Difference between revisions of "User:Ether"
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{{FullSkillbar|{{R}}/{{A}} Solo DoA Full Run|Shadow Form|Shroud of Distress|Lightbringer Signet|Way of Perfection|Way of the Master|Dwarven Stability|Whirling Defense|Recall|Shadow:12, Expertise:12+1+3, Marksmanship:3|OgcTc588ZSn5A6ijAaR8uU4ozBA}} | {{FullSkillbar|{{R}}/{{A}} Solo DoA Full Run|Shadow Form|Shroud of Distress|Lightbringer Signet|Way of Perfection|Way of the Master|Dwarven Stability|Whirling Defense|Recall|Shadow:12, Expertise:12+1+3, Marksmanship:3|OgcTc588ZSn5A6ijAaR8uU4ozBA}} | ||
Revision as of 23:35, 21 February 2018
Different behavior from mobs when spawning with certain weapons: https://youtu.be/BQx33XuMJg0
Contents
im gonna put some tactics/general info for smaller party sizes here until i figure out where to put them
Solo
/ Solo DoA Full Run | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
OgcTc588ZSn5A6ijAaR8uU4ozBA
|
Armor
With the Full Run Bar, you want
- 5x Blessed
- 1x +4 Expertise Headpiece
- 1x Superior Vigor
- 3x Vitae Runes
- 1x Blessed +1 Expertise Headpiece of Vitae
Weapons
- 20% Ench Weapon with +5e
- +10 vs Demons, +xxhp (+45hp ^ ench is ideal)
- +10 vs Earth, +45 hp ^ ench
- +20e Staff (inherent 20% HSR is useful for fixing rotations)
- Vampiric Flatbow of Enchanting (q6/7 are ideal so you dont swap headpieces)
Useful Movement Macros
- (7535, -11960) ranger lord glitch spot (on the side of necro trench)
- (13098, -9817) monk lord trench glitch spot ( on left 360 hill)
- (9906, -13057) mes trench glitch spot (on right 360 hill)
(-19019, 13188) 4th room 1st move macro, this is right outside the trigger point for the 4th room (-19491, 12803) 4th room 2nd move macro, this is on the right wall if you were to face 5th room. Using these two move macros right after the other will allow you to get a significant amount of souls into 4th room
General Usage
The red circles on the picture are where souls spawwn, or where they break. The red lines are to show where the soul will go after it breaks aggro. Depending on where the soul was spawned, determines which direction it will run towards when broken.
this is probably slightly incorrect, i will have to look over it later
Gloom
Gloom is fairly straight-forward. You do cave while duping souls, finish + run quests. You have the option of duping the souls at rift if wanted. If you want to be safe you kill all Sanities/Spirits that spawn from rift. Deathbringer you spike once NPC's are dead (can wait a few seconds for the adrenaline from the sanity to dissapear), and Darkness you right wall block on the Earths.
Foundry
The Foundry rooms are just run and spike. You need to move in continuous, smooth lines to not break souls when going thru gates. Going thru room 2 and the room 4 gate is where your movement matters the most, as souls break here. Watch the video to see how to run into the rooms.
Room 1
Wait for Margonites to ball, run in Whirl. Spike Titans on spawn
Room 2
Try to speed boost ball the Margonites together and whirl them with the Torturewebs. For the 2nd wave kill the Torturewebs if they are balled, otherwise right wall block the dreamies and whirl those first.
Room 3
Grab all the Titans and the Torturewebs and right wall block to whirl the titans and the glitched Dreamrider. Then kill the Torturewebs
Room 4
Run to the furthest point of the room and dupe souls while doing the room. Try to right wall block dementias. On the 3rd wave try to kill the Despairs first as they take longer to settle. Last wave just ball and spike. While killing the waves, its very important to keep all glitched souls on the wall under 50% health, and to be in aggro of the glitched souls so they dupe.
Room 5
TBA
City
Whirl and move down the wall. You can get pretty intricate with how you do City, but its basically just whirling mobs 1 by 1.
Veil
2 Man
2 Rangers
2 Rangers: Fastest possible team, but extremely hard to do without extensive knowledge and experience.
The main concept is that you use a large amount of souls to whirl foundry rooms and city, and to split in veil.
Ranger Mes
Ranger Mes Duo: City and Veil can be difficult without extensive knowledge and experience
The main concept is whirling foundry with souls, and then just balling and spiking city/veil.
Ranger Monk
1 Ranger 1 Monk: Safest team, but the slowest. The ranger needs experience and knowledge to do his job, but the monk is much more relaxed.
The ranger does close to what a regular solo would do, except you have a monk bonder. Bonder allows the ranger to cast less enchants, and to have more energy. The monk can also be used to place spirits, take snakes, quests etc.
3 Man
literally just the solo bar x3
4 Man
Gloom
Basics: The VoRTK quest runs. Ranger balls stuff and we spike, while ranger uses aggro for whirling fuel.
Ranger
- Cave
The simplest way to do cave is to just grab all the mobs from cave and ball it on the corner where the earths spawn. If you pull the mobs too far then they will break. Try to kill the sanities and spirits that spawn during the quest, as they are the farthest away from the spot where you ball and they won't pull.
- Rift
During rift, you want to grab the caster tormentor patrol that spawns to the East of the rift cap, as well as the other casters that spawn. You will need to use these casters and whirl Deathbringer with them.
- Deathbringer
Wait for the group to settle and run in and whirl the spirit/heart/whatever runs out first, then whirl the main ball.
- Darkness
Whirl on spawn. If needed, you can whirl the casters on you for EoE damage to kill the Earths that are still alive.
Necro
- Cave
Trigger Cave. Spike Earths if emo decides to aggro them. Spike the ball the ranger makes.
- Rift
Kill the claw and help cap rift.
- Deathbringer
Trigger Deathbringer. Put EoE in range of Deathbringer, and once again for Darkness once in range.
- Darkness
Put EoE in range. Spike Earths if needed once the ball is mostly dead.
VoRTK
- Cave
You are the recall target for the ranger. Try to put the ranger as close to cave mobs once he glitches the first group. Spike Earths if needed and then spike the rangers main ball. Quest run while they are running towards rift.
- Rift
Quest run.
- Deathbringer
Either stuck the npc or follow him and avoid aggro thats in the way. Finish quest running
- Darkness
Run to the team. Help spike if need be.
Emo
Basically keep bonds on the ranger the whole time and stay in his range. Nothing really specific.
5 Man
OR
6 Man
Loa Tactics
The main characteristics are jumps (EE, Recall or HoS) on every player and Edge of Extinction on the Seeder, which allows the Caller to have full Fast Casting, or bring other skills as optionals.
Tactics specific to Loa Tactics
- TK Takes 1st Snake, Caller takes 2nd.
- Edge of Extinction is placed outside city so the MT can hos thru right side. It is also in range of the 2nd spike.
- 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.
Pros
- The teambuild is capable of a very fast run (21).
- Shadow step on everyone
- Edge of Extinction on Seeder allows Caller to spike without delay.
Cons
- No Arcane Echo on Seeder requires good Seed of Life timing.
Overview
/ TT | / MT | / VoR | / TK | / IaU | / MLK | / UA | / Emo | |
---|---|---|---|---|---|---|---|---|
Templates | OwFkUld5HPOkOzBENJCEuTDUoTnD | OwFkUld5HPOkOzBENJCEuTDkNZnD | OQlCIMwEcpbjpjgzGw0jNJdJ | OQdDErsASLBnAmOIgylTPxkdO | OQdTAYB/HaJ4Ew0BBSuc6xmkmE | OQhCIMw0SwJgpjGAHw0zNFdJ | OwIT8MIbXC6IHUu8uiuEgIeghA | OgNAQ1C3MaRkE0lHExDyD |
Equipment | Optional: Infiltrator's set for Gloom Cave | low HP armor for Jadoth | triple sup runes (illusion for Wandering Eye); bow for ele lord | bow for derv lord | ||||
Foundry | ||||||||
entry | take quest | take quest | take quest | take quest | ||||
1st room | place EoE, PI a rage | |||||||
2nd room | any mesmer can pop a ghastly | PI tortureweb dryders | bond MT with prot and life | |||||
3rd room | 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 | tank/ball all waves | focus dream rider | use EoE in corner for 2nd wave | |||||
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 General (2nd) | take Silzesh (1st) | 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. Put EoE on right of the gate to inside, so MT can HoS. | ||
Inside | Left ball | Right ball | spike right side, and then left | 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 | |||
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 | |||||
360 | pull middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th. | pull left hill | Wastrel's mobs before they come in | wall, SoA yourself, and only seed on hunger waves | stand back and infuse the monk to pull fiends in | |||
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 | seed when MT takes damage; PI ranger lord | maintain MT's range | |
trenches | pop monk trench | turtle mesmer trench | go to glitch spot; kill monk trench | 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 - 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 | 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; SoH, 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 | do rift | Let TK Recall you, move towards start | Recall Caller, let TT recall you, recall out | pre-trigger Deathbringer | kill claw with PI, cap rift | cap rift | |
Deathbringer | DC into the group | EoE in range of darknesses | ||||||
Darkness | pull darknesses to the wall | place another EoE for earths | wall for earths |
fmaw stuff aids
Level 1
- /age 1
Level 2
- /age 2
Level 3
- /age 3 for 10
- /age 2 for 9
Level 4
- /age 1
Level 5
- /age 3