DoA RoJway
Introduction
RoJ spike is a beginner-friendly off-meta DoA spike. By utilising the same basic 3-3 tactics, traditional tanks and EMo backline, it is easy to pickup whilst still being fun for the spikers. A BiP is used to provide the monks with as much energy as they require to be able to spam RoJ. Feel free to discuss the builds in more detail in the TFZ discord server.
The builds function with the classic off-meta knocker shutdown whilst the enemies sit down in the big bright holy light and die. Earthbind is used to extend knocks and bypass anti-stun in Foundry, whilst a BiP necro manages energy across the team. TFZ Discord Server :).
Overview
Trench Tank (TT)
Build
/ TT | |||||||
Shadow: 12+3+1, Tactics: 7, Dagger: 10, CS: 4
OwFk8xjUnWdENpOzBUDUoDCEuTnD
|
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.
Equipment
Normal Tank Equipment is used.
Role
You should ball the same groups the TT does in 3-3 or 6-0 tactics in exactly the same way, and glitch trenches/do the MLK split in 3-3 and 6-0 respectively.
Main Tank (MT)
Build
/ MT | |||||||
Shadow: 12+3+1, Communing: 12, Dagger: 3
Owhi8xgMRTqzcA1AROhAh705A
|
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 or 6-0 tactics in exactly the same way.
- Use Earthbind for all spikes you can. You can target the TK for the spikes that happen whilst you are the tank to time Earthbind well. Make sure you place it in Foundry especially
TK/Knocks
Build
/ TK/Knocks | |||||||
Earth Magic: 12+3+1, Energy Storage: 12+3
OgdCwcy0xgPETjqw2gcpNZnD
|
Note the breakpoint at 19 Energy Storage for an extra skill to be covered by Glyph of Energy.
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 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
Your splits are the same as TK splits in 6-0 tactics (i.e. Ranger Lord, recall chains with the IAU and Manks on City wall) Your job is to lead the spike team and call every spike (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
- Cast Knock > Churning Earth > Knock on all spikes. (NB: Churning Earth knocks all moving enemies in hard mode, so when they get up after the first knock, they will immediately be knocked down as they attempt to scatter).
- Obby flame is a highly effective single target spell (Wall, Foundry Rooms, Mes Trench, Ranger Lord), dealing 199 damage per cast.
- Spam obby flame and Finish Him on the Manks on the wall; its not worth casting EQ/DS.
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.
Seed
Build
/ Seed | |||||||
Smiting: 12+3+1, Divine Favour: 12
OwUS4YITLB+MBBuiQE5g2kAE
|
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Smiting Set
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the VoR in meta tactics. Use seed on key/dangerous spikes (Clover, 3-3, Black Beast etc)
Off Damage
Build
/ Off Damage | |||||||
Smiting: 12+3+1, Inspiration: 12, Divine Favour: 3
OwUCMsz0SgPTQgrI1XuoNZEA
|
- For the coolest animation
- For weaker teams where spikes tend to be longer
- For highest damage output but hardest energy management
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Smiting Set
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the IAU in 6-0 meta tactics and you are responsible for off damage. Use mantra to avoid rupts in Veil
Wisdom
Build
/ Wisdom | |||||||
Smiting: 12+3+1, Domination: 12, Divine Favour: 3
OwUTIYHDHaJwnJIwVk6DXku8mCA
|
Equipment
- Sup Vigor, Radiant and Attunement
- 40/40 Smiting Set
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role
Your splits are the same as the Backfire in 3-3 meta tactics.
BiP
Build
/ BiP | |||||||
Blood: 12+3+1, Beast: 11, SR: 6+3
OAJUYXCeUjRQH3BwBuQ0l3g2k7B
|
Equipment
- Sup Vigor, Radiant and Attunement
- 40/20/20 Blood Staff
- +30/-2 High Energy Set
- Any Flatbow/Longbow for pulling
Role
Same as Monk splits
Build Usage
- Spam BiP a surprising amount of the time
- Signets are basically just filler skills - use the other skills mostly
- Do the MT knocks in Foundry
EMo
Build
/ EMo | |||||||
Energy Storage: 12+3+1, Protection: 11, Healing: 6
OgNDwcb/S3MaR1CkE0lxDHEyD
|
- 3:3 Armor of Unfeeling keeps spirits bulky and makes energy management easier.
- 6:0 Ebon Escape provides increased mobility in faster runs at the cost of trickier energy management.
Equipment
- Sup Vigor, Radiant and Attunement
- +10e/+1 Communing Staff
- +10vs Demons Shield Set
- Any Flatbow/Longbow for pulling
Role
Fuse the Necro loads