IT Tactics

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General Idea

Shadow Form Shadow Walk Heart of Shadow I Am Unstoppable Dash 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 Shatter Delusions You Move Like a Dwarf Mistrust Edge of Extinction Air of Superiority Ebon Escape
Arcane Echo Energy Surge Unnatural Signet Wandering Eye 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
Arcane Echo Energy Surge Unnatural Signet Empathy Mistrust Healing Seed Life Bond Ebon Escape
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Balthazar's Spirit Life Bond Protective Bond

These DoA tactics are designed to run 5 mesmers in a casual environment, omitting the monk seeder for more spiking power. It is not recommended for inexperienced players.

Tactics specific to 5 Mesmer Tactics

  • TK Takes 1st Snake, VoR takes 2nd.
  • Edge of Extinction is placed twice in city for both balls. This may sometimes result in the VoR being late for the second spike. Other mesmers should still start the spike.
  • While going backway in Veil, the Trench Tank should still pop the trench from the back while the team is doing 6-0. Don't pop if you aren't on time.
  • The Me/Mo splits off with the MT after clover to kill necro lord.
  • The Me/Mo can kill the MLK tendril, if the MLK is busy with the trench pop.

Optionals

Tanks

MLK

  • Shatter over Mistrust if for some reason you need stronger spiking.

Me/Mo

  • Shatter over Empathy if for some reason you need stronger spiking. MT should pop a stone after ele lord is dead.

Pros

  • The teambuild is capable of a very fast casual run. The extra spiker makes it easier for experienced teams to achieve fast times.
  • Everyone has a Shadow step, which makes transitions faster and easier.

Cons

  • The builds require experienced players on almost every role.
  • No UA or Seed of Life means players are punished harder for mistakes.
  • The MT needs to be able to do Jadoth and Ranger without seed.
  • Edge of Extinction on VoR means they will be late for some spikes.





Overview

Assassin/Warrior TT Assassin/Warrior MT Mesmer/ Ranger VoR Mesmer/Assassin TK Mesmer/Assassin IaU Mesmer/Ritualist MLK Mesmer/Monk Memo Elementalist/Monk Emo
Templates OwFkMOd5HXlkOjcGCEN5EUoTnzBE OwFkMOd5HXlkODuDCENZDkNZnzBE OQJTASBbTytx0ZDwmc6B6AukuE OQdDAYoCTLBnAmOIgTPylxkdO OQdTAYB/HaJ4Ew0xmc6RukmEBC OQhjAwCMYQLBnAmO3UTPaAcA0l OQNEAqwN+CtEcCY6oBM9IREPQXC 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 Martial weapon of Enchanting for Seed
Foundry
Entry Take quest Take quest Take quest Take quest Take quest
1st room No SF, Ymlad the Vu
2nd room Any mesmer can pop a ghastly or a 3-pop Bond MT with prot and life
3rd room Ball Dryders Ball Titans If you have a summon up try to kill it on the 2nd titan spawn Focus dream rider
4th room Tank/ball all waves Wall second wave, third wave if needed Put EoE in the crack for the second spawn Wait for first ball and spike while pushing Focus dream rider Wait for first ball and spike while pushing
5th room Take quest, get ready to take 3rd snake Go to aggro center Take quest Go right - do NOT take quest 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 the Emo Keep snakes alive
Black Beast Pull Fury Pull Black Beast, Ymlad its touch Seed the Emo Heal IAU, take quest reward
City
Outside First ball Second ball VoR and Unnatural on Manks Unnatural and ESurge on Manks Unnatural and ESurge on Manks Backfire and Unnatural on Sus. Empathy Manks and help with Sus.
Inside Left ball Right ball Spike right side, and then left Skip left side to accept quest reward if the snake is not stucked Let the MT recall you, then stand at the bottom, in range of both tanks. Try to stuck the snake and take the quest reward
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. Wall Pull left hill Wastrel's mobs before they come in Seed the wall Stand back and do fusepulls
Underlords Recall MLK; pull Derv Recall Emo; pull Ranger; Recall Emo again; take quest Go Ranger Go Derv and aggro it Go Derv and stay in recall range Go Ranger Maintain MT's range
Trenches Pop monk trench Start clover, wall it if possible Turtle mesmer trench Go to glitch spot; kill monk trench Seederino Turtle (step out to wall)
Lords Pull monk lord out Pull clover and wall if possible; use the MeMo for Recall trick on necro lord Spike clover and ele lord patrol Spike clover; skip ele lord patrol; solo ele lord Spike clover and ele lord patrol Kill monk lord Spike clover; go with MT and kill necro 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; put EoE before the spike 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 Help with front right tendril if needed 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 Tell the TT when you're ready for the trigger
1st gloom group Grab the stuff outside cave and obstruct it HoS up; make sure everyone jumps up; recall the MLK and pull in spirits for the TT Jump up and go with emo - Trigger front group if needed. Stay in range of MT's recall Jump up and go with emo - Trigger front group if needed. 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 Tank 1st earths group; tank second if needed
Cave Spike Ball all of your aggro Run to rift Spike cave Spike cave 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 Place EoE in range of Deathbringer and Darknesses Save echo for Darknesses
Darknesses Accept quest reward Pull and tank Darkness group. Alternatively, spike on spawn Replace EoE if needed Use echo when the first wave dies Jump to MT and wall when Earths spawn