Difference between revisions of "DoA Spiking Guide"
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Revision as of 02:24, 7 October 2016
Before the run
Be prepared! On a mesmer, you should have the following:
- Ranks: Pain Inverter, You Move Like a Dwarf! and Finish Him should obviously be maxed (r5), but even Ebon Escape heal can make a difference.
- Armors: have a normal energy armor AND a high hp armor. No, removing your headpiece doesn't count as having a high hp set.
- Equipment: 40/40, longbow, high energy set, spear/shield.
- Stones: ghastly stones for damage, stones for breaking aggro (one of legionaire, zaishen, mysterious, etc) and Gakis for IaU.
- Pcons: cupcake, apple, corn, egg, pies, war supplies, cookies, res scrolls. Don't be cheap, pcons will cost you at most 10% of what you earn each run.
General Usage
Be Proactive
- Before every spike select your own target and use preparations (Arcane Echo, Air of Superiority) early.
- Spike when the ball is ready! A good spiker will cast their skills when the ball is ready. A great spiker will finish casting their first skill just after it's ready.
Communicate
It is important to be in VOIP and have a microphone. Don't expect people to read your chat messages, especially in critical situations, where you need to communicate the most.
- If you are VoR and you need to delay the spike, say so!
- Call your targets. Before a lot of spikes, say your Mistrust or Pain Inverter target. For example in foundry say "I'll mistrust Dabi / Su / Despair / etc", that informs other spikers not to mistrust the same target before your mistrust triggers.
- Follow the calls, especially in critical moments. If the team decides to spike a group just do it even if you don't agree with the choice. By arguing against it or doing something else you will make the call automatically fail. Save your criticism for after the crisis has been resolved.
Optimize skill order
This might sound obvious, but understand what your skills do and how enemies trigger them. You want to do as much damage as possible in the shortest amount of time, so for example when using Wandering Eye and Energy Surge, always use wandering first, and then e-surge, because wandering takes time to trigger, so they will trigger at about the same time.
Targeting
Understand the range of your skills and use them accordingly. Hit as many enemies as possible with AoE and save your single-target skills for single-targets.
Understand the goal of each spike, in small spikes like in foundry the goal is do damage and kill, but in bigger spikes like city, 6-0 or gloom killing is easy, the hard part is killing everything cleanly. Because of that, in small spikes try to maximize your damage even at the cost of damage on targets on the side. On big messy balls try to ensure that all enemies will be hit by some damage while also hitting main ball. To do this, select targets slightly off the center in such a way that your skills will still hit most of them, but you also cover a bit of one side.
Cast from outside aggro
On most spikes move to cast range and then cast your skill as opposed to queuing your skill usage from away. This will ensure that you are not yet in aggro while casting your skill, so enemies won't try to interrupt you. It will also let you spike from further away from the ball, which can be important if you have to run back after the spike. This concept used to be needed only on Fury spike, but now it's really important in City and Foundry.