Difference between revisions of "DoA 100a"
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Revision as of 15:28, 20 November 2021
100a is an off-meta tactic used by TFZ in Domain of Anguish. Before there was Hundred Blades (100b), there was 100a, where 4 rangers spam multiple bow attacks over and over to kill all the enemies in DoA. We believe subcon is possible but our best run to date remains just off the pace at 31.
The goal isn't to go for time, but rather to have fun by using Ranger spikers with actual bows. These builds purposefully do not use MoP (the primary damage skill in DoA Ignition Remix) as this was considered too OP and cheating to be as fun and off-meta as was desired. The splits and tactics are moderately different to meta and single tank tactics so someone with experience and voice communication is essential to ensure the team is co-ordinated well.
The general idea is for the Ritualist to provide splinter before each spike and cast Panic>Cry of Pain>Lamentation to shutdown the enemies and get everything below 90% to proc EoE. Meanwhile, the Rangers are spamming 100a to kill enemies. Sundering and Penetrating Attack allows for strong cleanup and because you are Rangers with Together As One, you are surprisingly tanky.
Like all our off-meta tactics, if you have any questions or suggestions, feel free to discuss with us in our TFZ Discord Server :).
Builds
Tank
/ Tank | |||||||
Shadow: 12+3+1, Tactics: 9, Dagger: 9, CS: 3
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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
TTaO
/ TTaO | |||||||
Expertise: 12+3+1, Marksmanship: 12+3, Shadow: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
TK
/ TK | |||||||
Marksmanship: 12+3+1, Expertise: 12+3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
Honor
/ Honor | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Shadow: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
EoE
/ EoE | |||||||
Marks: 11+3+1, Expertise: 10+3, BM: 10+3+1, SA: 1
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
FW
/ FW | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Shadow: 3
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Equipment
- Zealous Flatbow (of Demonslaying is ideal if you can find one)
- Anniversary Sword for the wall (otherwise daggers)
- Shield Set for tanking and pulling
Rit
/ Rit | |||||||
Channeling: 12+3+1, SP: 9+3, Domination: 9
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Equipment
- 40/40 Channeling Set
- +30/-2 High Energy Channeling Magic Set
- Flatbow for any necessary pulling
EMo
/ EMo | |||||||
ES: 12+3+1, Protection: 12, Healing: 3
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Equipment
differences from meta 3-3
Although most of the builds are different, the tactics are largely based on standard 3-3. For anyone familiar with 3-3, it's quicker to list the differences than to explain the 100a tactics from scratch.
Veil
- All rangers wall for all spikes, and start attacking as soon as the enemies are in range.
Gloom
- Only catch cave waves 4 and 8.
Foundry
- Room 3: Tank pulls the titan groups whilst the team can work on the Dryders/Dream Rider solo.
- Room 5: There is no split so TK will take 3rd snake, requiring the tank to pull enemies out of the way and the team to break aggro of the spawn by running south, past the Black Beast gate.
- Fury: Barragers and Rit run towards City, where they need to re-place their spirits so that the old ones die. TTaO will pull the Fury group, with a speedboost into Cave and you can kill the enemies as they come in.
City
On all spikes, wait for the rit to cast Panic.
- Wall: Rangers spam sword attacks on the wall with GDW. Leave the last Mank alive, and finish it when the spike is done and the tank is ready to HoS over.
- If any of the enemies spawn out of melee range, leave them until last, and then try to pull them into range.
- First inner: Do the TT side first. Once enemies are out of the way, the team can jump up the cliff to spike from above for better elevation
- Second inner: Rangers should spike from down below to ensure you aren't obstructed.
- Jadoth: Pulled inside City (no Veil split).
tank
You are the only tank so ensure you are aware of the differences in single tank tactics when playing this role. You will be doing all the MT's pulls, as well as some of the TT's. Remember you don't have seed so be careful and plan your Ranger Lord and Clover pulls.
- After ranger hill, pop Mes Trench, cast SoH, and DC up to a tormentor to avoid aggroing the patrols. Stance back in, let the EMo jump to you and begin the Clover pull when the team have almost finished spiking the groups in the glitch spot.
- If monk lord spawn is bad, go and pull that out and kill it together with the Honor. If monk lord spawn is good, pull necro lord, and then do the top tendrils with the TK.
- After the first tendrils spike, go straight to Gloom.
- Do Cave and Recall the TK during the spike to get a Recall chain to rift
- In 3rd room, pull the titans against the rock for a strong wall block.
- In 5th room, pull the enemies away from Captain Valkyss, so the TTaO can freely take it.
- Inside City, do left side first and then Right side. Recall the emo to get to Jadoth faster.
TTaO
- Pull TT side 360 waves
- Pull Derv Lord - Recall target is the Ritualist
- After Derv Lord, pop the Monk Lord Trench and pull the back group to the Mes trench glitch spot
- After clover, if the monk lord spawn is good enough that you don't need Shadow Form, go with the Honor to kill it. If monk lord spawn is too bad, pull the necro lord, help kill it, and then do the top tendrils with the TK.
- Do the bottom tendrils with the TK.
- Take the Gloom quest and HoS up the cliff
- After Cave spike, Recall the Honor and take the quest when the MT is ready. Recall out and quest run. Help on Darknesses if you are in time.
- In 3rd room, pull Dryder/Dream Rider wave to the team
- Use Recall to take Silzesh
- Take Captain and Recall out immediately so Recall can't get mirrored
- Pull Black Beast
- Pull Fury into the Cave when everyone is ready - run forward with a speed boost
- Keep TaO up on City wall
TK
Unlike meta TK, you are not responsible for off damage. Otherwise, the role is quite similar to normal 3-3.
- After Derv Lord, run into the Gloom Trench and pull the back group into the Mes Lord glitch spot
- At tendrils, kill the top set first.
- Recall the EMo before the Cave spike, and allow the tank to recall you. Recall out once the cave spike is complete and cap rift.
- After General is taken, place Winnowing deep in the corner where EoE usually goes for Black Beast
Honor
This role is very similar to 3-3 Empathy, except that you don't kill the front tendrils or tank the Black Beast.
- After Ranger Lord, when the MT pops Mes trench, kill the enemy at the top. Then move into the glitch spot and place Honor
- After clover, go to kill monk lord
- You take General
EoE
Although you are not the caller, your splits are very similar to VoR.
- Remember to swap to your Beast Mastery headpiece when casting EoE
- After Ranger Lord, when the MT pops Mes trench, kill the enemy at the top. Place EoE behind the glitch spot and move into the glitch spot after
- After Ele lord patrol, kill Necro Lord
- If you arrive back at 360 before monk lord dies, you can help kill from above
FW
This role is most similar to Empathy in 3-3, except that you don't tank Black Beast, and are also responsible for off damage.
- After Ranger Lord, when the MT pops Mes trench, kill the enemy at the top. Place FW behind the glitch spot and move into the glitch spot after
- After Clover, spike Ele lord patrol before killing Necro Lord
- At 3:3 you kill the front tendrils
Rit
This role is most similar to Backfire in 3-3, but as there is no trench tank, you will not be going to monk lord or doing any of the duo splits. You are also the caller, as it is your responsibility to lead each spike with Panic, followed by Cry of Pain and Lamentation.
- Give Splinter Weapon to the rangers before each spike, using Arcane Echo for the last 2.
- After using your spike skills, reapply Splinter Weapon.
- For small groups, use Great Dwarf Weapon instead.
- Spam Spirit Siphon on spirits for energy management and request the team to put new spirits if you need further energy.
- On derv hill, check the monk lord spawn and tell the team whether or not the TTaO should be able to cleanly pull it without Shadow Form.
- After Derv Lord, pull the front groups of Gloom into the Mes trench glitch spot
- Save Panic for 3rd wave of Darknesses
- In 5th room, ping for snakes until the General is completely free
EMo
Your job is essentially the same as meta tactics, but you will find it more challenging as there is no seed so you need to heal lots, with no additional enchantments for your energy management.
- After ranger hill, go to the glitch spot west of the mesmer lord trench. Once the rangers are in place, EE down to the tank so you can stay in range for clover.
- Ping for Snakes once General is free
- Take Fury and stay in range of the MT whilst the rest of the team kills Fury