Difference between revisions of "User:Ether"

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https://i.imgur.com/btQWtjk.jpg
 
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*'''A q7 flatbow can be crafted at Blacktide Den'''
+
  *A q7 flatbow can be crafted at Blacktide Den
  
 
===Useful Movement Macros===
 
===Useful Movement Macros===

Revision as of 04:35, 22 February 2018

Different behavior from mobs when spawning with certain weapons: https://youtu.be/BQx33XuMJg0

Custom Toolbox

https://discord.gg/S77xdYw

The tb you see me use in the videos is able to be downloaded here

Solo

Ranger/Assassin 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

Ranger/Assassin Solo DoA Practice Bar
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Mental Block Dwarven Stability Whirling Defense Recall
Shadow:12, Expertise:12+1+3, Marksmanship:3
OgcTc588ZSn5AimEBKu8uU4ozBA


Armor Sets

Standard Armor Set

OYnWRUF.jpg

  • 5x Blessed Runes
  • 1x +1+3 Expertise Headpiece
  • 1x Superior Vigor
  • 3x Vitae Runes

Earth Armor Set

FDp5q0T.jpg

  • 5x Earthbound Runes
  • 1x +1+3 Expertise Headpiece
  • 1x Superior Vigor
  • 3x Vitae Runes

High HP Armor Set

tEhWG0c.jpg

  • 5x Survivor Runes
  • 4 Vitae Runes
  • 1x Superior Vigor

Weapons

KEwVG1q.jpg xxcPAw9.jpg c160yze.jpg btQWtjk.jpg

  *A q7 flatbow can be crafted at Blacktide Den

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

Soul_spawns.png

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.

c082b3816ca2b3bd1930bfe05a5909b1.png


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.

Shadow Form Shroud of Distress Lightbringer Signet Way of Perfection Way of the Master Dwarven Stability Whirling Defense Recall
Shadow Form Shroud of Distress Lightbringer Signet Way of Perfection Way of the Master Dwarven Stability Whirling Defense Recall

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

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Dark Escape Dwarven Stability Whirling Defense Recall
Visions of Regret Wastrel's Demise You Move Like a Dwarf Ebon Escape Empathy Diversion Winnowing Edge of Extinction

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.

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Way of the Master Dwarven Stability Whirling Defense Recall
Life Bond Life Barrier Balthazar's Spirit Mending Ebon Escape Symbiosis Winnowing Edge of Extinction

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

Shadow Form Shroud of Distress Lightbringer Signet Way of Perfection Way of the Master Dwarven Stability Whirling Defense Recall
Shadow Form Shroud of Distress Lightbringer Signet Way of Perfection Way of the Master Dwarven Stability Whirling Defense Recall
Shadow Form Shroud of Distress Lightbringer Signet Way of Perfection Way of the Master Dwarven Stability Whirling Defense Recall

4 Man

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Dark Escape Dwarven Stability Whirling Defense Recall
Spiteful Spirit Desecrate Enchantments Defile Enchantments Signet of Sorrow I Am Unstoppable You Move Like a Dwarf Necrosis Edge of Extinction
Arcane Echo Visions of Regret Unnatural Signet Shatter Delusions Mistrust Pain Inverter Empathy Recall
Ether Renewal Burning Speed Spirit Bond Infuse Health Ebon Escape Shield of Absorption Protective Bond Balthazar's Spirit


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

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Dark Escape Dwarven Stability Whirling Defense Recall
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Arcane Echo Energy Surge Unnatural Signet Wandering Eye Pain Inverter Mistrust Finish Him Recall
Arcane Echo Energy Surge Unnatural Signet Shatter Delusions Backfire Mistrust Healing Seed Life Bond
Ether Renewal Burning Speed Spirit Bond Infuse Health Ebon Escape Life Bond Protective Bond Balthazar's Spirit

OR

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Dark Escape Dwarven Stability Whirling Defense Recall
Spiteful Spirit Desecrate Enchantments Defile Enchantments Signet of Sorrow I Am Unstoppable You Move Like a Dwarf Necrosis Edge of Extinction
Arcane Echo Visions of Regret Unnatural Signet Shatter Delusions Pain Inverter Mistrust Finish Him Recall
Arcane Echo Energy Surge Unnatural Signet Overload Shatter Delusions Mistrust Healing Seed Life Bond
Ether Renewal Burning Speed Spirit Bond Infuse Health Ebon Escape Life Bond Protective Bond Balthazar's Spirit

6 Man

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape Shadow of Haste Recall
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape You Move Like a Dwarf Recall
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Arcane Echo Energy Surge Unnatural Signet Wandering Eye Pain Inverter Mistrust Finish Him Recall
Arcane Echo Energy Surge Unnatural Signet Shatter Delusions Mistrust Backfire Healing Seed Life Bond
Ether Renewal Burning Speed Spirit Bond Infuse Health Ebon Escape Life Bond Protective Bond Balthazar's Spirit

Loa Tactics

I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Shadow of Haste Shroud of Distress Recall
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge You Move Like a Dwarf Shroud of Distress Recall
Ebon Escape Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Air of Superiority
Arcane Echo Energy Surge Unnatural Signet Mistrust Wandering Eye Finish Him Pain Inverter Recall
Arcane Echo Energy Surge Unnatural Signet Mistrust You Move Like a Dwarf Pain Inverter I Am Unstoppable Heart of Shadow
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Mistrust Optional Backfire Empathy
Shield of Absorption Seed of Life Edge of Extinction Ebon Escape Pain Inverter Unyielding Aura Blessed Aura Life Bond
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond Balthazar's Spirit

MLK Optionals: You Move Like a Dwarf for beginners Ebon Escape for exp players

Ryn TK Bar:

Arcane Echo Energy Surge Unnatural Signet Mistrust Pain Inverter Overload Shatter Delusions Recall

George IAU Bar:

Arcane Echo Energy Surge Unnatural Signet Mistrust Pain Inverter Shatter Delusions Heart of Shadow I Am Unstoppable

Ether MT Bar:

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dash Mirrored Stance Recall

Cruz TT Bar:

Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Shadow Walk Dash Shadow of Haste Recall


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

Cons

Overview

Assassin/Warrior TT Assassin/Warrior MT Mesmer/Paragon VoR Mesmer/Assassin TK Mesmer/Assassin IaU Mesmer/Ritualist MLK Monk/Ranger UA Elementalist/Monk 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