Difference between revisions of "FBGM Tactics"
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== General Idea == | == General Idea == | ||
− | + | <div style="float: right; clear:right"> | |
+ | {{Scalable Skillbar|I Am Unstoppable|Shadow Form|Dark Escape|Heart of Shadow|Death's Charge|Shadow of Haste|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|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|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|Aura of Stability}} | ||
+ | {{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Protective Bond|Life Bond|Balthazar's Spirit}} | ||
+ | </div> | ||
− | The main characteristics are jumps ( | + | 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 ('''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. |
− | + | * [[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 '''Quickening Zephyr'''. |
− | + | * [[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. | |
− | * [[EoE]] is placed | + | * [[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 [[MT]] can pull the spirits towards the gate as a | ||
− | == | + | == 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> | ||
== 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 == | ||
Line 32: | Line 40: | ||
! {{A}}/{{W}} TT | ! {{A}}/{{W}} TT | ||
! {{A}}/{{W}} MT | ! {{A}}/{{W}} MT | ||
− | ! {{Me}}/{{P}} VoR | + | ! {{Me}}/ {{P}} VoR |
! {{Me}}/{{A}} TK | ! {{Me}}/{{A}} TK | ||
! {{Me}}/{{A}} IaU | ! {{Me}}/{{A}} IaU | ||
Line 38: | Line 46: | ||
! {{Mo}}/{{R}} UA | ! {{Mo}}/{{R}} UA | ||
! {{E}}/{{Mo}} Emo | ! {{E}}/{{Mo}} Emo | ||
+ | |- | ||
+ | | style="font-weight: bold;" | Templates | ||
+ | | style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDUoTnD | ||
+ | | style="font-size:9px;" | OwFkUld5HPOkOzBENJCEuTDkNZnD | ||
+ | | style="font-size:9px;" | OQlCIMwEcpbjpjgzGw0jNJdJ | ||
+ | | style="font-size:9px;" | OQdCAsw0SwJgpTQw0jcZMZnD | ||
+ | | style="font-size:9px;" | OQdTAYB/HaJ4Ew0BBSuc6xmkmE | ||
+ | | style="font-size:9px;" | OQhCIMw0SwJgpjGAHw0zNFdJ | ||
+ | | style="font-size:9px;" | OwIT8MIbX6uKHUuE6gukhAg4BEA | ||
+ | | 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 |
− | | | + | | |
− | | | + | | Bow for ele lord |
− | | | + | | Bow for derv lord |
| | | | ||
| | | | ||
Line 51: | Line 69: | ||
| colspan="9" style="font-weight: bold; text-align:center" | Foundry | | colspan="9" style="font-weight: bold; text-align:center" | Foundry | ||
|- | |- | ||
− | | | + | | Entry || colspan="8" style="text-align:center;" | Everyone should take quest |
+ | |- | ||
+ | | 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 |
|- | |- | ||
− | | | + | | 3rd room || ball titans || ball dryders and dream rider with YMLaD || colspan="3" style="text-align:center;" | If you have a ghastly up, try to kill it on the 2nd titan spawn || Focus dream rider || EoE in range of where the titans will be balled; PI a dryder if it's out of the ball || |
|- | |- | ||
− | | | + | | 4th room 1st wave || 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 | + | | 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 || || |
+ | |- | ||
+ | | 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 73: | Line 97: | ||
| 2nd Ball | | 2nd Ball | ||
| VoR and Unnatural on manks | | VoR and Unnatural on manks | ||
− | | colspan="2" | 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 | ||
| Left ball | | Left ball | ||
| Right ball | | Right ball | ||
− | | colspan="4" | spike right side, and then left | + | | colspan="4" style="text-align:center;" | 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 |
|- | |- | ||
| 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 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 | | 360 | ||
− | | | + | | Pull left hills; Wall 3rd and 4th waves |
− | | | + | | 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. |
− | | | + | | Stand back and infuse the wall to pull fiends in. Wall melee waves. |
|- | |- | ||
| Underlords | | Underlords | ||
| Recall MLK; pull Derv | | Recall MLK; pull Derv | ||
| Recall emo; pull Ranger; Recall Emo again; take quest | | Recall emo; pull Ranger; Recall Emo again; take quest | ||
− | | colspan="2" | Go Ranger | + | | colspan="2" style="text-align:center;" | Go Ranger |
| Go Derv and bow it | | Go Derv and bow it | ||
− | | Go Derv and stay back | + | | 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 |
− | | colspan="4" | 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) |
|- | |- | ||
| Lords | | 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 | | 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 |
|- | |- | ||
| 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 |
| Goltway if trench is not popped | | Goltway if trench is not popped | ||
− | | | + | | colspan="2" style="text-align:center;" | Spike gloom patrol |
− | | | + | | Check if MT has emo's LB before you seed |
− | |||
| | | | ||
|- | |- | ||
| 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" | 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 |
| | | | ||
| EE up and run to catch earths | | EE up and run to catch earths | ||
Line 168: | Line 191: | ||
| | | | ||
| | | | ||
− | | | + | | 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 |
− | | | + | | Pull rift |
− | | | + | | Trigger Deathbringer |
− | | Recall | + | | 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 | | Deathbringer | ||
| | | | ||
− | | | + | | DC into the group |
| | | | ||
| | | | ||
| | | | ||
− | | | + | | Mistrust the mind |
− | | | + | | EoE in range of darknesses |
| | | | ||
|- | |- | ||
| Darkness | | Darkness | ||
| | | | ||
+ | | Tank Darknesses | ||
+ | | colspan="4" style="text-align:center;" | spike on spawn | ||
| | | | ||
− | | | + | | 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
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 =