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+3+1, 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.

Equipment

Normal Tank Equipment is used.


Role

Trench Tank 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.

Main Tank (MT)

Build

Assassin/Warrior MT
I Am Unstoppable Shadow Form Shroud of Distress Dark Escape You Move Like a Dwarf Heart of Shadow Death's Charge Recall
Shadow Arts: 12+3+1, Tactics: 7, Dagger Mastery: 9, Critical Strikes: 6
OwFkUdd5HPaENpOzB0EUoDCEuTnD

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.

Equipment

Normal Tank Equipment is used.

Role

Main Tank is very similar to meta tactics, with the exception of the following:

  • Jadoth Pull: You rely on Union rather than Protective Bond to keep you alive during the Jadoth pull in Veil. As a result, you should stay in range of Union and remain on your normal armour set. 4 assassin enchantments and Union reduce the veil effect damage to 15 and you should have permanent Seed of Life from the monk which will effectively cover the rest of the damage, but you should avoid dodging attacks just like in meta tactics to avoid exploding Union. If you can ball Jadoth without Seed, this should be no problem.
  • Ranger Lord: You wont have Prot Bond or Shelter/Union for the Ranger Lord pull, so be strong.
  • 3-3: You should interrupt the slashes from the non-hexed tendril during the 3-3 kills to assist the TK in killing the tendrils and to reduce Shelter triggers. You can also use the anniversary shortbow to deal extra damage.

EoE

Build

Elementalist/Ranger EoE
Glyph of Sacrifice Meteor Shower Savannah Heat Fire Storm Breath of Fire Finish Him Edge of Extinction Air of Superiority
Fire Magic: 12+3+1, Beast Mastery: 11, Energy Storage: 6+3
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  • Put EoE for each spike in the normal places (skip for Turtle in Mes trench as you can't jump back down).
  • AoS is used as energy management and to recharge EoE and skills where this can have a benefit (e.g. City spikes and Darknesses).
  • Glyph > Meteor Shower to reduce the cast time
  • Savannah Heat in Honor is the primary source of your damage. Fire Storm/Breath of Fire are additional animations that also help spikes.
  • Finish Him for cleanup and general utility

Equipment

Full Radiant/Attunement and a Sup Vigor 40/40 Fire Magic

Role

Your splits are the same as the VoR in meta tactics.