Difference between revisions of "6 and 7 Man Tactics"

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Low Man DoA has 3 variations for team composition. The 1st variation being (Tank(s)/Spikers/Emo|4/5/6/7 man). The 2nd being (Tank(s)/Spiker(s)|2/3/4/5 man). The 3rd being (Ranger(s) whirling with Soul Tormentors|1/2/3 man).  
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With 6 and 7 man you are able to run 2 tanks and can use tactics similar to that of 8 man teams.
  
==1. Tank(s)/Spikers/Emo==
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=6 man 3-3=
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{{FullSkillbar|{{A}}/{{W}} Trench Tank|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|Shadow of Haste|Recall|Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3|OwFkUld5HPOkOzBENJCEuTDUoTnD}}
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{{FullSkillbar|{{A}}/{{W}} Main Tank|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|You Move Like a Dwarf|Recall|Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3|OwFkUld5HPOkOzBENJCEuTDkNZnD}}
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{{FullSkillbar|{{Me}}/{{R}} VoR|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Edge of Extinction|Domination:12+1+3, Beast:9, Fast Cast:9+3|OQJTASBbTytx0RwZDY6xmEuE6A}}
 +
{{FullSkillbar|{{Me}}/{{A}} TK|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall|Domination:12+1+3, Illusion:10+3, Fast Cast:8+3|OQdDAYoCTLBnAmOIgTPylxkdOA}}
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{{FullSkillbar|{{Me}}/{{Mo}} MeMo|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|Backfire|Healing Seed|Life Bond|Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2|OQNEAqwN+isEngpvBTPHIRxD}}
 +
{{FullSkillbar|{{E}}/{{Mo}} EMo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage:12+1+3, Prot:12, Heal:3|OgNDwcPPTaR3MkE1C0lyDxDHEA}}
  
=== 4 and 5 Man ===
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=== Tactics specific to 6 Man 3-3 Tactics ===
Both 4 and 5 Man share similar team compositions, with only 5 man having an extra spiker. The team consists of a
 
  
{{FullSkillbar|{{R}}/{{A}} Ranger Tank|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Optional|Dwarven Stability|Whirling Defense|Recall|SA:12, Expertise:12+1+3, Marksmanship:3|OgcTc588ZSn5AimEBCA4uU4ozBA}}
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'''Foundry''': TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast.
  
Optionals being '''Dark Escape''' or '''Death's Charge'''.
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'''City''': VoR/TK on Manks, MeMo on Su's.
  
Dark Escape offers damage reduction as well as a speedboost and cancel stance. Death's Charge offers mobility and a self heal. Experienced ranger tanks will run Dark Escape, where ones who are more used to casual tanking can run Death's Charge.
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'''Veil''': TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.  
  
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'''Gloom''': Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.
  
{{FullSkillbar|{{N}}/{{R}} Necro Spike|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Optional|I Am Unstoppable|You Move Like a Dwarf|Necrosis|Edge of Extinction|Curses:12+1+3, Beast:11, Soul Reaping:6+3|OAJTYsDbXKPwFCOAAgm0m8GE6AA}}
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=7 man 3-3=
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<div style="float: right; clear:right">
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{{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|Shadow of Haste|Recall|Shroud of Distress}}
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{{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|You Move Like a Dwarf|Recall|Shroud of Distress}}
 +
{{Scalable Skillbar|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Air of Superiority|Edge of Extinction}}
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall}}
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|You Move Like a Dwarf|Overload|Empathy}}
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|Backfire|Life Bond|Healing Seed}}
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{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}}
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</div>
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Easy to run.
  
Optionals being '''Signet of Sorrow''', '''Insidious Parasite''', or '''Mark of Pain'''.
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=== Tactics specific to 7 Man 3-3 Tactics ===
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* TK splits in 5'th room Foundry.
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* Memo pings for snakes
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* Empathy spiker tanks Black Beast and goes Derv hill.
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* TT glitches monk trench.
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* Empathy and Memo kill Monk lord while TK and VoR set up for 3-3.
  
Signet is another spammable single-target spell, Insidious is basically another Empathy which is only useful in 4 man, and Mark of Pain helps speed up City Spikes.
 
  
  
{{FullSkillbar|{{Me}}/{{A}} VoRTK|Arcane Echo|Visions of Regret|Unnatural Signet|Shatter Delusions|Mistrust|Pain Inverter|Optional|Recall|Domination Magic:12+1+3, Fast Casting:12+3|OQdCAsw0SgbjpzGw0jcJAQnD}}
 
  
Optionals being '''Empathy''', usually used in 4 man or '''Finish Him!'''. If you don't bring FH, then there won't be one on the team.
 
  
  
{{FullSkillbar|{{E}}/{{Mo}} EMo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage:12+1+3, Prot:12, Heal:3|OgNDwcPPTaR3MkE1C0lyDxDHEA}}
 
  
You can drop Life Bond/ Ebon Escape for Shield of Absorbtion or Life Attunement, but it is entirely up to the preference of the Emo.
 
  
  
Lastly in 5 man you would add a:
 
  
{{FullSkillbar|{{Me}}/{{Mo}} MeMo|Arcane Echo|Energy Surge|Unnatural Signet|Optional|Shatter Delusions|Mistrust|Healing Seed|Life Bond|Domination:12+1+3, Fast Cast:11+3, Heal:6, Prot:2|OQNEArwt9isEngpDAbw0LRxD}}
 
  
Optionals being '''Overload''' or '''Backfire'''.
 
  
The MeMo adds more damage to the spikes and utility for the Emo with Healing Seed and Lifebond. The run can be done without either, however if you are going to bring a 3rd spiker, then those skills will help the run the most.
 
  
General tactics for 4/5 man:
 
  
'''Gloom''': Have the VoRTK quest run. Do the quests one a time with the Ranger Tank whirling Cave/Deathbringer/Darkness.
 
  
'''Foundry''': Safeway for 2nd/3rd room (Right wall block Titans for 3rd). MeMo/Emo pings for snakes. VoRTK takes all 3. Necro glitch spots Blackbeast. Ranger whirls Fury.
 
  
'''City''': Casual single tank tactics. VoR/MeMo on Su's and Necro on Manks. Try to hos thru left side by doing 2nd spike outside city before finishing the wall. Left side then right side for inside City. Ball Jadoth inside City.
 
  
'''Veil''': MeMo/Emo pops a gstone for 360. Necro pulls left, Ranger walls. Underlords 1 at a time. For trenches try to pull both mesmer and monk trench to the monk lord glitch spot and spike as team. Do Monk Lord after.  Either spike Clover 1 side at a time or have the tank pull a side with the mesmer trench pop to the team. Casual tactics after clover. 3:3 tendrills.
 
  
Note: For 5 Man it is possible to run 3 mesmers, but a Necro is seen as superior. Spikes overall will be slower than a casual and a Necro offers the most utility and bar compression. Having a Necro with IAU/Ymlad allow him to help at 360, to tank Blackbeast easier, and prevent KD in places like Foundry/City/Veil. Having a necro also lets him take advantage of Soul Reaping, so in places like Foundry/City where you will be spamming skills, you do not have to worry about energy management.
 
  
===6 man===
 
6 Man is much closer to being a casual run than 4/5 man. With 6 man you are able to run 2 tanks and can run much simpler tactics. 6 man is generally as follows:
 
  
{{FullSkillbar|{{A}}/{{W}} Trench Tank|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|Shadow of Haste|Recall|Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3|OwFkUld5HPOkOzBENJCEuTDUoTnD}}
 
{{FullSkillbar|{{A}}/{{W}} Trench Tank|Shadow Form|Shroud of Distress|I Am Unstoppable|Heart of Shadow|Death's Charge|Dark Escape|You Move Like a Dwarf|Recall|Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3|OwFkUld5HPOkOzBENJCEuTDkNZnD}}
 
{{FullSkillbar|{{Me}}/{{R}} VoR|Air of Superiority|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Edge of Extinction|Domination:12+1+3, Beast:10, Fast Cast:8+3|OQJTAQBbVCu0tx0RwZDY6xmE6AA}}
 
{{FullSkillbar|{{Me}}/{{A}} TK|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall|Domination:12+1+3, Illusion:10+3, Fast Cast:8+3|OQdDAYoCTLBnAmOIgTPylxkdOA}}
 
{{FullSkillbar|{{Me}}/{{Mo}} MeMo|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|Backfire|Healing Seed|Life Bond|Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2|OQNEAqwN+isEngpvBTPHIRxD}}
 
{{FullSkillbar|{{E}}/{{Mo}} EMo|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage:12+1+3, Prot:12, Heal:3|OgNDwcPPTaR3MkE1C0lyDxDHEA}}
 
 
General guideline for tactics:
 
 
'''Foundry''': TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast.
 
  
'''City''': VoR/TK on Manks, MeMo on Su's.
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=7 man 6-0=
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<div style="float: right; clear:right">
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{{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|Shadow of Haste|Recall|Shroud of Distress}}
 +
{{Scalable Skillbar|Shadow Form|Death's Charge|Heart of Shadow|I Am Unstoppable|Dark Escape|You Move Like a Dwarf|Recall|Shroud of Distress}}
 +
{{Scalable Skillbar|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|You Move Like a Dwarf|Air of Superiority|Edge of Extinction}}
 +
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|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}}
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Healing Seed}}
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{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}}
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</div>
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These 7-man DoA tactics are designed to match the speed of a full party, while still being viable for casual runs. It is not recommended for inexperienced players.
  
'''Veil''': TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.  
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=== Tactics specific to 7 Man 6-0 Tactics ===
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* [[IaU_(spiker)|IAU]] takes Silzesh and caps rift.
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* [[VoR]] takes General.
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* [[TK]] splits for 6-2 in 5th room.
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* [[MLK]] pings for Snakes, but Emo takes the reward.
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* [[EoE]] is placed twice in city for both balls. This may sometimes result in the [[VoR]] being late for the second spike.
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* If your team is confident, the MLK can skip the second spike inside city to take the quest reward. Alternatively, EoE can be placed in the doorway to block the snake, allowing the Emo to take the reward.
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* On [[360 (DoA)|360]], Emo walls waves 1, 2, and 5; TT walls wave 3, 4, and 6.
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* MT walls clover. Remember that there is no seed, so the tank needs to be kept alive with Spirit Bond and Infuse.
  
'''Gloom''': Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.
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=== Pros ===
 +
* The teambuild retains a lot of the speed of full team and is thus capable of a fast casual run.
 +
* Only one individual build is changed compared to 8-man builds.
  
===7 man===
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=== Cons ===
 +
* The builds require experienced players on almost every role.
 +
* No UA or Seed of Life means players are punished harder for mistakes.
 +
* The [[Main_Tank_(DoA)|MT]] needs to be able to do Jadoth and Ranger without seed.
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* No Healing Seed at [[Clover Pull]] makes it risky.

Latest revision as of 14:40, 23 September 2018

With 6 and 7 man you are able to run 2 tanks and can use tactics similar to that of 8 man teams.

6 man 3-3

Assassin/Warrior Trench Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape Shadow of Haste Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
OwFkUld5HPOkOzBENJCEuTDUoTnD
Assassin/Warrior Main Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape You Move Like a Dwarf Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
OwFkUld5HPOkOzBENJCEuTDkNZnD
Mesmer/Ranger VoR
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Domination:12+1+3, Beast:9, Fast Cast:9+3
OQJTASBbTytx0RwZDY6xmEuE6A
Mesmer/Assassin TK
Arcane Echo Energy Surge Unnatural Signet Wandering Eye Mistrust Pain Inverter Finish Him Recall
Domination:12+1+3, Illusion:10+3, Fast Cast:8+3
OQdDAYoCTLBnAmOIgTPylxkdOA
Mesmer/Monk MeMo
Arcane Echo Energy Surge Unnatural Signet Shatter Delusions Mistrust Backfire Healing Seed Life Bond
Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2
OQNEAqwN+isEngpvBTPHIRxD
Elementalist/Monk EMo
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Life Bond Protective Bond Balthazar's Spirit
Energy Storage:12+1+3, Prot:12, Heal:3
OgNDwcPPTaR3MkE1C0lyDxDHEA

Tactics specific to 6 Man 3-3 Tactics

Foundry: TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast.

City: VoR/TK on Manks, MeMo on Su's.

Veil: TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.

Gloom: Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.

7 man 3-3

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

Easy to run.

Tactics specific to 7 Man 3-3 Tactics

  • TK splits in 5'th room Foundry.
  • Memo pings for snakes
  • Empathy spiker tanks Black Beast and goes Derv hill.
  • TT glitches monk trench.
  • Empathy and Memo kill Monk lord while TK and VoR set up for 3-3.











7 man 6-0

Shadow Form Death's Charge Heart of Shadow I Am Unstoppable Dark Escape Shadow of Haste Recall Shroud of Distress
Shadow Form Death's Charge Heart of Shadow I Am Unstoppable Dark Escape You Move Like a Dwarf Recall Shroud of Distress
Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Air of Superiority Edge of Extinction
Arcane Echo Energy Surge Unnatural Signet Wandering Eye 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 Healing Seed
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Balthazar's Spirit Life Bond Protective Bond

These 7-man DoA tactics are designed to match the speed of a full party, while still being viable for casual runs. It is not recommended for inexperienced players.

Tactics specific to 7 Man 6-0 Tactics

  • IAU takes Silzesh and caps rift.
  • VoR takes General.
  • TK splits for 6-2 in 5th room.
  • MLK pings for Snakes, but Emo takes the reward.
  • Edge of Extinction is placed twice in city for both balls. This may sometimes result in the VoR being late for the second spike.
  • If your team is confident, the MLK can skip the second spike inside city to take the quest reward. Alternatively, EoE can be placed in the doorway to block the snake, allowing the Emo to take the reward.
  • On 360, Emo walls waves 1, 2, and 5; TT walls wave 3, 4, and 6.
  • MT walls clover. Remember that there is no seed, so the tank needs to be kept alive with Spirit Bond and Infuse.

Pros

  • The teambuild retains a lot of the speed of full team and is thus capable of a fast casual run.
  • Only one individual build is changed compared to 8-man builds.

Cons

  • The builds require experienced players on almost every role.
  • No UA or Seed of Life means players are punished harder for mistakes.
  • The MT needs to be able to do Jadoth and Ranger without seed.
  • No Healing Seed at Clover Pull makes it risky.