Five Man DoA Farm
600 | | |
| | Monk / Mesmer | 12 + 1 + 3 Divine Favor 12 Protection Prayers 3 Illusion Magic
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 Core PvE only | Protective Spirit Enchantment Spell. For 5..23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers) Target ally gets healed for 51 Health. |
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 Factions PvE only | Spirit Bond Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..100 Health. (Attrib: Protection Prayers) Target ally gets healed for 51 Health. |
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 Nightfall PvE only | Shield of Absorption Enchantment Spell. For 3..7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: Protection Prayers) Target ally gets healed for 51 Health. |
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 Core PvE only | Spell Breaker Elite Enchantment Spell. For 5..17 seconds, enemy Spells targeted against target ally fail. (Attrib: Divine Favor) Target ally gets healed for 51 Health. |
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 Eye of the North PvE only | Pain Inverter Hex Spell. For 6..10 seconds, every time target foe deals damage that foe takes 80..140% of the damage it causes (maximum 80 damage). (Attrib: Asura rank) |
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 Prophecies PvE only | Sympathetic Visage Enchantment Spell. For 4..10 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. (Attrib: Illusion Magic) |
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 Prophecies PvE only | Blessed Aura Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 10..35% longer. (Attrib: Divine Favor) You get healed for 51 Health. |
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 Prophecies PvE only | Essence Bond Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 Health. |
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Room 1*Once QZ is in the Area Margonite Anur Tuk should have casted it so the famine shouldn't have to cast it in the beginning). Using Pain Inverter on the Tuk will make this faster. Spam Pain Inverter if energy allows, one time won't kill him.
*Standard 600 stuff, keep Protective Bond up along with Spirit Bond along with Shield of Absorption Spell Breaker.
*Once all of the Margonites are dead, aggro the titans and pull them into the upper-left corner.
*Rinse and repeat the 600 part, PI won't be needed for these.
Room 2*This room is the 2nd trickiest and most random room you will do. Everyone will go to the corner while you wait out side. The famine will put QZ up.
*Cast your 600 skills and run.
*Spam Pain Inverter right away on Margonite Anur Ki, or else you guys lose.
*After all of the first spawn is dead, grab the 2nd spawn.
Room 3*This is personally my favorite. (You need to know that.)
*Enemies will not spawn until your whole group moves out into the open enough. Therefore, the famine will cast QZ. The group will move out while you get to the middle.
*Intercept all the spawns before SB runs out. You will have about 15 seconds to do so.
*Pull them all into the corner closest to your group
*Keep your regular 600 stuff up '''BUT''' also keep up Sympathetic Visage.
*Keep doing this until everyone is dead. (Not including first 3 steps)
Room 4*Now it gets alot easier.
*Next to the entrance, there will be a group of rocks, slide in between them. Your famine will cast QZ here. No one will have spawned yet if this is done correctly. Your whole group will come out about 5 steps, and everyone will spawn. Your group will run back in between the rocks (Not including you.).
*Run in and pull them all up against the wall
*Spam Pain Inverter right away on Margonite Anur Ki, or else you guys lose.
*600 stuff
*Second spawn, pull them to the same place and spam Sympathetic Visage
*600 stuff
*SB should always be on you.
*Next spawn just 600 stuff with SB.
*Congrats! You just finished the easiest part of the whole thing.
Room 5*You are the only one that accepts and takes the next quest.
*Clear the whole room. I got lazy so I just am putting the spots to stand in order for you.
*Once you are done get your whole group to come near point 3 on the map.
*There will be a rock at the edge of Spirit range where your group should stand near by. Make sure SB and QZ are on you.
*Talk to the snake dude (Forgot his name) and he will run to the rest of your group hopefully. If he doesn't, and dies, don't lose hope.
*If the snake died, just have '''1 and ONLY 1 member of your party go accept and take the quest from Tekliss.'''
*You will be freeing them from farthest to closest.
*Go to the one to the next snake to the left of point 2. Do the same thing. Have the famine place QZ a little close to his second spot that he stands. (Look at the map below.)
*This one should survive. If he doesn't, go do the quest thing again with some one else.
*This last one is the hardest.
*Have the famine set up QZ in range of the last guy. (He is to the right of point 2.) Have SB on you, then your whole group should run their ass’s away and out of range when you talk to the guy. Its ok if you die anywhere except for when you are clearing the area, because enemies may be close and your team will wipe.
*The snake should follow, but I never have gotten him to survive. The SB can try bonding him with all his bonds except for Essence Bond.
*Your whole group now must run their asses off back to Teckliss (Including you.). Do the quest thing again, but before that have 1 person in your group take the snakes to room to and hide them (This person cannot be the smite.).
*That person will commit suicide there and the UA will res him.
*Go towards the City.
*Famine will lay down QZ when the Black Beast starts talking. SB will go up on you.
*Take out your mini. He will end up saving your life.
*Run to intercept the beast, and he will use his touchy thing on you. The mini just switched positions with you and the Black Beast should have died. Make sure you have your 600 stuff up when you do this. Cast right before he attacks you.
*Congrats, now you have to fight The Fury.
*Pull them and make sure SB is always on you. Cast PI on one of the Kis until they die. Now pwn everyone else. Your SB will need to keep Predatory Season up at all times while the Kis are alive.
*Congrats, you finished the Foundry.
City of Torc'qua*Do the same thing you did here with the famine always in range. Clear the city. This should be much easier for you.
*Congrats you did the easiest zone in DoA.
Stygian Veil*Pretty straight forward. You tank the Horrors etc. 1 at a time by group. You follow the quest. You kill the lords, you do the claw things. Nothing more to be said.
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| | Assassin / Elementalist | 12 Earth Magic 3 Deadly Arts 12 Shadow Arts
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 Eye of the North PvE only | Glyph of Swiftness Glyph. For 15 seconds, your next 1..3 Spells recharge 25% faster, and projectiles from those spells move 200% faster. (Attrib: Air Magic) |
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 Nightfall PvE only | Deadly Paradox- 10
 - 5
 Stance. All of your attack Skills are disabled for 10 seconds. For 5..15 seconds, your Assassin Skills activate and recharge 50% faster. (Attrib: Deadly Arts) |
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 Factions PvE only | Shadow Form Elite Enchantment Spell. For 5..20 seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5..50 Health. (Attrib: Shadow Arts) |
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 Factions PvE only | Sliver Armor Enchantment Spell. For 5..11 seconds, you have 25..50% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5..35 earth damage. (Attrib: Earth Magic) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Eye of the North PvE only | Ebon Battle Standard of Honor Ward Spell. You plant an Ebon Battle Standard of Honor at your current location. For 10..20 seconds, non-Spirit allies in this area strike for +5..15 damage and an additional +5..10 vs. Charr. (Attrib: Ebon Vanguard rank) |
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 Nightfall PvE only | Lightbringer Signet- 25
 - ¼
 Elite Signet. If you are within range of a demonic servant of Abaddon, you gain 1 strike of adrenaline, plus 1 adrenaline and 3 energy for each rank of Lightbringer you have attained. (Attrib: Lightbringer rank) |
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 Factions PvE only | Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill. |
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Famine Ranger | | |
| | Ranger / Monk | 2 Protection Prayers 10 Beast Mastery 8 Expertise 12 Wilderness Survival
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 Factions PvE only | Famine Elite Nature Ritual. Create a level 1..10 Spirit. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 10..35 damage. This Spirit dies after 30..90 seconds. (Attrib: Wilderness Survival) |
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 Core PvE only | Quickening Zephyr Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 15..45 seconds. (Attrib: Wilderness Survival) |
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 Prophecies PvE only | Edge of Extinction Nature Ritual. Create a level 1..10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14..50 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30..150 seconds. (Attrib: Beast Mastery) |
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 Prophecies PvE only | Serpent's Quickness- 45
 - 5(3)
 Stance. For 15..30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival) |
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 Prophecies PvE only | Balthazar's Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) |
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 Prophecies PvE only | Succor Enchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. |
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 Prophecies PvE only | Essence Bond Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. |
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 Core PvE only | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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UA Smiter | | |
| | Monk / Necromancer | 2 Blood Magic 12 + 1 + 3 Smiting Prayers 12 + 3 Protection Prayers 2 Divine Favor
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 Core PvE only | Retribution Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..20 damage). (Attrib: Smiting Prayers) Target ally gets healed for 6 Health. |
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 Prophecies PvE only | Holy Wrath Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..50 damage), and you lose 10 Energy. (Attrib: Smiting Prayers) Target ally gets healed for 6 Health. |
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 Prophecies PvE only | Life Attunement Enchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..50% more Health when healed. (Attrib: Protection Prayers) Target ally gets healed for 6 Health. |
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 Prophecies PvE only | Vital Blessing Enchantment Spell. While you maintain this Enchantment, target ally has +40..200 maximum Health. (Attrib: Protection Prayers) Target ally gets healed for 6 Health. |
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 Core PvE only | Purge Signet- 20
 - 2
 Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. |
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 Prophecies PvE only | Unyielding Aura Elite Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura does not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) (Attrib: Divine Favor) |
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 Core PvE only | Blessed Signet- 10
 - 2
 Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..24). (Attrib: Divine Favor) |
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 Prophecies PvE only | Blood Ritual Enchantment Spell. Sacrifice 17% maximum Health. For 8..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Attrib: Blood Magic) |
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Spell Breaker | | |
| | Monk / Ranger | 12 + 1 + 3 Divine Favor 12 + 3 Protection Prayers 3 Beast Mastery 1 Wilderness Survival
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 Core PvE only | Spell Breaker Elite Enchantment Spell. For 5..17 seconds, enemy Spells targeted against target ally fail. (Attrib: Divine Favor) Target ally gets healed for 51 Health. |
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 Prophecies PvE only | Protective Bond Enchantment Spell. While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 6..3 Energy or the Spell ends. (Attrib: Protection Prayers) Target ally gets healed for 51 Health. |
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 Prophecies PvE only | Essence Bond Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 Health. |
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 Prophecies PvE only | Watchful Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..180 Health when Watchful Spirit ends. (Attrib: Divine Favor) Target ally gets healed for 51 Health. |
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 Core PvE only | Blessed Signet- 10
 - 2
 Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..24). (Attrib: Divine Favor) |
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 Prophecies PvE only | Predatory Season Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, all healing is reduced by 20%. If any of your attacks hit, you gain 5 Health. This Spirit dies after 30..150 seconds. (Attrib: Beast Mastery) |
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 Prophecies PvE only | Serpent's Quickness- 45
 - 5
 Stance. For 15..30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival) |
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 Prophecies PvE only | Succor Enchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. Target ally gets healed for 51 Health. |
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Variants | | |
| | Monk / Mesmer | 5 Inspiration Magic 8 Healing Prayers 12 + 1 + 3 Protection Prayers 9 + 3 Divine Favor
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 Prophecies PvE only | Life Barrier Elite Enchantment Spell. While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..50%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Attrib: Protection Prayers) Target ally gets healed for 38 Health. |
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 Core PvE only | Mending Enchantment Spell. While you maintain this Enchantment, target ally gains +1..4 Health regeneration. (Attrib: Healing Prayers) Target ally gets healed for 38 Health. |
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 Prophecies PvE only | Watchful Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..180 Health when Watchful Spirit ends. (Attrib: Divine Favor) Target ally gets healed for 38 Health. |
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 Prophecies PvE only | Protective Bond Enchantment Spell. While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 6..3 Energy or the Spell ends. (Attrib: Protection Prayers) Target ally gets healed for 38 Health. |
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 Core PvE only | Mantra of Inscriptions- 20
 - 10
 Stance. For 30..90 seconds, your Signets recharge 25..50% faster. (Attrib: Inspiration Magic) |
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 Factions PvE only | Ether Signet- 45
 - 1
 Signet. If you have less than 5..10 Energy, gain 10..20 Energy. (Attrib: Inspiration Magic) |
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 Core PvE only | Blessed Signet- 10
 - 2
 Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..24). (Attrib: Divine Favor) |
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 Core PvE only | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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