DoA Ignition Remix
Contents
Introduction
Ignition Remix is an off-meta tactic used by TFZ in Domain of Anguish. The build is still in a test phase but it has proven very strong and we just need to iron out 1/2 kinks in tactics.
The goal is to have fun by using Ranger spikers with bows, which is a very special novelty! This build requires the whole spike team to be highly synchronised and work together for every spike, which is great for developing good team behaviour, discipline and listening skills. If this can be achieved, subcons is easily attainable.
Like all our off-meta tactics, if you have any questions or suggestions, feel free to discuss with us in our TFZ Discord Server :).
Overview
The Necro calls each MoP target for the Rangers to target, and the Ele calls the spike and knocks everything to shut down the enemies and prevent scatter. Mark of Pain carries the spike, although the combination of Ele knocks and Ignite Arrows in Honor does solid damage too. This build requires A LOT of communication and for all spikers to be synchronised for every Spike, but when this is achieved the spikes are incredibly strong.
- If a Ranger goes early, you miss out on MoP triggers and possibly gets the other spikers interrupted
- If the MoP goes before the knock, it risks being stripped by hex removal
- If the Knock is early, then the spike may not be quick enough before the enemies scatter.
Example Damage Calculation (NB: most enemies in DoA have 1380 health).
- 2x2xTriple Shot + 2xDual Shot @ 70 MoP damage = 1120 adjacent damage.
- 2x2xTriple Shot + 2xDual Shot @ >=24 Ignite+Honor damage >= 384 adjacent damage.
- 2x Ele knocks in Honor deals 146 damage to 130AR foes (most notably Stygian Fiends) - enough to ensure Nearby enemies go below 90% to proc EoE. The only enemies with higher armor than this vs. Earth Damage are Misery/Rage/Dementia Titans which should always be in adjacent range for rooms 3/4 and are already single targets in room 1.
Example Spike
To come
Trench Tank (TT)
Build
/ TT | |||||||
Shadow: 12+3+1, Tactics: 7, Dagger: 10, CS: 4
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Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger mastery and Critical Strikes for the Wall and Foundry Rooms. Dash/Dark Escape as preferred.
Equipment
Normal Tank Equipment is used.
Role
You should ball the same groups the TT does in 3-3 and glitch Veil trenches. Take Silzesh and Captain in Foundry.
Main Tank (MT)
Build
/ MT | |||||||
Shadow: 12+3+1, Tactics: 7, Dagger: 10, CS: 4
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Make sure you reach the requirement of your shield (taking into account weakness) and invest the rest of the points in Dagger Mastery and Critical Strikes for Foundry Rooms.
Equipment
Normal Tank Equipment is used.
Role
You should ball the same groups the MT does in 3-3. The only difference is at the Darknesses where the team should kill the first 3 on spawn and break aggro. As MT, you should then ball the 5 Darknesses against the wall very tightly, in a position where the Rangers will not be obstructed.
TK/Knocks
Build
/ TK/Knocks | |||||||
Earth Magic: 12+3+1, Energy Storage: 12+3
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Note the breakpoint at 19 Energy Storage for an extra skill to be covered by Glyph of Energy.
Equipment
- Sup Vigor, Radiant and Attunement
- 40/+1 Earth Magic set (DO NOT use HCT - you want to chain your knocks properly)
- +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as TK splits in 6-0 tactics. Your job is to lead the spike team and call every spike over voice communication (you do NOT want to be interrupted on the knocks because another spiker went before you). Without an effective snare, enemies will scatter causing the spike to fail.
Build Usage
- Use Honor before each spike and cast Knock > Knock > Churning Earth (if needed) on all spikes. (NB: aftercast delay of 0.75s + 2.25s cast time (BU+Pie) and the 3sec knocks from Earthbind will mean the knock chain is perfect). DO NOT use Knock > Churning Earth > Knock to reduce the risk of MoP being stripped with hex removal after the enemies stand up again.
- Obby flame is a highly effective single target spell (Wall, Foundry Rooms, Mes Trench, Ranger Lord), dealing 199 damage per cast.
- Spam obby flame on the Manks and the wall and put Honor in front of a Su so it is in range of 2 Manks; its not worth casting EQ/DS.
- Take General.
- Help to body block Black Beast group when settled on the Necro.
Tendril Killing
As the TK, you are responsible for killing the usual TK tendrils. To do this, use honor and Glyph before the quest is taken and immediately cast PI on the back tendril. Switch to the front tendril and use Churning Earth, Obby Flame, Knock, Obby Flame. Switch to the back tendril again and use another Obby Flame/Knock to finish it off.
FW
Build
/ FW | |||||||
Marksmanship: 12+3+1, Expertise: 12+3, Wilderness: 3
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Equipment
- Sup Vigor, Radiant and Attunement
- Customised Vampiric Flatbow, +20% vs Demons +15% w/ench
- Vampiric Anniversary Sword, (optional: +20% vs. Demons); +10AR vs Demons Shield.
- Vampiric Daggers if you dont have the sword
Role
You are the first Ranger spiker. For spikes, select the MoP target and Echo Triple Shot with Ignite Arrows in Honor. Put FW wherever EoE usually goes and also in range of second room Foundry.
Build Usage
- Use Asuran Scan in Gloom to ensure your arrows hit due to the environmental effect.
- Use your Sword on the wall.
- The most dangerous part of the run is the Darkness spike. Make sure you keep reapplying Scan and stand in a position where you will not get obstructed.
- You do Backfire splits in Veil.
- Help to body block Black Beast group when settled on the Necro.
EoE
Build
/ EoE | |||||||
Marksmanship: 11+3+1, Expertise: 10+3, Beast: 10+3+1, Wilderness: 1
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Equipment
- Sup Vigor, Radiant and Attunement
- Beast Mastery Headpiece for EoE
- Customised Vampiric Flatbow, +20% vs Demons +15% w/ench
- Vampiric Anniversary Sword, (optional: +20% vs. Demons); +10AR vs Demons Shield
- Vampiric Daggers if you dont have the sword
Role
As above but use EoE instead of FW (remembering to use your Beast Mastery Headpiece)
- You do 6-0 VoR splits in Veil.
MoP
Build
/ MoP | |||||||
Curses: 12+3+1, Soul Reaping: 12+3, Channeling: 3
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Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Curses set
- +30/-2 High Energy set
- Any Flatbow/Longbow for pulling
- +10AR vs Demons Shield Set
Role
You have a critical role to play as the main damage dealer. Make sure you call all MoP and Barbs targets for the Rangers, but keep quiet generally so the TK/Knocks can call the timing of the spike.
Build Usage
- For spikes, call the most central target you can find to ensure a good spike.
- After MoP, cast FoC on the off damage
- Call your barbs targets for when single target cleanup is needed (and Barbs all enemies on the wall)
- GDW the Rangers for cleanup and on the wall.
- You do Empathy Splits in Veil (but help with Ele lord patrol before Necro lord)
- You wall and knock Black Beast. Ask for an AoS from the Monk if you dont get one to ensure MoP does not get knocked by Earthquake.
Seed
Build
/ Seed | |||||||
Divine Favor: 12+3+1, Communing: 11, Protection Prayers: 6+2
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As with Seeder in meta tactics, you can run 11 Divine Favor, 12 in Communing and a +1 Prot rune if you pop Lunars for a stronger Earthbind.
Equipment
- Sup Vigor, Radiant and Attunement
- 40/20/20 Staff
- High energy enchanting staff
Role
The seeder has a similar role to meta tactics, except you cast Earthbind instead of EoE. At Cave, cast Earthbind a few seconds before wave 11 spawns and then run to Rift. Earthbind should just about last long enough
EMo
Build
/ EMo | |||||||
Communing: 12+3+1, Spawning Power: 12+3, Protection: 3
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Equipment
- Sup Vigor, Radiant and Attunement
- Any enchanting weapon with useful mods
- High energy enchanting weapon
- +10AR vs Demons Shield Set
Role
No changes from meta tactics