Difference between revisions of "DoA 100a"
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* Room 5: FW takes first and second snake and the EoE pings. There is no split so TK will take 3rd snake, requiring the tank to pull enemies out of the way and the team tobreak aggro of the spawn by running back past the black beast spawn. | * Room 5: FW takes first and second snake and the EoE pings. There is no split so TK will take 3rd snake, requiring the tank to pull enemies out of the way and the team tobreak aggro of the spawn by running back past the black beast spawn. | ||
* Black Beast: No differences. | * Black Beast: No differences. | ||
− | * Fury: the EMo should stay by the wall and take the quest. Barragers and Rit runs towards City. TTaOK will pull the Fury group, with a | + | * Fury: the EMo should stay by the wall and take the quest. Barragers and Rit runs towards City. TTaOK will pull the Fury group, with a speedboost into Cave and you can kill the dream riders first, followed by the Eles and Kis in separate balls. |
=== City === | === City === |
Revision as of 13:05, 3 October 2021
Introduction
100a is an off-meta tactic used by TFZ in Domain of Anguish. Before there was Hundred Blades (100b), there was 100a, where 4 rangers spam multiple bow attacks over and over to kill all the enemies in DoA.
The goal isn't to go for time, but rather to have fun by using Ranger spikers with actual bows. These builds purposefully do not use MoP (the primary damage skill in DoA_Ignition_Remix) as this was considered too OP and cheating to be as fun and off-meta as was desired. The splits and tactics are moderately different to meta and single tank tactics so someone with experience and voice communication is essential to ensure the team is co-ordinated well.
Like all our off-meta tactics, if you have any questions or suggestions, feel free to discuss with us in our TFZ Discord Server :).
Overview
The general idea is for the Ritualist to provide splinter before each spike and cast Panic>Cry of Pain>Lamentation to shutdown the enemies and get everything below 90% to proc EoE. Meanwhile, the Rangers are spamming 100a to kill enemies. Sundering and Penetrating Attack allows for strong cleanup and because you are Rangers with Together As One, you are surprisingly tanky.
Tactics
Foundry
- Room 1+2: as per meta.
- Room 3: Tank pulls the titan groups whilst the team can work on the Dryders/Dream Rider solo. Rock pull the titans with a good Right Wall Block.
- Room 4: 3-3 pull to the corner at the start of the room.
- Room 5: FW takes first and second snake and the EoE pings. There is no split so TK will take 3rd snake, requiring the tank to pull enemies out of the way and the team tobreak aggro of the spawn by running back past the black beast spawn.
- Black Beast: No differences.
- Fury: the EMo should stay by the wall and take the quest. Barragers and Rit runs towards City. TTaOK will pull the Fury group, with a speedboost into Cave and you can kill the dream riders first, followed by the Eles and Kis in separate balls.
City
- First Outer: TTaOK hits the first Su on the wall. Rest spike.
- Wall: Rangers spam sword attacks on the wall with GDW. Leave the last Mank alive.
- Second Outer: Wait for the Rit to call and let him/her lead the spike to ensure EoE procs. Finish the wall once the Ranger is in position.
- First inner: Do the TT side first. Once enemies are out of the way, the team can HoS/jump to the usual spike spot for better elevation.
- Second inner: TT recalls EMo (if not already up) and EMo runs to the start of City to get to Jadoth quicker. Rangers should spike from down below to ensure you aren't obstructed.
- Jadoth: Pulled inside City (no Veil split).
Veil
- 360: All rangers wall all waves and hit stuff as early as possible.
- Derv Lord: TTaOK will pull Derv lord. Recall target is the Rit and the Winnowing also goes to kill the lord. During this time, check the Monk Lord spawn - the information will be useful later.
- Ranger Lord: Everyone else goes ranger lord - remember there is no YMLaD on the Tank so he will break late.
- Trenchs: Use the Mesmer Lord Glitch Spot. Ranger Lord Rangers go to the Glitch Spot. TTaOK pops the Monk Trench and pulls the back group. Winnowing pops gloom trench and pulls back group. Rit pulls both front groups of Monk and Gloom Trench. Meanwhile the Tank pops Mesmer Trench and uses SoH in the trench to get back in quicker. EMo runs up the hill and EEs to the Tank in the trench when it is safe to do so. Kill stuff in the glitch spot and the tormentor on the hill. Remember to place spirits behind the glitch spot so they dont die to flash enchantments.
- Clover: As normal. Ensure Rangers arent obstructed.
- Lords: Winnowing and Honor go straight to Monk Lord if a Hunger pop is not required. Recall pull and kill the Lord. Tank pulls Necro lord. If the Monk Lord spawn needs a Hunger pop, these roles should be reversed. Meanwhile, the rest of the team kills Ele Lord Patrol. TTaOK and EMo kill the Ele lord like normal whilst the Rit, EoE and FW kill necro lord.
- First 3:3: TTaOK and the Tank kill the IAU tendrils whilst the FW kills the front tendril.
- Second 3:3: Tank runs to Gloom and skips second 3:3 Meanwhile and TTaOK and Winnowing kill the back tendrils and TTaOK pulls the enemies in.
Gloom
- Entrance: TTaOK takes quest. No one triggers the front group. the TTaOK can hos up and everyone has a jump. Kill the Mind Tormentor group in the way of your run to cave and catch/kill waves 4 and 8.
- Cave: Winnowing recalls the EMo and EMo stands towards Rift. During the Spike, the TT casts Recall on the Winnowing and that team go to Rift. Meanwhile the Rit can be a recall target for the TTaOK as he takes quest from Cave and does quest running.
- Deathbringer: Spike as normal.
- Darknesses: Pull to the wall like in meta 3-3 tactics.
Tank
Build
/ Tank | |||||||
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 10, Critical Strikes: 4
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Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger mastery and Critical Strikes for Foundry Rooms.
Equipment
Normal Tank Equipment is used.
Role
You are the only tank so ensure you are aware of the differences when playing this role.
Build Usage
- Remember you don't have seed so be careful and plan your Ranger Lord and Clover pulls.
TTaOK
Build
/ TTaOK | |||||||
Expertise: 12+3+1, Marksmanship: 12+3, Shadow Arts: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Role
You have a challenging and crucial role to play. You will be pulling Derv Lord and Fury Group.
Subtitle here for parts that could do with explanations
After derv hill run into monk trench and pop it right after gloom trench is popped, pull the back group to glitch spot at mesmer trench.
Before you pull fury group make sure all rangers are ready and have placed their spirits, then pull fury into black beast cave.
Text here to explain.
EoE
Build
/ EoE | |||||||
Marksmanship: 11+3+1, Expertise: 10+3, Beast: 10+3+1, Shadow Arts: 1
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Role
One of the core spikers with the responsibility of casting EoE as needed. remember to headpiece swap!
Subtitle here for parts that could do with explanations
Text here to explain.
FW
Build
/ FW | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Shadow Arts: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Role
One of the core spikers with the responsibility of casting FW as needed. You are also responsible for off damage.
Subtitle here for parts that could do with explanations
Text here to explain.
Winnowing
Build
/ Winowing | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Shadow Arts: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Role
One of the core spikers with the responsibility of casting Winnowing as needed. You also have Recall and so are needed for necessary chains and pulling Monk/Necro Lord.
Subtitle here for parts that could do with explanations
Text here to explain.
Honor
Build
/ Honor | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Shadow Arts: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Role
One of the core spikers with the responsibility of casting Honor as needed with good positioning.
Subtitle here for parts that could do with explanations
Text here to explain.
Rit
Build
/ Rit | |||||||
Channeling: 12+3+1, Spawning Power 9+3, Domination: 9, Communing: 3
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Equipment
- 40/40 Channeling Set
- +30/-2 High Energy Channeling Magic Set
- Flatbow for any necessary pulling
Role
You have a crucial job and should call all the spikes and lead the team. Cast SPlinter on everyone before all the spikes and use Panic, Lamentation and CoP on spikes to shutdown and proc EoE.
Subtitle here for parts that could do with explanations
Text here to explain.
EMo
Build
/ EMo | |||||||
Energy Storage: 12+3+1, Protection: 12, Healing: 3
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Equipment
- Any enchanting weapon with useful mods
- +15/-1e Enchanting Staff
- Flatbow for any necessary pulling
Role
Your job is the same as meta tactics, but you will find it more challenging as there is no seed so you need to heal lots, or additional enchantments for additional energy management.
Subtitle here for parts that could do with explanations
Text here to explain.