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

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{{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 safe, casual tactics for 4/5man DoA runs. There are plenty of optimisations that could be made to enchance speed, but the design of these tactics is structured around safety and relative consistency between 4/5 players.
+
== Tactics ==
 
 
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). 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.
 
 
 
Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has.
 
 
 
 
 
= Tank =
 
 
 
== Builds ==
 
 
 
=== 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 ===
 
{{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 to 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 ==
 
The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time.
 
The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom. If the Tank is new, ensure that at least 3/4 on the rest of the team are experienced to help cover.
 
 
 
=== Gloom ===
 
 
 
* '''Entrance''' - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and, receive/ask for a balth.
 
* '''Cave''' - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike.
 
* '''Rift''' - Recall out to the EMo and place a new recall whilst getting pull bonds. Ping Shadow Form when you and the Rift team are ready. Stand on the caster spawn and pull all the enemies on the wall between Rift and Deathrbinger and Whirl the melees. Once the team has capped rift, make your way to Deathbringer.
 
* '''Deathbringer''' - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest.
 
* '''Darknesses''' - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many Earth's as possible. Jump into the rest of the Tormentors after the spike to help finish off any leftovers. Grab chest and recall out.
 
 
 
=== Foundry ===
 
* '''Room 1''' - If you have Deaths charge, jump in like normal. If not, make sure the team know and hos in.
 
* ''' Room 2''' - Make balls if the team doesnt have aggro. If they do, Bow to support the damage.
 
* ''' Room 3 ''' - Aggro the Dryders and the rest of the enemies. Pull the Dryders into a ball and then pull the rest into a Right Wall block behind the Rock for the spike.
 
* '''Room 4 ''' - Pull like normal towards the start of the room.
 
* '''Room 5''' - Pull like normal and then clear the Captain from aggro. Jump on the Runds and whirl these down first before using the small rock opposite the Black Beast entrance to Right Wall block the Titans.
 
* '''Fury''' - Right Wall Block and kill the buggy enemies, then kill the rest. Pull the enemies away from the chest
 
 
 
=== City ===
 
* '''Outer''' - First 2 balls like normal.
 
* '''Left inner''' Like normal, but leave off damage as the team has plenty of time to clear up. Ensure you have Recall on the EMo
 
* '''Right inner''' - If you have DC, run to where the Mesmers normally spike and DC to the Spirit/enemies down below. If you dont have DC, run around the back of City to aggro the top group first.
 
* '''Jadoth''' - Pull inside city. Try to get the enemies to ball up on the gate pillar, dont spend any more time than necessary in Veil to avoid Demonic Miasma.
 
 
 
=== Veil (pop a cupcake if not using Dark Escape) ===
 
* '''360''' - Pull MT waves like normal and wall waves 3,4 and 6. If you have Dark Escape, use it when walling to reduce damage received.
 
* '''Underlords''' - Pull like normal. If you have a cupcake active, sidewalk for the Water Tormentors on Ranger hill.
 
* '''Trench Pops''' - Run into Mes Trench and pull the back group to the glitch spot. If you can safely pull the Left side of Clover at the same time, do so. If you have a cupcake and didn't manage to pull 1 side of Clover, consider dieing outside the glitchspot to remove your cupcake.
 
* '''Monk Lord''' - Pull the Lord. If your TK is experienced and the timing is bad, Recall the TK and pull away the patrol for him/her to pull the Monk Lord.
 
* '''Clover''' - Pull Clover like normal. If your team is weak, consider splitting the Spike in 2, starting on the Left Side. After Clover, pull out Necro Lord.
 
* '''3-3''' - Communicate with the EMo. If you can tank the spikes by yourself, then tank on your own and let the EMo fusepull.
 
 
 
 
 
= 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: 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 ==
 
A Necro spiker is used in lowman due to skillbar compression across the team, synergy of MoP with Whirling and the energy management that Soul Reaping provides. Given the long cast times, try to cast SS as early as possible.
 
 
 
=== Gloom ===
 
 
 
* '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
 
* '''Rift''' - In 4man, go with the EMo to Rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape. In 5man, provide the TK with a recall target when he takes the next quest and then just run straight to Deathbringer.
 
* '''Deathbringer''' - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
 
* '''Darknesses''' - Wait for the Tank to kill the first 2 waves and then MoP the Earths and clear up any last stragglers.
 
 
 
=== Foundry ===
 
* '''Room 1''' - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space and then YMLaD the Vu on the spike.
 
* '''Room 2''' - Safeway. Use IAU to tank knocks.
 
* '''Room 3''' - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
 
* '''Room 4''' - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
 
* '''Room 5''' - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.
 
 
 
=== City ===
 
* '''Spikes''' - MoP big balls and kill Manks on wall.
 
* '''Wall''' - Manks on wall
 
* '''Jadoth''' - Place EoE below the hill with no risk of getting aggro from the Inside City pull
 
 
 
=== Veil ===
 
* '''360''' - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
 
* '''Underlords''' - Pull Derv Lord
 
* '''Trench Pops''' - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
 
* '''Lords''' - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
 
* '''3-3''' - in 4man, you kill the front tendrils (time it well) whereas in 5man you can place EoE early and setup early SS's.
 
 
 
 
 
= TK =
 
 
 
== Builds ==
 
 
 
=== 4man ===
 
{{FullSkillbar|{{Me}}/{{A}} TK |Lightbringer Signet|Visions of Regret|Unnatural Signet|Mistrust|Shatter Delusions|Overload|Pain Inverter|Recall|Domination: 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: 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 ==
 
You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.
 
 
 
=== Gloom ===
 
* '''Entrance/Cave''' - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike.
 
* '''Quest running''' - In 5man, recall the Necro. When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses
 
* '''Darknesses''' - Wait for wave 3 to spawn and help spike.
 
 
 
=== Foundry ===
 
* '''Rooms''' - Manage energy well by picking good targets and skill usage. Safeway Room 2.
 
* '''Room 5''' - Take the quest. Take all snakes. Recall out from 3rd immediately to avoid getting enchantments mirrored.
 
* '''Black Beast''' - Spike Black Beast once it has settled on the Necro.
 
  
 
=== City ===
 
=== City ===
* '''Spikes''' - In 4man, place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw. In 5man, just focus off damage.
+
* '''1st outer''' - Standard spike
* '''Wall''' - Sus on wall.
+
* '''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.
* '''Jadoth''' - Take Jadoth quest when Tank says s/he is ready
+
* '''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 ===
 
=== Veil ===
* '''360''' - Pull waves 1 and 5. Off damage all waves.
 
* '''Underlords''' - Stay with the team
 
* '''Trench Pops''' - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out.
 
* '''Lords''' - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away.
 
* '''3-3''' - kill back tendrils. In 4man, only hit off damage on the first spike if the tank is in the glitch spot, otherwise focus the main ball.
 
 
 
= MeMo (5man only) =
 
 
== Build ==
 
{{FullSkillbar|{{Me}}/{{Mo}} MeMo |Empathy|Visions of Regret|Unnatural Signet|Overload|Shatter Delusions|Mistrust|Healing Seed|Life Bond|Domination: 12+3+1, Fast Casting: 12+3|OQNEAqwN+ioButpL4bw0LRxD}}
 
 
== 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 ==
+
* '''360''' Tank pulls the left side and TK pulls the right side. Insert other useful comments here (e.g. eoe placement)
As the Memo you w
+
* '''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 ===
 
=== Gloom ===
* '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Spike the off damage on the big spike.
 
* '''Rift''' - Go to rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
 
* '''Deathbringer''' - Nothing to do
 
* '''Darknesses''' - Wait for the Tank to kill the first 2 waves and then help on the Earths.
 
 
=== Foundry ===
 
* '''Rooms''' - Safeway Room 2 and make effective use of Empathy. Put Life Bond on the Tank at the start of Room 3 and maintain until Veil.
 
* '''Room 5''' - Ping for Snakes until General is free, then let the EMo take over.
 
* '''Black Beast''' - Seed the EMo on recharge to help keep the Necro alive.
 
 
=== City ===
 
* '''Spikes''' - Place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw.
 
* '''Wall''' - Help on everything on the wall given your infinite energy.
 
 
=== Veil ===
 
* '''360''' - Seed whoever tanks every wave.
 
* '''Underlords''' - Stay with the team
 
* '''Trench Pops''' - Stay in the Monk Glitch Spot
 
* '''Lords''' - Monk Lord, Ele Lord Patrol, Necro Lord.
 
* '''3-3''' - Kill front tendrils. Seed the EMo for the spikes.
 
 
 
= EMo =
 
  
== 4man ==
+
* '''Entrance''' TK pulls mobs away blah blah
{{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: 12, Healing: 3|OgNDwcPPPzEtYtgkcXpHHE5B}}
+
etc
  
== 5man ==
 
{{FullSkillbar|{{E}}/{{Mo}} EMo |Burning Speed|Spirit Bond|Ether Renewal|Infuse Health|Ebon Escape|Life Bond|Protective Bond|Balthazar's Spirit|Energy Storage: 12+3+1, Protection: 12, Healing: 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.
+
== Tank ==
  
== Equipment ==
+
=== Build ===
* Sup Vigor, Radiant and Attunement
+
{{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}}
* Staff of Enchanting with useful mods
 
* High Energy Staff of Enchanting
 
* Any Flatbow/Longbow for pulling
 
* Shield Set for Tanking
 
  
== Role ==
+
Since you have Armor of Earth, you can freely pop a cupcake and still run forwards without breaking any aggro.
Maintain all bonds on all team members and keep range of the tank. Keep the team healthy!
 
  
=== Gloom ===
+
==== Role ====
* '''Entrance''' - In 5man, EE over the hill, in 4man run through the mobs and run to the Cave wave 1 spawn and wait for the tank to recall out and give him/her Balth.
 
* '''Cave''' - Tank waves 4 and 8 for the team to kill. Provide a recall target for the Tank before the big spike and start running to Rift
 
* '''Rift''' - Full bond the tank, help kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
 
* '''Deathbringer and Darknesses''' - Maintain bonds on the tank but stand far enough so that if there is a rupt, s/he will lose aggro when recalling out.
 
  
=== Foundry ===
+
* Pull the left hill of 360 and wall all 6 waves.
* '''Rooms''' - Safeway Room 2. Keep people healthy and use lots of cover enchantments.
+
* While the rest of the team does the underlord hills, wait at the NPCs and take the quest.
* '''Room 5''' - Take the quest. Ping for all Snakes in 4man and from when General is free in 5man.
+
* 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.
* '''Black Beast''' - Keep the Necro alive. Take the Reward.
+
* 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.
  
=== City ===
+
Repeat for other roles
* '''Spikes''' - Maintain range on the tank
 
* '''Wall''' - Keep the team healthy
 
* '''Jadoth''' - During 2nd inner City spike, check the tank has a recall then run towards the NPC to let him/her recall out towards Jadoth.
 
 
 
=== Veil ===
 
* '''360''' - Tank melee waves and fuse pull Fiend waves.
 
* '''Underlords''' - Maintain Bond range on the Tank.
 
* '''Trench Pops''' - In 4man, go to Glitch spot. In 5man, pull the front of Mes trench and EE to the Necro.
 
* '''Lords''' - Monk Lord, Ele Lord Patrol, Keep range for the TK on Ele Lord.
 
* '''3-3''' - Communicate with the tank - if s/he can wall on his/her own, let them and fuse pull. If enemies are running ahead of the tank, then help wall.
 

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