Difference between revisions of "DoA Ignition Remix"
(Created page with "== Introduction == Ignition Remix is an off-meta tactic used by TFZ in Domain of Anguish The goal isn't to go for time, but rather to have fun by using Ranger Spikers, t...") |
m |
||
Line 13: | Line 13: | ||
{{Scalable Skillbar|Glyph of Energy|Ebon Battle Standard of Honor|Dragon's Stomp|Churning Earth|Earthquake|Pain Inverter|Obsidian Flame|Recall}} | {{Scalable Skillbar|Glyph of Energy|Ebon Battle Standard of Honor|Dragon's Stomp|Churning Earth|Earthquake|Pain Inverter|Obsidian Flame|Recall}} | ||
{{Scalable Skillbar|Ignite Arrows|Echo|Triple Shot|Dual Shot|Sundering Attack|Asuran Scan|You Move Like a Dwarf|Favorable Winds}} | {{Scalable Skillbar|Ignite Arrows|Echo|Triple Shot|Dual Shot|Sundering Attack|Asuran Scan|You Move Like a Dwarf|Favorable Winds}} | ||
− | {{Scalable Skillbar|Ignite Arrows|Echo|Triple Shot|Dual Shot|Sundering Attack|Asuran Scan|You Move Like a Dwarf|Edge | + | {{Scalable Skillbar|Ignite Arrows|Echo|Triple Shot|Dual Shot|Sundering Attack|Asuran Scan|You Move Like a Dwarf|Edge of Extinction}} |
{{Scalable Skillbar|Mark of Pain|Feast of Corruption|Desecrate Enchantments|Defile Enchantments|Barbs|Necrosis|You Move Like a Dwarf|Great Dwarf Weapon}} | {{Scalable Skillbar|Mark of Pain|Feast of Corruption|Desecrate Enchantments|Defile Enchantments|Barbs|Necrosis|You Move Like a Dwarf|Great Dwarf Weapon}} | ||
− | {{Scalable Skillbar|Earthbind|Seed of Life|Shield of | + | {{Scalable Skillbar|Earthbind|Seed of Life|Shield of Absorption|Aura of Stability|Ebon Escape|Pain Inverter|Blessed Aura|Unyielding Aura}} |
{{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}} | {{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}} | ||
Line 141: | Line 141: | ||
=== Build === | === Build === | ||
− | {{FullSkillbar|{{Mo}}/{{Me}} Seed |Earthbind|Seed of Life|Shield of | + | {{FullSkillbar|{{Mo}}/{{Me}} Seed |Earthbind|Seed of Life|Shield of Absorption|Aura of Stability|Ebon Escape|Pain Inverter|Blessed Aura|Unyielding Aura|Divine Favor: 12+3+1, Communing: 11, Protection Prayers: 6+2|OwUU4YI20hQiOLB+Mui5gSE2kNg}} |
As with Seeder in meta tactics, you can run 11 Divine Favor, 12 in Communing and a +1 Prot rune if you pop Lunars for a stronger Earthbind. | As with Seeder in meta tactics, you can run 11 Divine Favor, 12 in Communing and a +1 Prot rune if you pop Lunars for a stronger Earthbind. | ||
Revision as of 13:53, 22 June 2021
Contents
Introduction
Ignition Remix is an off-meta tactic used by TFZ in Domain of Anguish
The goal isn't to go for time, but rather to have fun by using Ranger Spikers, though subcons is certainly achieveable.
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 Necro calls each MoP target for the Rangers to target, and the Ele calls the spike and knocks everything down to shut down athe enemies and prevent scatter. Mark of Pain carries the spike, although the combination of Ele knocks and Ignite Arrows in Honor does solid damage too. This build requires A LOT of communication and for all spikers to be synchronised for every Spike, but when this is achieved the spikes are incredibly strong.
- If a Ranger goes early, you miss out on MoP triggers and possibly gets the other spikers interrupted
- If the MoP goes before the knock, it risks being stripped by hex removal
- If the Knock is early, then the spike may not be quick enough before the enemies scatter.
Example Spike
To come
Trench Tank (TT)
Build
/ TT | |||||||
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 10, Critical Strikes: 4
OwFkUld5HPOENpOzB0EUoDCEuTnD
|
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. Dash/Dark Escape as preferred.
Equipment
Normal Tank Equipment is used.
Role
You should ball the same groups the TT does in 3-3 and glitch Veil trenches. There are no significant differences between these and 3-3 tactics.
Main Tank (MT)
Build
/ MT | |||||||
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 10, Critical Strikes: 4
OwFk8xjUnWdENpOzBUDkNJCEuTnD
|
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 the MT does in 3-3. The only difference is at the Darknesses where the team should kill the first 3 on spawn and break aggro. As MT, you should then ball the 5 Darknesses against the wall very tightly, in a position where the Rangers will not be obstructed.
TK/Knocks
Build
/ TK/Knocks | |||||||
Earth Magic: 12+3+1, Energy Storage: 12+3
OgdCwcy0xQuoPETjqgc52QnD
|
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. Your job is to lead the spike team and call every spike over voice communication (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 Honor before each spike and cast 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.
- Spam obby flame on the Manks and the wall and put Honor in front of a Su so it is in range of 2 Manks; its not worth casting EQ/DS.
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.
FW
Build
/ FW | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Wilderness: 3
OgUTk5LjH61QJAGkx4U6t0mE7A
|
Equipment
- Sup Vigor, Radiant and Attunement
- Customised Vampiric Flatbow, +20% vs Demons +15% w/ench
- Vampiric Anniversary Sword, (optional: +20% vs. Demons); +10AR vs Demons Shield.
- Vampiric Daggers if you dont have the sword
Role
You are the first Ranger spiker. For spikes, select the MoP target and Echo Triple Shot with Ignite Arrows in Honor. Put FW wherever EoE usually goes and also in range of second room Foundry.
Build Usage
- Use Asuran Scan in Gloom to ensure your arrows hit due to the environmental effect.
- Use your Sword on the wall.
- The most dangerous part of the run is the Darkness spike. Make sure you keep reapplying Scan and stand in a position where you will not get obstructed.
EoE
Build
/ EoE | |||||||
Marksmanship: 11+3+1, Expertise: 10+3, Beast: 10+3+1, Wilderness: 1
OgUUkXrijrSvGKBwgMGnSvl2kQH
|
Equipment
- Sup Vigor, Radiant and Attunement
- Beast Mastery Headpiece for EoE
- Customised Vampiric Flatbow, +20% vs Demons +15% w/ench
- Vampiric Anniversary Sword, (optional: +20% vs. Demons); +10AR vs Demons Shield
- Vampiric Daggers if you dont have the sword
Role
As above but use EoE instead of FW (remembering to use your Beast Mastery Headpiece)
MoP
Build
/ MoP | |||||||
Curses: 12+3+1, Soul Reaping: 12+3, Channeling: 3
OgdCkMzUu4xgqATjPkc52QnD
|
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Curses set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
- +10AR vs Demons Shield Set
Role
You have a critical role to play as the main damage dealer. Make sure you call all MoP and Barbs targets for the Rangers, but keep quiet generally so the TK/Knocks can call the timing of the spike.
Build Usage
- For spikes, call the most central target you can find to ensure a good spike.
- After MoP, cast FoC on the off damage
- Call your barbs targets for when single target cleanup is needed (and Barbs all enemies on the wall)
- GDW the Rangers for cleanup and on the wall.
Seed
Build
/ Seed | |||||||
Divine Favor: 12+3+1, Communing: 11, Protection Prayers: 6+2
OwUU4YI20hQiOLB+Mui5gSE2kNg
|
As with Seeder in meta tactics, you can run 11 Divine Favor, 12 in Communing and a +1 Prot rune if you pop Lunars for a stronger Earthbind.
Equipment
- Sup Vigor, Radiant and Attunement
- 40/20/20 Staff
- High energy enchanting staff
Role
The seeder has a similar role to meta tactics, except you cast Earthbind instead of EoE. At Cave, cast Earthbind a few seconds before wave 11 spawns and then run to Rift. Earthbind should just about last long enough
EMo
Build
/ EMo | |||||||
Communing: 12+3+1, Spawning Power: 12+3, Protection: 3
OAOjQyg8zQQTYTWPPOkT0gxDyD
|
Equipment
- Sup Vigor, Radiant and Attunement
- Any enchanting weapon with useful mods
- High energy enchanting weapon
- +10AR vs Demons Shield Set
Role
No changes from meta tactics