User:Mistie/DoA monkway

From Speedclear Wiki
Jump to navigation Jump to search
Armor of Earth Spell Breaker Glyph of Swiftness I Am Unstoppable Ebon Escape Frozen Burst Blessed Aura Ward of Stability
Pain Inverter Balthazar's Aura Ray of Judgment I Am Unstoppable Death's Charge Heart of Shadow Light of Deldrimor Recall
You Move Like a Dwarf Balthazar's Aura Ray of Judgment I Am Unstoppable Death's Retreat Heart of Shadow Light of Deldrimor Recall
You Move Like a Dwarf Balthazar's Aura Ray of Judgment Finish Him Death's Retreat Holy Strike Light of Deldrimor Castigation Signet
You Move Like a Dwarf Balthazar's Aura Ray of Judgment Dwayna's Kiss Death's Retreat Seed of Life Light of Deldrimor Castigation Signet
You Move Like a Dwarf Balthazar's Aura Glyph of Swiftness Shield of Judgment Ebon Escape Smite Light of Deldrimor Life Bond
Pain Inverter Spell Breaker Edge of Extinction Serpent's Quickness Ebon Escape Seed of Life Blessed Aura Life Bond
You Move Like a Dwarf Blessed Signet Life Barrier Serpent's Quickness Ebon Escape Seed of Life Balthazar's Spirit Life Bond

DoA monkway is an off-meta tactic currently in development. Along with other teambuilds used by TFZ, it is designed to provide a fun alternative to standard DoA tactics. The core principal of the team is to only bring monks, with their roles primarily based around monk skills. This results in a very different experience for tanking, spiking, and backline. Needless to say, this presents a greater challenge than a casual run. Realistically, these tactics aren't expected to ever achieve a fast time - their point is just to keep things fresh.

Builds

Monk/Elementalist tank
Armor of Earth Spell Breaker Glyph of Swiftness I Am Unstoppable Ebon Escape Frozen Burst Blessed Aura Ward of Stability
DF:12+1+3 Earth:12
OwYUsMInWkQlCRESf0k0lUDAEqO
Monk/Assassin TK
Pain Inverter Balthazar's Aura Ray of Judgment I Am Unstoppable Death's Charge Heart of Shadow Light of Deldrimor Recall
Smiting: 12+1+3 Shadow:12 DF:3
OwcT8ZHDHSuEiwnhmE3BBiUszB
Monk/Assassin IAU
You Move Like a Dwarf Balthazar's Aura Ray of Judgment I Am Unstoppable Death's Retreat Heart of Shadow Light of Deldrimor Recall
Smiting: 12+1+3 Shadow:12 DF:3
OwcT44PDHymEiwnhmcODBiUszB
Monk/Assassin usefuln't
You Move Like a Dwarf Balthazar's Aura Ray of Judgment Finish Him Death's Retreat Holy Strike Light of Deldrimor Castigation Signet
Smiting: 12+1+3 DF:12 Shadow:3
OwcT4YI/HymEiwnJmcODngU06D
Monk/Assassin MWUAchine
You Move Like a Dwarf Balthazar's Aura Ray of Judgment Dwayna's Kiss Death's Retreat Seed of Life Light of Deldrimor Castigation Signet
Smiting: 12+1+3 Healing: 10+3 DF:8+1 Shadow:2
OwcU44mCxvQ2kQE+MbEzZ5gkiWf
Monk/Elementalist SoJ
You Move Like a Dwarf Balthazar's Aura Glyph of Swiftness Shield of Judgment Ebon Escape Smite Light of Deldrimor Life Bond
Smiting: 12+1+3 Air: 10 Protection: 6 DF: 6
OwYUANHj0nR2kQESfGE0lwDkixD

optional slot: Holy Strike instead of Smite

Monk/Ranger SB
Pain Inverter Spell Breaker Edge of Extinction Serpent's Quickness Ebon Escape Seed of Life Blessed Aura Life Bond
DF:12+1+3 BM:11 WS:6 Protection: 2
OwIUA5nYXsRylREQHIH0l5gAExD
Monk/Ranger bonder
You Move Like a Dwarf Blessed Signet Life Barrier Serpent's Quickness Ebon Escape Seed of Life Balthazar's Spirit Life Bond
Protection:12+1+3 DF:12+1 WS:3
OwIT8YIjHymMlwhA5guMHUeIeA

differences from meta 3-3

Although the builds are almost completely different, the tactics are largely based on standard 3-3. For anyone familiar with 3-3, it's quicker to list the differences than to explain the monkway tactics from scratch.

  • Obviously, the spike order is different. On every spike, cast Balthazar's Aura on yourself, Ray of Judgment (or Shield of Judgment on the tank), jump into the ball, and Light of Deldrimor.
    • The one exception is the third room titan spike, where only the spikers with IAU jump in. The others just stand back and use RoJ. SoJ can cast Balthazar's Aura on the tank.
    • Since the spike skills all have fairly long cooldowns, if a spike goes poorly, you'll need to seal/pstone, and pray it doesn't happen again.
    • Nobody has Mistrust, so use YMLaD against all dangerous casters.
    • On City wall, don't waste energy on Balthazar's Aura (unless you have infinite energy from Life Bond). You'll need it for the spikes.
  • Remember to reapply your Lightbringer title after receiving bonds.
  • Unless you're very low on energy, spike on your shield set so you don't die.

tank

Since you have Armor of Earth, you can freely pop a cupcake and still run forwards without breaking any aggro.

  • Pull the left hill of 360 and wall all 6 waves.
  • While the rest of the team does the underlord hills, wait at the NPCs and take the quest.
  • After derv hill is done, pop the Gloom trench. The IAU will have Recall on you and will pull away the front pop, so you don't get any aggro. Maintain Recall range so the IAU can glitch the monk trench pops. Then go down the trench and help pulling out the lord. Once the lord is in position to be spiked from the hill, wait for the spikers to arrive and help them kill it.
  • Wall for the tendril spikes.
  • You'll have full bonds for cave. Instead of triggering cave yourself, pull the enemies aside so the bonder can trigger and freely exit cave. Then you can do cave as usual. The team will take the fleshes so you don't get bodyblocked.
  • After cave, the IAU is the quest runner. You just provide a Recall target to get back out of cave, a HoS target to get down to the start, and a Recall target to get back to the team quicker.
  • In first room, Spell Breaker the TK for the first spike.
  • In second room, Spell Breaker the bonder to keep the team alive.
  • In third room, ball the titans against the rock. When the first wave dies, EE out of the ball and run with the team.
  • In fourth room, pull the second wave (dementias) into the team and help wall. Do all the other pulls as normal.
  • As you don't have Recall, exiting fifth room is messy.
    • While the team is spiking Fury, stand on the chest so you can take your gems first.
    • Once you have your gems, pull the enemies to the south to clear the chest.
    • When everyone has taken the chest, run to City. The TK will wait at the exit to bodyblock the enemies with Recall and Spell Breaker.
  • Do both outside City pulls, left inside, and Jadoth.
    • The spikers will leave something alive on the wall before spiking, so you can get in position to jump over the wall when the gate opens. The IAU will HoS off you, and you can EE over.
    • Since nobody is splitting to do the first wave of 360, you can pull Jadoth into City.

TK

As well as the normal TK job, you're responsible for a lot of the MT pulls, so do not pop a cupcake, or you'll need to walk sideways. You can pop one in some places (e.g. after clover or Darknesses), so long as you remember to lose it by dying.

  • You're not pulling any 360 waves. Just do off damage.
  • Pull ranger hill. You're not the quest taker, so you can help with the lord and immediately run down mesmer trench. Wall for turtle.
  • Pull clover.
  • Wall ele lord patrol.
  • For ele lord, Recall out during the Sandstorm cast. Stand with the bonder to take damage from Sandstorm so PI kills the lord.
  • Kill the top set of tendrils first. Use Pain Inverter to kill the tendril furthest from the team and Ray of Judgment on the other one. Pull the mobs together with the IAU. Repeat for the lower tendrils.
    • Remember to wield your shield to reduce damage from the slashes.
  • Glitch the enemies at the start of Gloom. Recall the SB and pull away to the north (opposite to the usual position).
  • Tank cave waves 1, 4, and 8.
  • Before the cave spike, Recall the bonder, and Recall out when the spike is done. Run towards rift, and Recall the bonder again. When rift is taken, pull the enemies away to the east, and then curve around to the south before you Recall out to help cap.
  • DC on Deathbringer.
  • Beware that the Darknesses have Fingers of Chaos, which removes enchantments from monks, so you may lose Spell Breaker while pulling. Be brave, or try to dodge their attacks.
  • In first room, DC on the first ball.
  • In second room, do not pop a stone. That's the IAU's job.
  • In third room, ball the dryder group. Recall the bonder before the titan spike. After the first wave dies, just stay with the enemies until the team is clear.
  • In fifth room, take the General - use Recall if you get stuck. Pull Black Beast.
  • On the way to City, Recall the bonder and wait for the tank to run through you. Bodyblock the enemies until the tank is clear, and then Recall out.
  • While the other spikers finish the wall, get in position to HoS off the SB and start the right side inside pull. Recall the SB so you can jump up after the spike.

IAU

This role is mostly standard IAU

  • Pull right side hills of 360.
  • Pull derv hill with Recall on the MWUAchine.
  • After derv hill, Recall the tank, catch the front pops from the Gloom trench, and pop monk trench before Recalling out. Run up on monk hill and re-cast Recall. Aggro the trench pops from above, and pull both groups, as well as the Gloom trench front group, onto the hill above Gloom trench. Recall out and go down monk trench to pull out the lord. Once the lord is pulled, run back to the team.
  • Recall the bonder and stand with the TK for tendrils. Cast Ray of Judgment on the tendril closest to the team. After 2 slashes, finish the one furthest from the team with YMLaD. Pull the mobs together with the TK. Repeat for the lower tendrils.
    • Remember to wield your shield to reduce damage from the slashes.
  • Take the quest in Gloom. After cave spike, Recall the tank and run into the cave. Tell the SB when you're ready to take the quest, and wait for the Spell Breaker ping. Recall out after taking, and run back to the start to take the next quest, using the tank as a HoS target. Recall the tank again so you can get back to the team quicker after taking the final reward.
  • On third room titan spike, Recall the bonder and jump in as usual. Recall out when the first wave dies.
  • Take Silzesh and Captain Valkyss, using Recall on the bonder to hold aggro until the snakes are clear.
  • You do not pull Black Beast. When the Beast is done and the spikers are out of the way, pull the Fury group towards City, and then back through the snakes so they get stuck.
    • It's fine to run forwards with a cupcake for the first part of the pull. The Fury and kis will run back to you when you turn around. If you can get them all perfectly balled on the snakes, that's great, but if some are out, that's not a big deal - just kill them afterwards.

usefuln't

The splits are the same as 3-3 VoR, making this the simplest spiker.

MWUAchine

The splits are the same as 3-3 Backfire.

  • Heal people when needed.
  • The 3 bottom party members all have Life Bond, so you can seed them.

SoJ

Again, the splits are the same as 3-3 Backfire, but you are the caller for the spikes. Big spikes (3rd room, Fury, Jadoth) require a countdown, and make sure that everyone casts Balthazar's Aura before the spike starts.

  • After cave spike, go towards rift, and when the fleshes spawn, run in circles to hold their aggro while rift is being capped, and then run away to break them.
  • On the third room titan spike, cast Balthazar's Aura on the tank right after Shield of Judgment.

SB

Essentially this is the same as meta UA. Remember the main tank has no real self heal, and you are the main seeder, so seed the bonder often. Candy Corn and Golden Egg are required to increase the duration of Seed of Life, but Lunar Fortunes are also highly recommended to get an extra second on Spell Breaker and generally make your skills stronger.

  • Spell Breaker the TK for:
    • ranger hill
    • clover
    • glitching Gloom entrance enemies
    • cave spike
    • rift
    • Deathbringer
    • Darknesses
    • first room
    • third room dryders and again for titans
    • Foundry exit
    • inside city
  • Spell Breaker the IAU for:
    • taking Captain
    • Fury
  • After clover, go directly to necro lord. Use a Ghost-in-the-Box to EE to for a clean pull. Kill the lord by yourself with PI, a modded "Verdict" hammer, and a summoning stone. You can keep the stone alive to help with the tendril spikes.
  • Rift is somewhat different from meta. After casting Spell Breaker on the TK for cave spike, run straight to rift, but don't go all the way there. The TK will pull the rift enemies away to the east, so you can approach from the south. As soon as the IAU is ready to take the quest, ping Spell Breaker on the TK. As usual, run onto the rift when the enemies are clear, killing the Torment Claw with Pain Inverter.
  • At Black Beast, place the snakes up against the wall for Fury pullthrough.
  • After placing EoE for inside City right side, run to seed the bonder, and then run back so the spikers can jump back up after the spike.

bonder

Unsurprisingly, this is analagous to meta emo. Tank and TK both need full bonds for pulls. You, SoJ, and SB all need balth. Once those are up, try to maintain Life Barrier on everyone. Since you can't self-target, try to stay clear of aggro where possible, and keep your own health above 50%.

  • Keep bonds on the tank at cave. Run in to trigger cave and back out again as quickly as you can.