DOA Choking Gas Build - Please Read
Zinger314
(NOTE: Untested, but works in theory. Need some testers!)
Loki Foxfire posted the Mantra of Frost build, which is incredibly popular, since it can migitate about half of the damage and give a generous sum of energy. However, since those Enemies do about 3x the damage of a normal lv. 28, reducing their damage by 50% still allows them to do 1.5x the normal damage of a lv. 28, which is barely enough for Healers to handle anyways.
However, what if there was no damage to mitigate? What if the enemies were interrupted constantly interrupted? What if the melee couldn't hit?
And thus, here is the DOA Choking Gas Build:
1 Warrior/Monk:
15 Sword/Axe Mastery (11 + 1 + 3)
12 Tactics (11 + 1)
9 Strength (8 + 1)
XXXX - 3 attack skills... Dragon Slash, Triple Chop, etc as the elite Lightbringer's Gaze Dolyak Signet "Watch Yourself" "Shields Up" Rebirth
The Warrior is nothing out of the ordinary (yes, I virtually copy/pasted Loki’s basic build.). After the Ranger pulls, the Warrior rushes in and establishes agro, and hopefully separating the melee from the casters…
2 Ranger/Warriors:
15 Expertise (11 + 1 + 3)
12 Markmanship (12 + 1)
9 Wilderness Survival
Distracting Shot Favorable Winds (A)/Pin Down (B) Throw Dirt Choking Gas Flurry Lightning Reflexes Practiced Stance (E) Sunspear Ressurection Signet
These two Rangers are the core of this DoA build. First, Ranger (A) places Favorable Winds. Ranger (B) is the puller, using Pin Down to help kite the mob to the rest of the group, who is standing back behind the Warrior and Rangers. Both Rangers use Practiced Stance, then Choking Gas. Then, after the melee and the casters are separated, the Rangers use a Shortbow or a Flatbow (depending on necessary range, Shortbow for close, Flatbow for long; both bows have the shortest refire, and their arcs are irrelevant due to Favorable Winds) and Flurry to rapidly attack the group of casters (if the groups are slightly separated, one Ranger will target one group). If the casters are close enough, the entire group will be interrupted. A 0 damage Invoke Lightning is better than a 400+ Invoke Lightning, isn’t it? Distracting Shot is used for a quick interrupt. Lightning Reflexes and Throw Dirt are used as defense. Two of these Rangers virtually ensures that the Casters can’t do anything.
1 Necromancer/Monk:
16 Curses (12 + 1 + 4)
11 Soul Reaping (10 + 1)
9 Blood Magic (8 + 1)
Blood Ritual Signet of Lost Souls Lightbringer’s Gaze Enfeebling Blood Shadow of Fear Reckless Haste Feast of Corruption (E) Rebirth
So, we have covered Caster shutdown. Now, we need to cover melee and ranged shutdown. Enfeebling Blood, Shadow of Fear, and Reckless Haste on the any physical damage target will cause them to do a whopping 11% of their normal DPS. (Well, “normal” is 3x a lv. 28…) Obviously, your Monks will be pleased with that. Signet of Lost Souls is needed for Energy Management, and Blood Ritual will be needed by your Monks, and possibly Rangers. (You are probably wondering why I chose Feast of Corruption as Elite instead of SS. One reason: SS won’t work on casters, and it won’t matter on melee. FoC, however, can deal an upwards of 150 armor ignoring damage with a high-enough Lightbringer Rank, which is huge.)
2 Elementalist/Monk:
Searing Flames Liquid Flame Meteor Shower Glowing Gaze Fire Attunement Lightbringer’s Gaze Glyph of Lesser Energy Rebirth
Standard Searing Flames. Cast Searing Flame, use Glowing Gaze, Glyph of Lesser Energy, and Liquid Flame occasionally. Just be weary of Mesmers when casting Meteor Shower…
2 Monk/Mesmers:
1 Healing Prayers (w/ Healer’s Boon (E)) 1 ZB Protect (w/Zealous Benediction (E) and Protective Spirit)
Both builds are common sense, don’t need to state them. However, there are only 2 Monks, so it’s important that the Rangers and Necro are successful in delibating the enemies. If they are, the Monks shouldn’t have to heal often.
This build should work in most realms of Domain of Anguish (Stygian Veil and its Touch Necros screw everything up…). If they can’t use offense, they can’t win, can they?
Feel free to add to this build and test it! Post here or contact me in-game (IGN Syria Blackblood) if you want to talk about the build or DoA. (can’t play DoA…too busy)
Loki Foxfire posted the Mantra of Frost build, which is incredibly popular, since it can migitate about half of the damage and give a generous sum of energy. However, since those Enemies do about 3x the damage of a normal lv. 28, reducing their damage by 50% still allows them to do 1.5x the normal damage of a lv. 28, which is barely enough for Healers to handle anyways.
However, what if there was no damage to mitigate? What if the enemies were interrupted constantly interrupted? What if the melee couldn't hit?
And thus, here is the DOA Choking Gas Build:
1 Warrior/Monk:
15 Sword/Axe Mastery (11 + 1 + 3)
12 Tactics (11 + 1)
9 Strength (8 + 1)
XXXX - 3 attack skills... Dragon Slash, Triple Chop, etc as the elite Lightbringer's Gaze Dolyak Signet "Watch Yourself" "Shields Up" Rebirth
The Warrior is nothing out of the ordinary (yes, I virtually copy/pasted Loki’s basic build.). After the Ranger pulls, the Warrior rushes in and establishes agro, and hopefully separating the melee from the casters…
2 Ranger/Warriors:
15 Expertise (11 + 1 + 3)
12 Markmanship (12 + 1)
9 Wilderness Survival
Distracting Shot Favorable Winds (A)/Pin Down (B) Throw Dirt Choking Gas Flurry Lightning Reflexes Practiced Stance (E) Sunspear Ressurection Signet
These two Rangers are the core of this DoA build. First, Ranger (A) places Favorable Winds. Ranger (B) is the puller, using Pin Down to help kite the mob to the rest of the group, who is standing back behind the Warrior and Rangers. Both Rangers use Practiced Stance, then Choking Gas. Then, after the melee and the casters are separated, the Rangers use a Shortbow or a Flatbow (depending on necessary range, Shortbow for close, Flatbow for long; both bows have the shortest refire, and their arcs are irrelevant due to Favorable Winds) and Flurry to rapidly attack the group of casters (if the groups are slightly separated, one Ranger will target one group). If the casters are close enough, the entire group will be interrupted. A 0 damage Invoke Lightning is better than a 400+ Invoke Lightning, isn’t it? Distracting Shot is used for a quick interrupt. Lightning Reflexes and Throw Dirt are used as defense. Two of these Rangers virtually ensures that the Casters can’t do anything.
1 Necromancer/Monk:
16 Curses (12 + 1 + 4)
11 Soul Reaping (10 + 1)
9 Blood Magic (8 + 1)
Blood Ritual Signet of Lost Souls Lightbringer’s Gaze Enfeebling Blood Shadow of Fear Reckless Haste Feast of Corruption (E) Rebirth
So, we have covered Caster shutdown. Now, we need to cover melee and ranged shutdown. Enfeebling Blood, Shadow of Fear, and Reckless Haste on the any physical damage target will cause them to do a whopping 11% of their normal DPS. (Well, “normal” is 3x a lv. 28…) Obviously, your Monks will be pleased with that. Signet of Lost Souls is needed for Energy Management, and Blood Ritual will be needed by your Monks, and possibly Rangers. (You are probably wondering why I chose Feast of Corruption as Elite instead of SS. One reason: SS won’t work on casters, and it won’t matter on melee. FoC, however, can deal an upwards of 150 armor ignoring damage with a high-enough Lightbringer Rank, which is huge.)
2 Elementalist/Monk:
Searing Flames Liquid Flame Meteor Shower Glowing Gaze Fire Attunement Lightbringer’s Gaze Glyph of Lesser Energy Rebirth
Standard Searing Flames. Cast Searing Flame, use Glowing Gaze, Glyph of Lesser Energy, and Liquid Flame occasionally. Just be weary of Mesmers when casting Meteor Shower…
2 Monk/Mesmers:
1 Healing Prayers (w/ Healer’s Boon (E)) 1 ZB Protect (w/Zealous Benediction (E) and Protective Spirit)
Both builds are common sense, don’t need to state them. However, there are only 2 Monks, so it’s important that the Rangers and Necro are successful in delibating the enemies. If they are, the Monks shouldn’t have to heal often.
This build should work in most realms of Domain of Anguish (Stygian Veil and its Touch Necros screw everything up…). If they can’t use offense, they can’t win, can they?
Feel free to add to this build and test it! Post here or contact me in-game (IGN Syria Blackblood) if you want to talk about the build or DoA. (can’t play DoA…too busy)
AlienFromBeyond
An interesting build. For the Stygian Veil have the Warriors be W/P, bring "Can't Touch This!" over "Shields Up!" (don't really see the point of this skill here anyways) and use the rebirth signet over Rebirth.
Aerials
looks interesting
<---pm me if you need a tester, ill do CG
<---pm me if you need a tester, ill do CG
TechnoSword
ditto i can be the warrior, i have r8 lightbringer too XD.
Bankai
Looks interesting. I can probably play the ZB prot.
Jeff Highwind
Luckily I practiced with CG down in Hero's Ascent, this should be second nature to me.
Nine Soul
Yep, I'd like to try this with a group. I've been thinking since last night that there's gotta be a better way to go than MoF.
You wanna post a time so we can get a team of 8 going or something?
I think that even if this doesn't work, a dedicated team of 8 can keep trying til we find something that does.
You wanna post a time so we can get a team of 8 going or something?
I think that even if this doesn't work, a dedicated team of 8 can keep trying til we find something that does.
Cyan The Archer
We are testing it now, we a few adjustements.
Nine Soul
As Cyan said, we tried it. Works to an extent, with modifications.
We took an ele invincitank, works very well for the most part. 2 SFs, ZB, HBoon, 2 CG Rangers. Works better in Foundry though.
[Edit] I just realized that Nyan and Cyan in a party is just rofl.
We took an ele invincitank, works very well for the most part. 2 SFs, ZB, HBoon, 2 CG Rangers. Works better in Foundry though.
[Edit] I just realized that Nyan and Cyan in a party is just rofl.
TechnoSword
IGN: Techno Sword
Just tell the time nine soul and ill try to be there
Just tell the time nine soul and ill try to be there
Scutilla
IGN Tobias Dalaran, Choking Gas ranger is one of my favorite builds
I'll probably be on this afternoon (maybe 2-3 PM EST), I might try giving some of the other people in this thread a PM.
Zingeri or anyone's who's already tried this or has extensive experience with DoA, what would be the best zone to test this in?
Zingeri or anyone's who's already tried this or has extensive experience with DoA, what would be the best zone to test this in?
Zinger314
Quote:
Originally Posted by Scutilla
Zingeri or anyone's who's already tried this or has extensive experience with DoA, what would be the best zone to test this in?
Tor'Qua. That's where everyone is anyways.
Jeff Highwind
IGN: Jeff Highwind
Hit me up whenever you see me online.
Hit me up whenever you see me online.
ubermancer
Righteous Theory
Only character I have there yet is my Monk (7M XP).
Only character I have there yet is my Monk (7M XP).
Scutilla
Went into Foundry with Nine Soul and some PUGers today. Unfortunately, we remained unable to get past the first group.
The main problem is that when the monsters don't stick to aggro and attack the rest of the party, not even an anti-warrior necro and two CG rangers can stop them from ripping the team apart. And you can't really attack them without having them break aggro, unless you give the tank a good 20 seconds alone to establish aggro, in which case he usually dies. We had a bit more success with an earth elementalist tank, which doesn't require the monks to stand nearby for healing.
This may work better in areas with smaller mobs (from what I've seen of the very beginning, Tor'Qua mobs travel in packs of 5) or in areas that have other monsters instead of Margonites- I had to go before we had time to test things more thoroughly.
The main problem is that when the monsters don't stick to aggro and attack the rest of the party, not even an anti-warrior necro and two CG rangers can stop them from ripping the team apart. And you can't really attack them without having them break aggro, unless you give the tank a good 20 seconds alone to establish aggro, in which case he usually dies. We had a bit more success with an earth elementalist tank, which doesn't require the monks to stand nearby for healing.
This may work better in areas with smaller mobs (from what I've seen of the very beginning, Tor'Qua mobs travel in packs of 5) or in areas that have other monsters instead of Margonites- I had to go before we had time to test things more thoroughly.
Nine Soul
I can confirm that the Ele Tank build works wonderfully here, but I can't give you the exact skillbar right now. I'll try and catch the guy that I did this with the other night and ask him what he was running.
Also, a Warrior tank stands about as much chance as a snowball in hell without SB and constant healing. There's just waaay too much damage concentrated on the tank for there to be a way of letting him do it himself. So here, Ele Tanks > Warrior Tanks. In Torc'qua, Warrior Tanks > Ele Tanks, as they don't have issues with speed debuffs and can bodyblock effectively if need be.
To go even further, I'll state that this build would be nice for Foundry, but MoF is way better for Torc'qua, IMHO. I did it an hour ago or so, the tank was crazy good, we cleaned up the whole outside. (I was running R/Me with GC/W/Symbiosis/MoF/Throw Dirt/Backfire/Gaze/Rez)
Also, a Warrior tank stands about as much chance as a snowball in hell without SB and constant healing. There's just waaay too much damage concentrated on the tank for there to be a way of letting him do it himself. So here, Ele Tanks > Warrior Tanks. In Torc'qua, Warrior Tanks > Ele Tanks, as they don't have issues with speed debuffs and can bodyblock effectively if need be.
To go even further, I'll state that this build would be nice for Foundry, but MoF is way better for Torc'qua, IMHO. I did it an hour ago or so, the tank was crazy good, we cleaned up the whole outside. (I was running R/Me with GC/W/Symbiosis/MoF/Throw Dirt/Backfire/Gaze/Rez)
ShaneOfMach
Echo Maelstrom ftw?
ionno =/
ionno =/
Kaane
Quote:
Originally Posted by ShaneOfMach
Echo Maelstrom ftw?
ionno =/ Won't work, the monsters will run away from Maelstrom.
ionno =/ Won't work, the monsters will run away from Maelstrom.
Cathode_Reborn
I wanted to try or at least be in a group usin a CG ranger but they'd all rather stick with the mof build.
As for the warrior tanking, 15 swordsman is waaayy too much. The warrior's role shouldn't be damage here. Get your strength to at least 15, and use the rest of your points for tactics. Defy pain, Endure pain, doly sig, watch yourself, soldier's stance. I've heard of a Vow of Silence derv work good for tanking, but haven't seen it in action yet.
I've never used FoC in pve at all. SS just would outdmg it after only a few triggers. I've been using my nec alot in Anguish and usually go Echo ss or sv.
I never understood why monks keep bringing Light of Deliverance. Sure it's a cheap decent party heal but that's really not gonna help at all here since were dealing with 100-300dmg spikes. Margonite Anur Ki's use healer's boon and they're pretty damn hard to kill....people need to start using this elite more =/
As for the warrior tanking, 15 swordsman is waaayy too much. The warrior's role shouldn't be damage here. Get your strength to at least 15, and use the rest of your points for tactics. Defy pain, Endure pain, doly sig, watch yourself, soldier's stance. I've heard of a Vow of Silence derv work good for tanking, but haven't seen it in action yet.
I've never used FoC in pve at all. SS just would outdmg it after only a few triggers. I've been using my nec alot in Anguish and usually go Echo ss or sv.
I never understood why monks keep bringing Light of Deliverance. Sure it's a cheap decent party heal but that's really not gonna help at all here since were dealing with 100-300dmg spikes. Margonite Anur Ki's use healer's boon and they're pretty damn hard to kill....people need to start using this elite more =/
unspokenglory
^_^ healers boond is a great monk skill and should be used alot here
itss a devin skill each heaaling skill u cast cost 50% less and heals 50% more health .. its a must need ^_^ last up to like 28 skills depending on how many points u have in devin favor
itss a devin skill each heaaling skill u cast cost 50% less and heals 50% more health .. its a must need ^_^ last up to like 28 skills depending on how many points u have in devin favor
L|S >+>+G+<+<
Quote:
Originally Posted by Zinger314
Loki Foxfire posted the Mantra of Frost build, which is incredibly popular, since it can migitate about half of the damage and give a generous sum of energy. However, since those Enemies do about 3x the damage of a normal lv. 28, reducing their damage by 50% still allows them to do 1.5x the normal damage of a lv. 28, which is barely enough for Healers to handle anyways.
However, what if there was no damage to mitigate? What if the enemies were interrupted constantly interrupted? What if the melee couldn't hit?
And thus, here is the DOA Choking Gas Build:
1 Warrior/Monk:
15 Sword/Axe Mastery (11 + 1 + 3)
12 Tactics (11 + 1)
9 Strength (8 + 1)
XXXX - 3 attack skills... Dragon Slash, Triple Chop, etc as the elite Lightbringer's Gaze Dolyak Signet "Watch Yourself" "Shields Up" Rebirth
The Warrior is nothing out of the ordinary (yes, I virtually copy/pasted Loki’s basic build.). After the Ranger pulls, the Warrior rushes in and establishes agro, and hopefully separating the melee from the casters…
2 Ranger/Warriors:
15 Expertise (11 + 1 + 3)
12 Markmanship (12 + 1)
9 Wilderness Survival
Distracting Shot Favorable Winds (A)/Pin Down (B) Throw Dirt Choking Gas Flurry Lightning Reflexes Practiced Stance (E) Sunspear Ressurection Signet
These two Rangers are the core of this DoA build. First, Ranger (A) places Favorable Winds. Ranger (B) is the puller, using Pin Down to help kite the mob to the rest of the group, who is standing back behind the Warrior and Rangers. Both Rangers use Practiced Stance, then Choking Gas. Then, after the melee and the casters are separated, the Rangers use a Shortbow or a Flatbow (depending on necessary range, Shortbow for close, Flatbow for long; both bows have the shortest refire, and their arcs are irrelevant due to Favorable Winds) and Flurry to rapidly attack the group of casters (if the groups are slightly separated, one Ranger will target one group). If the casters are close enough, the entire group will be interrupted. A 0 damage Invoke Lightning is better than a 400+ Invoke Lightning, isn’t it? Distracting Shot is used for a quick interrupt. Lightning Reflexes and Throw Dirt are used as defense. Two of these Rangers virtually ensures that the Casters can’t do anything.
1 Necromancer/Monk:
16 Curses (12 + 1 + 4)
11 Soul Reaping (10 + 1)
9 Blood Magic (8 + 1)
Blood Ritual Signet of Lost Souls Lightbringer’s Gaze Enfeebling Blood Shadow of Fear Reckless Haste Feast of Corruption (E) Rebirth
So, we have covered Caster shutdown. Now, we need to cover melee and ranged shutdown. Enfeebling Blood, Shadow of Fear, and Reckless Haste on the any physical damage target will cause them to do a whopping 11% of their normal DPS. (Well, “normal” is 3x a lv. 28…) Obviously, your Monks will be pleased with that. Signet of Lost Souls is needed for Energy Management, and Blood Ritual will be needed by your Monks, and possibly Rangers. (You are probably wondering why I chose Feast of Corruption as Elite instead of SS. One reason: SS won’t work on casters, and it won’t matter on melee. FoC, however, can deal an upwards of 150 armor ignoring damage with a high-enough Lightbringer Rank, which is huge.)
2 Elementalist/Monk:
Searing Flames Liquid Flame Meteor Shower Glowing Gaze Fire Attunement Lightbringer’s Gaze Glyph of Lesser Energy Rebirth
Standard Searing Flames. Cast Searing Flame, use Glowing Gaze, Glyph of Lesser Energy, and Liquid Flame occasionally. Just be weary of Mesmers when casting Meteor Shower…
2 Monk/Mesmers:
1 Healing Prayers (w/ Healer’s Boon (E)) 1 ZB Protect (w/Zealous Benediction (E) and Protective Spirit)
Both builds are common sense, don’t need to state them. However, there are only 2 Monks, so it’s important that the Rangers and Necro are successful in delibating the enemies. If they are, the Monks shouldn’t have to heal often.
This build should work in most realms of Domain of Anguish (Stygian Veil and its Touch Necros screw everything up…). If they can’t use offense, they can’t win, can they?
Feel free to add to this build and test it! Post here or contact me in-game (IGN Syria Blackblood) if you want to talk about the build or DoA. (can’t play DoA…too busy)
used a mof build in the city & it works fine.
mes as secondary ftw!
Xiypher
for the city, drop the 2 shouts off the warrior, i ran as the aggro-master down there as a 1400hp tank a few times and it was 90% vocal minority
I definatly like the idea, but MoF and a bonder make things easy, but from now on ill definatly ask my gc/winter to run CG w/ a flatbow, even without ias.. aoe interrupts can help a whole lot when those Ki heal boon eachother to hell
I definatly like the idea, but MoF and a bonder make things easy, but from now on ill definatly ask my gc/winter to run CG w/ a flatbow, even without ias.. aoe interrupts can help a whole lot when those Ki heal boon eachother to hell