Fam Tactics
Jump to navigation
Jump to search
General Idea
Fam DoA tactics came together as a hybrid of French Tactics and other 6-0 tactics. This makes them easy to pick up for players who are used to other tactics. The builds allow for optional skills on several bars to accommodate for personal preferences.
Tactics specific to Fam Tactics
- TK Takes first snake, Caller takes second.
- If the monk has Pain Inverter instead of Serpent's Quickness, the Edge of Extinction spot in the middle of city can be used to guarantee a recharged EoE at Jadoth.
- If the monk has Serpent's Quickness, the IAU goes to cap rift.
Pros
- Edge of Extinction on Seeder allows Caller to spike without delay.
- The builds are easy to use and are open to personal customization.
Cons
- No Arcane Echo on Seeder requires good Seed of Life timing.
Overview
/ TT | / MT | / VoR | / TK | / IaU | / MLK | / UA | / Emo | |
---|---|---|---|---|---|---|---|---|
Templates | XX | XX | XX | XX | XX | XX | XX | XX |
Equipment | Optional: Infiltrator's set for Gloom Cave | Low HP armor for Jadoth | Triple sup runes (illusion for Wandering Eye); bow for ele lord | Bow for derv lord | ||||
Foundry | ||||||||
entry | take quest | take quest | take quest | take quest | ||||
1st room | Place EoE, PI a rage | |||||||
2nd room | any mesmer can pop a ghastly | PI tortureweb dryders | bond MT with prot and life | |||||
3rd room | if you have a ghastly up try to kill it on the 2nd titan spawn | focus dream rider | EoE in range of where the titans will be balled; PI a dryder if it's out of the ball | |||||
4th room | tank/ball all waves (push) | wall for 2nd wave | Wait for TT to pull and then run in the corner while spiking first wave | focus dream rider | use EoE in corner for 2nd wave | |||
5th room | rush left, take quest | rush to aggro centre | take quest | rush right - do NOT take quest | ||||
Snakes | take Captain (3rd) | pull groups out of the way | take General (2nd) | take Silzesh (1st) | rush ahead, get EEd | ping for Captain | ping for snakes and seed | keep snakes alive |
Black Beast | YMLaD the Black Beast on Touch | Pull Black Beast | EoE in range of Black Beast and Fury; seed | heal IaU | ||||
City | ||||||||
Outside | 1st Ball | 2nd Ball | VoR and Unnatural on manks | Unnatural and ESurge on manks | Backfire and Unnatural on sus. Stay at the last Mank and give TT a HoS target | PI on each su | ||
Inside | Left ball | Right ball | 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 | ||||||||
Jadoth | use cupcake , run to 360, 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 | |||||
360 | pull middle and right hills. SoH middle on 2nd, SoH right on 3rd, SoH middle on 5th. | wall | pull left hill | Wastrel's mobs before they come in | stand back and heal the MT on spikes | |||
Underlords | Recall MLK; pull Derv | Recall emo; pull Ranger; Recall Emo again; take quest | Go Ranger | Go Derv and bow it | Go Derv and stay back | seed when MT takes damage; PI ranger lord | maintain MT's range | |
trenches | pop monk trench | turtle mesmer trench | go to glitch spot; kill monk trench | EoE on hill in range of turtle and clover, EE down to team | turtle (step out to wall) | |||
Lords | pull monk lord out | 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 | 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 | kill quest side tendrils with MT, and Recall out | kill lower back tendrils with a stone (Gaki preferred) and pull groups in | kill front right tendril if in time | if MLK is not there PI front right tendril, wand and kill; EoE | stand on monk if MLK can't kill his tendril |
Gloom | ||||||||
Cave | Do cave | 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 gloom group | HoS up; make sure everyone jumps 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 | |||||
Earths spawn | Tank 2nd earths if you can | place EoE in range of cave spike, then run to rift | Tank 1st earths group | |||||
Rift | take quest, Recall trick, quest run | do rift | Let TK Recall you, move towards start | Recall Caller, let TT recall you, recall out | pre-trigger Deathbringer | kill claw with PI, cap rift | cap rift | |
Deathbringer | ||||||||
Darkness |