Difference between revisions of "Fam Tactics"
Jump to navigation
Jump to search
Line 171: | Line 171: | ||
|- | |- | ||
| Cave | | Cave | ||
− | | | + | | Trigger cave when team is ready |
| DC on gloom patrol | | DC on gloom patrol | ||
| Spike gloom patrol | | Spike gloom patrol | ||
Line 181: | Line 181: | ||
|- | |- | ||
| 1st gloom group | | 1st gloom group | ||
− | | | + | | Grab the stuff outside cave and obstruct it |
| HoS up; make sure everyone jumps up; recall the MLK and glitch front group | | HoS up; make sure everyone jumps up; recall the MLK and glitch front group | ||
| colspan="3" style="text-align:center;" | Jump up and go with emo - Trigger front group if needed. | | colspan="3" style="text-align:center;" | Jump up and go with emo - Trigger front group if needed. | ||
Line 189: | Line 189: | ||
|- | |- | ||
| [[Earth Tormentor|Earths]] spawn | | [[Earth Tormentor|Earths]] spawn | ||
− | | | + | | Catch incoming waves - dodge earths if the team failed to get them |
| Tank 2nd wave [[Sanity Tormentor|sanities]] and earths if you can | | Tank 2nd wave [[Sanity Tormentor|sanities]] and earths if you can | ||
| | | | ||
Line 197: | Line 197: | ||
| Place EoE in range of cave spike, then run to rift if you have PI | | Place EoE in range of cave spike, then run to rift if you have PI | ||
| Tank 1st earths group; tank second if if needed | | Tank 1st earths group; tank second if if needed | ||
+ | |- | ||
+ | | Cave Spike | ||
+ | | Ball all of your aggro | ||
+ | | Run to rift | ||
+ | | colspan="2" style="text-align:center;" | Spike cave | ||
+ | | Spike cave if you're still there | ||
+ | | Spike cave | ||
+ | | Seed the TT if you're still there | ||
+ | | Run to rift | ||
|- | |- | ||
| Rift | | Rift | ||
Line 216: | Line 225: | ||
| | | | ||
|- | |- | ||
− | | | + | | Darknesses |
| Accept quest reward | | Accept quest reward | ||
| Pull and tank Darkness group | | Pull and tank Darkness group |
Revision as of 18:26, 31 January 2017
Introduction
Fam DoA tactics came together as a hybrid of French Tactics and other 6-0 tactics. This makes them easy to pick up for players who are used to other tactics.
The builds allow for optional skills on several bars to accommodate for personal preferences.
Tactics specific to Fam Tactics
- TK Takes first snake, Caller takes second.
- If the Monk has Pain Inverter instead of Serpent's Quickness, the Edge of Extinction spot in the middle of city can be used to guarantee a recharged EoE at Jadoth.
- Monk walls at 360, Emo fusepulls.
- If the monk has Serpent's Quickness, the IAU goes to cap rift.
Optionals
- The VoR can take Overload or Cry of Pain. CoP is typically used by beginners for an easy spike rotation (1234).
Take Ebon Escape or Return, depending on your free PvE slots. - The MLK typically brings Ebon Escape, but it's possible to bring Shatter for a stronger spike.
- The monk takes either Serpent's Quickness or Pain Inverter.
Pros
- Edge of Extinction on Monk allows the Caller to spike without delay.
- The builds are easy to use and are open to personal customization.
Cons
- No Arcane Echo on Seeder requires good Seed of Life timing.
Overview
/ TT | / MT | / VoR | / TK | / IaU | / MLK | / UA | / Emo | |
---|---|---|---|---|---|---|---|---|
Templates | OwFk8xVZXOOkODuDCENZDUoTnzBE | OwFk8xVZXOOkODuDCENZDkNZnzBE | OQljAwCs5QuNmOCObATP2kwl0l | OQdDIbsASLBnAmOIgTPxkyldO | OQdT8HBDYaJ4Ew0xmc6RukmEBC | OQhjIwAMYQLBnAmO3UTPaAcA0l | OwIUA5nZXsQ3V5gIHQH0lMExDAE | OgNDwcPPTaR3MkE1C0lyDxDHE |
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 | |||||||
2nd room | Any mesmer can pop a ghastly or a 3-pop | Don't place EoE | Bond MT with prot and life | |||||
3rd room | If you have a summon up try to kill it on the 2nd titan spawn | Focus dream rider | EoE in range of where the titans will be balled | |||||
4th room | Tank/ball all waves (call for a push if the team has several casters on them) | Focus dream rider | If EoE is up for dryders, use it in the crack. Otherwise place it for 2nd wave | |||||
5th room | Take quest, get ready to take 3rd snake | Go to aggro centre | Take quest | Go 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, Ymlad its touch | 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. | |||
Inside | Left ball | Right ball | Spike right side, and then left | Let the MT recall you; place EoE for right ball while in qz; EE down to the emo and let the MT recall out; place eoe for left side; 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 | Place EoE and Wall | Stand back and do fusepulls on the Monk | |||
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 | Maintain MT's range | |
Trenches | Pop monk trench | Start clover | Turtle mesmer trench | Go to glitch spot; kill monk trench | EoE on hill in range of turtle and clover, EE down to the team | Turtle (step out to wall) | ||
Lords | Pull monk lord out | Pull clover and wall if possible; 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 | Wall clover if MT can't; 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 | EoE; enchant the emo | Wall |
Gloom | ||||||||
Cave | Trigger cave when team is ready | 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; place EoE | ||
1st gloom group | Grab the stuff outside cave and obstruct it | HoS up; make sure everyone jumps up; recall the MLK and glitch front group | Jump up and go with emo - Trigger front group if needed. | Stay in range of MT's recall | EE up and run to catch earths | |||
Earths spawn | Catch incoming waves - dodge earths if the team failed to get them | Tank 2nd wave sanities and earths if you can | Spike 2nd wave; run to rift if monk doesn't have PI | Place EoE in range of cave spike, then run to rift if you have PI | Tank 1st earths group; tank second if if needed | |||
Cave Spike | Ball all of your aggro | Run to rift | Spike cave | Spike cave if you're still there | Spike cave | Seed the TT if you're still there | Run to rift | |
Rift | Take quest, Recall trick, quest run | Pull rift | Let TK Recall you, move towards start | Recall Caller, let TT recall you, recall out | Kill claw with PI, cap rift | Pre-trigger Deathbringer | Kill claw with PI, cap rift | Cap rift |
Deathbringer | Take quest | Wait for settle, jump in | Save echo for Darknesses | Place EoE in range of Deathbringer and Darkness | ||||
Darknesses | Accept quest reward | Pull and tank Darkness group | Place a second EoE if needed | Jump to MT and wall when Earths spawn |