Difference between revisions of "FBGM Tactics"
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{{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| | + | {{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 ( | + | 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 == | ||
* [[Caller]] takes both the 1st and 2nd Snakes. | * [[Caller]] takes both the 1st and 2nd Snakes. | ||
− | * [[ | + | * [[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 | + | * [[EoE]] is placed twice inside the city walls, in range of '''Quickening Zephyr'''. |
− | * [[Emo (DoA)|Emo]] generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the [[TT | + | * [[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. |
* [[Main Tank (DoA)|MT]] walls [[Clover Pull|clover]], unless he dies during the pull or has to Recall out, in which case [[Emo]] walls. | * [[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 | + | * 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 == | ||
+ | [[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> | [[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 ( | + | * The teambuild is capable of a very fast run (19-21 without mistakes). |
* Shadow step on everyone | * Shadow step on everyone | ||
− | * [[EoE]] on [[ | + | * [[EoE]] on [[UA (DoA)|UA]] allows [[Caller]] to spike without delay. |
== Cons == | == Cons == | ||
− | * No | + | * No '''Arcane Echo''' on [[UA (DoA)|UA]] requires good '''Seed of Life''' timing. |
== Overview == | == Overview == | ||
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| 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;" | | + | | style="font-size:9px;" | OwIT8MIbX6uKHUuE6gukhAg4BEA |
− | | style="font-size:9px;" | | + | | style="font-size:9px;" | OgNDwcPPT1C3MaRkE0lHExDyD |
|- | |- | ||
| style="font-weight: bold;" | Equipment | | style="font-weight: bold;" | Equipment | ||
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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 || | + | | Entry || colspan="8" style="text-align:center;" | Everyone should take quest |
|- | |- | ||
− | | 1st room || || || || || | + | | 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 || | + | | 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 || | + | | 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 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 || colspan="2" style="text-align:center;" | Take quest || || Rush right - do NOT take quest || || | | 5th room || Rush left, take quest || Rush to aggro centre || colspan="2" style="text-align:center;" | Take quest || || Rush right - do NOT take quest || || | ||
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| | | | ||
| 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 | + | | Pull left hills; Wall 3rd and 4th waves |
− | | Pull | + | | Pull right hills |
| | | | ||
| | | | ||
− | | | + | | Unnatural close targets |
− | | Wastrel's mobs before they come in | + | | Wastrel's mobs before they come in; Unnatural close targets |
| SoA wall, and only seed on hunger waves. Wall 6th. | | SoA wall, and only seed on hunger waves. Wall 6th. | ||
| Stand back and infuse the wall to pull fiends in. Wall melee waves. | | Stand back and infuse the wall to pull fiends in. Wall melee waves. | ||
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|- | |- | ||
| Trenches | | Trenches | ||
− | | Pop monk | + | | Pop gloom and monk trenches |
| colspan="4" style="text-align:center;" | turtle mesmer trench | | colspan="4" style="text-align:center;" | 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 | | EoE on hill in range of turtle and clover, EE down to team | ||
| Turtle (step out to wall) | | Turtle (step out to wall) | ||
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| 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 | ||
| | | | ||
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| 1st gloom group | | 1st gloom group | ||
| | | | ||
− | | HoS up; make sure everyone jumps up; | + | | 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 | ||
| | | | ||
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| | | | ||
| | | | ||
− | | | + | | Mistrust the mind |
| EoE in range of darknesses | | EoE in range of darknesses | ||
| | | | ||
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template5 = OQhjAwCMYQLBnAmOaAcATP3U0lA | template5 = OQhjAwCMYQLBnAmOaAcATP3U0lA | ||
name6 = Mo/R | EoE UA | name6 = Mo/R | EoE UA | ||
− | template6 = | + | template6 = OwIT8MIbX6uKHUuE6gukhAg4BEA |
name7 = E/Mo | Bonder | name7 = E/Mo | Bonder | ||
− | template7 = | + | template7 = OgNDwcPPTaR3MkE1CyDxDHE0lA |
name8 = http://wiki.fbgmguild.com/FBGM_Tactics | name8 = http://wiki.fbgmguild.com/FBGM_Tactics | ||
template8 = | template8 = | ||
</pre> | </pre> |
Latest revision as of 18:46, 26 December 2022
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 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: 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 UA allows Caller to spike without delay.
Cons
- No Arcane Echo on UA 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 = OgNDwcPPTaR3MkE1CyDxDHE0lA name8 = http://wiki.fbgmguild.com/FBGM_Tactics template8 =