6-0 Tactics

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6-0 tactics are used by most casual DoA runs. Most guilds and teams have their own tactical variations, but they are mostly interchangeable, and the core strategy remains the same.

Optional Skills

Assassin/Warrior Trench Tank
I Am Unstoppable Shadow Form Optional Heart of Shadow Optional Shadow of Haste Shroud of Distress Recall
Shadow: 12+1+3, Dagger: 9, Tactics: 9, Crit: 3

The basic TT build uses Dark Escape and Death's Charge, but some TT's bring Dash and/or Shadow Walk, increasing speed at the cost of safety.

Assassin/Warrior Main Tank
I Am Unstoppable Shadow Form Dark Escape Heart of Shadow Death's Charge Optional Shroud of Distress Recall
Shadow: 12+1+3, Dagger: 9, Tactics: 9, Crit: 3

MTs are usually expected to bring YMLaD, but some prefer to have Shadow of Haste to help recover from wipes, or Mantra of Resolve to avoid rupts. Some MTs also replace Dark Escape with Dash.

Mesmer/Ranger VoR
Optional Visions of Regret Unnatural Signet Optional Shatter Delusions Mistrust Optional Optional

Some tactics require the VoR to bring EoE (dropping points in Fast Casting for 9 or 10 in Beast Mastery), while others put EoE on the monk. VoRs without EoE change their secondary profession to paragon, and bring an optional skill such as EE or Arcane Mimicry. The other slots are filled with an energy management skill (either Air of Superiority or Lightbringer Signet), a damage skill such as Overload or Cry of Pain, and a Norn shout (YMLaD or Finish Him).

Mesmer/Assassin TK
Arcane Echo Energy Surge Unnatural Signet Optional Mistrust Pain Inverter Optional Recall

TK almost always brings Wandering Eye and Finish Him for additional damage and clean-up. However, some TKs bring Overload and Shatter Delusions, so they do not need to split into Illusion Magic, granting more points in Fast Casting. Note that the Overload Shatter combo is not quite enough to off damage rangers.

Mesmer/Assassin IAU
Arcane Echo Energy Surge Unnatural Signet Optional Mistrust Pain Inverter I Am Unstoppable Optional

IAU typically brings HoS and YMLaD, for consistency pulling tendrils and Black Beast, and to knock the Black Beast and for general utility. Some IAU's prefer to drop one of those skills for Shatter Delusions, to increase their spiking damage.

Mesmer/Ritualist MLK
Arcane Echo Energy Surge Unnatural Signet Wastrel's Demise Optional Empathy Backfire Optional

Most MLKs bring Mistrust, but some take Overload instead. The other optional slot is filled with Shatter Delusions (for more spike damage), YMLaD (for general utility), or EE (for faster mobility). MLKs invariably set their secondary to ritualist, so the team can see at a glance who is MLK.

Monk UA
Shield of Absorption Seed of Life Optional Optional Ebon Escape Unyielding Aura Blessed Aura Life Bond

If the VoR does not have EoE, the monk brings it; otherwise monk usually brings Arcane Echo. Sometimes monk with EoE brings Serpent's Quickness; in all other cases, the last skill is PI.

Elementalist/Monk emo
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Protective Bond Life Bond Balthazar's Spirit
ES: 12+1+3, Protection: 12, Healing: 3
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Emo always brings the same bar, regardless of tactics - any alternative skills are just troll skills.

Tactical Variations

  • In some teams, TK takes Silzesh and VoR takes General. Alternatively, IAU takes 1st and TK 2nd.
  • If the monk does not have PI, the IAU goes to rift, and the VoR is used as Recall target after cave spike.
  • If the spikers are strong, the VoR or MLK can pop a Tengu Flare and spike the last wave of cave on spawn, allowing the TT to start the pull 10 seconds earlier.
  • If the team is not strong, the MT will pull the Greater Darkness's group to the wall, delaying the spike but making it safer.
  • Most TTs use a ghost or a minipet to HoS through city wall and do their pull faster. If they prefer to not use a hack, they can either have the emo provide a HoS target or just start the pull from the gate.
  • Some MTs Recall out after the 2nd city spike, and Recall the monk as soon as it is off cooldown. A more modern tactic is to run from the spike towards the wall and HoS off the monk, keeping Recall on the emo.
  • Some tactics have the monk wall all 6 waves of 360; others have emo wall melee waves, TT wall fiend waves, and monk wall 6th wave.

Tactics Overview

Foundry

1st room

  • Wait for margos to ball before aggroing; place EoE.

2nd room

  • Spike enemies as they spawn.
  • Emo covers spikers' bonds.

3rd room

  • MT holds titans in 3rd room while TT balls the rest.
  • Spike TT's ball first and run out of the room after spiking titans.

4th room

  • Team hides in the corner while TT balls each wave.

5th room

  • MT pulls centre groups of out the way.
  • IAU/TK/VoR take Silzesh and General; monk pings.
  • MLK skips quest and goes right to ping for Captain; TT takes.
  • IAU tanks Black Beast.
  • TT balls Fury.

City

  • TT does first ball, MT does second.
  • MLK and monk focus sus, other spikers focus manks.
  • MT does right side inside, TT does left side.
  • MT pulls Jadoth; TT and MLK skip Jadoth to do first wave of 360.

Veil

360

  • TT pulls left hill; MT pulls other 2 hills.

Underlords

  • TT, MLK, and IAU split to derv hill; everyone else goes to ranger hill.

Lords

  • TT and MLK clear monk trench and kill monk lord; everyone else goes down mesmer trench to the other lords.
  • MT pulls and walls clover.
  • TK Recalls emo and solos ele lord.

Tendrils

  • TK Recalls emo and kills 2 tendrils near NPCs with MT.
  • MLK kills north-east tendril.
  • VoR kills south-east tendril.
  • IAU kills the other 2 tendrils and pulls in south tendril spawns.
  • MT stands on TK and pulls in north tendril spawns.
  • Emo walls.

Gloom

  • TT triggers cave, catches incoming waves, and balls everything.
  • Team catches earth waves and spikes ball.
  • MT pulls rift while emo and monk cap.
  • TT runs quests.
  • MT tanks Deathbringer and Darknesses - team spikes.