Difference between revisions of "User:Cruz/foundry 5th room"

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{{DISPLAYTITLE: Guide to salvaging 5'th room of foundry}}
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{{DISPLAYTITLE: Guide to salvaging 5th room of foundry}}
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The final area of Foundry is the most intricate and dangerous part of DoA - the team has to protect 3 NPCs against large mobs of the toughest enemies in DoA. Numerous things can go wrong, but a team that knows what to do can almost always recover.
 +
 
 
==Snakes==
 
==Snakes==
* If Silzesh or Captain Valkyss should die before completing Foundry Breakout, but General Yendzarsh is still alive, and the gate to the Black Beast has already been opened, the run can be recovered, so long as someone in the party did not yet take Foundry Breakout.
+
===A snake gets stuck===
** Once the Black Beast and its group are dead, it is possible to take the quest and accept the reward. For this reason, teams usually assign the MLK to not take Foundry Breakout, although you should take the first quest so that you can quickly grab Foundry Breakout in the event of a snake dying.
+
====Silzesh and General Yendzarsh====
**If Silzesh or Captain Valkyss die after completing the quest, this will not make a difference - the reward can still be taken from General Yendzarsh without anyone having to re-take the quest.
+
If one of these snakes are stuck, the mesmer who talked to it should get as close to it as possible to avoid enemies spreading out.
 +
 
 +
* '''Monk''': Seed the emo then put EoE. Use SoA on the snake afterwards.
 +
* '''Emo''': Keep the snake alive with infuse and spirit bond. If it's the General who's stuck, try to keep yourself covered with both burning and sb.
 +
* '''Mesmers''': Start spiking right away. Caller puts EoE after VoR if they have it.
 +
 
 +
====Captain Valkyss====
 +
* '''TT''': If Captain gets stuck on dream riders, you should get close to attempt to make them scatter.
 +
* '''MLK''': Try to position yourself so that the path becomes clear for the snake.
 +
 
 +
===A snake gets aggro===
 +
Snakes can aggro groups from the main ball either by running into them or attacking/casting on spirits in their path. There are several ways to deal with this:
 +
 
 +
====Break shared aggro====
 +
Note that before doing this, the TT, MLK, and Captain should break the Dream Rider group, or the team risks getting mirrored.
 +
* '''MT''': Run north until you break any groups the snakes have aggro of.
 +
* '''Monk''': Run north, pinging for the snakes, until they lose aggro.
 +
* '''Emo''': Run north to keep the MT's range and allow the monk to seed.
 +
Once the aggro is fully broken (look to see if it's patrolling), continue the run as normal.
 +
 
 +
====Kill shared aggro====
 +
If the team is unable to break, and there is only a small number of enemies (e.g. one group of Margonites) in shared aggro, it may be best to simply kill it.
 +
* '''MT''': Move around so the enemies re-focus their targets and run to the snakes instead. Make sure to still give the emo plenty of room.
 +
* '''Emo''': Cover your enchantments and keep the snakes alive.
 +
* '''Monk''': Seed and SoA the emo on recharge, to heal the team and provide cover enchantments.
 +
* '''Mesmers''': Kill the aggro that breaks, focusing on enemies that remove enchantments.
 +
Make sure the entire group is dealt with before moving on to Black Beast.
 +
 
 +
====MT Recalls out====
 +
If a snake aggros multiple groups, the cleanest solution is to break all aggro by Recalling out.
 +
* '''MT''': Stand still, allowing the emo to get some distance away from you. Refresh your Shadow Form and Recall out when it's far enough to break all aggro. Grab the aggro again as soon as possible - if necessary, don't even wait to re-cast Recall.
 +
* '''TT''': Prepare to switch places with the MT if this is convenient. Recall the emo, and take aggro as soon as the MT loses it.
 +
* '''Monk''': Get the snakes as far as you can from the aggro, so that it breaks when the MT Recalls out.
 +
* '''Emo''': Move to max Recall range so the aggro will break when the MT Recalls out. Bond the TT if it's convenient for the tanks to switch places.
 +
 
 +
====Ignore it====
 +
If the rest of the team doesn't get aggro, shared aggro will be lost when the snakes leave the party window. The MT needs to stay very still to prevent the aggro from breaking to the team, so once the snakes are free, make sure the MT is clear of Fury aggro before taking the quest.
 +
 
 +
===A snake dies===
 +
If Silzesh or Captain Valkyss should die before completing Foundry Breakout, but General Yendzarsh is still alive, and the gate to the Black Beast has already been opened, the run can be recovered, so long as someone in the party did not yet take Foundry Breakout.
 +
 
 +
Once the Black Beast and its group are dead, it is possible to take the quest and accept the reward. For this reason, teams usually assign the MLK to not take Foundry Breakout, although you should take the first quest so that you can quickly grab Foundry Breakout in the event of a snake dying.
  
===MLK===
+
If Silzesh or Captain Valkyss die after completing the quest, this will not make a difference - the reward can still be taken from General Yendzarsh without anyone having to re-take the quest.
 +
 
 +
====MLK====
 
* Make your way back to the quest giver at the start of the room.
 
* Make your way back to the quest giver at the start of the room.
 
* Once the snakes are no longer visible in the party window, take the quest.
 
* Once the snakes are no longer visible in the party window, take the quest.
 
* Rejoin the team and take the quest reward once the TT is ready.
 
* Rejoin the team and take the quest reward once the TT is ready.
  
===Trench Tank===
+
====Trench Tank====
 
* Clear the way for the MLK.
 
* Clear the way for the MLK.
  
===The rest===
+
====The rest====
* Let the MLK know when it is safe to take the quest (once you killed every mob in the Black Beast group).
+
* Let the MLK know that it is safe to take the quest once you killed every mob in the Black Beast group and the snakes have left the party window.
 
* Stand close to the wall when the quest is taken to avoid getting aggro of the Fury group.
 
* Stand close to the wall when the quest is taken to avoid getting aggro of the Fury group.
  
 
==The Fury==
 
==The Fury==
 
===Heal aggro===
 
===Heal aggro===
Though rare, it is possible that the Ki's in the Fury group will attempt to heal the snakes if they spawned close to their location. Should a mesmer or backline aggro them, they need to react quickly by stepping out to die and not bring aggro to other team members. If the emo is forced to die this way, remember that the MT is no longer bonded, so focus on killing the fury group as fast as possible.
+
Though rare, it is possible that the Kis in the Fury group will attempt to heal the snakes if they spawned close to their location and the snakes had low health. Should a mesmer or backline aggro them, they need to react quickly by stepping out to die and not bring aggro to other team members. If the emo is forced to die this way, remember that the MT is no longer bonded, so focus on killing the Fury group as fast as possible.
  
 
===Main tank aggro===
 
===Main tank aggro===
Should the Main tank aggro the Fury group (likely by the quest being taken too early), pulling it like normal becomes impossible. There are a few ways to solve this.
+
Should the Main tank aggro the Fury group (likely by the quest being taken too early), pulling it like normal becomes impossible. There are a few ways to solve this:
 +
 
 +
====Drop shared and do another pull====
 +
If you think the MT can re-pull without aggroing the Fury group, this is a good option.
 +
* Have both tanks recall out to break any shared.
 +
* MT goes back in, making sure not to aggro the Fury group.
 +
* TT does the pull like normal. It's ok if the ball includes some extra enemies, e.g. a group of Margonites.
  
===Cave pull===
+
====Cave pull====
 
If the trench tank can aggro the Fury group (while held by the MT) using a longbow, they can then tell the team to move into the cave and the MT to recall out. Then:
 
If the trench tank can aggro the Fury group (while held by the MT) using a longbow, they can then tell the team to move into the cave and the MT to recall out. Then:
 
* Have the MT die to get rid of shared aggro.
 
* Have the MT die to get rid of shared aggro.
 
* Make a ball of the Fury group at the cave entrance (restack and pull in passive dream riders).
 
* Make a ball of the Fury group at the cave entrance (restack and pull in passive dream riders).
  
===Drop shared and do another pull===
+
====Break the Fury group====
...
+
If the TT does not yet have aggro (no shared), simply breaking it off the MT may be a good idea:
 +
* MT runs away from the Fury's spawning position (towards where third snake is taken).
 +
* Once the Fury group is fully broken, the TT grabs aggro of it.
 +
* MT grabs other breaking enemies.
 +
Note that the Fury ball may have to include Margonites or Torturewebs. Avoid including the Titans that will break from the MT.

Latest revision as of 15:44, 13 June 2021

The final area of Foundry is the most intricate and dangerous part of DoA - the team has to protect 3 NPCs against large mobs of the toughest enemies in DoA. Numerous things can go wrong, but a team that knows what to do can almost always recover.

Snakes

A snake gets stuck

Silzesh and General Yendzarsh

If one of these snakes are stuck, the mesmer who talked to it should get as close to it as possible to avoid enemies spreading out.

  • Monk: Seed the emo then put EoE. Use SoA on the snake afterwards.
  • Emo: Keep the snake alive with infuse and spirit bond. If it's the General who's stuck, try to keep yourself covered with both burning and sb.
  • Mesmers: Start spiking right away. Caller puts EoE after VoR if they have it.

Captain Valkyss

  • TT: If Captain gets stuck on dream riders, you should get close to attempt to make them scatter.
  • MLK: Try to position yourself so that the path becomes clear for the snake.

A snake gets aggro

Snakes can aggro groups from the main ball either by running into them or attacking/casting on spirits in their path. There are several ways to deal with this:

Break shared aggro

Note that before doing this, the TT, MLK, and Captain should break the Dream Rider group, or the team risks getting mirrored.

  • MT: Run north until you break any groups the snakes have aggro of.
  • Monk: Run north, pinging for the snakes, until they lose aggro.
  • Emo: Run north to keep the MT's range and allow the monk to seed.

Once the aggro is fully broken (look to see if it's patrolling), continue the run as normal.

Kill shared aggro

If the team is unable to break, and there is only a small number of enemies (e.g. one group of Margonites) in shared aggro, it may be best to simply kill it.

  • MT: Move around so the enemies re-focus their targets and run to the snakes instead. Make sure to still give the emo plenty of room.
  • Emo: Cover your enchantments and keep the snakes alive.
  • Monk: Seed and SoA the emo on recharge, to heal the team and provide cover enchantments.
  • Mesmers: Kill the aggro that breaks, focusing on enemies that remove enchantments.

Make sure the entire group is dealt with before moving on to Black Beast.

MT Recalls out

If a snake aggros multiple groups, the cleanest solution is to break all aggro by Recalling out.

  • MT: Stand still, allowing the emo to get some distance away from you. Refresh your Shadow Form and Recall out when it's far enough to break all aggro. Grab the aggro again as soon as possible - if necessary, don't even wait to re-cast Recall.
  • TT: Prepare to switch places with the MT if this is convenient. Recall the emo, and take aggro as soon as the MT loses it.
  • Monk: Get the snakes as far as you can from the aggro, so that it breaks when the MT Recalls out.
  • Emo: Move to max Recall range so the aggro will break when the MT Recalls out. Bond the TT if it's convenient for the tanks to switch places.

Ignore it

If the rest of the team doesn't get aggro, shared aggro will be lost when the snakes leave the party window. The MT needs to stay very still to prevent the aggro from breaking to the team, so once the snakes are free, make sure the MT is clear of Fury aggro before taking the quest.

A snake dies

If Silzesh or Captain Valkyss should die before completing Foundry Breakout, but General Yendzarsh is still alive, and the gate to the Black Beast has already been opened, the run can be recovered, so long as someone in the party did not yet take Foundry Breakout.

Once the Black Beast and its group are dead, it is possible to take the quest and accept the reward. For this reason, teams usually assign the MLK to not take Foundry Breakout, although you should take the first quest so that you can quickly grab Foundry Breakout in the event of a snake dying.

If Silzesh or Captain Valkyss die after completing the quest, this will not make a difference - the reward can still be taken from General Yendzarsh without anyone having to re-take the quest.

MLK

  • Make your way back to the quest giver at the start of the room.
  • Once the snakes are no longer visible in the party window, take the quest.
  • Rejoin the team and take the quest reward once the TT is ready.

Trench Tank

  • Clear the way for the MLK.

The rest

  • Let the MLK know that it is safe to take the quest once you killed every mob in the Black Beast group and the snakes have left the party window.
  • Stand close to the wall when the quest is taken to avoid getting aggro of the Fury group.

The Fury

Heal aggro

Though rare, it is possible that the Kis in the Fury group will attempt to heal the snakes if they spawned close to their location and the snakes had low health. Should a mesmer or backline aggro them, they need to react quickly by stepping out to die and not bring aggro to other team members. If the emo is forced to die this way, remember that the MT is no longer bonded, so focus on killing the Fury group as fast as possible.

Main tank aggro

Should the Main tank aggro the Fury group (likely by the quest being taken too early), pulling it like normal becomes impossible. There are a few ways to solve this:

Drop shared and do another pull

If you think the MT can re-pull without aggroing the Fury group, this is a good option.

  • Have both tanks recall out to break any shared.
  • MT goes back in, making sure not to aggro the Fury group.
  • TT does the pull like normal. It's ok if the ball includes some extra enemies, e.g. a group of Margonites.

Cave pull

If the trench tank can aggro the Fury group (while held by the MT) using a longbow, they can then tell the team to move into the cave and the MT to recall out. Then:

  • Have the MT die to get rid of shared aggro.
  • Make a ball of the Fury group at the cave entrance (restack and pull in passive dream riders).

Break the Fury group

If the TT does not yet have aggro (no shared), simply breaking it off the MT may be a good idea:

  • MT runs away from the Fury's spawning position (towards where third snake is taken).
  • Once the Fury group is fully broken, the TT grabs aggro of it.
  • MT grabs other breaking enemies.

Note that the Fury ball may have to include Margonites or Torturewebs. Avoid including the Titans that will break from the MT.