Before I start, this is not a DoA SC run guide. It's just to help each role understand better what they have to do during the entire run.
Sliver and Recall: Hardest roles in DoA, their job is to ball up as many mobs as fast and efficient as possible for the spikers to destroy. The best way to ball up mobs, is to pull them around corners, and across walls, trying to do it out in the open will take forever. Around a corner is most efficient, but along a wall is somewhat efficient as well. When in range of quickening zephyr, you can hard cast shadow form without deadly paradox to save energy. Against titans, earth tormentors, and margonite "Anur Ruks" you need to keep both armors up at all times whilst tanking. Against Jadoth at the end of city, keep both armors up too. when balling, once the group is nice and tightly packed, try to stand in between the mobs and the spikers if possible, this will limit the amount of mobs that try to break off.
VoR Caller: VoR's Job is to call the enemy to spike. Now calls aren't EXACTLY needed, but its just to give the group something to go by to keep it organised. The best way to call, is when you see the tank just about finished or seconds from finished balling, tell the team to get ready to spike. As soon as the ball is nice and tight and the tank has stopped moving, you need to just ping VoR and spike as soon as possible. The spike should go as followed: VoR, Deep Freeze, CoP. Then use empathy and aneurism to clean up any stragglers. NO count downs are needed, everyone knows their roles and should be ready to spike before you ping VoR so as soon as you have pinged everyone should be running in. In Stygian Veil, tanks are very dependent on fast spikes, so as soon as the sin stops moving, be ready to spike, and once everything has surrounded and balled on the sin, spike it dead.
E/N: The E/N's job is to weaken the enemies defences so the spikers do more damage, and to knock them down with meteor shower. When the VoR says get ready to spike, start getting your attunement up and watch for the VoR ping. Once VoR is pinged, move in to spike. Spike as followed: Weaken Armor, Meteor Shower, Searing flames, using necrosis to clean up stragglers. Use glyph of lesser energy to keep your energy up. use by urals hammer just as meteor shower casts for maximum damage.
E/Me EBSoH: This E/Me is to increase damage of all spikers with ebon battle standard of honour. When the VoR says get ready, get attunements, up and when VoR is called move in to spike, first of all placing EBSoH. Spike as following: SF, CoP, SF, auspicious, Rodgorts (repeat). This way, your energy is kept up efficient enough as well as giving out a huge damage output to destroy mobs.
E/Me Mimicry: This E/Me is to help the UA keep up the party on occasion when the spikers are targeted. To do this use Arcane mimicry on the UA monk, then cast and maintain ua. This way, even when mimicry runs out, you will still have ua up. When the VoR says get ready, get attunement up, then when VoR is pinged, spike as followed: SF, CoP, SF, Auspicious, Rodgorts (repeat).
Mo/E UA: The UA has one job. Keep up the team. If a spiker is running low on energy, let him die, and ua him to give him full energy back. Generally, The UA stays behind the group out of enemy agro. In Stygian Veil, the Hungers destroy the tanks, so you need to be ready to infuse. do NOT directly heal a tank while he is moving. When the hungers are in the mob, the tanks health will drop pretty sharpish, so infuse, seed of life, then be ready for another infuse if needed. In Veil, take note that tanks will generally pull through another tank, so the tank standing still being pulled through is the one that needs healing. If the tank is just going to stop, he will say so. If this is the case, you need to be ready to infuse as soon as the tank stops moving.
Mo/R Bonder: The bonders job is to provide spirits for more health, and bonds for extra protection against mobs for both tanks and the spikers. In Veil, both spirits are needed with Bonds on both tanks, in Gloom just EoE is needed and bonds on casters, in Foundry both spirits are needed in certain parts and bonds on casters, and in City, just EoE is needed, with bonds on casters for the first 2 groups, bond up the Sliver on the 3rd group, and Bond up the Recall for the last group. At all times, the bonder should be behind the spikers, out of agro, so if things get messy, the bonder can run away and rez up. Do NOT try to bond a tank while he has agro.
hope this helps to understand your roles.