Difference between revisions of "FBGM Tactics"

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== General Idea ==
 
== 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.
+
<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 ([[EE]], [[Recall]] or [[HoS]]) on every player and [[EoE]] on the [[Seeder]] which allows the [[Caller]] to bring [[Wandering Eye]].
+
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 ==
* Pushing in 4th room, [[TT]] pulls the 1st wave and team spikes while running to the far corner.
+
* [[Caller]] takes both the 1st and 2nd Snakes.
* [[TK]] Takes 1st Snake, [[Caller]] takes 2nd.
+
* [[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]].
* [[Caller]] must interrupt the [[Black Beast]]'s touch of Aaargh since [[IaU]] doesn't bring [[YMLaD]].
+
* [[EoE]] is placed twice inside the city walls, in range of '''Quickening Zephyr'''.
* At the end of wall in city, [[MLK]] stays and provides a [[HoS]] target to 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.
* [[EoE]] is placed in the middle of city, in range of both spikes.
+
* [[Main Tank (DoA)|MT]] walls [[Clover Pull|clover]], unless he dies during the pull or has to Recall out, in which case [[Emo]] walls.
* [[IaU]] does the last left wave of 360 so that [[MT]] can be ready at the Ranger lord door.
+
* 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]].
* [[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.
 
* 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 [[TT]]
 
  
=== Pros ===
+
== Optionals ==
* The teambuild is capable of a very fast run (low 23)
+
[[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 ==
 +
* 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.
* The builds require experience players
 
* Players have to rely on teammates for the tactics to be successful E.g. [[Caller]] has to rupt black beast's touch, [[MLK]] gives [[TT]] a [[HoS]] target in city, etc
 
  
 
== Overview ==
 
== Overview ==
 
{| class="wikitable"
 
{| class="wikitable"
 
!
 
!
!
+
! {{A}}/{{W}} TT
! TT
+
! {{A}}/{{W}} MT
! MT
+
! {{Me}}/ {{P}} VoR
! VoR
+
! {{Me}}/{{A}} TK
! TK
+
! {{Me}}/{{A}} IaU
! IaU
+
! {{Me}}/{{Rt}} MLK
! MLK
+
! {{Mo}}/{{R}} UA
! UA
+
! {{E}}/{{Mo}} Emo
! 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;" | General
+
| style="font-weight: bold;" | Equipment
| 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)
+
|  
| triple sup runes (illusion for Wandering Eye); bow for ele lord
+
| Bow for ele lord
| bow for derv lord
+
| Bow for derv lord
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|-
 
|-
| style="font-weight: bold;" | 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 ||
|  
 
|  
 
| Empathy or Backfire enemies outside the ball
 
|  
 
| use Spirit Bond to cover bonds while dream riders are alive
 
 
|-
 
|-
|  
+
| 2nd room || || || colspan="4" style="text-align:center;" | Any mesmer can pop a ghastly || PI tortureweb dryders || Bond MT with prot and life
| zone in
 
| take quest
 
|  
 
| EE snake, take quest
 
| take quest
 
|  
 
| EE snake, take quest
 
|  
 
| bond yourself first
 
 
|-
 
|-
| 1st 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 ||
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
| place EoE, PI a rage
 
| bond monk and spikers
 
 
|-
 
|-
| 2nd 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
|  
 
|  
 
|  
 
| any mesmer can pop a ghastly - use Mistrust on the dream riders
 
|  
 
|  
 
|  
 
| PI tortureweb dryders
 
| bond MT with prot and life
 
 
|-
 
|-
| 3rd room
+
| 4th room 2nd wave || colspan="2" style="text-align:center;" | wall dementias || || || || || EoE ||
|  
 
| do NOT aggro the titans - ball the dryders and dream rider
 
| run to grab all the titan groups without aggroing the dryders and dream rider
 
| if you have a ghastly up, make sure it aggro's the second wave of titans so it dies and doesn't follow you into 4th room
 
|  
 
|  
 
|  
 
| EoE in range of where the titans will be balled; PI a dryder if it's out of the ball; wait at the door
 
| stand with the spikers on the first group, and then stand at the door - bond the TT with prot and life
 
 
|-
 
|-
| 4th room
+
| 4th room 3rd wave || || wall if you have aggro || || || || || || fuse pull if the titans spawn against the wall
| push!
 
| tank/ball all waves
 
| wall for 2nd wave
 
|  
 
|  
 
|  
 
| focus dream rider
 
| use EoE in corner for 2nd wave
 
|  
 
 
|-
 
|-
| 5th room
+
| 4th room 4th wave || pop a stone on the spike || wall if the team has aggro || || || || || ||
| entry
 
| rush left, take quest
 
| rush to aggro centre
 
| take quest and go left
 
|  
 
|  
 
| 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 || ||  
| snakes
 
| take Captain
 
| pull groups out of the way
 
| take General
 
| take Silzesh
 
| rush ahead, get EEd
 
| ping for Captain
 
| ping for snakes and seed
 
| keep snakes alive
 
 
|-
 
|-
|  
+
| 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
 
|  
 
| hold centre in emo's range
 
| YMLaD the Black Beast on Touch
 
|  
 
| right wall block the Black Beast's group
 
|  
 
| use EoE in range of Black Beast and Fury; seed
 
| heal IaU
 
 
|-
 
|-
|  
+
| Black Beast ||  ||  ||  || || Pull Black Beast || || EoE in range of Black Beast and Fury; seed || Heal IaU
| The Fury
 
|  
 
| clear chest
 
|  
 
|  
 
|  
 
|  
 
| stand in QZ and maintain seed
 
|  
 
 
|-
 
|-
| style="font-weight: bold;" | City
+
| colspan="9" style="font-weight: bold; text-align:center" | City
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
 
| Outside
 
| Outside
| first spike
+
| 1st Ball
| ball
+
| 2nd Ball
| run past during the spike
 
|
 
|
 
|
 
| Backfire the first su before spiking
 
| EoE in range of the first su; directly seed the tank
 
| bond yourself, MT, monk, and spikers
 
|-
 
|
 
| wall
 
| dagger enemies
 
| ball
 
 
| VoR and Unnatural on manks
 
| VoR and Unnatural on manks
| 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 ||
| bond TT
 
|-
 
|
 
| second spike
 
| wait with MLK to HoS through wall
 
|
 
| spike
 
|
 
|
 
| finish last mank with Empathy, and give TT a HoS target
 
| EoE; seed the emo
 
|  
 
 
|-
 
|-
 
| Inside
 
| Inside
|  
+
| Left ball
|  
+
| Right ball
|  
+
| colspan="4" style="text-align:center;" | spike right side, and then left
| 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
|
 
|
 
| let the MT recall you; place EoE in range of both balls; EE down to the emo; accept quest reward
 
| stand at the bottom, in range of both tanks
 
 
|-
 
|-
| style="font-weight: bold;" | Veil
+
| colspan="9" style="font-weight: bold; text-align:center" | Veil
|
 
|
 
|
 
|
 
|
 
|
 
|
 
| SoA and seed emo on every spike
 
|
 
 
|-
 
|-
 
| Jadoth
 
| Jadoth
 +
| Use cupcake, run to 360, pull first wave to glitch spot for MLK
 +
| Use low health set and ball Jadoth
 
|  
 
|  
| Dash to 360, use cupcake, and 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
| skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's
+
| cast all enchantments on emo
| keep enchants on the emo, place EoE, and PI Jadoth
 
 
|  
 
|  
 
|-
 
|-
 
| 360
 
| 360
 +
| Pull left hills; Wall 3rd and 4th waves
 +
| Pull right hills
 +
|
 
|  
 
|  
| pull left hill on all waves; pull all hills on 2nd wave if MT isn't there yet; pull middle and right hills on 6th wave
+
| Unnatural close targets
| pull middle and right hills on all waves; 2nd wave put SoH on middle hill; 3rd wave put SoH on right hill; skip 6th wave
+
| Wastrel's mobs before they come in; Unnatural close targets
| pre-cast Wandering Eye
+
| SoA wall, and only seed on hunger waves. Wall 6th.
|
+
| Stand back and infuse the wall to pull fiends in. Wall melee waves.
| spike 5th wave from above and pull left hill on 6th wave
 
| Wastrel's mobs before they come in
 
| EoE (re-place halfway through 360)
 
| wall
 
 
|-
 
|-
 
| Underlords
 
| Underlords
|
+
| Recall MLK; pull Derv
| Recall MLK; pull derv lord
+
| Recall emo; pull Ranger; Recall Emo again; take quest
| Recall emo; pull ranger lord; take quest
+
| colspan="2" style="text-align:center;" | Go Ranger
| kill ranger lord
+
| Go Derv and bow it
|  
+
| Go Derv and stay back, use summon if needed
| bow and kill derv lord
+
| Seed when MT takes damage; PI ranger lord
| kill derv lord
+
| Maintain MT's range
| seed when MT takes damage; PI ranger lord
 
| maintain MT's range
 
 
|-
 
|-
| trenches
+
| Trenches
|  
+
| Pop gloom and monk trenches
| pop monk trench
+
| colspan="4" style="text-align:center;" | turtle mesmer trench
| turtle
+
| 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)
|
 
| go to glitch spot; kill monk trench
 
| EoE on hill in range of turtle and clover
 
| 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
 
|  
 
|  
| pull out monk lord and attack it with a spear
+
| Heal tank at clover; wall ele lord patrol
| pull 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
 
|
 
| wall clover; wall ele lord patrol
 
 
|-
 
|-
| tendrils
+
| Tendrils
| 6-0
+
| Get to gloom - go backway if monk lord was late to die
| get to gloom - pop trench if you have time, or go back way 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
| Recall emo, kill upper back 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 gaki and pull groups in
+
| Kill front right tendril if in time
| kill front right tendril
+
| If MLK is not there PI front right tendril, wand and kill; EoE
| kill front right tendril with emo if MLK is not there; seed emo when back tendrils die; EoE
+
| Stand on monk if MLK can't kill his tendril
| re-bond everyone - give IaU life bond; maintain range; wall
 
 
|-
 
|-
| style="font-weight: bold;" | Gloom
+
| colspan="9" style="font-weight: bold; text-align:center" | Gloom
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
 
| Cave
 
| Cave
| cave/gloom trench
+
| HoS up off a "stone", do cave
| HoS up off a stone
 
 
| 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 group
+
|
|  
+
| HoS up; make sure everyone jumps up; pull spirits to NPCs
| HoS up; SoH, 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
| 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
 
|-
 
|-
 +
| Earths spawn
 
|  
 
|  
| first earth spawn
+
| Tank 2nd earths if you can
|
 
| Recall emo
 
| spike earths; kill enemies outside cave
 
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
 
|  
| tank earths
+
| Place EoE in range of cave spike, then run to rift
|-
+
| Tank 1st earths group
|
 
| second earth spawn
 
|
 
| ball earth, flesh, and heart
 
| spike MT's ball
 
|
 
|
 
|
 
| EoE in range of cave spike
 
| run to rift
 
|-
 
|
 
| remaining spawns
 
| ball everything
 
| run to rift
 
| spike TT's ball
 
|
 
|
 
|
 
| run to rift
 
|  
 
 
|-
 
|-
 
| Rift
 
| Rift
|  
+
| Take quest, Recall trick, quest run
| take quest, Recall trick, quest run
+
| Pull rift
| move enemies off rift; Recall out; cap
+
| Trigger Deathbringer
| Recall trick
+
| Recall IAU, let TT recall you, recall out
|
+
| Let TK Recall you, move towards start
| pre-trigger Deathbringer
+
| Trigger Deathbringer
|  
+
| Kill claw with PI, cap rift
| PI claw and get hit by slash; cap
+
| Cap rift
| get hit by claw so it dies; cap
 
 
|-
 
|-
 
| Deathbringer
 
| Deathbringer
 
|  
 
|  
| take quest and reward
+
| DC into the group
| DC in and tank
+
|
| spike
 
 
|  
 
|  
 
|  
 
|  
 +
| Mistrust the mind
 +
| EoE in range of darknesses
 
|  
 
|  
| EoE
 
| bond spikers
 
 
|-
 
|-
 
| Darkness
 
| Darkness
 
|  
 
|  
 +
| Tank Darknesses
 +
| colspan="4" style="text-align:center;" | spike on spawn
 
|  
 
|  
| pull Darknesses; wall left earth tormentors
+
| Wall for earths
| only even damage on second wave
 
|
 
|
 
|
 
| EoE; seed earth tormentors
 
| wall right earth tormentors
 
 
|}
 
|}
 +
 +
== 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 =