DOA ideas for alternatives to tank + nuke
Dr Strangelove
Most of the builds I've seen in DOA rely on some form of tank + nuke, or trapping. While these work, they're slow, deaths are common, and it's hard to find a good tank or two who knows how to not only take damage, but how to work aggro well enough to get the monsters stuck on a corner and not rampaging into the backline.
That being said, here's a few ideas that might work, let me know what you think.
1: Ward ball
- Have everyone ball up inside ward vs melee, ward vs. elements, and ward vs. harm.
-Use greater conflagaration to ensure all damage is elemental, and much of it is fire.
-Individual characters use elemental resistance when applicable for +40 additional AL.
-Paragon spams defensive shouts for additional AL.
-Light of deliverance or healing burst (seriously) would be effective healing spells.
- Offense would be best as a spike to avoid the enraged conditon wiping the team, perhaps obsidian flame spike in PvE?
PROS: Impenetrable defense
CONS: Vulnerable to interrupts and armor ignoring damage, weak offense.
2. Supertanker
-Have an earth ele tank with obsidian flesh, sliver armor and SV be bonded tight. (Might work with echo shadow form assassin.)
- Other players on the tean cast hepful spirits from outside aggro range, such as QZ, famine, brambles, lacerate, etc.
-When the mob is narrowed down to 1-2 enemies, the rest of the team charges in and mops up.
I've actually tested this one and it works quite well, although the earth ele has to be fairly skilled.
PROS: Almost impossible to die, relatively easy to kill massive mobs
CONS: Can be difficult when mobs dwindle in size, tank must be very skilled, boring for the rest of the team to play, vulnerable to chilblains (in the foundry).
3. Just a bunch of shadow form assassins.
- Have a full team of shadow form assassins teleporting in, killing things, leaving, like the tombs farming build
PROS: Fairly simple to run, fun as heck
CONS: Vulnerable to chilblains and mystic twister
I sense this is draggin on a bit, so let me know what you think, or if there's some build exactly like this that I haven't heard of.
That being said, here's a few ideas that might work, let me know what you think.
1: Ward ball
- Have everyone ball up inside ward vs melee, ward vs. elements, and ward vs. harm.
-Use greater conflagaration to ensure all damage is elemental, and much of it is fire.
-Individual characters use elemental resistance when applicable for +40 additional AL.
-Paragon spams defensive shouts for additional AL.
-Light of deliverance or healing burst (seriously) would be effective healing spells.
- Offense would be best as a spike to avoid the enraged conditon wiping the team, perhaps obsidian flame spike in PvE?
PROS: Impenetrable defense
CONS: Vulnerable to interrupts and armor ignoring damage, weak offense.
2. Supertanker
-Have an earth ele tank with obsidian flesh, sliver armor and SV be bonded tight. (Might work with echo shadow form assassin.)
- Other players on the tean cast hepful spirits from outside aggro range, such as QZ, famine, brambles, lacerate, etc.
-When the mob is narrowed down to 1-2 enemies, the rest of the team charges in and mops up.
I've actually tested this one and it works quite well, although the earth ele has to be fairly skilled.
PROS: Almost impossible to die, relatively easy to kill massive mobs
CONS: Can be difficult when mobs dwindle in size, tank must be very skilled, boring for the rest of the team to play, vulnerable to chilblains (in the foundry).
3. Just a bunch of shadow form assassins.
- Have a full team of shadow form assassins teleporting in, killing things, leaving, like the tombs farming build
PROS: Fairly simple to run, fun as heck
CONS: Vulnerable to chilblains and mystic twister
I sense this is draggin on a bit, so let me know what you think, or if there's some build exactly like this that I haven't heard of.
VitisVinifera
#3 sounds fun and pretty simple to test.........I'm in for a try (very accomplished at tombs/fissure soloing)
MercenaryKnight
Number 3, might need a ts/vent server. Just because, I would think if some one mistimes their shadowstep they could probably lure back mobs while the others are all off healing up. Also, you could probably have them bring arcane mimicry since they all have the same elite for a third shadow form when needed.
AW Lore
for number 3 they could use shadow of haste+dash to get out of aggro range. it does sound fun.
for the ward ball, having 5 paragons or more can keep the "incoming" shout up, but i dont know if its feasible/useful.
for the ward ball, having 5 paragons or more can keep the "incoming" shout up, but i dont know if its feasible/useful.
VitisVinifera
the one area that #3 wouldn't work in is the one where you take damage every second you are moving.......
Dr Strangelove
Yeah, the shadow form sins wouldn't work in the foundry or the gloom, which happen to be the two harder areas. Might work pretty well for a farming group for the other areas though. Too bad my sin is still on noob island in factions.
As for incoming, I think that's pretty much been nerfed into oblivion. Watch yourself and wards will have to do. I think the ward ball is the only one with a chance of beating foundry as well, since the titans like to spam chilblains a little too much for any enchants to stay up.
As for incoming, I think that's pretty much been nerfed into oblivion. Watch yourself and wards will have to do. I think the ward ball is the only one with a chance of beating foundry as well, since the titans like to spam chilblains a little too much for any enchants to stay up.
Valeria
Quote:
I hope there are reasonable builds for all classes
VitisVinifera
Quote:
Originally Posted by Valeria
why not you can run in maybe losing half your life and teleport out again. Of cause being caged with the mosters would be the main problem.
I hope there are reasonable builds for all classes because when you port out and sf ends, if you move twice, you are gone. And with multiple sins, there's a good chance enemies could be pulled back to soh start point. And with the no slots available for a rezzer, unless you bring a dedicated rezzer (and then one less sin), it's game over
and the thing that I really dislike about DOA, and what keeps me from venturing into it, is that there are very few build and class combinations that can survive there.
There was potential for this being another Sorrow's Furnace: something insanely fun, not too long, and rewarding. Instead they made it 99.99% exclusive.
I hope there are reasonable builds for all classes because when you port out and sf ends, if you move twice, you are gone. And with multiple sins, there's a good chance enemies could be pulled back to soh start point. And with the no slots available for a rezzer, unless you bring a dedicated rezzer (and then one less sin), it's game over
and the thing that I really dislike about DOA, and what keeps me from venturing into it, is that there are very few build and class combinations that can survive there.
There was potential for this being another Sorrow's Furnace: something insanely fun, not too long, and rewarding. Instead they made it 99.99% exclusive.
isamu kurosawa
Im still amazed no one has tried a spike build running air ele's taking their own prot spirit, a para etc.
makes enraged have no effect.
makes enraged have no effect.
ubermancer
Prot Spirit on anyone who is getting hit in the first place is understood in DoA, unless you are using some alternative heavy defense method (ie, Mantra of Frost).
powercozmic
Working away atm but badly wanna try obs flesh, stone striker, mantra of earth, Stoneflesh aura, Sliver armor, Glyph of concentration, obs flame, res.
llsektorll
build 1 isnt going to work.... invoke even with plus armor will pwn you...
that build wont work as well all you have to do is use earth eles with stone striker to turn all dmg on you to earth
wear all earth armor to get
+10 vs elemental
+10 vs earth
+10 vs earth (sheild mod)
+ 6 (shield armor)
for 90-96 armor and even with armor of the earth
to get +62 at 16 earth
thats total of
158 AR ... ull still get pwned with invoke....
that build wont work as well all you have to do is use earth eles with stone striker to turn all dmg on you to earth
wear all earth armor to get
+10 vs elemental
+10 vs earth
+10 vs earth (sheild mod)
+ 6 (shield armor)
for 90-96 armor and even with armor of the earth
to get +62 at 16 earth
thats total of
158 AR ... ull still get pwned with invoke....
Sakki
lol plan3 sounds sooo fun, imagin a whole bunch of assassins popping out of nowhere and quickly take out a couple of targets. And poof! they are gone.