Gods Of Voodoo [Loa]

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Loa is a prominent DoA teaching guild, known for welcoming many newcomers to DoASC. We are a part of the Golt alliance.

One of Loa's biggest contributions to the speed clears community was writing the first fully detailed DoASC Guide, which later inspired and was adapted into this wiki. [1]

Loa uses their own tactics that has no page on this wikii for most runs.

Achievements

Some of Loa's achievements are:

Officers

  • Oo Ether (leader) [2]
  • Ashei Cruz [3]
  • Tilted Spiker
  • Ryn Is Azn
  • Dom So Lo
  • Rurik Elvenspeed

Joining

Contact any of the officers about joining. Note that this may change in the future.

Discord

You are welcome to join our discord server. It has some limited functions for guests, such as detailed information about DoA equipment.

Required Equipment

All mesmers are required to have standard spiking armor (and a TK illusion piece) and a set of high health armor. You should have a 40/40 Domination set, a high energy set, a long/flatbow, and a demon shield. Make sure you have Res Scrolls and Summoning Stones, and enough cupcakes, corn, eggs, pie, war supplies, apples, and personal DP removal to last the whole run. Rank 5+ in all relevant Eye of the North titles is also required. For more information, see the guild discord.

Loa Tactics for DoA

The skill level and effort that people put into casuals can vary greatly. Because of this the tactics revolve around flexibility depending on the capabilities and willingness of each person in the team.

Expectations

Tanks: Tanks of the guild on guild runs are encouraged to be capable of doing your job in almost every circumstance. Tanks should not be the point of failure in a run, even if other parts of the team are failing their job. The bars of the tanks are always up to preference but it is emphasized that tanks be consistent regardless of the bar they have. The amount of time saved from bringing one skill vs another as tank is almost zero, but the difference in consistency in being able to do your job based on the skills you bring can vary greatly.

Common things that tanks do are:

  • Popping full pcons
  • Popping pstones in situations that might result in a fail or otherwise near catastrophic event ( unexpected rupts at places like Jadoth, Ranger Underlord, Dervish Underlord, the Cave in Gloom, etc )
  • Equipping Infiltrator's sets in Gloom
  • Equipping a Vanguard set at Dervish Underlord (along with running a martial weapon with HSR/HCT, +armor, and a blunt shield )
  • Equipping Earth Shields in certain areas of Foundry
  • Popping 3-pops/summon stones on the last wave of 4th room Foundry
  • Changing the placement of a ball or the length of a pull depending on the circumstances of a run (right wall blocking titans in 3rd room, leaving off damage, moving mobs into eoe range, etc )

Mesmers: Mesmers of the guild on guild runs are expected to be aware of the general position of enemies in relation to the other members of the party. Being able to predict where an enemy's position will be, especially when waiting for a spike to happen, can prevent serious issues from happening during a run. Determining when it is appropriate to spike something depending on the availability of certain requirements (is EoE up? are all of the mobs settled? are the other mesmers going to spike near the same time? is the ball going to move suddenly due to change in other player positions?, etc). Mesmers are also expected to be able to know when to help other peoples objectives (helping TK hit off damage, changing who takes a snake, etc). Communication to some degree is expected, and being able to understand what the other mesmers do based on the amount of communication you have is expected.