User:Ether
Contents
Links
https://www.youtube.com/user/ShiBaindo/
https://www.twitch.tv/etherthegod
Personal Records
Domain of Anguish Records
1 man: 49 Minutes [TAS]
1 man: 54 Minutes [PURE]
2 man: 34 Minutes [TAS]
2 man: 37 Minutes [STANDARD]
3 man: 29 Minutes [TAS]
4 man: 28 Minutes [TAS]
4 man: 30 Minutes [STANDARD]
8 man: 14 Minutes [TAS] (w/ gate glitch)
8 man: 17 Minutes [TAS] (w/o gate glitch)
8 man: 17 Minutes [STANDARD]
Different behavior from mobs when spawning with certain weapons: https://youtu.be/BQx33XuMJg0
Solo
/ Solo DoA Full Run | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
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/ Solo DoA Practice Bar | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
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Armor Sets
Standard Armor Set
- 5x Blessed Runes
- 1x +1+3 Expertise Headpiece
- 1x Superior Vigor
- 3x Vitae Runes
Vitae is better than superior runes, as you have Lightbringer Signet and never will have to worry about energy, even with Recall up.
Earth Armor Set
- 5x Earthbound Runes
- 1x +1+3 Expertise Headpiece
- 1x Superior Vigor
- 3x Vitae Runes
This is the same as your regular armor set, except blessed is replaced with Earthbound. This is to be used all of Foundry, as the Rage Titans will likely spike you for your health once fully enraged and using Shockwave, you want the extra Earth armor. (You can swap off this to your blessed set before Black Beast if you are afraid of him smacking you)
High HP Armor Set
- 5x Survivor Runes
- 4 Vitae Runes
- 1x Superior Vigor
You use this strictly in Veil when you are tanking Stygian Hungers.
Places this can be used is
- Wave 1,5 of 360
- Ranger lord (if you aren't glitch spotting)
- Right side clover patrol (if you aren't glitch spotting)
- The Hunger patrol on the back end of Monk Lord Hill
- IAU left side Tendril (2 hungers)
- TK right side Tendril (4 hungers)
Weapons
Any +20 Energy staff with 20% HSR will do. You just want the energy and HSR. An envoy staff is NOT useful. If you get HCT on any of your spells in veil you throw your enchant timings off. HSR is more useful for when you swap to a staff to use Shroud.
A +5 Energy Spear and +45^e +10 demon shield is the BIS for this. +5 energy gives you more room for energy incase you can't cast LB Signet throughout the run. A spear is more useful than a sword/axe as you want to be able to auto attack melee mobs that have scattered away from you.
A spear with 10%HSR is useful in Foundry so you can get more enchants during the rooms with Titans, allowing for more damage reduction. Spear is used here as well for the reasons as before.
A q6 14-24 Flatbow INSC is the BIS bow for this. Vamp/Customized/15^e are used for dealing damage to souls or any caster you whirl throughout the run. However an insc q6 14-24 bow is EXTREMELY rare and took me a few weeks to get on my hands.
A q6 flatbow with 13-25 15^50 can be crafted by https://wiki.guildwars.com/wiki/Daved_Logsdon
You want to use a lowreq bow instead of a q9 + armor swapping as you have to auto attack souls A LOT during the run and its a lot easier to use a low req bow. Plus, with the Lightbringer title you almost always hit SF cap on casters when you bow them.
The new anniversary sword thats q9 Expertise allows you to hit only 25's on soul tormentors with rank 8 in lightbringer. However since you want to have a spear equipped at all times to attack things that scatter due to whirl, this is really only useful in gloom when whirling souls at the start of cave.
Useful Movement Macros
- (7535, -11960) ranger lord glitch spot (on the side of necro trench)
- (13098, -9817) monk lord trench glitch spot ( on left 360 hill)
- (9906, -13057) mes trench glitch spot (on right 360 hill)
- (8800, -8665) 360 Glitchspot by the NPC (very risky)
- (6474, -17196) right side clover glitch spot
- (-19019, 13188) 4th room 1st move macro, this is right outside the trigger point for the 4th room
- (-19491, 12803) 4th room 2nd move macro, this is on the right wall if you were to face 5th room.
Using these two move macros right after the other will allow you to get a significant amount of souls into 4th room
Useful Custom Markers
- (5375, 21) (4832, 360) Line to trigger Cave
- (-11567, 11581) {2500} 1st foundry room trigger point
- (-9828, -12179) {2500} 1st Su in City Spirit Range
- (-17686, -2229) {1200} Black Beast Trigger Range (idk if this is right)
My Custom Agents
If you already have custom agents then you will have to manually rename the custom agent number in the file. These were made specifically for my solo doa runs but help tremendously for DoA in general. I also have mindblades/nightmares/skeles colored for UW as well.
add +4 to every agent ID if you want to fix this post april 2020 update
Duplicating Tormentors
For the near entirety of the run you will be duplicating Tormentors. Basically, you damage any tormentor so its below 50% health, and at some point it will cast Call to the Torment. It spawns a copy of the tormentor in its exact location. By duplicating many tormentors over the run, you are able to use this as whirling fuel to kill shit really fast.
Some general rules each tormentor follows when deciding whether or not to duplicate are:
1. They have to be in aggro/combat with something (yourself/stone/npc/etc). Note that aggro conditions include: having chain/corpse/part of a group aggro on anything that might not necessarily be in your own aggro range
2. They have to be under 50% (539 or less) hp
3. The tormentor does not have "CoT aggro" with any duping mobs. (CoT range is 750-850~ units away)(CoT range or "CoT aggro" acts similarly to aggro mechanics - except its with other tormentors. this means there is chain/corpse/part of a group aggro for CoT.)
4. If there is a tormentor within CoT range, the game checks if there are any tormentors casting within that second tormentors range, if yes: then the original one does not dupe. if no, then the original one dupes.
5. When a tormentor starts to decide whether or not to dupe, is currently unknown. Possible triggers are updating the tormentors position/updating the tormentors direction.
6. The tormentor with the lowest Agent ID is much more like to be the first one to duplicate.
7. The best known guess for how the game determines which tormentor to dupe is by going from lowest to highest agent ID.
Noting all of that, certain tormentors only duplicate in certain conditions.
Waters: they have to not be settled on anything
General Usage
The red circles on the picture are where souls spawwn, or where they break. The red lines are to show where the soul will go after it breaks aggro. Depending on where the soul was spawned, determines which direction it will run towards when broken.
Gloom
There are 4 parts to Gloom. They are:
1. Cave
Cave consists of 3 "waves", each spawning 4 different groups of enemies. Knowing which groups spawn in each wave is crucial to completing a solo run.
2. Rift
3. Deathbringer
4. Darkness
Foundry
The Foundry rooms are just run and spike. You need to move in continuous, smooth lines to not break souls when going thru gates. Going thru room 2 and the room 4 gate is where your movement matters the most, as souls break here. Watch the video to see how to run into the rooms.
Take the quest [
Room 1
Wait for Margonites to ball, run in Whirl. Spike Titans on spawn
Room 2
Try to speed boost ball the Margonites together and whirl them with the Torturewebs. For the 2nd wave kill the Torturewebs if they are balled, otherwise right wall block the dreamies and whirl those first.
Room 3
Grab all the Titans and the Torturewebs and right wall block to whirl the titans and the glitched Dreamrider . Then kill the Torturewebs.
Room 4
Run to the furthest point of the room and dupe souls while doing the room . Try to right wall block dementias. On the 3rd wave try to kill the Despairs first as they take longer to settle. Last wave just ball and spike. While killing the waves, its very important to keep all glitched souls on the wall under 50% health, and to be in aggro of the glitched souls so they dupe.
Room 5
TBA
City
Whirl and move down the wall. You can get pretty intricate with how you do City, but its basically just whirling mobs 1 by 1.
Veil
In veil there are 4 different enemies that can rupt your skills (Shadow Form, Way of The Master, Way of Perfection, Shroud of Distress, Dwarven). They are:
1. Stygian Fiends
They can rupt with Choking gas (every auto attack they hit rupts you), Concussion Shot ( dazes you too), Distracting Shot, or Savage Shot.
2. Spirit Tormentors
Spirits can rupt with only Savage Shot.
3. Sanity Tormentors
Sanities can rupt with Disrupting throw (only rupts when you have a condition) or Stunning Strike (requires adrenaline and dazes).
4. Ranger Lord
The Stygian Underlord can rupt with Distracting Shot, and Savage Shot.
2 Man
2 Rangers
2 Rangers: Fastest possible team, but extremely hard to do without extensive knowledge and experience.
The main concept is that you use a large amount of souls to whirl foundry rooms and city, and to split in veil.
Ranger Mes
Ranger Mes Duo: City and Veil can be difficult without extensive knowledge and experience
The main concept is whirling foundry with souls, and then just balling and spiking city/veil.
Ranger Monk
1 Ranger 1 Monk: Safest team, but the slowest. The ranger needs experience and knowledge to do his job, but the monk is much more relaxed.
The ranger does close to what a regular solo would do, except you have a monk bonder. Bonder allows the ranger to cast less enchants, and to have more energy. The monk can also be used to place spirits, take snakes, quests etc.
3 Man
literally just the solo bar x3
4 Man
5 Man
/ Ranger Tank | |||||||
SA:12, Expertise:12+1+3, Marksmanship:3
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/ Necro Spike | |||||||
Curses:12+1+3, Beast:11, Soul Reaping:6+3
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/ VoRTK | |||||||
Domination Magic:12+1+3, Fast Casting:12+3
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/ MeMo | |||||||
Domination:12+1+3, Fast Cast:11+3, Heal:6, Prot:2
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/ EMo | |||||||
Energy Storage:12+1+3, Prot:12, Heal:3
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This video is a pretty good idea of how the run is supposed to go. Couldve easily been a 35
Notes
- memo quest runs for gloom
- recall chain for rift
- darkness pull to 1 dot by rift
- safeway 2nd room / memo pops dreamy
- necro pops 3 pop for 2nd snake
- glitch spot black beast
Extra Notes
Starting Gloom is the simplest and safest for the tactics. If you start anywhere other than gloom, you will waste time getting the ranger to gloom for cave, and you have to clear the trench. Gloom is also able to fail because of the rupts the ranger might have to deal with.
These tactics will only work smoothly if you have an experienced ranger tank, a strong backline, and a proactive necro. The entire run can easily be done in 40~ minutes with no major mistakes. Loa has done plenty of runs 35~ minutes.
Gloom
Basics: The VoRTK quest runs. Ranger balls stuff and we spike, while ranger uses aggro for whirling fuel. Gloom is expected to be around 6:30~ depends on how long it takes for transitions.
Ranger
- Cave
The simplest way to do cave is to just grab all the mobs from cave and ball it on the corner where the earths spawn. If you pull the mobs too far then they will break. Try to kill the minds, sanities and spirits that spawn during the quest, as they are the farthest away from the spot where you ball and they won't pull (also they rupt). Your skill rotation should always be shroud on recharge, HoSing before SF, and Dwarven after SF. You want to prevent strips if you ever have to tank earths, and you wait to be able to prevent rupts by HoSing before SF. If your shroud gets rupted, then wait to pstone until your next shroud gets rupted. After everything spawns, try to ball the mobs on the corner of the ravine towards rift. Whirl the ball then run to rift.
- Rift
Make sure you have bonds + recall on the emo at this time. If you are rupted you are able to recall out and prevent a fail.
During rift, you want to grab the caster tormentor patrol that spawns to the East of the rift cap, as well as the other casters that spawn. You will need to use these casters and whirl Deathbringer with them. Be careful to NOT run ontop of the actual rift and trigger the fleshes. You want the team to trigger the fleshes, so that the earths are delayed from spawning and you won't have to aggro them.
- Deathbringer
Wait for the group to settle and run in and whirl the spirit/heart/whatever runs out first, then whirl the main ball. It will be a slow kill as you will only have caster tormentors on you. You could leave a mob or two incase they are outhealing you, and have the team spike once you run away.
- Darkness
Whirl on spawn. If needed, you can whirl the casters on you for EoE damage to kill the Earths that are still alive. To clear the chest, either spike the remaining casters on you, or pull them away and recall out to the team.
Necro
- Cave
Trigger Cave. Spike Earths if emo decides to aggro them. Spike the ball the ranger makes.
- Rift
Kill the claw and help cap rift.
- Deathbringer
Trigger Deathbringer. Put EoE in range of Deathbringer, and once again for Darkness once in range.
- Darkness
Put EoE in range. Spike Earths if needed once the ball is mostly dead. Clean up tormentors if needed.
VoRTK
- Cave
You are the recall target for the ranger. Try to put the ranger as close to cave mobs once he glitches the first group. Spike Earths if needed and then spike the rangers main ball. Quest run while they are running towards rift.
- Rift
Quest run.
- Deathbringer
Either stuck the npc or follow him and avoid aggro thats in the way. Finish quest running
- Darkness
Run to the team. Help spike if need be.
MeMo
- Cave
Stay with the Emo, keep him bonded. Seed him and spike any groups he aggros.
- Rift
Kill claw and help cap.
- Deathbringer
Trigger Deathbringer and wait for the ranger to whirl it.
- Darkness
Spike Earths with the ranger. Help clean up leftover tormentors if needed.
Emo
Basically keep bonds on the ranger the whole time and stay in his range. Bonds are not required during cave, but are required for rift + deathbringer + darkness.
- Cave
Tank earth groups to help the ranger out.
- Rift
Bond the ranger before rift and stay in his range. Cap rift then run to deathbringer.
- Deathbringer
Just stay far enough away from the tank incase he has to recall out due to a rupt or strip. You want to be sure aggro wont run towards you.
- Darkness
idk just be the emo
Foundry
You have to take the rooms slower, and more carefully. The tank has no DC so you have to give him room to run into every ball. The spikes themselves take longer, but as long as you wait for everything to be settled, and spike from cast range, it will go smoothly. Priority for spiking will always be the main ball first, then the off damage next. It is much quicker to have everyone focus on the main ball then all swap to off damage, then to just split at the start. You will pop a 3 pop for 4th room, and for the 2nd snake to ensure safety. Foundry should be around 10~ minutes.
Ranger
- Room 1
Have SF and Dark Escape up. Wait for the margonites to settle and run into the ball. Once everything is settled you can whirl. Try to stand next to the Titans and don't move. Usually they will swap to you and if you move then they will likely swap targets if they are being spiked.
- Room 2
This will be done safe-way, so ball the 1st spawn if the team doesn't have aggro. Try to whirl ontop of the margonites first. The second spawn is just spiked right away, so stay away from dreamies and always have SF up. Try to bow the mobs.
- Room 3
Have recall on the emo before hand if possible. Swap to an earth shield. Have Dark Escape up and aggro the Torturewebs and the other titans. Once the Torturewebs are spiked, right wall block titans on the rock towards the entrance. Having Dark Escape + Earth shield will allow you to tank the spike even without bonds. If the dreamy doesn't have aggro after the 1st wave is dead, then drag aggro to it and recall out.
- Room 4
Pull the 1st group as normal with the Ki in the ball, try to whirl them once the team is spiking. Always be bowing the Ki for more damage. For the 2nd group, just right wall block them. Even if there is no EoE yet, the team should be able to spike it without anything running around if you blocked correctly. 3rd wave, run into the despairs with Dark Escape and a staff. Do not auto attack them to settle faster, you want to have Dark Escape up for the last wave. When everythings settled, pull them and be sure they are completely blocked, if theirs a titan that runs around, it can easily wipe the team. 4th wave, run into the group and try to speedboost ball the Ki ontop of the Tortureweb, or pull the Ki ontop of the tortureweb. Once you have the despair on you and you are in the ball, whirl and pop a 3 pop. Canthan Guards are the strongest as they will hold aggro and can quickly deal damage. After the main ball is dead then have the team spike the dreamy. Make sure everything is dead so you can kill your stone in 5th room if it hasn't died yet.
- Room 5
Do NOT have recall up on the emo. The VoRTK will use recall for the last snake and you do not want to get mirrored. Make sure to not have prot bond. If you have prot bond, then the runds will likely build up adrenaline, and you can seriously spike the emos energy at the worst times. Start the pull with whirling up the whole time. The pull is the same as a normal tanks, except you will have to pull away 3rd snake aggro. Once you clear 3rd snake the team will take it and run towards black beast, during this you have to make sure the team will not run into any aggro you broke. Once blackbeast is dead, make sure you can see where fury spawns, and then pull the fury to the rock and right wall block + whirl anything that runs into you. The Ki's from Fury and the other Margonite groups will run into you to heal the aggro, kill those and then kill the Fury + Komalies. Recall the emo and go to City. The chest should be skipped, as there will be corpses everywhere, and it will be hard to ball the main ball and spike it, without a huge mess.
Necro
The necro is the most powerful spiker in Foundry, and should be spamming skills + ghosts as often as he can. How you perform dictates the speed of the rooms, as well as the safety of the team. The less damage you put out, the more damage the team takes, and the more energy they are using. You also have IAU and can still cast even when the rest of the team might be KD'd. Ymlad + Necrosis is capable of quick single target damage and shutdown(useful for Dreamies), and Signet is able to be spammed if mobs are dead near you.
After snakes are taken run to Black Beast, put EoE in range and then glitch spot the Beast in the left corner. He won't always glitch, but it will be a much easier if you just spike from the left anyways. After killing everything for Blackbeast try to reput eoe in range of the ranger and everything hes whirling.
VoRTK
General guideline: Spike as a normal VoR would, only focus off damage if you have the energy spare. You will take all 3 snakes and pop a 3 pop for the 2nd snake. For the 3rd snake, take it and instantly recall out.
MeMo
General guideline: Use backfire on casters that are out of the ball. Keep lifebond on the tank/emo during 3/4/5th room. Seed emo when hes spam fusing (snakes/blackbeast/tanking aggro). You will pop a ghastly for 2nd room, and ping for snakes in 5th room.
EMo
Cover bonds on the mesmers for the rooms. The tank only needs balth/lifebond in 5th room.
City
6 Man
tactics will be fleshed out later
fmaw stuff aids
Level 1
- /age 1
Level 2
- /age 2
Level 3
- /age 3 for 10
- /age 2 for 9
Level 4
- /age 1
Level 5
- /age 3