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 DoA helping hand thread.

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Shadow Sin Mg
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PostSubject: DoA helping hand thread.    2010-12-11, 4:49 am

As i am extremely bored at work, and the other thread for doa is getting rather large. i am creating this thread for my various tools to help teach this alliance DOA. and i will reserve the next few post for future guides/tools.


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PostSubject: Re: DoA helping hand thread.    2010-12-11, 4:49 am

First off a TK guide from GS forums.



3-3 Tendril Killer Guide
by Torks



Figure 1

1. [Edge of Extinction] is place in trench on way out.
2. Ensure all tanks and TK’s are bonded correctly including [Protective Bond] on Tank 2.
3. Tank 2 takes quest and the takes position (figure 1) then TK1(Me/N) and TK2(Me/R) go to same spot.

4. VOR (caller) and TK3 (Me/Mo) stand just outside of Tendril 3 bringing its health down without killing.

5. TK1 Calls PI Spike on Tendril 1 and Tendril 2 with TK1(Me/N) on Tendril 1(far) and TK2(Me/R) on Tendril 2(near) then makes way back to spike location and prepares for spike

6. TK3(Me/Mo) and VOR kill Tendril 3 while others are heading back to Spike Position

7. Spike the spawned Stygian Demons





Figure 2

8. [Edge of Extinction] is renewed in same location
9. Ensure all tanks and TK’s are bonded correctly including [Protective Bond] on Tank 2.
10. Tank 2 takes position (figure 2) then TK1 (Me/N) and TK2(Me/R) go to same spot.

11. VOR (caller) and TK3 (Me/Mo) stand just outside of Tendril 6 bringing its health down without killing.

12. TK1 Calls PI Spike on Tendril 4 and Tendril 5 with TK1(Me/N) on Tendril 4(far) and TK2(Me/R) on Tendril 5(near) then makes way back to spike location and prepares for spike

13. TK3(Me/Mo) and VOR kill Tendril 6 while others are heading back to Spike Position

14. Spike the spawned Stygian Demons

15. Get Chest

** Note if Veil is not last area the EMO will take the position of Tank 2 and Tank 2 will pop the Trench.






Some of Pre TKing tatics are different but the TKING part is correct.




------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Next order of bussieness further training is needed to make the runs more profitable and fun for us, as well as allowing us to do more runs with faster times.

I was very pleased with the run we did last night, Perfect Fury spike. Decent TKing. BUT still need to get tatics a little be faster. So i will be purchasing some consets outta my own pocket and we will run Veil until tatics are compeletly down! Pulls and spikes are seamless. second, we need to get some more EMO's trained and once we have a variety of spikers we will need to get more tanks trained. also i would like to start running a Me/a with recall (esurge) and teach all the memsers how to start cave with both tanks. as it is a bit sketchy for our current mesmers.







I will continue trolling my old GS forums for more material that will help you guys do better at doa.
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PostSubject: Re: DoA helping hand thread.    2010-12-11, 4:50 am

EMO GUIDE.



So I will start with armor and equipment, then move on to bonds, and then just general things to know.

Armor + Equipment

You want all radiant insignias, superior energy storage on energy storage headpiece, a superior vigor [major if you are cheap Wink] , I prefer a Rune of Restoration because I hate cripple and generally its covered by your burning condition, and the rest should be runes of attunement.

You can use a shield set [demon] and an enchant weapon or an enchantment staff. I prefer an energy storage staff with adept head piece, apptitude not attitude insc, and enchanting wrap. Any mods would work as long as it is enchanting. For safety you could carry a high energy set for that extra few seconds when walling in veil if ether is int. Not req, but has saved me a few times Very Happy of course bonds will drop but you dont poof.

I would recommend a red rock for veil, you can do it with out but I find it makes veil alot eaiser. Cupcakes for other areas, while you dont need personal cons, it helps =) Also it never hurts to carry a powerstone.

Bonds

For Solo Tank:

You will prot bond everyone including the tank, balthazar spirit on the tank, yourself and the perma seeder. Life bond only on the tank, until foundry. Life bond will help cover your prot bonds, especially important for the big spike and the fury spike. I normally life bond VoR and UA mesmers and let the perma seeder know to life bond the rest as 14 bonds is your max amount. Also in foundry when doing snakes, its preferred that you prot bond silzesh incase he gets stuck.

For Duo Tank:

Same idea, Prot bond everyone, balthazar both tanks, perma seeder and yourself. Life bond on both tanks. This will have you at 14 Bonds the entire run. When you get to foundry I would drop prot bond on one of the spikers to prot bond silzesh. Perma seeder will have to life bond cover VoR and Another [UA mesmer if in the run] for the Fury Spike.


Perma Seeder should keep all 3 bonds on you for solo tank, and for Duo tank 2 should be fine as long as its Life Bond and Life Attunement.


General Tips:

Veil: Take a step or two off the wall when body blocking, stygians creatures are fat and this will prevent them from overflowing your wall. Ask for convert always, your perma seeder cant see your hex's Wink When having to cast ether and there are fiends attacking you, you must make a judgement call. Cast now and risk being interupted [which in some cases you must, the energy loss would be to great and you will poof either way] or wait a second or two for the mesmers to finish the fiends off then cast your ether [the fiends hit you trigger baltha spirit, you cant stay up forever this way but atleast for a little bit] Spirit bond is more useful than Infuse. Spirit bond on recharge on tank when they are at about half you infuse them back up to full. Do not rely on your reflex's alone to infuse up a tank, that is more work than it needs to be.

Gloom: For the big spike of everything outside of cave, when the tank is balling start inching your way towards rift, once he has stopped and the mesmers are spiking have the tank on the edge of your compass range ready to recall him out, saving a bit of time by not needing the tank to run. Same with the actual capping of the rift, once the rift is about half way, start making your way out towards the next spot to spike. Darkness spike as usual.

Foundry: Keeping everyone bonded here can be tricky but the most important people will be your UA mes [if they are in the team], Perma Seeder, Tank, and yourself. Spikers can be ua'd at full energy no problem, do not let your priorities die [or do you best, shit happens ;p] If you have decided to take Dwayna's Sorrow in your Optional Slot, this is foundry on easy mode. You can cover your bonds every 5 seconds. If not, just do your best to keep everyone bonded and cover bonds when possible or applicable. Solo tank you only have 2 extra bonds to give which personally I give to VoR and UA mesmers. In Duo Tank you have none, so good luck Smile

City: Pretty easy, just keep in range of your tank and make sure spirits are spirits and not tuks. Mesmers may ask you to rip their prot bond so they can die on the wall. Su's on the wall can Gale you on ether if you are not careful. Inside city walls, you will do the left side first then the right side if you are solo tanking. If you are Duo tanking you will go to the right and get into the middle without aggroing anything and keeping both tanks in range. Now, back to solo tanking. After you have spiked the left side, take the middle path [without aggroing anything] and move along keeping tank in your range. Once the tank has balled the group get him on the edge of your compass towards the quest guy. Take quest when ready, and go. The tank will have prot bond for jadoth, you and the perma seeder hold hands. Keep the tank in range, it may be hard at times because you will experience alot of energy loss but spam burning speed hard. If possible, don't move, just get to a spot where you'll have tank in range and spam burning, and also make sure you have spirit bond on you, the extra 5 energy per burning helps. Hopefully you dont have to do this too long and there will just be jadoth left standing to finish off.


Communication is key. You can always ask who is missing prot? Alot of mesmers are good about telling you if its off them but sometimes they are wrapped up in their own roles and wont notice.

8 – E/Mo My Preference
Template code: OgND8Mz9QkE3MaR1C6ixDyDHE

8 – E/Mo Easymode Foundry
Template code: OgNDwcPPPkEt4NrWY0iHyjDC

8 – E/Mo Basic
Template code: OgNDwcPPPkEt4NrWQLiHyjDC
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PostSubject: Re: DoA helping hand thread.    2010-12-11, 4:51 am

MESMER GUIDE



So you wanna be the very best? Like no one ever was? I'll teach you mang.

Armor
Spiker armor doesn't really make a difference, if you want +8 energy run radiant, if you don't care, run survivor, if you're cool run fucking blessed. I don't care. The extra energy from full radiant never hurts though. The VoR and Esurge need a sup domination headpiece and a minor Fast Casting somewhere on your armor. You could probably sub in a major FC if you want to be brave, but the cast time won't really make a difference. Fill the rest of the armor up with attunements. Keystone mesmers need a sup FC Headpiece, with the rest of the armor filled with attunements.

Equipment
VoR/Esurge: VoR or Esurge needs a 40/40 domination set, this is what you'll be using pretty much the whole run. I also have a high energy staff just in case i need to swap to get a spike off if I'm low on energy.

Keystone: Either a FC Enchanting staff or a martial weapon with enchanting inscription and a FC focus. You can also sit on shield set if you want. But prot bond really makes this pointless.

VoR Mesmer
The VoR will be the mesmer that leads the Main Team, you should be very experienced in DoA, and should know our guilds current tactics. Don't go on a run as VoR unless you're absolutely confident in your ability to lead the team.
We'll start off with the builds. This build is the one that I prefer:
8 – VoR My Preference
You should be running this build if one of your keystones have tryptophan signet, because deep freeze won't be needed. I prefer this build because it has both empathy and mistrust on the VoR bar, which makes your job of making sure everything dies on the spikes easier. If you have to bring Deep Freeze drop either mistrust or unnatural signet. I usually drop Unnatural Signet.
Calling
As just stated, the main job of the VoR is to make sure that everything in the spike is going to die. This means picking the best targets and paying attention to the balls. Picking a good target is one of the harder things to learn, but once you've gotten it down you can do it fairly quickly. A trick that usually works for me is choosing a target that you assume will be in the middle before the ball is done and hoping that target will be good for your VoR. Generally casters are in the middle of the ball and I'll usually have one targeted before the ball is ready.

PROTIP: Don't be afraid to use your keys to find a better target. If your target is a little off center hitting tab once or twice will usually put you on a target that is better for the spike.

DOUBLE PROTIP: Don't be afraid to use your mouse either faggot, if you hold control and look at the ball you can pick a target with your mouse that will be in the middle by picking one of the red names in the middle of the line.

Have glyph and AoS up before the spike so you won't be wasting time casting it, and when you've got your target ping your VoR. As your VoR finishes cast hit BUH and pretty much go down the skill order. If you've targeted a caster use mistrust before unnatural, sometimes they'll try to cast a spell and the 250 dmg from mistrust will finish the ball faster. If you know something is going to be out of the ball and that eoe won't finish it off hit it with an empathy. Call your VoR on the center target and then swap to the target out of the ball, use empathy and then CoP to get it below 90% for eoe. Then just hit "t" to go back to your original target, and finish out the spike if its not already done.

PROTIP: Make sure eoe is up before your spikes, if you notice your eoe mesmer is being slow then tell them where to lay eoe before spikes. Also, The Game.

Area Specific Tactics
City: This area can be hard on energy, so always remember to use your glyph before your skills. The first ball of city will sometimes have one or two Tuks (rangers) out of the ball. This is where the empathy split tactic will help out. Just tell your tank you'll get the Tuks and he'll leave them out of the ball. After this first spike you'll be killing the wall. This is where your energy will pretty much get fucked. Stop using AoS while on the wall, its upkeep will hurt your energy and it doesn't really help on the wall. Also, make sure to use your glyph on recharge, two free spells will keep the wall moving so you don't lose any time. Ask the E/Mo bonder to drop your prot bond so you can be killed and UA'd on the wall. To kill the wall use empathy->BUH->CoP on the Tuks them move on to the Sus. For the Sus use Mistrust->VoR->Unnatural then move on to the next Tuk. If you have good mesmers on your team they will be moving along with you and finishing the people behind you.

Veil: Veil is mostly pull throughs and doesn't really need many specific tactics. Just make sure you know the names of the mobs. A nicely placed mistrust can speed up the kills on the larger pull throughs, but only if you use it on the right target. Water/Mind Tormentors will eat mistrusts constantly and are usually good targets for it. Be patient on the pull throughs, casting your VoR early and not getting half the mob isn't worth the 2 seconds earlier that you called. Also, Hungers won't die to our spike if they don't have VoR on them. VoR offsets the heals they get from the touch skills, and without VoR the hungers will sit their pounding on your tank/team, make sure if a hunger is leftover or gets aggro of your team that you throw a VoR on it. Don't be stingy.

Gloom: The spike outside of cave is one of the biggest in all of DoA, make sure your tank is done balling it before you rush in. Let your tank ping you a target if needed, this ball is especially hard to get to all die at the same time and your tank has a better view point then you on what is in the middle. After this spike, be a boss and run to the Deathbringer Company pop and get the NPCs killed. The rift doesn't need you. The Greater Darkness group should be killed together, and then the Darkness' will pop. Make sure your VoR hits all of the Darkness, or you're pretty much buttfucked. If you know one of the Darkness didn't get hit throw empathy/mistrust spam on it and pray it dies. When earths pop target whatever and call VoR, tab empathy on recharge and spam your shit until everything is dead.

Foundry:
First Room-Let the tank dc onto the first group before calling, if the Vu runs at you then empathy it, the Ruk or Tuk may be in the back and didn't get hit by VoR, so throw empathy or anything else you have on it. When the Titans pop target the Despair Titans and lead with mistrust and use it on recharge, if a chilblains is coming up and you don't have mistrust on the despair use CoP to interupt it, this means save your CoP faggot.
Second Room-The first pop will pop on the team about 90% of the time. Make sure to target the Ki and ping it like a motherfucker. The more you ping the faster it dies. It also helps to yell on vent at your spikers. After the Ki is down find either Dryders standing on eachother or Riders on eachother. Kill the balls first, then get stragglers. Use your empathy on the Ruk when your other skills are on recharge, and on the Vu after the Ruk is dead. The second pop is basically the same. If it doesn't pop on you let the tank get it as balled as he can before going in. If you get Pblocked, look around for the 20 seconds and tell everyone what their doing wrong.

PROTIPS
-Always remember that YOU'RE the leader of the spikers. If you see someone doing something wrong, tell them. Don't be a douche about it, but don't let them slow down the run.
-The speed of the run is based off you. You set the tempo. If you don't want that responsibility then run a keystone. Or UA. Like Barbie does. Every. Run.
-Know your keys. Being a boss and using your keyboard keys for targets and swapping targets makes shit easier. Target-Nearest Foe is your best friend when cleaning up spikes or when something breaks towards the team. Have your keys in comfortable spots so you can get to them quick.
-USE YOUR SKILLS. I know it sounds derp. But you should never have skills sitting their not being used if monsters are still alive. If you get a VoR recharge throw it one something, if your empathy is recharged use it on whatever is still alive, even if its a caster. Don't trust your spikers to finish things for you.

KEYSTONE EoE
After the VoR, the Keystone EoE should be the most experience in DoA and the guilds current tactics. The EoE has to be paying attention to the balls to know where to lay the EoE so the team isn't slowed down by 5 seconds per spike.
Here is the build:
3 – Me/R NEAR TK EOE
Template code: OQJSAYLT8U/Api2i5ZmOylQH
General Usage
Maintain your Symbolic Celerity, this is the key to the whole build. If you get it ripped off just go stand in a corner and think about what you've just done. When you've apologized to the team for your insolence you can come back and continue. Have keystone up before your spike, this will allow it to be recharged by the time you finish spiking with your three skills, so you can use it and recharge your skills for another spike. Just follow the VoR's target and lead off with Tryptophan->Sig of Clumsiness->Unnatural. You can use BUH if you want also. That was a test, always have BUH up you asshat.

EoE Placement
EoE's spirit range is about your radar + another half a radar. If you're too derp to guestimate you can download a texmod which shows you spirit range. But I cba to link you to it. EoE needs to be up for a majority of spikes, with only a few spikes being "special". I'll mention the special spikes in the area specific sections.

Areas
City: Don't drop an EoE on the RIGHT side group inside of City. You'll be spiking this first, and your eoe most likely won't be recharged in time for the left group.

Veil: Maintain EoE at the vagina for the pull throughs. Don't lay EoE for the Dervish Underlord platform popping, save it for the Underlord group spike. If your tank does 2 pulls for the Ranger Underlord you need to drop EoE for the first Hunger/Brute spike, but not for the underlord. When popping trench you drop EoE right when you stop with the rest of the team. Try to place your EoE in the middle of everyone, as far back as possible. If its off to the side or in the front it will be killed instantly. Inside of trenches use EoE for the large Mesmer Lord pull, and thats pretty much it. The other spikes are small running spikes that don't really need it. Your tendril is the Front tendril for both sides. Drop your eoe either in the back of the platform or in the trench next to the platform that the team pulls to. Basically for tendrils, one of the mesmers will count down or just say go, PI the front tendril and make sure you're standing next to the Necro Keystone. When the tendrils die run THROUGH the tank. Don't run to the side of it. Literally run through the tank. Pretend its a ghost or something mang. Casper the friendly ghost up in hurr.

Gloom: If you spike the first group drop EoE for it. EoE up for the big spike outside cave. For the deathbringer company group you can do one of two things. You can either lay eoe way off to the left side, but still in range of where the darkness' are spiked, or just save it and drop it behind the spikers when the tank is pulling the darkness groups to the team. When spiking the Darkness' make sure to have one in the center targeted, your VoR should have a good target pinged, but double check. If you get ignorance on you, call it out on vent so it can be converted off you. Don't be shy to yell at the UA/Seed about it. It is imperative you get rid of it asap or the spike can get fucked up.

Foundry: No eoe in the first room. Lay your eoe outside the gate of the second room before going in. The third room you will need to drop your eoe for the big spike of titans that is being held on the wall. Fourth room don't use EoE on the first spike, but lay it down before you spike the group of over 9000 dementia titans. In big room we'll be spiking the big ball, which needs EoE. The Arggh and Fury groups will also need EoE.

PROTIP: Follow your VoR. More then likely he's way smarter/cooler/sexier/proerer and cuter than you. He'll be pinging targets and cleanup targets. Follow his shit. He knows what he/she is doing.
DOUBLE PROTIP:Use pain inverter for cleanup. Its not on the bar just for tendrils. A PI on dryders will drop them in one or two hits.

Keystone Necro
Build:
4 – Me/N MID TK
Template code: OQRBAMxT9DkKmnZ6MVJXeDC

This position is fairly straight forward. Follow the VoR's target and use your spike skills. Maintain Symbolic Celerity and use the basic Keystone spiking tactics mentioned in the EoE build. One thing different about this build is its use of Signet of Sorrow. After a spike, if something is still alive you can spam Sig of Sorrow like a motherfucker on it because of the instant recharge effect. Just make sure your keystone/celerity is up and click the skill as fast as you stroke your dick while thinking about Barbie at night. This build kills the Middle Tendril in Veil.

ESURGE
This roll has many different builds that could be used.
This one is used when wiggles feels like running with the speed of 1000 of his beaner brethren:
5 – Me/P FAR TK
Template code: OQljAsCspRwlpinAmOTPylcA3Y

For this build Make Haste is used on the snakes in Foundry, which you will be popping. You simply walk up to Silzesh and once the team is clear talk to him and update the quest. Use Make Haste on him and run. If you're using this build you'll have to pop a cupcake to break aggro. Or you could run this:
5 – Me/A FAR TK

Instead of Make Hasting the snake you would just tank the titans for a few seconds and then recall to someone on the team when the snake is safe. There is also a variant where you would drop one of your spike skills and bring Arcane Echo to get two copies of Esurge. Its all up to the leader of the run/your preference. The esurge is the Far Tendril Killer in Veil. Meaning you'll be standing with the tank and using PI. You should be the one who counts down for the PI's. When doing tendrils the recall build makes it easier because you won't get stuck behind the middle and front tendril pops. You would simply kill your tendril then recall back to the main team. For general spiking just follow the VoR's targets and use your skills down the line. Mistrust should be used wisely on casters, and Backfire also. In foundry and city, Ki's have top priority for Backfire.

PROTIP: Don't suck.

UA SPIKER
Last and certainly most bitch roll is the UA mesmer. This mesmer doesn't know whether it wants to be a faggot monk or a legit spiker. So it just does both. Which is worse imo. Here's the build:
6 – Me/Mo ua tk near
Template code: OQNCA8zEPVqopTemNYM5rDDB
This build is pretty easymode. Maintain UA the whole run and rez people when they die. Maintain your Celerity at all times also. When on city wall it may help to swap to a 40/40 divine set when casting UA, to get a faster recharge if people are dropping fast. But they won't be. Prot Bond ftw. Use Finish Him to finish low targets, and Extinguish when people are walking like derps and are crying on vent for it.

Gloom: In Gloom you will be the quest runner if the team is using single tank. Basically you're going to run to front of the cave, avoiding aggro of the patrols. When your tank is ready you will trigger the spawns to start coming. Wait outside cave in your tanks range and use extinguish when he gets dazed. When he's on the last pop or so, run back inside the cave and wait at the NPC. Once the group outside is spiked, update the quest and take the new one. Then run back to the beginning of Gloom. The group at the start should be either glitched or killed. You'll be waiting for the Main Team to cap rift and kill the Deathbringer company pops. When this happens the NPC at the start is going to jizz his pants and start running towards his spot in gloom. In order to take his quest fast you'll need to block him. You do this by taking 2 large steps off the wall that is on his right side. There is a bush you can use as a reference point for standing on. He will run into you and get stuck, allowing you to take the quest without having to chase him across gloom.



After this just run back to the team. If they aren't done with Darkness yet then help them kill. If they're already finished then just start running towards foundry.

DISCLAIMER: Barbie has had this position on every single run the guild has done since she joined it. So don't worry about having to run it. She blows her load all over the place to get her super special spot.

Huge Foundry Ball/Fury Group
These two balls are the two toughest spikes in the run and I felt they deserved their own section detailing what to do. The Foundry Ball is pretty much every titan and margo in the big room of foundry, save a few. For this reason, the spike is either quick and orgasmic or something goes wrong and you wipe. This ball takes time to get right on the wall, so let your tank do his job and get it perfect. Your tank will tell you which direction he wants you to spike from. This is so Dream Riders won't run straight at the team and interupt the spike, they will run into the tank and get stuck on the wall. Do exactly what the tank says, and make sure everyone is ready. Popping a Ghostly Summoning Stone on this spike helps alot. When you go into spike try to spread out, don't stand right on top of eacother. You don't want all 5 spikers eating the same meteor and the spike completely failing. But also keep in mind the direction you need to spike in. Be mindful of where the riders are, and don't stray too far to the left or right of the group.

The Fury group isn't nearly as dangerous as the large ball, but it still is challenging. Once again make sure everyone is ready and eoe is up before going in. You'll need to drop the Ki's fast so make sure they will be affected by the target being pinged. If you have special skills on your bar such as Backfire, you need to use them on the Ki's. This group has alot of rupts, and thus needs to be killed quickly. Generally whoever goes in first is going to be constantly rupted which is why I send the VoR in second instead of having him lead the call. Focus Fire when your VoR pings a certain target, and don't pull onto the E/Mo or the Seeder if the team wipes. Just die calmly. And we'll try the spike again.

This concludes the Mesmer Spiker Guide. If you have any questions post in this thread or ask me or one of the officers in game. But me if you can. Since I'm the best.

I'll leave this Topic open for a bit just in case people have any questions.
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