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 DoA Glaiveway (PUG-Friendly)

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Reave
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PostSubject: DoA Glaiveway (PUG-Friendly)   2010-07-16, 7:36 pm

DoA Glaiveway
Ideal Team Build



An average full run [NM] takes about 1½ hours and 3 sets of cons, that's including about a dozen deaths. Mallyx takes about 30 minutes with slight build variations.

Note: All this information came from PvX Wiki, so feel free to check it out for more information on the builds and run.


The Builds

The Glaive Spikers (Any Profession/Ritualist)
You can put what ever you want for the last two skill slots. Me/Rt or Rt/Me should have "Arcane Echo" and "Mantra of Earth" for the optional skills.

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The Imbagon (Paragon/Warrior)
Keep "Save Yourselves!" up as much as possible and use Lightbringer Signet for energy (LB signet is needed because the build has no Orders, so cannot spam SY! as often as usual).

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SoS or Panic Crowd Controller
The SoS Keeps mobs from whipping the party. This can also be replaced with another Glaive Spiker.

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AotL Necromancer (Optional)
Blows up mobs and also can be played by a hero. This can also be replaced with another Glaive Spiker.

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HB Monk
Chain Seed of Life. Cast Mimicry on the UA monk, maintain the enchantment at all times. Should the UA monk die, rez with UA. Remove hexes from the paragon, or slowing hexes from the Glaivers.

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UA Monk
Chain Seed of Life. Rez with UA. Remove hexes from the paragon, or slowing hexes from the Glaivers. Keep blind off the Paragon.

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The Run

City

Pop cons, go in, kill everythig. Save wall mobs until the rest is dead. Once the wall mobs are killed, rush into the city and go right. Avoid the left mob. Work your way through the city counterclockwise. When done, get your quest reward and go outside. Kill the first mob when it comes towards you.

Jadoth mob
By now you should've found out if your backline is half decent or not. If they are, bodypull the whole jadoth mob. If your backline sucks, bow pull individual mobs seperately. Get your single gem(QQ) and go to veil


Veil

Last person gets the quest. Go to the left side. Spawnkill everything. When the left side is dead, go back. One person pulls the large mob. When they are almost at you, stand still so they ball nicely around you. Monks should use seed on the puller when standing still. When the mob's balled start killing it. After that mob is killed go right, stand where the two spawns come together and kill them. After those are dead kill the ranger overlord. Again, one person pulls, monks seed, rest kills. Same goes for the dervish overlord but watch our for popups. One person (the puller) should go ahead of the rest.

Trenches are fairly easy. Just kill the lords and don't aggro any other groups in the meanwhile.

Dreadspawn Maw
A little harder. Try interrupting Torment Slash with Lightbringer's Gaze. Kill spawns when a tendril dies. Torment claws can be left alone. Repeat for the other five tendrils. After you're done, collect your gems and head to Gloom

Gloom

People with hex removal, SAVE THEM FOR THE PARAGON!I can't stress it enough! Keep the Para clean! Also, you will want to start using Mantra of Earth now since you're going to encounter earth damage.

Take quest, make your way to the cave. Fight ouside. It shouldn't be hard. After that, go to the rift, try not to aggro any other mobs. When you're at the rift, close it and run away. Don't keep fighting. Just run. When everyone has broken aggro, have one DwG get the quest reward(and take the following quest). Kill the deathbringer company and wait for the quest guy to come. He might get bodyblocked by a mob. If that's the case, kill it. Take your quest reward.

Darkness
KEEP MANTRA OF EARTH UP! It's a life saver.

Ok, don't blow your load until the last spawn. Don't case Echo yet. Don't drop your DwG, keep it on you and just cast it again to 'drop' it. Kill the first three darknesses. They should be easy. When the next 5 darknesses are at a low health, start using Arcane echo and SPAM your skills because huge amounts of earth tormentors will spawn. If you're good, you will kill them before you'll take any deaths. If not, the monks have to run. (You can easily break aggro with an essence active) and res the DwGs. Kill off the other earth tormentors, grab your chest and go to foundry.

Foundry

Keep Mantra of Earth up at all times.

First room
Easy. Kill them when they spawn.

Second room
Same. You shouldn't have any trouble

Third room
A little trickier. Make sure to run to the corner and pull mobs individually

Fourth room
There can be difficulty, but it shouldn't be a problem if done right. Just kill them and don't be bad

Fifth room
DO.NOT.OVER.AGGRO. Just take your time and kill mobs one by one. Also just don't get the quest until the area is cleared.

Snakes
Easy. Just kill the mobs as they spawn.

Black Pushover of Arrgh
Title says it. If you've gotten this far he shouldn't be a problem at all.

The Fury
Easy enough. Just move out of Meteor Shower and kill them. Collect your chest reward and resign.

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Shadow Sin Mg
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-17, 1:19 pm

In gloom make sure to keep hexes off the paragon, soothing images will kill your prot power.
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-19, 8:25 pm

Is it possible (probable) to use this team build in HM?
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Reave
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 9:43 am

Its possible to use in HM, but it would take much more time. I would rather use one of the speed clear builds than doing DWG in HM.

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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 10:37 am

and HM generally fails with a PuG, in my experience atleast, if you do in HM all the spikers should be rits with max LB increases your odds a little.
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 2:37 pm

Got my para to DoA today and say a bunch of groups saying "Frostway" i hadn't been to doa in a week or so, so i went to PvX and apparently it can do a Full run of the DoA in under 3 consets. Major difference is the use of a Rt/R that has winter spirit and prot. spirits.

Heres the link on PvX:
http://pvx.wikia.com/wiki/Build%3ATeam_-_DoA_Frostway
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 7:06 pm

I dont understand the point of winter in that build and the use of matra of cold instead of earth. What's the difference other than more time to put up winter and a skill spot. Why is lightning damage < Cold?
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 8:48 pm

not sure the only thing i could think of is that maybe the mosters in DoA are weaker against cold dmg then lightning havn't gotten a spot in one of those groups to check it out but it must work for ppl to run it. just not as pug friendly as glaiveway.

I just checked around on the Wiki and yeah theres no Advantage for cold dmg over lightning...So whys this team build special for HM??
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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-20, 9:28 pm

Nevermind the damage your team is doing to the mobs. It's all about the damage that's being done against your party that gets turned to cold damage with Winter. That + Mantra Of Frost keeps damage low and energy gain high.

Keep in mind that this team build was developed with PUG-Friendliness in mind. You want as many bottlenecks as possible so party members can be interchanged between runs with PUGs dropping out and joining in. Low damage and consistent energy keep the PUG train rolling as fast as it can.

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PostSubject: Re: DoA Glaiveway (PUG-Friendly)   2010-07-27, 7:52 am

Good to see you guys finally found a DOA build that utilized the imbagon... hope your drops are well.

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