Difference between revisions of "DoA Dinkelweg"
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{{Scalable Skillbar|Stolen Speed|Weaken Armor|Wastrel's Demise|Chaos Storm|Empathy|You Move Like a Dwarf|Spiritual Pain|Unnatural Signet}} | {{Scalable Skillbar|Stolen Speed|Weaken Armor|Wastrel's Demise|Chaos Storm|Empathy|You Move Like a Dwarf|Spiritual Pain|Unnatural Signet}} | ||
{{Scalable Skillbar|Auspicious Incantation|Arcane Echo|Ray of Judgment|Snow Storm|Seed of Life|Healing Seed|You Move Like a Dwarf|Patient Spirit}} | {{Scalable Skillbar|Auspicious Incantation|Arcane Echo|Ray of Judgment|Snow Storm|Seed of Life|Healing Seed|You Move Like a Dwarf|Patient Spirit}} | ||
− | {{Scalable Skillbar|Armor of Unfeeling|Soul Twisting|Shelter|Union|Earthbind|Summon | + | {{Scalable Skillbar|Armor of Unfeeling|Soul Twisting|Shelter|Union|Earthbind|Summon Spirit's|Life Bond|Balthazar's Spirit}} |
The splits and tactics stay very similar to meta 3-3 and 6-0, helping to aid the tactic transition. Spikes explode in the amazing animations from AoE damage skills, with the combination of Earthbind and Dragon's Stomp/Earthquake shut down the enemies and prevent scatter. As well as a bulky Earthbind, the use of an ST makes up for the lack of Mistrust in Foundry rooms as there aren't many enchantments for Dream Riders to remove. | The splits and tactics stay very similar to meta 3-3 and 6-0, helping to aid the tactic transition. Spikes explode in the amazing animations from AoE damage skills, with the combination of Earthbind and Dragon's Stomp/Earthquake shut down the enemies and prevent scatter. As well as a bulky Earthbind, the use of an ST makes up for the lack of Mistrust in Foundry rooms as there aren't many enchantments for Dream Riders to remove. | ||
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=== Build === | === Build === | ||
− | {{FullSkillbar|{{Rt}}/{{Mo}} ST |Armor of Unfeeling|Soul Twisting|Shelter|Union|Earthbind|Summon | + | {{FullSkillbar|{{Rt}}/{{Mo}} ST |Armor of Unfeeling|Soul Twisting|Shelter|Union|Earthbind|Summon Spirit's|Life Bond|Balthazar's Spirit|Communing: 12+3+1, Spawning Power: 12+3, Protection: 3|OAOjQyg8zQQTYTWPPOkT0gxDyD}} |
=== Equipment === | === Equipment === |
Revision as of 15:53, 5 June 2021
Contents
Introduction
Dinkelweg is an off-meta tactic used by TFZ in DoA. It got its name from the alternative tactics requiring Good-Natured > Wholesome > Wholegrain > Dinkel (German for Wholegrain) players.
The goal isn't to go for time, but rather to have fun by making lots of shiny animations that kill things. Despite this being the primary objective, subcons is more than achievable with a 26 being our best run to date with still lots to improve.
Whilst the builds are more than capable of performing 6-0, we generally run 3-3 whilst our growing community of Dinkel players get more and more familiar with the tactics. In particular, the use of an ST backline can make 6-0 very tricky.
Overview
Summon Spirit's |
The splits and tactics stay very similar to meta 3-3 and 6-0, helping to aid the tactic transition. Spikes explode in the amazing animations from AoE damage skills, with the combination of Earthbind and Dragon's Stomp/Earthquake shut down the enemies and prevent scatter. As well as a bulky Earthbind, the use of an ST makes up for the lack of Mistrust in Foundry rooms as there aren't many enchantments for Dream Riders to remove.
Example Spike
Trench Tank (TT)
Build
/ TT | |||||||
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
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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 the Wall and Foundry Rooms.
Equipment
Normal Tank Equipment is used.
Role
You should ball the same groups as the MT does in 3-3 or 6-0 tactics in exactly the same way, and glitch trenches/do the MLK split in 3-3 and 6-0 respectively.
Build Usage
- You wall all waves of 360.
- During 360, the IAU will cast Double Dragon on you during waves 1/2/5 so if you have a stance up for these waves, put it lower down the hill to avoid hitting a foe and getting aggro with the IAU.
- Dagger the Sus on the wall, the IAU will cast DD on you so its important to stand next to them for additional damage.
- At Fury, wait until you see the enemies are knocked and then jump into the spike for additional Double Dragon damage.
Main Tank (MT)
Build
/ MT | |||||||
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
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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 should ball the same groups as the MT does in 3-3 or 6-0 tactics in exactly the same way.
Jadoth Pull
You rely on Union rather than Protective Bond to keep you alive during the Jadoth pull in Veil. As a result, you should stay in range of Union and remain on your normal armor set. 4 assassin enchantments and Union reduce the Demonic Miasma damage to 15 and you should have permanent Seed of Life from the monk which will effectively cover the rest of the damage, but you should avoid dodging attacks just like in meta tactics to avoid exploding Union. The spirit range doesn't quite reach the edge of the cliff, so HoSing up is a good idea - this will also give you some respite from Demonic Miasma triggers whilst the enemies run around to catch up to you. If you can ball Jadoth without Seed, this should be no problem.
360
Jump onto the Fiends for waves 3 and 4 after completing the pull. The IAU will cast Double Dragon on you and this helps getting the rangers (who have high armor vs elemental damage) below 90% to proc EoE.
3-3/6-0
You should interrupt the slashes from the non-hexed tendril during the 3-3 kills to assist the TK in killing the tendrils and to reduce Shelter triggers. You can also use the anniversary shortbow to deal extra damage.
Foundry Room 4
Use Recall on the ST and DC onto the groups in Room 4 as the IAU will cast Double Dragon on you. Make sure you recall out before each wave dies to avoid catching aggro of the next wave. You are the DD target to avoid DD aggro chains for subsequentwaves.
TK/Knocks
Build
/ TK/Knocks | |||||||
Earth Magic: 12+3+1, Energy Storage: 12+3
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Note the breakpoint at 19 Energy Storage for an extra skill to be covered by Glyph of Energy.
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Earth Magic set
- +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as TK splits in 6-0 tactics (i.e. Ranger Lord, recall chains with the IAU and Manks on City wall) Your job is to lead the spike team and call/lead every spike (you do NOT want to be interrupted on the knocks because another spiker went before you). Without an effective snare, enemies will scatter causing the spike to fail.
Build Usage
- Use Knock > Churning Earth > Knock on all spikes. (NB: Churning Earth knocks all moving enemies in hard mode, so when they get up after the first knock, they will immediately be knocked down as they attempt to scatter).
- Obby flame is a highly effective single target spell (Wall, Foundry Rooms, Mes Trench, Ranger Lord), dealing 199 damage per cast.
- For the wall, it is worth taking the time to put Honor - call when/where you use it so the team can get maximum benefit. Spam obby flame on the Manks, its not worth casting EQ/DS.
- As the only mid/backline with a jump, you are responsible for getting aggro of the first Earth Tormentor wave at Gloom - just dance with them using a speedboost until the team arrives to help you kill them.
Knock Chaining
The following is less relevant in Dinkelweg as you have Churning Earth and Stolen Speed but is good to be aware of. With the use of Pie and BU, you reach the cap of 25% reduction in activation time, meaning your 3sec knock skills take 2.25sec to cast. This is incredibly useful, as after your first knock and the combination of Earthbind and 0.75sec of aftercast delay, the timing is perfect to cast another knock, resulting in a perfect chain.
Tendril Killing
As the TK, you are responsible for killing the usual TK tendrils. To do this, use honor and Glyph before the quest is taken and immediately cast PI on the back tendril. Switch to the front tendril and use Churning Earth, Obby Flame, Knock, Obby Flame. Switch to the back tendril again and use another Obby Flame/Knock to finish it off.
Killing Ele Lord
With Shelter instead of Protective Bond, you take a lot more damage from Sandstorm, so it is even more useful to re-apply your Lightbringer Title. There are two ways to kill the Ele lord - trying to kill it just using Shelter and PI/Obby flame is highly risky and therefore not recommended. 1) Cast PI on the Lord and recall out to the ST during the Sandstorm cast. The PI triggers from you, the ST, and spirits will kill the Lord quickly. Note that Sandstorm is not always the first skill cast by the Lord, so you will need good reactions. 2) For a much easier life, simply cast PI and pop a Tengu Flare.
EoE
Build
/ EoE | |||||||
Fire Magic: 12+3+1, Beast Mastery: 11, Energy Storage: 6+3
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Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Fire Magic Set
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the VoR in meta tactics. Generally use skills in the order shown in the build. Meteor Shower/Breath of Fire and Fire Storm deal reasonable damage, but are mainly there for the awesome animations (otherwise Bed of Coals would be a better option). Savannah Heat deals tremendous damage towards the end of the spike. Just like when EoE is brought on the VoR in meta/low man/record tactics, you should split off early from spikes that are in quick succession to place EoE early.
Build Usage
- Put EoE for each spike in the normal places (skip for Turtle in Mes trench as you can't jump back down).
- AoS is used as energy management and to recharge EoE and skills where this can have a benefit (e.g. City spikes and Darknesses).
- Glyph > Meteor Shower to reduce the cast time
- Savannah Heat in Honor is the primary source of your damage. Fire Storm/Breath of Fire are additional animations that also help spikes.
- Finish Him for cleanup and general utility
- You may need to manage your overcast, particularly during successive spikes such as 360.
IAU
Build
/ IAU | |||||||
Fire Magic: 12+3+1, Energy Storage: 12+3, Shadow Arts: 3
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Equipment
Sup Vigor, Radiant and Attunement
- 40/20/20 Fire Magic Staff
- 20/20/+15/-1 High Energy Staff
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the IAU in 6-0 meta tactics and you are responsible for off damage. For spikes, generally Double Dragon whoever is tanking and then use DC+IAU to jump onto the off damage and prevent knock down. Use the rest of your PBAoE skills to add further damage to get the enemies below 90%. There are some exceptions to this noted below.
Build Usage
- For 360 Fiend Waves 3+4, cast Double Dragon on the MT who will jump with you onto the off damage. For wave 6, cast Double Dragon on a minipet/Ghost.
- For room 4 Foundry, cast Double Dragon on the MT, not the TT. This avoids you getting aggro when the TT pulls the next wave.
- You wall the Ele Lord patrol. Use Double Dragon on a minipet/Ghost.
- If running 6-0 tactics, you are responsible for killing what is normally the back IAU tendril in meta 6-0 tactics and pulling the groups to the team. Use DC to avoid getting stuck and IAU to prevent cripple/knockdown.
- You are responsible for the Sus on the wall. Cast Double Dragon on the TT, use YMLaD to keep the enemies in place and use Glowing Gaze for additional damage, burning and energy management.
- Do not jump in to the spikes in Foundry Room 3 and 1st inside City spike - just DD the tank otherwise you run the risk of getting stuck/missing the next spike respectively.
MLK/Empathy
Build
/ MLK/Empathy | |||||||
Domination Magic: 12+3+1, Fast Casting: 12+3, Curses: 3
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Equipment
Sup Vigor, Radiant and Attunement
- 40/40 Domination set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the MLK in 6-0 meta tactics and Empathy in 3-3 meta tactics (with the exception you always go to Derv Lord). You play a vital support role for the spikes and as a Mesmer have good general utility. For spikes, use Stolen Speed on a central target for the the team's casting times and Weaken Armor for additional damage. After that, use Wastrels/Chaos Storm/Unnatural Signet to help on spikes (as the enemies are knocked down, Wastrels deals a lot of damage).
Build Usage
- For MLK you will be responsible for killing the Monk Lord on your own. Where this is the case, the lack of Backfire will slow down the kill. Maintain Empathy on the lord and just spam Unnatural Signet and Spiritual Pain until its dead. DO NOT use Chaos Storm or YMLaD.
- Without Echo, the glitch spot skills will be slightly slower and the enemies will get enraged. It is therefore good to ensure you are on a shield set if killing Wave 2 of 360 or as the MLK split.
- Chaos Storm is very powerful on the wall against the Manks. Also make sure you use Weaken Armor on the Manks so the EoE does more damage
RoJ
Build
/ RoJ | |||||||
Smiting: 12+3+1, Healing: 10+3, Divine Favor: 8+3, Inspiration: 2
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Equipment
Sup Vigor, Radiant and Attunement
- 40/20/20 Smiting Prayers staff
- 20/20/+15e/-1 High Energy Smiting staff
- Any Flatbow/Longbow for pulling
Role
The RoJ role is cited as one of the more intelligent roles to be able to play well, particularly for new players to the tactics (whereas the spikers can just just their skills at the usual time). You can drive a lot of damage on spikes but are also responsible for keeping the team alive through the effective use of Seeds.
Build Usage
- Cast seed very early - before the spike - particularly when you need to use Healing Seed. This is because during the spike, the enemies will be knocked and therefore will not trigger seed and you want to be able to Echo > RoJ to assist the spike. Note that without Fast Casting, Healing Seed and all take 1.5sec to cast (RoJ should benefit from Stolen Speed).
- You should use Healing Seed whenever the ST is tanking with spirits (mainly Mes Trench Turtle and 3-3). Healing Seed also heals the spirits and therefore makes the wall very big and very bulky.
- As RoJ, you skip the second inside city spike to take the quest reward. Always wait for the ST and MT to say they are ready. Cast Echo before accepting the reward- this allows you to seed the ST immediately once your reach him/her so that the Jadoth pull can be safer.
- Different to 3-3 and 6-0, you should occasionally seed on the wall to top off everyone's health. The energy management is pretty strong on these bars and Shelter is less not as effective as Protective Bond.
- Use Patient Spirit as a reasonably strong heal (there is no Infuse Health from the EMo for quick healing).
- If running 6-0, you are responsible for killing the front IAU tendril. Cast RoJ, Snow Storm and YMLaD on the tendril, and use another YMLaD/Wand to finish it off when the back IAU tendril dies.
ST
Build
/ ST | |||||||
Summon Spirit's | |||||||
Communing: 12+3+1, Spawning Power: 12+3, Protection: 3
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Equipment
Sup Vigor, Radiant and Attunement
- 20/20/+1 Communing Staff
- +10vs Demons Shield Set
- Any Flatbow/Longbow for pulling
Role
You are the source of Protection for the team and provide Earthbind for spikes. Earthbind works even on foes with Stun Immunity (Titans) and therefore is crucial for spikes in Foundry and also helps everywhere else for the additional 1sec per KD. The ST has crucial and a challenging role to play at Jadoth and 3-3/6-0.
Build Usage
- Maintain Life Bond and Balth on the MT between 3rd Room Foundry up to Jadoth inclusive. Maintain Life Bond on the MT at Ranger Lord, Clover and 3-3/6-0.
- Maintain Spirits for the team, particularly Earthbind for Spikes.
- Like an EMo in meta tactics, you are the recall target for the tank (as you have bonds) so maintain range where appropriate.
- Be wary of the Sus on the wall killing your spirits. Shout at the team to finish them off if they leave any.
- Wall Mes Trench Turtle and 3-3/6-0 spikes with Spirits - make sure you stand just in front of them so you get hit to trigger Healing Seed.
Jadoth
- Stay in range of the TT until s/he finishes the ball (dont go outside the wall too early - you will lose range if you are on the wrong side of the wall as the tank pulls the enemies up.
- When the tank has finished the ball, go outside the wall and stay in range until just before the team starts spiking, at which point you can leave as the Knocks will stop the tank taking damage.
- Run below the cliff in City to the left of the Jadoth gate and put up ST, Union and Armor of Unfeeling. At this point, let the Monk know you are ready for the quest.
- Spam Summon Spirits to heal Union and if you need to recast it, cast a new Armor of Unfeeling quickly. Make sure you move the spirits so they dont get aggro of the Jadoth groups.
- Stay in place until the tank jumps in to finish the ball. At this point, cast Shelter for the team during the spike and then begin to run round to get your chest. You can't help much at Jadoth or even wave 2 of 360 so dont be greedy and leave too early in case Union explodes.
3-3/6-0
- Put Shelter and Union in range of allies but not in range of any tendrils and use Armor of Unfeeling to support their health.
- Recast spirits to wall.