FBGM Tactics

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General Idea

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

The basic concept of FBGM DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.

The main characteristics are jumps (Ebon Escape, Recall or Heart of Shadow) on every player and Edge of Extinction on the UA, which allows the Caller to have full Fast Casting.

Tactics specific to FBGM Tactics

  • Caller takes both the 1st and 2nd Snakes.
  • UA gives the MT a HoS target trough the city wall so that Recall can be kept on the Emo.
  • Edge of Extinction is placed twice inside the city walls, in range of Quickening Zephyr.
  • Emo generally walls the 360 waves which only contains melees (1st, 2nd and 5th), while the Trench Tank walls waves 3 and 4. The seeder walls the last (6th) wave.
  • MT walls clover, unless he dies during the pull or has to Recall out, in which case Emo walls.
  • At the start of Gloom everyone should jump up the hill, so that MT can pull the spirits towards the gate as a DC target for the Trench Tank.

Optionals

Trench Tank: Dash instead of Dark Escape, trading safety for speed.
MLK: You Move Like a Dwarf instead of Ebon Escape for beginners.

Pros

  • The teambuild is capable of a very fast run (19-21 without mistakes).
  • Shadow step on everyone
  • Edge of Extinction on UA allows Caller to spike without delay.

Cons

  • No Arcane Echo on UA 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 OwFkUld5HPOkOzBENJCEuTDUoTnD OwFkUld5HPOkOzBENJCEuTDkNZnD OQlCIMwEcpbjpjgzGw0jNJdJ OQdCAsw0SwJgpTQw0jcZMZnD OQdTAYB/HaJ4Ew0BBSuc6xmkmE OQhCIMw0SwJgpjGAHw0zNFdJ OwIT8MIbX6uKHUuE6gukhAg4BEA OgNAQ1C3MaRkE0lHExDyD
Equipment Optional: Infiltrator's set for Gloom Cave Low HP armor for Jadoth Bow for ele lord Bow for derv lord
Foundry
Entry Everyone should take quest
1st room YMLaD the rund Place EoE, PI a rage
2nd room Any mesmer can pop a ghastly PI tortureweb dryders Bond MT with prot and life
3rd room ball titans ball dryders and dream rider with YMLaD 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 1st wave wait for ball ball quickly Wait for MT to ball before pushing PI a dryder if it's out of the ball Bond MT
4th room 2nd wave wall dementias EoE
4th room 3rd wave wall if you have aggro fuse pull if the titans spawn against the wall
4th room 4th wave pop a stone on the spike wall if the team has aggro
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 Silzesh (1st) and General (2nd) Rush ahead, get EEd Ping for Captain Ping for snakes and seed Keep snakes alive
Black Beast 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 PI on each su, let MT HoS through wall
Inside Left ball Right ball spike right side, and then left Place EoE in range of each balls; EE down to Sulahresh to 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 cast all enchantments on emo
360 Pull left hills; Wall 3rd and 4th waves Pull right hills Unnatural close targets Wastrel's mobs before they come in; Unnatural close targets SoA wall, and only seed on hunger waves. Wall 6th. Stand back and infuse the wall to pull fiends in. Wall melee waves.
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, use summon if needed Seed when MT takes damage; PI ranger lord Maintain MT's range
Trenches Pop gloom and monk trenches turtle mesmer trench Pull gloom trench pops to glitch spot; kill all 4 trench pops EoE on hill in range of turtle and clover, EE down to team Turtle (step out to wall)
Lords Pull monk lord out Pull and wall 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 Heal tank at clover; wall ele lord patrol
Tendrils Get to gloom - go backway 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 HoS up off a "stone", 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; 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 Pull rift Trigger Deathbringer Recall IAU, let TT recall you, recall out Let TK Recall you, move towards start Trigger Deathbringer Kill claw with PI, cap rift Cap rift
Deathbringer DC into the group Mistrust the mind EoE in range of darknesses
Darkness Tank Darknesses spike on spawn Wall for earths

GWToolbox Build code

Append to your builds.ini file ( WIN + R > '%localappdata%/GWToolboxpp/builds.ini' )

[builds915]
buildname = DoA | FBGM Tactics
showNumbers = false
count = 9
name0 = A/W | Trench Tank (TT)
template0 = OwFkUld5HPOkOzBENJCEuTDUoTnD
name1 = A/W | Main Tank (MT)
template1 = OwFkUld5HPOkOzBENJCEuTDkNZnD
name2 = Me/P | VoR Caller
template2 = OQljAwC8ZQwluNmOCObATP2k0lA
name3 = Me/A | Tendril Killer (TK)
template3 = OQdCAsw0SwJgpTQw0jcZMZnD
name4 = Me/A | IAU
template4 = OQdTAYB/HaJ4Ew0BBSuc6xmkmE
name5 = Me/Rt | Monk Lord Killer (MLK)
template5 = OQhjAwCMYQLBnAmOaAcATP3U0lA
name6 = Mo/R | EoE UA
template6 = OwIT8MIbX6uKHUuE6gukhAg4BEA
name7 = E/Mo | Bonder
template7 = OgNAQ1C3MaRkE0lHExDyD
name8 = http://wiki.fbgmguild.com/FBGM_Tactics
template8 =