Difference between revisions of "User:Strongy/45doatest"

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<div style="float: right; clear:right">
  
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Dark Escape|Recall}}
+
== Introduction ==
{{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}}
 
{{Scalable Skillbar|Lightbringer Signet|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall}}
 
{{Scalable Skillbar|Reversal of Fortune|Spirit Bond|Ether Renewal|Infuse Health|Shield of Absorption|Life Attunement|Protective Bond|Balthazar's Spirit}}
 
  
 +
DoA Monkway is an off-meta tactic currently in development. Along with other teambuilds used by [[Guild:TFZ|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.
  
 +
== Overview ==
 +
{{Scalable Skillbar|Armor of Earth|Spell Breaker|Glyph of Swiftness|I Am Unstoppable|Ebon Escape|Frozen Burst|Blessed Aura|Ward of Stability}}
 +
{{Scalable Skillbar|Pain Inverter|Balthazar's Aura|Ray of Judgment|I Am Unstoppable|Death's Charge|Heart of Shadow|Light of Deldrimor|Recall}}
 +
{{Scalable Skillbar|You Move Like a Dwarf|Balthazar's Aura|Ray of Judgment|I Am Unstoppable|Death's Retreat|Heart of Shadow|Light of Deldrimor|Recall}}
 +
{{Scalable Skillbar|You Move Like a Dwarf|Balthazar's Aura|Ray of Judgment|Finish Him|Death's Retreat|Holy Strike|Light of Deldrimor|Castigation Signet}}
 +
{{Scalable Skillbar|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}}
 +
{{Scalable Skillbar|You Move Like a Dwarf|Balthazar's Aura|Glyph of Swiftness|Shield of Judgment|Ebon Escape|Smite|Light of Deldrimor|Life Bond}}
 +
{{Scalable Skillbar|Pain Inverter|Spell Breaker|Edge of Extinction|Serpent's Quickness|Ebon Escape|Seed of Life|Blessed Aura|Life Bond}}
 +
{{Scalable Skillbar|You Move Like a Dwarf|Blessed Signet|Life Barrier|Serpent's Quickness|Ebon Escape|Seed of Life|Balthazar's Spirit|Life Bond}}
  
 +
=== Useful hints/tips ===
 +
* 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.
 +
* 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.
  
{{Scalable Skillbar|I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall}}
 
{{Scalable Skillbar|Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction}}
 
{{Scalable Skillbar|Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall}}
 
{{Scalable Skillbar|Empathy|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Healing Seed|Life Bond}}
 
{{Scalable Skillbar|Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit}}
 
</div>
 
= Introduction =
 
  
These are casual tactics for 4/5man DoA runs.
+
== Tactics ==
  
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a good foundational knowledge of DoA (e.g. can play all Spiker and Backline roles). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.
+
=== City ===
 +
* '''1st outer''' - Standard spike
 +
* '''Wall''' Dont waste your energy on Balth aura. Pay attention to the Sus to avoid getting knocked down on your long-casting spells. Dont use YMLaD on the Tuk's sp Castigation signet is more likely to proc for e management. Leave the last Mank alive.
 +
* '''2nd outer''' - Standard spike, but communicate with the team to ensure there is enough energy across the team to ensure it is a successful spike.
 +
* '''1st inner (Right)''' - The TK will do this pull with the use of Spell Breaker, jumps and seed. The SB should place EoE in cast range (but not aggro range!) for an EE target back up the cliff.
 +
* '''2nd inner (Left)''' - The Tank will do this pull, spike normally.
 +
* '''Jadoth''' - Jadoth is pulled inside city by the Tank as there is no Veil split. Don't delay the spike too much as the tank's Spell Breaker timing means s/he will be at risk of being interrupted.
  
Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has.
+
=== Veil ===
  
 +
* '''360''' Tank pulls the left side and TK pulls the right side. Insert other useful comments here (e.g. eoe placement)
 +
* '''Ranger Lord''' insert splits here and key items of note
 +
* '''Derv Lord''' insert splits here and key items of note
 +
* '''Monk Trench/Lord'''
 +
* '''Mes Trench/Lord
 +
* '''Ele/Necro Lord'''
 +
* '''3-3 Right side'''
 +
* '''3-3 Left side'''
  
= Tank =
+
=== Gloom ===
  
== Builds ==
+
* '''Entrance''' TK pulls mobs away blah blah
 +
etc
  
=== 4man ===
 
{{FullSkillbar|{{R}}/{{A}} Tank |I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Dark Escape|Recall|Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3 |OgcTc588ZimUn5A6uU4ABqBqzBA}}
 
  
=== 5man ===
+
== Tank ==
{{FullSkillbar|{{R}}/{{A}} Tank |I Am Unstoppable|Shadow Form|Shroud of Distress|Dwarven Stability|Whirling Defense|Heart of Shadow|Death's Charge|Recall|Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3 |OgcTc588ZimUn5A6uU4ABC3pzBA}}
 
 
 
Dark Escape is generally taken over Death's Charge in 4man due the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as the spikes are quicker, you have Healing Seed and it makes Clover pull easier and balls quicker.
 
 
 
== Equipment ==
 
* Sup Vigor, Blessed and Vitae
 
* One-handed weapon of Enchanting and a Demon Shield
 
* Staff of Enchanting
 
* Flatbow of Enchanting
 
 
 
== Role ==
 
 
 
===Gloom===
 
 
 
====Cave====
 
 
 
Recall the Emo at the start, HoS up the cliff. Once the front groups been triggered and killed you will glitch all of them and then cancel recall to end up where the fleshes spawn. Emo should give you a balth. Do not recast Recall on the Emo, as if you get rupted anywhere during cave its a resign so theres no point in trying to be safe and recovering.
 
 
 
For Cave you will aggro most of the mobs outside of cave and clear a path for the VORTK to be able to leave cave after triggering. The goal for cave is to kill the Fleshes, Sanities, Spirit + Sanity Group while the rest of the team does the 2 earth waves. While you are waiting for your groups to spawn that you have to kill you can walk around and kill rupts on you that are part of the initial cave spawn and also kill the longbow tormentors, as they will become off damage for the cave spike. Once the 9-12 groups are spawning you can start to pull where 4 group spawns and start making a ball. Either you can finish by pulling towards rift or you can make a freeball near the last cave spawn. Once everything has spawned, whirl the off damage a bit to where they will stay under 90 even if hearts heal them. Then try to hos/dc into the main ball and whirl them while the team spikes it.
 
 
 
====Rift====
 
 
 
After cave is done put up recall on the emo. He will then give you full bonds.
 
 
 
When you are at rift you want to stand on the caster spawn when quest is taken and wait for them to settle on you. Once all of them are settled you will pull the rest of rift and avoid triggering the Fleshes. When the team triggers the fleshes you will right wall block all of the melees near where the fleshes spawned. Once the team has capped rift they will run around your ball while you head to Deathbringer.
 
 
 
====Deathbringer====
 
 
 
Make sure you trigger them when they spawn and wait for all the NPCs to die. Get a fresh shadow form and walk in aggro to see if the Spirit runs out, if it does you will whirl the spirit and flesh and earth, then you will hos into the rest of the ball.
 
 
 
====Darkness====
 
 
 
Whirl the initial 2 Darkness and Greater Darkness on spawn. Once they die avoid whirling the 5 Darkness. You will want to pull them along the wall near where fleshes spawn towards rift. Once they are a one dot you whirl them. When they die try to stand ontop of where the darkness died so that you are able to hit all the earths spawned with whirl. If any of them aren't hit when the majority of earths die to eoe , then you can stand on the tormentors on you and whirl and have the spikers help finish them off. If the team doesn't get aggro then once the chest spawns pull away everything or whirl them to clear the chest.
 
 
 
 
 
== SS ==
 
 
 
=== Build ===
 
{{FullSkillbar|{{N}}/{{R}} SS |Mark of Pain|Spiteful Spirit|Desecrate Enchantments|Defile Enchantments|Necrosis|You Move Like a Dwarf|I Am Unstoppable|Edge of Extinction|Curses 12+3+1, Beast Mastery: 11, Soul Reaping: 6+3|OAJTYsDbXySIPwFCO4G0mkmE6AA}}
 
 
 
=== Equipment ===
 
* Sup Vigor, Radiant and Attunement
 
* 40/40 Curses set
 
* +30/-2 High Energy set
 
* Any Flatbow/Longbow for pulling
 
 
 
=== Role ===
 
Explain the role here
 
 
 
 
 
== TK ==
 
 
 
=== 4man ===
 
{{FullSkillbar|{{Me}}/{{A}} TK |Lightbringer Signet|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall|Domination Magic: 12+3+1, Fast Casting: 12+3|OQdCAswkGgbjpjgzGw0jcZnD}}
 
 
 
=== 5man ===
 
{{FullSkillbar|{{Me}}/{{A}} TK |Arcane Echo|Energy Surge|Unnatural Signet|Mistrust|Shatter Delusions|Finish Him|Pain Inverter|Recall|Domination Magic: 12+3+1, Fast Casting: 12+3|OQdCAsw0SwJgpz0zGgcZMZnD}}
 
 
 
In 4man, the TK is also the VoR due to skillbar compression across the team. However in 5man tactics, the additional Spiker can bring VoR, freeing up the TK to bring Echo Esurge.
 
 
 
=== Equipment ===
 
* Sup Vigor, Radiant and Attunement
 
* 40/40 Earth Magic set
 
* +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
 
* Any Flatbow/Longbow for pulling
 
 
 
=== Role ===
 
Brief explanation here
 
 
 
 
 
== MeMo (5man only) ==
 
  
 
=== Build ===
 
=== Build ===
{{FullSkillbar|{{Me}}/{{Mo}} MeMo |Empathy|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|Healing Seed|Life Bond|Domination Magic: 12+3+1, Fast Casting: 12+3|OQNEAqwN+ioButpL4bw0LRxD}}
+
{{FullSkillbar|{{Mo}}/{{E}} 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}}
 
 
=== Equipment ===
 
* Sup Vigor, Radiant and Attunement
 
* 40/40 Earth Magic set
 
* +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
 
* Any Flatbow/Longbow for pulling
 
 
 
=== Role ===
 
Brief explanation here
 
 
 
 
 
== EMo ==
 
 
 
=== 4man ===
 
{{FullSkillbar|{{Me}}/{{Mo}} EMo |Reversal of Fortune|Spirit Bond|Ether Renewal|Infuse Health|Shield of Absorption|Life Attunement|Protective Bond|Balthazar's Spirit|Ether Renewal: 12+3+1, Protection Prayers: 12, Healing Prayers: 3|OgNDwcPPPzEtYtgkcXpHHE5B}}
 
  
=== 5man ===
+
Since you have Armor of Earth, you can freely pop a cupcake and still run forwards without breaking any aggro.
{{FullSkillbar|{{E}}/{{Mo}} EMo |Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Ether Renewal: 12+3+1, Protection Prayers: 12, Healing Prayers: 3|OgNDwcPPT3MaR1CkE0lxDHEyDA}}
 
  
In 4man, the EMo bar is optimised to keep players alive, particularly at Black Beast and 360. In 5man, a more casual bar can be used to add speed and the inclusion of Healing Seed on the MeMo makes Life Bond the sensible choice.
+
==== Role ====
  
=== Equipment ===
+
* Pull the left hill of 360 and wall all 6 waves.
* Sup Vigor, Radiant and Attunement
+
* While the rest of the team does the underlord hills, wait at the NPCs and take the quest.
* Staff of Enchanting with useful mods
+
* 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.
* High Energy Staff of Enchanting
+
* Wall for the tendril spikes.
* Any Flatbow/Longbow for pulling
+
* 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.
* Shield Set for Tanking
+
* 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.
  
=== Role ===
+
Repeat for other roles
Brief explanation here
 

Latest revision as of 16:54, 26 October 2021

Introduction

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.

Overview

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

Useful hints/tips

  • 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.
  • 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.


Tactics

City

  • 1st outer - Standard spike
  • Wall Dont waste your energy on Balth aura. Pay attention to the Sus to avoid getting knocked down on your long-casting spells. Dont use YMLaD on the Tuk's sp Castigation signet is more likely to proc for e management. Leave the last Mank alive.
  • 2nd outer - Standard spike, but communicate with the team to ensure there is enough energy across the team to ensure it is a successful spike.
  • 1st inner (Right) - The TK will do this pull with the use of Spell Breaker, jumps and seed. The SB should place EoE in cast range (but not aggro range!) for an EE target back up the cliff.
  • 2nd inner (Left) - The Tank will do this pull, spike normally.
  • Jadoth - Jadoth is pulled inside city by the Tank as there is no Veil split. Don't delay the spike too much as the tank's Spell Breaker timing means s/he will be at risk of being interrupted.

Veil

  • 360 Tank pulls the left side and TK pulls the right side. Insert other useful comments here (e.g. eoe placement)
  • Ranger Lord insert splits here and key items of note
  • Derv Lord insert splits here and key items of note
  • Monk Trench/Lord
  • Mes Trench/Lord
  • Ele/Necro Lord
  • 3-3 Right side
  • 3-3 Left side

Gloom

  • Entrance TK pulls mobs away blah blah

etc


Tank

Build

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

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

Role

  • 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.

Repeat for other roles