Difference between revisions of "IT Tactics"
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{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wandering Eye|Mistrust|Pain Inverter|Finish Him|Recall}} | ||
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|You Move Like a Dwarf|Mistrust|Pain Inverter|I Am Unstoppable|Heart of Shadow}} | ||
− | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet | + | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Wastrel's Demise|Mistrust|Empathy|Backfire|Ebon Escape}} |
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|Empathy|Healing Seed|Ebon Escape}} | {{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Shatter Delusions|Mistrust|Empathy|Healing Seed|Ebon Escape}} | ||
{{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}} | {{Scalable Skillbar|Spirit Bond|Burning Speed|Infuse Health|Ether Renewal|Ebon Escape|Balthazar's Spirit|Life Bond|Protective Bond}} | ||
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== Tactics specific to 5 Mesmer Tactics == | == Tactics specific to 5 Mesmer Tactics == | ||
+ | * [[TT]] balls the Dryder group in 4'th room, and the team pushes to the far corner while killing it. | ||
* [[TK]] Takes 1st Snake, [[VoR]] takes 2nd. | * [[TK]] Takes 1st Snake, [[VoR]] takes 2nd. | ||
* Me/Mo pings for Snakes, but Emo takes the reward. | * Me/Mo pings for Snakes, but Emo takes the reward. | ||
* [[EoE]] is placed twice in city for both balls. This may sometimes result in the [[VoR]] being late for the second spike. Other mesmers should still start the spike. | * [[EoE]] is placed twice in city for both balls. This may sometimes result in the [[VoR]] being late for the second spike. Other mesmers should still start the spike. | ||
− | * | + | * Emo takes the quest reward in city, after being recalled by the MT. |
* On [[360 (DoA)|360]], Emo walls waves 1, 2 and 5; TT walls wave 3 and 4; IAU walls wave 6. | * On [[360 (DoA)|360]], Emo walls waves 1, 2 and 5; TT walls wave 3 and 4; IAU walls wave 6. | ||
* MT walls clover if possible. | * MT walls clover if possible. | ||
* Me/Mo splits off with the [[Main_Tank_(DoA)|MT]] after clover to kill the necro lord. | * Me/Mo splits off with the [[Main_Tank_(DoA)|MT]] after clover to kill the necro lord. | ||
− | * Me/Mo can kill the MLK tendril, if the [[MLK]] is busy | + | * Me/Mo can kill the MLK tendril, if the [[MLK]] is busy. |
− | |||
* IAU goes to cap rift. | * IAU goes to cap rift. | ||
* Mesmers should kill the last spawn of the cave quest in order to speed up the ball. | * Mesmers should kill the last spawn of the cave quest in order to speed up the ball. | ||
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==== MLK ==== | ==== MLK ==== | ||
− | * Mistrust | + | * Shatter over Mistrust if you need to carry spikes and you're not pushing in foundry. |
== Pros == | == Pros == |
Revision as of 20:48, 24 August 2018
Contents
General Idea
These DoA tactics are designed to run 5 mesmers in a casual environment, omitting the monk seeder for more spiking power. It is not recommended for inexperienced players.
Tactics specific to 5 Mesmer Tactics
- Trench Tank balls the Dryder group in 4'th room, and the team pushes to the far corner while killing it.
- TK Takes 1st Snake, VoR takes 2nd.
- Me/Mo pings for Snakes, but Emo takes the reward.
- Edge of Extinction is placed twice in city for both balls. This may sometimes result in the VoR being late for the second spike. Other mesmers should still start the spike.
- Emo takes the quest reward in city, after being recalled by the MT.
- On 360, Emo walls waves 1, 2 and 5; TT walls wave 3 and 4; IAU walls wave 6.
- MT walls clover if possible.
- Me/Mo splits off with the MT after clover to kill the necro lord.
- Me/Mo can kill the MLK tendril, if the MLK is busy.
- IAU goes to cap rift.
- Mesmers should kill the last spawn of the cave quest in order to speed up the ball.
Optionals
Tanks
- Death's Charge and Dark Escape on Trench Tank.
- Dash on MT.
MLK
- Shatter over Mistrust if you need to carry spikes and you're not pushing in foundry.
Pros
- The teambuild is capable of a very fast casual run. The extra spiker makes it easier for experienced teams to achieve fast times.
- Everyone has a Shadow step, which makes transitions faster and easier.
Cons
- The builds require experienced players on almost every role.
- No UA or Seed of Life means players are punished harder for mistakes.
- The MT needs to be able to do Jadoth and Ranger without seed.
- Edge of Extinction on VoR means they will be late for some spikes.
Overview
/ TT | / MT | / VoR | / TK | / IaU | / MLK | / Memo | / Emo | ||
---|---|---|---|---|---|---|---|---|---|
Templates | OwFkMOd5HXlkOjcGCEN5EUoTnzBE | OwFkMOd5HXlkODuDCENZDkNZnzBE | OQJTASBbTytx0ZDwmc6B6AukuE | OQdDAYoCTLBnAmOIgTPylxkdO | OQdTAYB/HaJ4Ew0xmc6RukmEBC | OQhjAwCMYQLBnAmO3UTPaAcA0l | OQNEAqwN+CtEcCY6oBM9IREPQXC | 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 | Martial weapon of Enchanting for Seed | ||||
Foundry | |||||||||
Entry | Take quest | Take quest | Take quest | Take quest | Take quest | ||||
1st room | No SF, Ymlad the Vu | ||||||||
2nd room | Any mesmer can pop a ghastly or a 3-pop | Bond MT with prot and life | |||||||
3rd room | Ball Dryders | Ball Titans | If you have a summon up try to kill it on the 2nd titan spawn | Focus dream rider | |||||
4th room | Tank/ball all waves | Wall second wave, third wave if needed | Put EoE in the crack for the second spawn | Wait for first ball and spike while pushing | Focus dream rider | Wait for first ball and spike while pushing | |||
5th room | Take quest, get ready to take 3rd snake | Go to aggro center | Take quest | Go right - do NOT take quest | 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 the Emo | Keep snakes alive | |
Black Beast | Pull Fury | Pull Black Beast, Ymlad its touch | Seed the Emo | Heal IAU, take quest reward | |||||
City | |||||||||
Outside | First ball | Second ball | VoR and Unnatural on Manks | Unnatural and ESurge on Manks | Unnatural and ESurge on Manks | Backfire and Unnatural on Sus. | Empathy Manks and help with Sus. | ||
Inside | Left ball | Right ball | Spike right side, and then left | Skip left side to accept quest reward if the snake is not stucked | Let the MT recall you, then stand at the bottom, in range of both tanks. Try to stuck the snake and take the quest reward | ||||
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 left hill wall waves 3 and 4 | Pull middle and right hills | Wall last wave | Wastrel's mobs before they come in | Seed the wall | Fusepulls and wall waves without fiends | |||
Underlords | Recall MLK; pull Derv | Recall Emo; pull Ranger; Recall Emo again; take quest | Go Ranger | Go Derv and aggro it | Go Derv and stay in recall range | Go Ranger | Maintain MT's range | ||
Trenches | Pop monk trench | Start clover, wall it if possible | Turtle mesmer trench | Go to glitch spot; kill monk trench | Seederino | Turtle (step out to wall) | |||
Lords | Pull monk lord out | Pull clover and wall if possible; use the MeMo for Recall trick on necro lord | Spike clover and ele lord patrol | Spike clover; skip ele lord patrol; solo ele lord | Spike clover and ele lord patrol | Kill monk lord | Spike clover; go with MT and kill necro 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; put EoE before the spike | 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 | Help with front right tendril if needed | 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 | Tell the TT when you're ready for the trigger | |||
1st gloom group | Grab the stuff outside cave and obstruct it | HoS up; make sure everyone jumps up; recall the MLK and pull in spirits for the TT | Jump up and go with emo - Trigger front group if needed. | Stay in range of MT's recall | Jump up and go with emo - Trigger front group if needed. | 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 | Tank 1st earths group; tank second if needed | |||||
Cave Spike | Ball all of your aggro | Run to rift | Spike cave | Spike cave | 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 | Cap rift | ||
Deathbringer | Take quest | Wait for settle, jump in | Place EoE in range of Deathbringer and Darknesses | Save echo for Darknesses | |||||
Darknesses | Accept quest reward | Pull and tank Darkness group. Alternatively, spike on spawn | Replace EoE if needed | Use echo when the first wave dies | Jump to MT and wall when Earths spawn |