Difference between revisions of "4 and 5 Man Tactics"
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− | + | '''4man''' | |
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Dark Escape|Recall}} | {{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Dark Escape|Recall}} | ||
{{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}} | {{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}} | ||
{{Scalable Skillbar|Lightbringer Signet|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall}} | {{Scalable Skillbar|Lightbringer Signet|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall}} | ||
− | {{Scalable Skillbar| | + | {{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Shield of Absorption|Life Bond|Protective Bond|Balthazar's Spirit}} |
− | |||
+ | '''5man''' | ||
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall}} | {{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall}} | ||
{{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}} | {{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}} | ||
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall}} | ||
+ | {{Scalable Skillbar|Empathy|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Healing Seed|Life Bond}} | ||
+ | {{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}} | ||
+ | |||
+ | |||
+ | |||
+ | '''5man Experienced''' | ||
+ | {{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall}} | ||
+ | {{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|Winnowing|Edge of Extinction}} | ||
+ | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Heart of Shadow|I Am Unstoppable|Pain Inverter|Recall}} | ||
{{Scalable Skillbar|Empathy|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Healing Seed|Life Bond}} | {{Scalable Skillbar|Empathy|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Healing Seed|Life Bond}} | ||
{{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}} | {{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}} | ||
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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 (4man) 35mins (5man inexp) and 30 mins (5man exp). |
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== Gloom == | == Gloom == | ||
− | 4/5man runs always start in Gloom if the team wants to do a full run. This avoids | + | 4/5man runs always start in Gloom if the team wants to do a full run. This avoids failing the run if the tank is getting rupted while doing Cave. Additionally you don't have to pop the Gloom trench in Veil or do the long run in between Gloom and Veil. |
* '''Entrance''' must be pulled by the Tank to allow the TK to quest run safely. The TK should take the quest and run straight into Cave as quickly as possible to trigger the cave spawns whilst the EMo waits for the Tank at the wave 1 spawn. In 4man, the EMo should run through the entrance mobs to get into position without EE. | * '''Entrance''' must be pulled by the Tank to allow the TK to quest run safely. The TK should take the quest and run straight into Cave as quickly as possible to trigger the cave spawns whilst the EMo waits for the Tank at the wave 1 spawn. In 4man, the EMo should run through the entrance mobs to get into position without EE. | ||
− | * '''Cave''' spawns 4 and 8 should be walled and killed by the EMo and Spikers respectively. The Earth's shouldn't | + | * '''Cave''' spawns 4 and 8 should be walled and killed by the EMo and Spikers respectively. The Earth's shouldn't cause too much concern for the Tank, but there is no reason not to be safe and take them anyway. The Tank should ball the enemies on the wave 12 spawn area for speed. |
− | * '''Rift''' is completely pulled by the Tank to the wall between Deathbringer and Rift. The EMo and SS (4man) | + | * '''Rift''' is completely pulled by the Tank to the wall between Deathbringer and Rift. The EMo and SS (4man) or MeMo (5man) should cap rift quickly and escape through the Earth tormentor spawn, running around the Tank so the Tank's run to Deathbringer is as quick as possible. |
* '''Deathbringer''' will be whirled by the tank with aggro from Rift. The team may need to finish off a couple of enemies if the tank cannot get a good position. | * '''Deathbringer''' will be whirled by the tank with aggro from Rift. The team may need to finish off a couple of enemies if the tank cannot get a good position. | ||
* '''Darknesses''' first wave is whirled on spawn by the Tank. The second wave is pulled against the wall into a 1 dot and also whirled. The Earth wave is spiked by the team (mostly MoP) and leftovers are cleaned up afterwards. | * '''Darknesses''' first wave is whirled on spawn by the Tank. The second wave is pulled against the wall into a 1 dot and also whirled. The Earth wave is spiked by the team (mostly MoP) and leftovers are cleaned up afterwards. | ||
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* '''Spikes''' will die VERY quickly with MoP and Whirling, provided the Tank isn't hit with Wild Throw. Therefore is is very important that the off-damage is hit early on all spikes. The Tank should consider only Whirling once that off damage has been hit in inexperienced teams. Additionally, if the Tank doesn't have a cancel stance, Dwarven Stability should not be used so Whirling runs out quicker and the mobs dont scatter during successive pulls. | * '''Spikes''' will die VERY quickly with MoP and Whirling, provided the Tank isn't hit with Wild Throw. Therefore is is very important that the off-damage is hit early on all spikes. The Tank should consider only Whirling once that off damage has been hit in inexperienced teams. Additionally, if the Tank doesn't have a cancel stance, Dwarven Stability should not be used so Whirling runs out quicker and the mobs dont scatter during successive pulls. | ||
* '''The Wall''' will be slow. Pop ghosts for the SS's energy. The SS is always on Manks whereas the Mesmers are on Sus (although if you have a MeMo with unlimited energy, then s/he can help on everything). Always leave the last Mank alive until after the 2nd outer spike so the Tank has better timing on the Inside pulls. | * '''The Wall''' will be slow. Pop ghosts for the SS's energy. The SS is always on Manks whereas the Mesmers are on Sus (although if you have a MeMo with unlimited energy, then s/he can help on everything). Always leave the last Mank alive until after the 2nd outer spike so the Tank has better timing on the Inside pulls. | ||
− | * '''Inside City''' is done Left side first for Patrol timings and for the Team to have a safe space to stand. | + | * '''Inside City''' is done Left side first for Patrol timings and for the Team to have a safe space to stand. If experienced, the TK can delay the Right Side patrol for better timings. |
* '''Jadoth''' should be done Inside City for Safety. The EMo should stay in Bond range but far enough so if the Tank gets interrupted on Shadow Form, the mobs will break. | * '''Jadoth''' should be done Inside City for Safety. The EMo should stay in Bond range but far enough so if the Tank gets interrupted on Shadow Form, the mobs will break. | ||
== Veil == | == Veil == | ||
* '''360''' is one of the morre difficult parts of the run. The SS will pull Left side for most waves as s/he has IAU, but the TK will pull waves 1 and 5 as the SS needs to place EoE and IAU is not needed for these pulls. In 5man, Seed helps tremendously as does the quicker spikes. In 4man, the EMo should remember to maintain SoA on the Tank. | * '''360''' is one of the morre difficult parts of the run. The SS will pull Left side for most waves as s/he has IAU, but the TK will pull waves 1 and 5 as the SS needs to place EoE and IAU is not needed for these pulls. In 5man, Seed helps tremendously as does the quicker spikes. In 4man, the EMo should remember to maintain SoA on the Tank. | ||
− | * '''Underlords''' must be done one at a time, usually starting with Derv Lord as the team is already in position for the hill. If the tank is confident, a one-pull is possible as the Lord will die very quickly and you have full bonds. | + | * '''Underlords''' must be done one at a time, usually starting with Derv Lord as the team is already in position for the hill. If the tank is confident, a one-pull is possible as the Lord will die very quickly and you have full bonds. In experienced teams, the TK and Memo split to Derv hill. |
* '''Trench pops''' are pulled into the Monk Lord glitchspot. If the timing is good, the Tank can pull the left side of clover. If this happens, the team should focus any Stygian Fiends and casters that may be pulled before spiking the glitched mobs. EoE should be placed slightly behind the Glitchspot so it doesn't die to Golem flash enchantments. | * '''Trench pops''' are pulled into the Monk Lord glitchspot. If the timing is good, the Tank can pull the left side of clover. If this happens, the team should focus any Stygian Fiends and casters that may be pulled before spiking the glitched mobs. EoE should be placed slightly behind the Glitchspot so it doesn't die to Golem flash enchantments. | ||
* '''Monk Lord''' being with Monk Lord as the team is already there. If the TK is experienced and the timing is bad, s/he can pull the Lord whilst the Tank pulls the patrol away. Otherwise, the Tank can pull Monk Lord just like FBGM tactics. Note that if Hungers need to be popped, the whole team is there so just request an EoE and Tank/Spike the mobs. | * '''Monk Lord''' being with Monk Lord as the team is already there. If the TK is experienced and the timing is bad, s/he can pull the Lord whilst the Tank pulls the patrol away. Otherwise, the Tank can pull Monk Lord just like FBGM tactics. Note that if Hungers need to be popped, the whole team is there so just request an EoE and Tank/Spike the mobs. | ||
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= Tank = | = Tank = | ||
− | == | + | == Build == |
− | + | {{FullSkillbar|{{R}}/{{A}} Tank |I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Optional|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| | ||
− | + | * {{Skillbarskill|Death's Charge|25}} Death's Charge provides an additional heal and jump, as well as making balls easier, quicker and tighter (particularly Clover). | |
− | {{ | + | * {{Skillbarskill|Dark Escape|25}} Dark Escape provides a cancel stance and damage reduction when tanking 360, Clover and 3-3. |
− | + | Generally, Death's Charge is the easier choice, particularly for tanks familiar with FGBM tactics. Dark Escape may however be the better choice for 4man runs and/or where the EMo is less experienced. | |
== Equipment == | == Equipment == | ||
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== Build == | == Build == | ||
− | {{FullSkillbar|{{N}}/{{R}} SS |Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf| | + | {{FullSkillbar|{{N}}/{{R}} SS |Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|Optional|Edge of Extinction|Curses 12+3+1, Beast: 11, Soul Reaping: 6+3|OAJTYsDbXySIPwFCO4G0mkmE6AA}} |
+ | |||
+ | * {{Skillbarskill|I Am Unstoppable|25}} 4man / Less experienced 5man: I am Unstoppable due to skillbar compression on the Necro. | ||
+ | * {{Skillbarskill|Winnowing|25}} 5man Experienced: Winnowing for Faster Gloom and Fury | ||
== Equipment == | == Equipment == | ||
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* '''Room 3''' - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball | * '''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 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. | + | * '''Room 5''' - Dont take quest. Place EoE between General and Captain takes. Knock Black beast in all variations, if you have IAU, you also wall. |
=== City === | === City === | ||
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* '''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. | * '''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. | ||
+ | == Example Video == | ||
+ | <youtube>X5cx4cn9kMs</youtube> | ||
= TK = | = TK = | ||
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=== 4man === | === 4man === | ||
− | {{FullSkillbar|{{Me}}/{{A}} TK | | + | {{FullSkillbar|{{Me}}/{{A}} TK |Optional|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall|Domination: 12+3+1, Fast Casting: 12+3|OQdCAswEAgbjpjgzGw0jcZnD}} |
+ | |||
+ | * {{Skillbarskill|Lightbringer Signet|25}} Lightbringer Signet provides energy for Foundry rooms, Wall and 360 where you will usually be depleted. | ||
+ | * {{Skillbarskill|Empathy|25}} Empathy can speed up Rooms and Jadoth (if you get lucky with spawns). | ||
=== 5man === | === 5man === | ||
{{FullSkillbar|{{Me}}/{{A}} TK |Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall|Domination: 12+3+1, Fast Casting: 12+3|OQdCAsw0SwJgpz0zGgcZMZnD}} | {{FullSkillbar|{{Me}}/{{A}} TK |Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall|Domination: 12+3+1, Fast Casting: 12+3|OQdCAsw0SwJgpz0zGgcZMZnD}} | ||
+ | |||
+ | === 5man Experienced === | ||
+ | {{FullSkillbar|{{Me}}/{{A}} TK |Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Heart of Shadow|I Am Unstoppable|Pain Inverter|Recall|Domination: 12+3+1, Fast Casting: 12+3|OQdTAYB/HaJ4Ew0Z6RuEBimszBA}} | ||
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. | 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. | ||
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* '''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. | * '''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. | * '''Wall''' - Sus on wall. | ||
+ | * '''Inner''' - Delay right side patrols by recalling the Necro and Hos-ing up the cliff. | ||
* '''Jadoth''' - Take Jadoth quest when Tank says s/he is ready | * '''Jadoth''' - Take Jadoth quest when Tank says s/he is ready | ||
=== Veil === | === Veil === | ||
− | * '''360''' - Pull waves 1 and 5. Off damage all waves. | + | * '''360''' - Pull waves 1 and 5 (if you have IAU, pull all waves). Off damage all waves. |
− | * '''Underlords''' - Stay with the team | + | * '''Underlords''' - Stay with the team. In experienced 5man runs you will pull Derv hill, using the Memo as your Recall target. |
* '''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''' - Kill back tendrils. In 4man, only hit off damage if the EMo isn't walling, otherwise focus the main ball. | * '''3-3''' - Kill back tendrils. In 4man, only hit off damage if the EMo isn't walling, otherwise focus the main ball. | ||
+ | == Example Video == | ||
+ | <youtube>s08KSHUsqUE</youtube> | ||
= MeMo (5man only) = | = MeMo (5man only) = | ||
== Build == | == Build == | ||
− | {{FullSkillbar|{{Me}}/{{Mo}} MeMo |Empathy|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|Healing Seed|Life Bond|Domination: 12+3+1, Fast Casting: | + | {{FullSkillbar|{{Me}}/{{Mo}} MeMo |Empathy|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|Healing Seed|Life Bond|Domination: 12+3+1, Fast Casting: 10+3, Healing: 8, Protection: 2|OQNEAqwN+ioButpL4bw0LRxD}} |
== Equipment == | == Equipment == | ||
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= EMo = | = EMo = | ||
− | == | + | == Build == |
− | {{FullSkillbar|{{ | + | {{FullSkillbar|{{E}}/{{Mo}} EMo |Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Optional|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage: 12+3+1, Protection: 12, Healing: 3|OgNDwcPPP3MtYtgkAAAAHE5B}} |
− | + | * 4man: {{Skillbarskill|Shield of Absorption|25}} Shield of Absorption or {{Skillbarskill|Shielding Hands|25}} Shielding Hands to compensate for the lack of Seed. | |
− | {{ | + | * 5man: {{Skillbarskill|Ebon Escape|25}} Ebon Escape for increased mobility |
− | |||
− | |||
== Equipment == | == Equipment == | ||
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== Example Video == | == Example Video == | ||
+ | |||
+ | <youtube>JknCWV7qStY</youtube> | ||
<youtube>wbkaGiULt0c</youtube> | <youtube>wbkaGiULt0c</youtube> |
Latest revision as of 19:23, 26 January 2023
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 surprisingly) 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 (4man) 35mins (5man inexp) and 30 mins (5man exp).
Tactic Overview
Gloom
4/5man runs always start in Gloom if the team wants to do a full run. This avoids failing the run if the tank is getting rupted while doing Cave. Additionally you don't have to pop the Gloom trench in Veil or do the long run in between Gloom and Veil.
- Entrance must be pulled by the Tank to allow the TK to quest run safely. The TK should take the quest and run straight into Cave as quickly as possible to trigger the cave spawns whilst the EMo waits for the Tank at the wave 1 spawn. In 4man, the EMo should run through the entrance mobs to get into position without EE.
- Cave spawns 4 and 8 should be walled and killed by the EMo and Spikers respectively. The Earth's shouldn't cause too much concern for the Tank, but there is no reason not to be safe and take them anyway. The Tank should ball the enemies on the wave 12 spawn area for speed.
- Rift is completely pulled by the Tank to the wall between Deathbringer and Rift. The EMo and SS (4man) or MeMo (5man) should cap rift quickly and escape through the Earth tormentor spawn, running around the Tank so the Tank's run to Deathbringer is as quick as possible.
- Deathbringer will be whirled by the tank with aggro from Rift. The team may need to finish off a couple of enemies if the tank cannot get a good position.
- Darknesses first wave is whirled on spawn by the Tank. The second wave is pulled against the wall into a 1 dot and also whirled. The Earth wave is spiked by the team (mostly MoP) and leftovers are cleaned up afterwards.
Foundry
- Room 1 is done like normal. If the Tank doesn't have DC, the spikers should wait until the Vu settles before spiking.
- Room 2 is done Safeway. The Spikers and EMo should wait on the right wall and barely trigger the room. If they get aggro, spike immediately. If not, they should walk back into the corner and the Tank should make a ball. Try to kill the last enemy from the corner so that for the second wave, you have as little chance as possible to get aggro.
- Room 3 can be triggred immediately. The SS should place EoE early and the Tank should get all the aggro. Spikers can start killing the Dryders once they are balled up (there is no chance of chain aggro). Rock pull the big ball for safety and call the spike.
- Room 4 is spiked from the first corner. EoE can be placed in the crag if you get aggro of the Earth wave too early.
- Room 5 can be tricky. The Necro should not take the quest and the TK will take all snakes, using Recall to jump out. The Tank will pull the enemies out of the way of the Captain for the TK to take the last snake. The team should then run across the Black beast spawn to the other side to break aggro from the Captain spawn. The MeMo should ping in 5man until the General is free, otherwise the EMo pings at all times and takes Fury.
- Black Beast can be a dangerous spike. The Necro should wall in the glitchspot on the left side (re-apply LB title), and YMLAD the touch if it happens. Spike hard and the EMo should do everything to keep the Necro alive.
- Fury is whirled by the Tank.
City
- Spikes will die VERY quickly with MoP and Whirling, provided the Tank isn't hit with Wild Throw. Therefore is is very important that the off-damage is hit early on all spikes. The Tank should consider only Whirling once that off damage has been hit in inexperienced teams. Additionally, if the Tank doesn't have a cancel stance, Dwarven Stability should not be used so Whirling runs out quicker and the mobs dont scatter during successive pulls.
- The Wall will be slow. Pop ghosts for the SS's energy. The SS is always on Manks whereas the Mesmers are on Sus (although if you have a MeMo with unlimited energy, then s/he can help on everything). Always leave the last Mank alive until after the 2nd outer spike so the Tank has better timing on the Inside pulls.
- Inside City is done Left side first for Patrol timings and for the Team to have a safe space to stand. If experienced, the TK can delay the Right Side patrol for better timings.
- Jadoth should be done Inside City for Safety. The EMo should stay in Bond range but far enough so if the Tank gets interrupted on Shadow Form, the mobs will break.
Veil
- 360 is one of the morre difficult parts of the run. The SS will pull Left side for most waves as s/he has IAU, but the TK will pull waves 1 and 5 as the SS needs to place EoE and IAU is not needed for these pulls. In 5man, Seed helps tremendously as does the quicker spikes. In 4man, the EMo should remember to maintain SoA on the Tank.
- Underlords must be done one at a time, usually starting with Derv Lord as the team is already in position for the hill. If the tank is confident, a one-pull is possible as the Lord will die very quickly and you have full bonds. In experienced teams, the TK and Memo split to Derv hill.
- Trench pops are pulled into the Monk Lord glitchspot. If the timing is good, the Tank can pull the left side of clover. If this happens, the team should focus any Stygian Fiends and casters that may be pulled before spiking the glitched mobs. EoE should be placed slightly behind the Glitchspot so it doesn't die to Golem flash enchantments.
- Monk Lord being with Monk Lord as the team is already there. If the TK is experienced and the timing is bad, s/he can pull the Lord whilst the Tank pulls the patrol away. Otherwise, the Tank can pull Monk Lord just like FBGM tactics. Note that if Hungers need to be popped, the whole team is there so just request an EoE and Tank/Spike the mobs.
- Clover can be tricky in these tactics. If the Tank's pull is poor, the teambuilds do not have a huge amount of recovery options. If the Tank is inexperienced and 1 side of Clover was not pulled earlier, consider spiking each side separately, beginning with Left-side considering patrols.
- Ele/Necro Lord are very similar to 8man tactics, but the TK should help on the Ele Lord patrol, particularly in 4man.
- 3-3 is another dangerous part of the run. It is crucial that the front tendril dies at a good time. This allows the Tank to be ahead of all the enemies and wall him/herself, which will allow the EMo to step back and fuse pull for a more stable spike. The Tank can even run into the glitchspot on the first spike if there is enough time. If the enemies are ahead of the Tank, then the EMo must wall, which adds a significant amount of risk, particularly in 4man tactics where Choking Gas may mean no heals at all.
Tank
Build
/ Tank | |||||||
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
OgcTc588ZimUn5A6uU4ABC3pzBA
|
- Death's Charge provides an additional heal and jump, as well as making balls easier, quicker and tighter (particularly Clover).
- Dark Escape provides a cancel stance and damage reduction when tanking 360, Clover and 3-3.
Generally, Death's Charge is the easier choice, particularly for tanks familiar with FGBM tactics. Dark Escape may however be the better choice for 4man runs and/or where the EMo is less experienced.
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 Walkthrough
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 - Unlike in 8man tactics make sure to use Shadow Form. 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. Once they are dead tell your EMo and MeMo to drop Prot and Life Bond to give you a chance to drop below 50% health for additional block chance and Whirling damage.
- 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. If you're not running Dark Escape you don't want to use Dwarven Stability, otherwise your Whirling Defense will last too long and cause scatter when doing the next pulls.
- 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 - If you're in position to wall the groups communicate with your EMo and let them fusepull the groups in.
Example Video
SS
Build
/ SS | |||||||
Curses 12+3+1, Beast: 11, Soul Reaping: 6+3
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- 4man / Less experienced 5man: I am Unstoppable due to skillbar compression on the Necro.
- 5man Experienced: Winnowing for Faster Gloom and Fury
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Curses set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
Role Walkthrough
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 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. Knock Black beast in all variations, if you have IAU, you also wall.
City
- Spikes - Lead the spikes with MoP
- Wall - Focus on the Manks
- 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 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.
Example Video
TK
Builds
4man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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- Lightbringer Signet provides energy for Foundry rooms, Wall and 360 where you will usually be depleted.
- Empathy can speed up Rooms and Jadoth (if you get lucky with spawns).
5man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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5man Experienced
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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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 Domination Set
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role Walkthrough
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.
- Inner - Delay right side patrols by recalling the Necro and Hos-ing up the cliff.
- Jadoth - Take Jadoth quest when Tank says s/he is ready
Veil
- 360 - Pull waves 1 and 5 (if you have IAU, pull all waves). Off damage all waves.
- Underlords - Stay with the team. In experienced 5man runs you will pull Derv hill, using the Memo as your Recall target.
- 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 if the EMo isn't walling, otherwise focus the main ball.
Example Video
MeMo (5man only)
Build
/ MeMo | |||||||
Domination: 12+3+1, Fast Casting: 10+3, Healing: 8, Protection: 2
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Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Domination set
- +30/-2 High Energy set
- Flatbow of Enchanting for pulling and casting seed. An Enchantment mod is a good idea for Seed casts.
Role Walkthrough
With Life Bond, you'll have unlimited energy between Room 3 and Veil so can drive lots of damage. Seed effectively in Veil and at Black beast.
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
- Transition - Use Life Bond on the tank once they've received a fresh Prot Bond from the EMo
- 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
Build
/ EMo | |||||||
Energy Storage: 12+3+1, Protection: 12, Healing: 3
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- 4man: Shield of Absorption or Shielding Hands to compensate for the lack of Seed.
- 5man: Ebon Escape for increased mobility
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 Walkthrough
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.
Example Video