6 and 7 Man Tactics
Low Man DoA has 3 variations for team composition. The 1st variation being (Tank(s)/Spikers/Emo|4/5/6/7 man). The 2nd being (Tank(s)/Spiker(s)|2/3/4/5 man). The 3rd being (Ranger(s) whirling with Soul Tormentors|2/3 man).
Contents
6 man
6 Man is much closer to being a casual run than 4/5 man. With 6 man you are able to run 2 tanks and can run much simpler tactics. 6 man is generally as follows:
/ Trench Tank | |||||||
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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/ Main Tank | |||||||
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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/ VoR | |||||||
Domination:12+1+3, Beast:10, Fast Cast:8+3
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/ TK | |||||||
Domination:12+1+3, Illusion:10+3, Fast Cast:8+3
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/ MeMo | |||||||
Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2
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/ EMo | |||||||
Energy Storage:12+1+3, Prot:12, Heal:3
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General guideline for tactics:
Foundry: TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast.
City: VoR/TK on Manks, MeMo on Su's.
Veil: TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.
Gloom: Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.
7 man
Tank(s)/Spiker(s)
2 man
3 man
4 man
5 man
Ranger(s) whirling with Soul Tormentors
Both party sizes will have Rangers running this
/ Ranger | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
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