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 DoA SC Tactics

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Possey
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PostSubject: DoA SC Tactics   2010-02-02, 1:23 am

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.
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amaretto creme
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PostSubject: Re: DoA SC Tactics   2010-02-02, 1:31 am

Also, with the E/N, I can tell you I don't use Meteor Shower on EVERY mob, it's really not a GREAT idea to do that. I do it when I think it's necessary, honestly. I don't like to cause the scatter then they all come attack, ya know? Once again, I do it when it's necessary, and not all groups are necessary for it.
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Possey
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PostSubject: Re: DoA SC Tactics   2010-02-02, 1:44 am

The idea is to have the meteor shower whilst they are deep freezed so they cant scatter. Mobs should be dead within 2-4 seconds max, if not, something has gone wrong.
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amaretto creme
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PostSubject: Re: DoA SC Tactics   2010-02-02, 1:46 am

Yeah, but it takes sooooooo long to cast that they're basically dead before meteor shower gets off anyway. =\

ANd yes, I use a 40/40 set. It still can take too long to cast if you don't get the percent chance.
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Possey
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PostSubject: Re: DoA SC Tactics   2010-02-02, 1:48 am

yeh i was planning on looking into that e/n build see if i could change it around a little to make it more efficient cuz i dont like it.
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Deddryk
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PostSubject: Re: DoA SC Tactics   2010-02-02, 4:20 am

I feel like its better for the rodgorts eles to start the spike with that, as it starts the burning and no SF is wasted applying burning. As long as gole is up energy is not a problem.
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Shadow Sin Mg
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PostSubject: Re: DoA SC Tactics   2010-02-02, 9:43 am

nice role explanation dan.

On a side note, i think our City is Getting better, teehee cept when dan dies on the first group Razz and i have to jump and and re-ball them....

Our foundry is really good, even when we have bad spawns, we can recover quite nicely.

gloom is noob stuff, longest part is waiting for all groups to stop spawning for the sliver tank side spike.

VEIL is our downfall! Problems, Not quick enough spikes? we need to get outta the 3 2 1 calling stage and more in the ok they are balled Im using VoR Nuke them in the ass.
Also i need to stop lagg spiking its really pissing me off, fucking road runner BS.

All in all we ARE getting better, and I will make this work if it kills me!
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Bourne Ultima [GS]
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PostSubject: Re: DoA SC Tactics   2010-02-02, 9:52 am

if you need help with anything, messege me in game, ill come on a run with you guys and show you how you can improve your times
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Shadow Sin Mg
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PostSubject: Re: DoA SC Tactics   2010-02-02, 10:01 am

thanks we are working really hard, trying to get up to GS standards. I believe we will be ready soon. Thanks to Dan's help
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