Fam Tactics

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Introduction

Shadow Form Death's Charge Heart of Shadow I Am Unstoppable Dark Escape Shadow of Haste Recall Shroud of Distress
Shadow Form Death's Charge Heart of Shadow I Am Unstoppable Dark Escape You Move Like a Dwarf Recall Shroud of Distress
Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Air of Superiority Ebon Escape
Arcane Echo Energy Surge Unnatural Signet Wandering Eye Mistrust Finish Him Pain Inverter Recall
Arcane Echo Energy Surge Unnatural Signet You Move Like a Dwarf Mistrust Pain Inverter I Am Unstoppable Heart of Shadow
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Mistrust Empathy Backfire Ebon Escape
Shield of Absorption Seed of Life Serpent's Quickness Edge of Extinction Ebon Escape Unyielding Aura Blessed Aura Life Bond
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Balthazar's Spirit Life Bond Protective Bond

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.

Tactics specific to Fam Tactics

  • TK Takes first snake, Caller takes second.
  • Monk walls at 360, Emo fusepulls.
  • IAU goes to cap rift while the monk stays at cave.

Optionals

  • The VoR can take Overload or Cry of Pain. CoP is typically used by beginners for an easy spike rotation (1234).
    Take Ebon Escape or Return, depending on your free PvE slots.
  • The MLK typically brings Ebon Escape, but it's possible to bring Shatter for a stronger spike.

Pros

Cons

  • No Arcane Echo on monk requires good Seed of Life timing.










Overview

Assassin/Warrior TT Assassin/Warrior MT Mesmer/ Paragon VoR Mesmer/Assassin TK Mesmer/Assassin IaU Mesmer/Ritualist MLK Monk/Ranger UA Elementalist/Monk Emo
Templates OwFk8xVZXOOkODuDCENZDUoTnzBE OwFk8xVZXOOkODuDCENZDkNZnzBE OQljAwCs5QuNmOCObATP2kwl0l OQdDIbsASLBnAmOIgTPxkyldO OQdT8HBDYaJ4Ew0xmc6RukmEBC OQhjIwAMYQLBnAmO3UTPaAcA0l OwIUA5nZXsQ3V5gIHQH0lMExDAE OgNDwcPPTaR3MkE1C0lyDxDHE
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
2nd room Any mesmer can pop a ghastly or a 3-pop Don't place EoE Bond MT with prot and life
3rd room If you have a summon up try to kill it on the 2nd titan spawn Focus dream rider EoE in range of where the titans will be balled
4th room Tank/ball all waves (call for a push if the team has several casters on them) Focus dream rider If EoE is up for dryders, use it in the crack. Otherwise place it for 2nd wave
5th room Take quest, get ready to take 3rd snake Go to aggro centre Take quest Go 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 Pull Black Beast, Ymlad its touch 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 Unnatural and ESurge on manks; PI on sus Backfire and Unnatural on sus.
Inside Left ball Right ball Spike right side, and then left Let the MT recall you; place EoE for right ball while in qz; EE down to the emo and let the MT recall out; place eoe for left side; 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. Pull left hill Wastrel's mobs before they come in Place EoE and Wall Stand back and do fusepulls on the Monk
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 Maintain MT's range
Trenches Pop monk trench Start clover Turtle mesmer trench Go to glitch spot; kill monk trench EoE on hill in range of turtle and clover, EE down to the team Turtle (step out to wall)
Lords Pull monk lord out Pull clover and wall if possible; 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 if MT can't; 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 EoE; enchant the emo Wall
Gloom
Cave Trigger cave when team is ready 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; place EoE
1st gloom group Grab the stuff outside cave and obstruct it HoS up; make sure everyone jumps up; recall the MLK and glitch front group Jump up and go with emo - Trigger front group if needed. Stay in range of MT's recall EE up and run to catch earths
Earths spawn Catch incoming waves - dodge earths if the team failed to get them Tank 2nd wave sanities and earths if you can Spike 2nd wave; run to rift Place EoE in range of cave spike Tank 1st earths group; tank second if if needed
Cave Spike Ball all of your aggro Run to rift Spike cave Spike cave Seed the TT Run to rift
Rift Take quest, Recall trick, quest run Pull rift Let TK Recall you, move towards start Recall Caller, let TT recall you, recall out Kill claw with PI, cap rift Pre-trigger Deathbringer Cap rift
Deathbringer Take quest Wait for settle, jump in Save echo for Darknesses Place EoE in range of Deathbringer and Darkness
Darknesses Accept quest reward Pull and tank Darkness group Place a second EoE if needed Jump to MT and wall when Earths spawn