DoA Dinkelweg

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Introduction

Dinkelweg is an off-meta tactic used by TFZ in DoA. It got its name from the alternative tactics requiring Wholesome > Wholegrain > Dinkel (German for Wholegrain) players.

The goal isn't to go for time, but rather to have fun by making lots of shiny animations that kill things. Despite this being the primary objective, subcons is more than achievable with a 26 being our best run to date with still lots to improve.

Whilst the builds are more than capable of performing 6-0, we generally run 3-3 whilst our growing community of Dinkel players get more and more familiar with the tactics. In particular, the use of an ST backline can make 6-0 very tricky.

Overview

I Am Unstoppable Shadow Form Shroud of Distress Dark Escape Shadow of Haste Heart of Shadow Death's Charge Recall
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape You Move Like a Dwarf Heart of Shadow Death's Charge Recall
Glyph of Sacrifice Meteor Shower Savannah Heat Fire Storm Breath of Fire Finish Him Edge of Extinction Air of Superiority
Ebon Battle Standard of Honor Glyph of Energy Dragon's Stomp Churning Earth Earthquake Pain Inverter Obsidian Flame Recall
Double Dragon Death's Charge Light of Deldrimor Inferno Flame Djinn's Haste You Move Like a Dwarf I Am Unstoppable Glowing Gaze
Stolen Speed Weaken Armor Wastrel's Demise Chaos Storm Empathy You Move Like a Dwarf Spiritual Pain Unnatural Signet
Auspicious Incantation Arcane Echo Ray of Judgment Snow Storm Seed of Life Healing Seed You Move Like a Dwarf Patient Spirit
Armor of Unfeeling Soul Twisting Shelter Union Earthbind Summon Spirits Kurzick Life Bond Balthazar's Spirit

Trench Tank (TT)

Build

Assassin/Warrior TT
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape Shadow of Haste Heart of Shadow Death's Charge Recall
Shadow Arts: 12, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
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Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger mastery and Critical Strikes for the Wall and Foundry Rooms.

Role

Trench Tank is the only role which has no changes compared to standard 3-3 or 6-0 tactics (whichever the team is running). As you dont have Protective Bond, Dark Escape is preferable over Dash for City balls.