User:Strongy/45doatest
Introduction
These are casual tactics for 4/5man DoA runs.
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.
Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has.
Tank
Builds
4man
/ Tank | |||||||
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
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5man
/ Tank | |||||||
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
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Dark Escape is generally taken over Death's Charge in 4man due to the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as the spikes are quicker, you have Healing Seed and it makes Clover pull easier and balls quicker.
Equipment
- Sup Vigor, Blessed and Vitae
- One-handed weapon of Enchanting and a Demon Shield
- Staff of Enchanting
- Flatbow of Enchanting
Role
The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time. The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom.
Gloom
Cave
Recall the Emo at the start, HoS up the cliff. Once the front groups been triggered and killed you will glitch all of them and then cancel recall to end up where the fleshes spawn. Emo should give you a balth. Do not recast Recall on the Emo, as if you get rupted anywhere during cave its a resign so theres no point in trying to be safe and recovering.
For Cave you will aggro most of the mobs outside of cave and clear a path for the TK to be able to leave cave after triggering. The goal for cave is to kill the Fleshes, Sanities, Spirit + Sanity Group while the rest of the team does the 2 earth waves. While you are waiting for your groups to spawn that you have to kill you can walk around and kill rupts on you that are part of the initial cave spawn and also kill the longbow tormentors, as they will become off damage for the cave spike. Once the 9-12 groups are spawning you can start to pull where 4 group spawns and start making a ball. Either you can finish by pulling towards rift or you can make a freeball near the last cave spawn. Once everything has spawned, whirl the off damage a bit to where they will stay under 90 even if hearts heal them. Then try to hos/dc into the main ball and whirl them while the team spikes it.
Rift
After cave is done put up recall on the emo. He will then give you full bonds.
When you are at rift you want to stand on the caster spawn when quest is taken and wait for them to settle on you. Once all of them are settled you will pull the rest of rift and avoid triggering the Fleshes. When the team triggers the fleshes you will right wall block all of the melees near where the fleshes spawned. Once the team has capped rift they will run around your ball while you head to Deathbringer.
Deathbringer
Make sure you trigger them when they spawn and wait for all the NPCs to die. Get a fresh shadow form and walk in aggro to see if the Spirit runs out, if it does you will whirl the spirit and flesh and earth, then you will hos into the rest of the ball.
Darkness
Whirl the initial 2 Darkness and Greater Darkness on spawn. Once they die avoid whirling the 5 Darkness. You will want to pull them along the wall near where fleshes spawn towards rift. Once they are a one dot you whirl them. When they die try to stand ontop of where the darkness died so that you are able to hit all the earths spawned with whirl. If any of them aren't hit when the majority of earths die to eoe , then you can stand on the tormentors on you and whirl and have the spikers help finish them off. If the team doesn't get aggro then once the chest spawns pull away everything or whirl them to clear the chest.
SS
Build
/ SS | |||||||
Curses 12+3+1, Beast: 11, Soul Reaping: 6+3
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Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Curses set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
Role
A Necro spiker is used in lowman due to skillbar compression across the team, synergy of MoP with Whirling and the energy management that Soul Reaping provides. Given the long cast times, try to cast SS as early as possible.
Gloom
- Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
- Rift - Go to Rift and kill the claw with the EMo. Stand underneath the claw, use SS and spam necrosis to kill. Cap the rift and then run through the Earth Tormentor wave to escape.
- Deathbringer - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
- Darknesses - Wait for the Tank to kill the first 2 waves and then MoP the Earths and clear up any last stragglers.
Foundry
- Room 1 - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space and then YMLaD the Vu on the spike.
- Room 2 - Safeway and spam YMLaD on Dream Riders. Use IAU to tank knocks.
- Room 3 - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
- Room 4 - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
- Room 5 - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.
City
MoP big balls and kill Manks on wall.
Veil
- 360 - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
- Underlords - Pull Derv Lord
- Trench Pops - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
- Lords - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
- 3-3 - in 4man, you kill the front tendrils whereas in 5man you can place EoE early and setup early SS's. In 5man you kill the front tendrils
TK
Builds
4man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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5man
/ TK | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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In 4man, the TK is also the VoR due to skillbar compression across the team. However in 5man tactics, the additional Spiker can bring VoR, freeing up the TK to bring Echo Esurge.
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
You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.
MeMo (5man only)
Build
/ MeMo | |||||||
Domination: 12+3+1, Fast Casting: 12+3
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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
Brief explanation here
EMo
4man
/ EMo | |||||||
Ether Renewal: 12+3+1, Protection: 12, Healing: 3
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5man
/ EMo | |||||||
Energy Storage: 12+3+1, Protection: 12, Healing: 3
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In 4man, the EMo bar is optimised to keep players alive, particularly at Black Beast and 360. In 5man, a more casual bar can be used to add speed and the inclusion of Healing Seed on the MeMo makes Life Bond the sensible choice.
Equipment
- Sup Vigor, Radiant and Attunement
- Staff of Enchanting with useful mods
- High Energy Staff of Enchanting
- Any Flatbow/Longbow for pulling
- Shield Set for Tanking
Role
Brief explanation here