Difference between revisions of "Gloom"

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'''Ravenheart Gloom''', commonly known as "'''gloom'''", or abbreviated to just "g", is one of the four sections of DoA. Most of the enemies here drop Torment Gemstones. The environment effect is [[Shroud of Darkness]].
 
'''Ravenheart Gloom''', commonly known as "'''gloom'''", or abbreviated to just "g", is one of the four sections of DoA. Most of the enemies here drop Torment Gemstones. The environment effect is [[Shroud of Darkness]].
  
 
==Landmarks==
 
==Landmarks==
===Gloom Entrance===
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===Gloom entrance===
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At the start of gloom are several allied NPCs: 2 [[Order of Whispers|Orders of Whispers]], a Whispers Informant, Voice of Whispers, and Adept of Whispers. A little further in are 5 more Orders. Just beyond these are 4 groups of Tormentors:
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* 2 souls and 1 water
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* 2 minds and 1 sanity
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* 2 spirits and 1 heart
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* water, sanity, and heart
  
Once the team enters Gloom,
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When a party member reaches the 5 Orders, those Tormentors run to the Orders.
 
 
the Main Tank will HoS up the cliff, The EMO, IAU (6.0), TK and Seeder will EE up to Main Tank and run to the ravine
 
 
 
The Main Tank will recall the VoR Mesmer or MLK (if EE is not on MLK Bar) and glitch the 1st patrol for Trench Tank to run past and grab next quest
 
  
 
===Cave===
 
===Cave===
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====Tactics====
 
====Tactics====
* Arriving in Gloom first, the TT takes the quest, runs to trigger the cave, and gathers up the mobs from outside. After placing Recall on one of the Orders, he then catches each of the incoming waves.
+
* Arriving in gloom first, the TT takes the quest, runs to trigger the cave, and gathers up the mobs from outside. After placing Recall on one of the Orders, he then catches each of the incoming waves.
 
* When the main team get to gloom, the emo jumps up the cliff at the start, and runs to catch the 4th wave (3 earths). The monk and any spikers with shadow steps also jump up, and run spike the earths.
 
* When the main team get to gloom, the emo jumps up the cliff at the start, and runs to catch the 4th wave (3 earths). The monk and any spikers with shadow steps also jump up, and run spike the earths.
* Meanwhile, the MT glitches the start group; spikers without shadow steps or anyone who arrives too late must wait so they can run past and re-join the team.
+
* Meanwhile, the MT glitches the start groups; spikers without shadow steps or anyone who arrives too late must wait so they can run past and re-join the team.
 
* The spikers and monk clear any Tormentors the TT didn't catch, and place EoE in range for the spike.
 
* The spikers and monk clear any Tormentors the TT didn't catch, and place EoE in range for the spike.
 
* The MT or emo tanks the 8th wave; after it's spiked, the 2 of them and the monk (or IAU in French tactics) leave for Rift.
 
* The MT or emo tanks the 8th wave; after it's spiked, the 2 of them and the monk (or IAU in French tactics) leave for Rift.
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===Rift===
 
===Rift===
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The objective of the quest ('''The Rifts Between Us''') is simply to cap the area under the hand - this area is known as the "'''rift'''".
  
Main Tank, EMO and either IAU (6.0), or French Tactics or Monk Seeder (Echo) Seed come to Rift and prepare to cap
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Taking the quest from the Warden of Whispers spawns numerous Tormentors in the vicinity of the rift, including a Torment Claw on the rift and another one next to it. Running onto the rift spawns a group of Flesh Tormentors, who run towards the rift.
  
Main Tank SHOULD ping Shadow Form for Quest and MUST have Recall on the EMO
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====Tactics====
Main Tank should have all 3 bonds while IAU or Seeder (depending on tactics) has Prot Bond and Balth Spirit
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* While the rest of the team is spiking cave, the MT, emo, and monk (or in French tactics, IAU) wait at the rift for the quest to be taken. The MT stands where the mobs nearest the rift will spawn, while the emo and monk stand to the north, clear of aggro.
 +
* When the dialog from the previous quest finishing appears in team chat, the MT pings Shadow Form, and the TT takes the quest.
 +
* The MT pulls all the aggro away from the rift, making sure to trigger the fleshes and catch them.
 +
* Once the rift is clear, the emo and monk step onto it, kill the one Torment Claw that's on the rift, and wait for the quest to complete.
 +
* Some MTs will wait until the rift is capped to Recall out to the emo; others Recall out early to help cap quicker. Once it is capped, they all run away, towards Deathbringer.
  
MT will grab groups of 3 and go behind the eyeball thingy until Rift is capped
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* While the quest is being done, the spikers run to Deathbringer and the TT runs back to the start of gloom to take the next quest.
 +
:* After spiking cave, the TK casts Recall on the IAU (or in some tactics, VoR), who runs towards the start. The TK then runs towards the TT to let him cast Recall, and then Recalls out. The spikers then run towards Deathbringer. This tactic, known as "Recall trick" is to bring the TT back to the Voice of Whispers faster.
  
 
===Deathbringer Hill===
 
===Deathbringer Hill===
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====Deathbringer Company====
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When this quest is taken, a group of Tormentors spawns, with a group of Orders of Whispers nearby. When a party member enters spirit range, these groups become hostile to each other. The melees in the Tormentor group are a higher level than the normal mobs in gloom, and will be much larger. They are also using a different skillbar. The earths in this group do not have Call to the Torment.
  
After the Main Tank, EMO and IAU or Seeder (Echo) caps rift it is time to do the quest deathbringer company,
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The goal of the quest is simply to kill the group of Tormentors.
  
the mobs will spawn on the npcs to kill them, the VoR Mesmer will set EoE in a proper location just in range of Darkness Spike and Deathbringer and spike Deathbringer group
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====Darknesses====
 +
When the reward for Deathbringer Company is accepted, The Greater Darkness spawns a little way to the east. When a party member steps on the area it spawned, 2 Darknesses spawn. After all 3 of these are killed, and someone stands near the corpse of The Greater Darkness, 5 more Darknesses spawn. When each of these dies, 5 Earth Tormentors spawn. When all 25 earths are killed, [[Foundry]] opens and the Ravenheart Chest spawns.
  
now for Darkness Spike there are 3 sets of waves for this
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The mobs killed during Darknesses will teleport around and can even be delayed spawning if you stand on top of their position. If an Earth Tormentor duplicates, the new one will spawn around where the Greater Darkness' corpse is, and will continuously teleport around until aggrod.
  
1st wave = The Greater Darkness + 2 Darknesses
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====Tactics====
 
 
2nd Wave = The Greather Darkness + 4 Darknesses
 
 
 
3rd Wave = 25-30 Earth Tormentors depending if u have all Darkness spawns from the 2nd wave killed at the same time
 
  
to achieve 25 Earths use these skills in order on the 2nd wave: All Mesmers cast Arcane Echo (For E-Surge), E-Surge again, Wandering Eye (Wandering Eye is ONLY on TK Bar) and Cry Of Pain if Cry Of Pain is on the caller bar, DO NOT USE Unnatural Signet during the 2nd wave as it is NOT even damage, *NOTE* in case people are unaware Wandering Eye and Mistrust deal AoE damage even though it is also an interrupt
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==Notes==
 
 
 
 
====Notes====
 
 
Cave can be pre-triggered the same way Deathbringer can be. If someone runs into cave before the quest is taken, and then the quest is taken, cave will be instantly triggered. The dialog that pop ups on screen will only show up if the quest is completed and you are in range of the quest NPC. If no one is in range it won't pop up until someone is close enough.  
 
Cave can be pre-triggered the same way Deathbringer can be. If someone runs into cave before the quest is taken, and then the quest is taken, cave will be instantly triggered. The dialog that pop ups on screen will only show up if the quest is completed and you are in range of the quest NPC. If no one is in range it won't pop up until someone is close enough.  
  
 
Fleshes are only triggered when running INTO the rift after the quest is taken. Because of this, it is possible to solo cap rift without ever triggering the fleshes if you stand inside the rift before its taken. The progress bar will also not show up unless you walk into rift. The range to trigger the progress bar is smaller than the range to trigger fleshes.
 
Fleshes are only triggered when running INTO the rift after the quest is taken. Because of this, it is possible to solo cap rift without ever triggering the fleshes if you stand inside the rift before its taken. The progress bar will also not show up unless you walk into rift. The range to trigger the progress bar is smaller than the range to trigger fleshes.
 
The melees in the Deathbringer group are a higher level than the normal mobs in Gloom and will be much larger. They are also using a different skillbar. The Earths in this group will not duplicate as they don't have the skill.
 
 
The mobs killed during Darkness will teleport around and can even be delayed spawning if you stand ontop of their position. If an Earth Tormentor duplicates, the new one will spawn around where the Greater Darkness' corpse is, and will continuously teleport around until aggrod.
 

Revision as of 10:53, 16 April 2018

Ravenheart Gloom, commonly known as "gloom", or abbreviated to just "g", is one of the four sections of DoA. Most of the enemies here drop Torment Gemstones. The environment effect is Shroud of Darkness.

Landmarks

Gloom entrance

At the start of gloom are several allied NPCs: 2 Orders of Whispers, a Whispers Informant, Voice of Whispers, and Adept of Whispers. A little further in are 5 more Orders. Just beyond these are 4 groups of Tormentors:

  • 2 souls and 1 water
  • 2 minds and 1 sanity
  • 2 spirits and 1 heart
  • water, sanity, and heart

When a party member reaches the 5 Orders, those Tormentors run to the Orders.

Cave

The objective of this quest (To the Rescue!) is to protect the Warden of Whispers from being killed. If he dies, the quest fails, making it impossible for the party to continue.

Starting

Taking the quest from the Voice of Whispers spawns the Warden and 4 Orders of Whispers inside the cave. When a party member arrives there, the 4 Orders step forward, the Warden announces "Thank Kormir you've come. The demons are ready to strike!", and waves of Tormentors begin spawning outside the cave.

Waves

The first wave spawns 12 seconds after triggering, and the next 5 waves spawn 10 seconds apart. Each set of 4 waves spawns in a pattern from south-east to north-west. The waves contain the following enemies:

  • 3 fleshes
  • 3 minds
  • 3 spirits
  • 3 earths
  • 3 sanitys
  • 3 waters
  • 3 souls
  • earth, heart, flesh
  • 2 spirits, 1 sanity
  • heart, water, soul
  • 2 minds, 1 heart
  • 2 hearts, 2 waters

After 2 seconds, each wave runs to the entrance of the cave, pauses for 2 seconds, and continues into the cave, stopping just in front of the Warden.

Tactics

  • Arriving in gloom first, the TT takes the quest, runs to trigger the cave, and gathers up the mobs from outside. After placing Recall on one of the Orders, he then catches each of the incoming waves.
  • When the main team get to gloom, the emo jumps up the cliff at the start, and runs to catch the 4th wave (3 earths). The monk and any spikers with shadow steps also jump up, and run spike the earths.
  • Meanwhile, the MT glitches the start groups; spikers without shadow steps or anyone who arrives too late must wait so they can run past and re-join the team.
  • The spikers and monk clear any Tormentors the TT didn't catch, and place EoE in range for the spike.
  • The MT or emo tanks the 8th wave; after it's spiked, the 2 of them and the monk (or IAU in French tactics) leave for Rift.
  • When the TT has the last group, he pulls it around a corner to make a ball. After it's spiked, he Recalls out and accepts the quest reward.
  • In some teams, the spikers pop a Tengu Flare and spike the 12th wave on spawn, so the TT can start the pull as soon as the 11th wave arrives.

Rift

The objective of the quest (The Rifts Between Us) is simply to cap the area under the hand - this area is known as the "rift".

Taking the quest from the Warden of Whispers spawns numerous Tormentors in the vicinity of the rift, including a Torment Claw on the rift and another one next to it. Running onto the rift spawns a group of Flesh Tormentors, who run towards the rift.

Tactics

  • While the rest of the team is spiking cave, the MT, emo, and monk (or in French tactics, IAU) wait at the rift for the quest to be taken. The MT stands where the mobs nearest the rift will spawn, while the emo and monk stand to the north, clear of aggro.
  • When the dialog from the previous quest finishing appears in team chat, the MT pings Shadow Form, and the TT takes the quest.
  • The MT pulls all the aggro away from the rift, making sure to trigger the fleshes and catch them.
  • Once the rift is clear, the emo and monk step onto it, kill the one Torment Claw that's on the rift, and wait for the quest to complete.
  • Some MTs will wait until the rift is capped to Recall out to the emo; others Recall out early to help cap quicker. Once it is capped, they all run away, towards Deathbringer.
  • While the quest is being done, the spikers run to Deathbringer and the TT runs back to the start of gloom to take the next quest.
  • After spiking cave, the TK casts Recall on the IAU (or in some tactics, VoR), who runs towards the start. The TK then runs towards the TT to let him cast Recall, and then Recalls out. The spikers then run towards Deathbringer. This tactic, known as "Recall trick" is to bring the TT back to the Voice of Whispers faster.

Deathbringer Hill

Deathbringer Company

When this quest is taken, a group of Tormentors spawns, with a group of Orders of Whispers nearby. When a party member enters spirit range, these groups become hostile to each other. The melees in the Tormentor group are a higher level than the normal mobs in gloom, and will be much larger. They are also using a different skillbar. The earths in this group do not have Call to the Torment.

The goal of the quest is simply to kill the group of Tormentors.

Darknesses

When the reward for Deathbringer Company is accepted, The Greater Darkness spawns a little way to the east. When a party member steps on the area it spawned, 2 Darknesses spawn. After all 3 of these are killed, and someone stands near the corpse of The Greater Darkness, 5 more Darknesses spawn. When each of these dies, 5 Earth Tormentors spawn. When all 25 earths are killed, Foundry opens and the Ravenheart Chest spawns.

The mobs killed during Darknesses will teleport around and can even be delayed spawning if you stand on top of their position. If an Earth Tormentor duplicates, the new one will spawn around where the Greater Darkness' corpse is, and will continuously teleport around until aggrod.

Tactics

Notes

Cave can be pre-triggered the same way Deathbringer can be. If someone runs into cave before the quest is taken, and then the quest is taken, cave will be instantly triggered. The dialog that pop ups on screen will only show up if the quest is completed and you are in range of the quest NPC. If no one is in range it won't pop up until someone is close enough.

Fleshes are only triggered when running INTO the rift after the quest is taken. Because of this, it is possible to solo cap rift without ever triggering the fleshes if you stand inside the rift before its taken. The progress bar will also not show up unless you walk into rift. The range to trigger the progress bar is smaller than the range to trigger fleshes.