FBGM Tactics
Revision as of 18:29, 13 August 2016 by HasKha (talk | contribs) (→Tactics specific to FBGM Tactics)
General Idea
The basic concept of FBGM DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.
The main characteristics are jumps (EE, Recall or HoS) on every player and Edge of Extinction on the Seeder which allows the Caller to bring Wandering Eye.
Tactics specific to FBGM Tactics
- Pushing in 4th room, Trench Tank pulls the 1st wave and team spikes while running to the far corner.
- TK Takes 1st Snake, Caller takes 2nd.
- Caller must interrupt the The Black Beast of Arrgh's touch of Aaargh since IaU doesn't bring YMLaD.
- At the end of wall in city, MLK stays and provides a HoS target to the Trench Tank.
- Edge of Extinction is placed in the middle of city, in range of both spikes.
- IaU does the last left wave of 360 so that MT can be ready at the Ranger lord door.
- Trench Tank and MLK should pop and kill Gloom trench if possible, even if late for 6-0, in which case Seeder and Emo will kill the front tendril.
- 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
- The teambuild is capable of a very fast run (low 23)
- Shadow step on everyone
- Edge of Extinction on Seeder allows Caller to spike without delay
Cons
- No Arcane Echo on Seeder requires good Seed of Life timing
- The builds require experience players
- Players have to rely on teammates for the tactics to be successful E.g. Caller has to rupt black beast's touch, MLK gives Trench Tank a HoS target in city, etc
Overview
TT | MT | VoR | TK | IaU | MLK | UA | Emo | ||
---|---|---|---|---|---|---|---|---|---|
General | Equipment | Optional: Infiltrator's set for Gloom Cave | low HP armor for Jadoth | triple sup runes (illusion for Wandering Eye) | triple sup runes (illusion for Wandering Eye); bow for ele lord | bow for derv lord | |||
Foundry | Empathy or Backfire enemies outside the ball | use Spirit Bond to cover bonds while dream riders are alive | |||||||
zone in | take quest | EE snake, take quest | take quest | EE snake, take quest | bond yourself first | ||||
1st room | place EoE, PI a rage | bond monk and spikers | |||||||
2nd room | any mesmer can pop a ghastly - use Mistrust on the dream riders | PI tortureweb dryders | bond MT with prot and life | ||||||
3rd room | do NOT aggro the titans - ball the dryders and dream rider | run to grab all the titan groups without aggroing the dryders and dream rider | if you have a ghastly up, make sure it aggro's the second wave of titans so it dies and doesn't follow you into 4th room | EoE in range of where the titans will be balled; PI a dryder if it's out of the ball; wait at the door | stand with the spikers on the first group, and then stand at the door - bond the TT with prot and life | ||||
4th room | push! | tank/ball all waves | wall for 2nd wave | focus dream rider | use EoE in corner for 2nd wave | ||||
5th room | entry | rush left, take quest | rush to aggro centre | take quest and go left | rush right - do NOT take quest | ||||
snakes | take Captain | pull groups out of the way | take General | take Silzesh | rush ahead, get EEd | ping for Captain | ping for snakes and seed | keep snakes alive | |
Black Beast | hold centre in emo's range | YMLaD the Black Beast on Touch | right wall block the Black Beast's group | use EoE in range of Black Beast and Fury; seed | heal IaU | ||||
The Fury | clear chest | stand in QZ and maintain seed | |||||||
City | |||||||||
Outside | first spike | ball | run past during the spike | Backfire the first su before spiking | EoE in range of the first su; directly seed the tank | bond yourself, MT, monk, and spikers | |||
wall | dagger enemies | ball | VoR and Unnatural on manks | Unnatural and ESurge on manks | Backfire and Unnatural on sus | PI on each su | bond TT | ||
second spike | wait with MLK to HoS through wall | spike | finish last mank with Empathy, and give TT a HoS target | EoE; seed the emo | |||||
Inside | 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 | SoA and seed emo on every spike | ||||||||
Jadoth | Dash to 360, use cupcake, and 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 | keep enchants on the emo, place EoE, and PI Jadoth | |||||
360 | pull left hill on all waves; pull all hills on 2nd wave if MT isn't there yet; pull middle and right hills on 6th wave | pull middle and right hills on all waves; 2nd wave put SoH on middle hill; 3rd wave put SoH on right hill; skip 6th wave | pre-cast Wandering Eye | spike 5th wave from above and pull left hill on 6th wave | Wastrel's mobs before they come in | EoE (re-place halfway through 360) | wall | ||
Underlords | Recall MLK; pull derv lord | Recall emo; pull ranger lord; take quest | kill ranger lord | bow and kill derv lord | kill derv lord | seed when MT takes damage; PI ranger lord | maintain MT's range | ||
trenches | pop monk trench | turtle | go to glitch spot; kill monk trench | EoE on hill in range of turtle and clover | turtle (step out to wall) | ||||
Lords | pull out monk lord and attack it with a spear | pull 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 | wall clover; wall ele lord patrol | ||
tendrils | 6-0 | 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 | Recall emo, kill upper back tendrils with MT, and Recall out | kill lower back tendrils with a gaki and pull groups in | kill front right tendril | kill front right tendril with emo if MLK is not there; seed emo when back tendrils die; EoE | re-bond everyone - give IaU life bond; maintain range; wall |
Gloom | |||||||||
Cave | cave/gloom trench | HoS up off a stone | 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 group | HoS 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 | ||||||
first earth spawn | Recall emo | spike earths; kill enemies outside cave | tank earths | ||||||
second earth spawn | ball earth, flesh, and heart | spike MT's ball | EoE in range of cave spike | run to rift | |||||
remaining spawns | ball everything | run to rift | spike TT's ball | run to rift | |||||
Rift | take quest, Recall trick, quest run | move enemies off rift; Recall out; cap | Recall trick | pre-trigger Deathbringer | PI claw and get hit by slash; cap | get hit by claw so it dies; cap | |||
Deathbringer | take quest and reward | DC in and tank | spike | EoE | bond spikers | ||||
Darkness | pull Darknesses; wall left earth tormentors | only even damage on second wave | EoE; seed earth tormentors | wall right earth tormentors |