6-man 3-3 DoA

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6-man tactics are similar to 8-man 3-3, but without the monk and with one less spiker.

Assassin/Warrior Trench Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape Shadow of Haste Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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Assassin/Warrior Main Tank
Shadow Form Shroud of Distress I Am Unstoppable Heart of Shadow Death's Charge Dark Escape You Move Like a Dwarf Recall
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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Mesmer/Ranger VoR
Air of Superiority Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust You Move Like a Dwarf Edge of Extinction
Domination:12+1+3, Beast:9, Fast Cast:9+3
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Mesmer/Assassin TK
Arcane Echo Energy Surge Unnatural Signet Arcane Mimicry Mistrust Pain Inverter Finish Him Recall
Domination:12+1+3, Fast Cast:12+3
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Mesmer/Monk MeMo
Arcane Echo Energy Surge Unnatural Signet Shatter Delusions Mistrust Empathy Backfire Healing Seed
Domination:12+1+3, FastCast:10+3, Heal:8
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Elementalist/Monk EMo
Spirit Bond Burning Speed Infuse Health Ether Renewal Ebon Escape Life Bond Protective Bond Balthazar's Spirit
Energy Storage:12+1+3, Prot:12, Heal:3
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Tactics specific to 6 Man 3-3 Tactics

Foundry: No 6-2 split. TT takes first and third snakes. MeMo pings for snakes. VoR tanks Black Beast.

City: VoR/TK on Manks, MeMo on Sus.

Veil: TT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.

Gloom: Either MeMo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.