
|  
 
|  
 
|  
 
|  
| place EoE in range of cave spike, then run to rift
+
| Place EoE in range of cave spike, then run to rift
 
| Tank 1st earths group
 
| Tank 1st earths group
 
|-
 
|-
 
| Rift
 
| Rift
| take quest, Recall trick, quest run
+
| Take quest, Recall trick, quest run
| do rift
+
| Pull rift
| Let [[TK]] Recall you, move towards start
+
| Trigger Deathbringer
| Recall [[Caller]], let TT recall you, recall out
+
| Recall IAU, let TT recall you, recall out
| colspan="2" style="text-align:center;" | pre-trigger Deathbringer
+
| Let TK Recall you, move towards start
| kill claw with PI, cap rift
+
| Trigger Deathbringer
| cap rift
+
| Kill claw with PI, cap rift
 +
| Cap rift
 
|-
 
|-
 
| Deathbringer
 
| Deathbringer
Line 203: Line 210:
 
|  
 
|  
 
|  
 
|  
|  
+
| Mistrust the mind
 
| EoE in range of darknesses
 
| EoE in range of darknesses
 
|  
 
|  
Line 209: Line 216:
 
| Darkness
 
| Darkness
 
|  
 
|  
| pull darknesses to the wall
+
| Tank Darknesses
|  
+
| colspan="4" style="text-align:center;" | spike on spawn
|
 
|  
 
 
|  
 
|  
| place another EoE for earths
+
| Wall for earths
| wall for earths
 
 
|}
 
|}
 +
 +
== GWToolbox Build code ==
 +
Append to your builds.ini file ( WIN + R > '%localappdata%/GWToolboxpp/builds.ini' )
 +
 +
<pre>
 +
[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 = OgNDwcPPTaR3MkE1CyDxDHE0lA
 +
name8 = http://wiki.fbgmguild.com/FBGM_Tactics
 +
template8 =
 +
</pre>

Latest revision as of 18:46, 26 December 2022

General Idea

I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shadow of Haste Shroud of Distress Recall
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge You Move Like a Dwarf Shroud of Distress Recall
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Ebon Escape
Arcane Echo Energy Surge Unnatural Signet Arcane Mimicry Mistrust Pain Inverter Finish Him Recall
Arcane Echo Energy Surge Unnatural Signet You Move Like a Dwarf Mistrust Pain Inverter I Am Unstoppable Heart of Shadow
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Mistrust Empathy Backfire Ebon Escape
Shield of Absorption Seed of Life Edge of Extinction Pain Inverter Ebon Escape Unyielding Aura Blessed Aura Aura of Stability
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond Balthazar's Spirit

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 UA, which allows the Caller to have full Fast Casting.

Tactics specific to FBGM Tactics

  • Caller takes both the 1st and 2nd Snakes.
  • UA 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 UA 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: Dash instead of Dark Escape, trading safety for speed.
MLK: You Move Like a Dwarf instead of Ebon Escape for beginners.

Pros

  • The teambuild is capable of a very fast run (19-21 without mistakes).
  • Shadow step on everyone
  • Edge of Extinction on UA allows Caller to spike without delay.

Cons

  • No Arcane Echo on UA requires good Seed of Life timing.

Overview

Assassin/Warrior TT Assassin/Warrior MT Mesmer/ Paragon VoR Mesmer/Assassin TK Mesmer/Assassin IaU Mesmer/Ritualist MLK Monk/Ranger UA Elementalist/Monk Emo
Templates OwFkUld5HPOkOzBENJCEuTDUoTnD OwFkUld5HPOkOzBENJCEuTDkNZnD OQlCIMwEcpbjpjgzGw0jNJdJ OQdCAsw0SwJgpTQw0jcZMZnD OQdTAYB/HaJ4Ew0BBSuc6xmkmE OQhCIMw0SwJgpjGAHw0zNFdJ OwIT8MIbX6uKHUuE6gukhAg4BEA OgNDwcPPT1C3MaRkE0lHExDyD
Equipment Optional: Infiltrator's set for Gloom Cave Low HP armor for Jadoth Bow for ele lord Bow for derv lord
Foundry
Entry Everyone should take quest
1st room YMLaD the rund Place EoE, PI a rage
2nd room Any mesmer can pop a ghastly PI tortureweb dryders Bond MT with prot and life
3rd room ball titans ball dryders and dream rider with YMLaD 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 wait for ball ball quickly Wait for MT to ball before pushing PI a dryder if it's out of the ball Bond MT
4th room 2nd wave wall dementias EoE
4th room 3rd wave wall if you have aggro fuse pull if the titans spawn against the wall
4th room 4th wave pop a stone on the spike wall if the team has aggro
5th room Rush left, take quest Rush to aggro centre Take quest Rush right - do NOT take quest
Snakes Take Captain (3rd) Pull groups out of the way Take Silzesh (1st) and General (2nd) Rush ahead, get EEd Ping for Captain Ping for snakes and seed Keep snakes alive
Black Beast Pull Black Beast EoE in range of Black Beast and Fury; seed Heal IaU
City
Outside 1st Ball 2nd Ball VoR and Unnatural on manks Unnatural and ESurge on manks Backfire and Unnatural on sus PI on each su, let MT HoS through wall
Inside Left ball Right ball spike right side, and then left Place EoE in range of each balls; EE down to Sulahresh to accept quest reward Stand at the bottom, in range of both tanks
Veil
Jadoth Use cupcake, run to 360, pull first wave to glitch spot for MLK Use low health set and ball Jadoth Skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's cast all enchantments on emo
360 Pull left hills; Wall 3rd and 4th waves Pull right hills Unnatural close targets Wastrel's mobs before they come in; Unnatural close targets SoA wall, and only seed on hunger waves. Wall 6th. Stand back and infuse the wall to pull fiends in. Wall melee waves.
Underlords Recall MLK; pull Derv Recall emo; pull Ranger; Recall Emo again; take quest Go Ranger Go Derv and bow it Go Derv and stay back, use summon if needed Seed when MT takes damage; PI ranger lord Maintain MT's range
Trenches Pop gloom and monk trenches turtle mesmer trench Pull gloom trench pops to glitch spot; kill all 4 trench pops EoE on hill in range of turtle and clover, EE down to team Turtle (step out to wall)
Lords Pull monk lord out Pull and wall clover; pull necro lord Spike clover; ele lord patrol; kill necro lord Spike clover; skip ele lord patrol; solo ele lord Spike clover; ele lord patrol; kill necro lord Kill monk lord Heal tank at clover; wall ele lord patrol
Tendrils Get to gloom - go backway if monk lord was late to die Take quest, stand on TK for PI, and pull groups in Kill front left tendril Kill quest side tendrils with MT, and Recall out Kill lower back tendrils with a stone (Gaki preferred) and pull groups in Kill front right tendril if in time If MLK is not there PI front right tendril, wand and kill; EoE Stand on monk if MLK can't kill his tendril
Gloom
Cave HoS up off a "stone", do cave DC on gloom patrol Spike gloom patrol Goltway if trench is not popped Spike gloom patrol Check if MT has emo's LB before you seed
1st gloom group HoS up; make sure everyone jumps up; pull spirits to NPCs jump up and go with emo - first to arrive should trigger the group before jumping up EE up and run to catch earths
Earths spawn Tank 2nd earths if you can Place EoE in range of cave spike, then run to rift Tank 1st earths group
Rift Take quest, Recall trick, quest run Pull rift Trigger Deathbringer Recall IAU, let TT recall you, recall out Let TK Recall you, move towards start Trigger Deathbringer Kill claw with PI, cap rift Cap rift
Deathbringer DC into the group Mistrust the mind EoE in range of darknesses
Darkness Tank Darknesses spike on spawn Wall for earths

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 = OgNDwcPPTaR3MkE1CyDxDHE0lA
name8 = http://wiki.fbgmguild.com/FBGM_Tactics
template8 =