DoA 4 Area run build
Karlos
Ok, took me a while as I was busy killing Mallyx 24 times :P, but I finally got around to posting the build we use for a full 4 area run. This is the link:
http://gw.gamewikis.org/wiki/Build:Team_-_DoA_Balanced
Again, so as not to step on anyone's big sensitive toes... I would like to emphasize this is "a" build to do it. I wish to make no proclamation that this is THE build to do it. Any questions are welcome as well as any areas of improvements. We've been evolving this for over two months now, so naturally we are proud of it... But, like all things GW (whatever happened to 55/SS FoW teams?), it will only be a matter of time before someone comes up with a better build that will leave us all thinking... Hmmm, now why didn't anyone think of that before? :P
Note, the build uses an exploit to bypass 3 rooms in the Foundry, one that is pretty well-known by now. However, I do explain how to do it the "straight way" in case ANet ever gets around to making REALLY thick doors.
http://gw.gamewikis.org/wiki/Build:Team_-_DoA_Balanced
Again, so as not to step on anyone's big sensitive toes... I would like to emphasize this is "a" build to do it. I wish to make no proclamation that this is THE build to do it. Any questions are welcome as well as any areas of improvements. We've been evolving this for over two months now, so naturally we are proud of it... But, like all things GW (whatever happened to 55/SS FoW teams?), it will only be a matter of time before someone comes up with a better build that will leave us all thinking... Hmmm, now why didn't anyone think of that before? :P
Note, the build uses an exploit to bypass 3 rooms in the Foundry, one that is pretty well-known by now. However, I do explain how to do it the "straight way" in case ANet ever gets around to making REALLY thick doors.
Gear853
ohhh nice. no BiP in it... cause i'm a death or curse necro. i hate using blood magic skills >_<
O Nuxtofulakas
Great. thank you and the whole team for sharing it with the community
Franco Power
no love for rangers
Harakiem
I've known about this for a few months now, my guild usually runs a variant of it, swapping the ranger for a BiP necro and the war for and obsidian derv. Works like a charm, though, takes down everything pretty quick.
Effendi Westland
Great post, you put alot of work into it. Will be using your guide later this week, thanks for posting
K Westgate
Wanted to thank you for sharing this new build, and for the earlier one . My guildies and I have played that build (the war, 3 eles, 3 monks, 1 ranger) and beaten City, Foundry and Stygian a number of times. We found it harder to run in Gloom, ended up completing that with a different team set up. The Essence bond heal/divine monks are real sweet - Dwaynas Kiss has got to be the best heal skill!!
How long does it take you to complete all 4 quests running this new team - and how long for each individual quest?
Thanks again.
How long does it take you to complete all 4 quests running this new team - and how long for each individual quest?
Thanks again.
Spadas Datum
Quote:
Best time for 4 areas is 5 hours. Best time for mallyx regular way is 45 minutes.
City: about 1 hour
Veil: 1.5 hrs to 2 hrs
Gloom: 40 minutes to 1 hr
Foundry: 1.5 hrs to 2 hrs
Average time for most 4 areas run is 5 to 6 hours. Will try to go to 4.5 hrs, ^^.
Karlos
A ranger can replace the SS Necro, with a signifiact drop in DPS (damage per second). The SS Necro does wonders in Gloom (the big stand off) and in Foundry (SS does 37 damage to all foes, SF does 35 damage to the Titans who are very resistent to ele dmg, Defile and Desecrate do 200 dmg at times to the Dementia).
I've put in what we think are Optimal pieces, I added a few more variants today (FoC necro or Spiritual Pain mesmer), but the key in this build is keeping the damage up, keeping the tank up and then catching the occassional spikes and aggro breaks. This naturally does not favor professions that attack single foes like Paragons and Rangers (and barrage is useless without line of sight).
Honestly, in the days before th enew Aggro AI, this build would be a 4 man team with a bonder, and SS necro and tank and a healer. The main issue is that SS Necros scatter aggro now, so, SF eles are needed to take out massive numbers of bad guys and pin them down while they take their beating.
On our best days, we do the City in 50 minutes, Veil in 1 hour and 15 minutes, Gloom in 30-35 minutes and Foundry in 1 hour and a half. That should be a total of 4 hours and 15 minutes. However, we've never pieced together such a run (i.e. we'd mess up in Veil and end up with a 1 hour 45 minute Veil or we'd have an aggro break in City and have to reset a few times for a city run that lasts longer than an hour) and ther are always afks. Our best time as Spardas said is 5 hours and our best time killing Mallyx post gate nerf is 45 minutes.
I've put in what we think are Optimal pieces, I added a few more variants today (FoC necro or Spiritual Pain mesmer), but the key in this build is keeping the damage up, keeping the tank up and then catching the occassional spikes and aggro breaks. This naturally does not favor professions that attack single foes like Paragons and Rangers (and barrage is useless without line of sight).
Honestly, in the days before th enew Aggro AI, this build would be a 4 man team with a bonder, and SS necro and tank and a healer. The main issue is that SS Necros scatter aggro now, so, SF eles are needed to take out massive numbers of bad guys and pin them down while they take their beating.
On our best days, we do the City in 50 minutes, Veil in 1 hour and 15 minutes, Gloom in 30-35 minutes and Foundry in 1 hour and a half. That should be a total of 4 hours and 15 minutes. However, we've never pieced together such a run (i.e. we'd mess up in Veil and end up with a 1 hour 45 minute Veil or we'd have an aggro break in City and have to reset a few times for a city run that lasts longer than an hour) and ther are always afks. Our best time as Spardas said is 5 hours and our best time killing Mallyx post gate nerf is 45 minutes.
Harakiem
Quote:
Originally Posted by Spadas Datum
I like to see you finish all 4 areas in a row with a dervish tanking, I won't doubt that it won't work but in your earlier post about the dervish tank, you have already stated that you have only tested in city/veil and have yet to successfully do it in gloom/foundry. Also, in our build, there are no ranger primary.
I finished gloom/foundry tonight (my guild had used to use a War until yesterday, now it's whatever's on). I imagine I had the same issure most wars have with interrupts at the cave (interruping glyph of concentration, I mean come on!), but we worked around it. Congrats on finishing all 4 though, it's an impressive feat no matter what class you run (and I'm also sorry about earlier stating that about the ranger, I thought your build was a different one I had read earlier in the day).
Batou of Nine
HEY! i need to do Veil still so i can kill Mallyx!
Then i can start doing the 4 area runs with ya guys...!
Btw, nice work on the guide Lamees, you are insane when it comes to Gwiki info!
Cheers!
Then i can start doing the 4 area runs with ya guys...!
Btw, nice work on the guide Lamees, you are insane when it comes to Gwiki info!
Cheers!
Gunzwei
Looks solid, and the gwiki tips/suggestions are very well written. My guild will definitely be trying this out this weekend when we go on our first official DoA run.
Lita Goddess Of War
thanks for sharing the love
very well done
very well done
Karlos
Quote:
Originally Posted by Harakiem
I imagine I had the same issure most wars have with interrupts at the cave (interruping glyph of concentration, I mean come on!), but we worked around it.
First of all, congrats on finishing Gloom-Foundry.
Let explain something... During the standoff in the cave for the first quest in the Gloom you will have no less than 6 Spirit Tormentors and 6 Sanity Tormentors on top of you. Those guys each have a physical interrupt (Savage Shot and Disrupting Throw).
Until we thought of Wary Stance on the warrior tank (Special thanks to Sal, Sano Salvadore, as it was his idea), we always had like a 25-30% failure rate in Gloom. Because there was always the chance that one of those dozen bad guys would land a physical interrupt on Glyph of Concentration, and then it was all down hill from there. The main obstacle being that the tank would get hexed, and then the Earth Tormentors would hit him with Rending Sweep and make him lose ALL his enchants (yes, Rending Sweep is glitched and removes all enchants, not just one). One the tank drops, it's GG from there.
Normally, it would not be a big deal if he gets hexed cause you'd Convert Hexes on the tank and the Earth guys would remove one or two enchants with their attacks. But because of this glitch, getting hexed = death for the tank 99% of the time.
Now, given all of that, protecting Glyph of Concentration itself became our top priority. With a Warrior, we use Wary Stance (brilliant). It blocks all "Attack skills" used against the tank (which is basically all physical interrupts). So, now the tank gets off his Glyph 100% of the time and we do not fail Gloom anymore. As an ele tank, I use Mantra of Resolve to get the Glyph of (and any other short casting spell) and then cancel it with Mantra of Earth, especially if I am dazed.
I know you can do Gloom 10 more times and maybe never notice it. But Do this as many times as I have and you WILL notice that element of risk if you do not protect Glyph of Concentration. Now, in a 4 area run, that becomes an even bigger risk as you're also risking the Foundry afterwards (although we sometime cheat that). :P
Let explain something... During the standoff in the cave for the first quest in the Gloom you will have no less than 6 Spirit Tormentors and 6 Sanity Tormentors on top of you. Those guys each have a physical interrupt (Savage Shot and Disrupting Throw).
Until we thought of Wary Stance on the warrior tank (Special thanks to Sal, Sano Salvadore, as it was his idea), we always had like a 25-30% failure rate in Gloom. Because there was always the chance that one of those dozen bad guys would land a physical interrupt on Glyph of Concentration, and then it was all down hill from there. The main obstacle being that the tank would get hexed, and then the Earth Tormentors would hit him with Rending Sweep and make him lose ALL his enchants (yes, Rending Sweep is glitched and removes all enchants, not just one). One the tank drops, it's GG from there.
Normally, it would not be a big deal if he gets hexed cause you'd Convert Hexes on the tank and the Earth guys would remove one or two enchants with their attacks. But because of this glitch, getting hexed = death for the tank 99% of the time.
Now, given all of that, protecting Glyph of Concentration itself became our top priority. With a Warrior, we use Wary Stance (brilliant). It blocks all "Attack skills" used against the tank (which is basically all physical interrupts). So, now the tank gets off his Glyph 100% of the time and we do not fail Gloom anymore. As an ele tank, I use Mantra of Resolve to get the Glyph of (and any other short casting spell) and then cancel it with Mantra of Earth, especially if I am dazed.
I know you can do Gloom 10 more times and maybe never notice it. But Do this as many times as I have and you WILL notice that element of risk if you do not protect Glyph of Concentration. Now, in a 4 area run, that becomes an even bigger risk as you're also risking the Foundry afterwards (although we sometime cheat that). :P
Harakiem
so that's how all my enchants kept dropping... that's pretty gay, I'm going to have to think of something that'll keep me from dropping so much in there, and I really don't wanna use pious concentration; might just have to grin and bear it until they unglitch rending sweep. *hopes a-net unglitches the skill ASAP*
Heretic X
Thanks for the build . I would like to know what you plan on using for the eles once anet has nerfed searing flames? Only reason I ask is every build I've read for DOA has SF eles as the main damage dealers, and once that build is no longer viable what are we supposed to do then ( maybe the tank can turn around bend over and blind them with his own version of choking gas ) I really don't think sandstorm or savanna heat will do the job as it will make them break aggro. Any suggestions? We need to start thinking now how to deal with this nerf or DOA will become alot harder and longer to complete.
Sample Attack
ty for the build awesome ! guy like me with full time job, save me time and trouble . build make it easy for me and the rest of gw community.
again, Thanks.
again, Thanks.
Evilsod
I would be tempted to attempt this sort of 4 area run... but it seems we've always had to fill up our team with the occasional pug (usually an ele) and they've always left at some point.
That and we're not all too experienced with the 'To The Rescue' tanking situation... had plenty of failures on it, either caused by agro leaks or the tank dieing which would in the end of been of a huge waste of time to reach that point.
How long does a full run take now the Rebirth trick has been fixed in the Foundry?
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused.
That and we're not all too experienced with the 'To The Rescue' tanking situation... had plenty of failures on it, either caused by agro leaks or the tank dieing which would in the end of been of a huge waste of time to reach that point.
How long does a full run take now the Rebirth trick has been fixed in the Foundry?
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused.
Valeria
now post a video
does the amount of gemstones increase with each Quest you complete or why does everyone get 4 gemstones?
and the final Question what do you do with all the money
does the amount of gemstones increase with each Quest you complete or why does everyone get 4 gemstones?
and the final Question what do you do with all the money
Spadas Datum
Quote:
How long does a full run take now the Rebirth trick has been fixed in the Foundry?Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused.
Quote:
Quote:
and the final Question what do you do with all the money
Money, what money? Don't know what you are talking about. We are poor mindless mallyx killers.
Karlos
With regards to SF:
We tried this during the nerfed weekend and it worked just fine. Was a little harder on energy, but nothing BR can't fix. The SF nerf only makes it so that fewer SF eles have a harder time dominating. If you run three SF eles, you should have the same performance. With regards to money: It's funny, the entire regular group in our guild (and those we usually party with from other guilds) all bought a "few" more FoW sets. It's crazy, early success in DoA has produced ridiculous amounts of wealth. I cannot recall a time in the game when I would make so many ectos in such a short span of time. A successful 4 area run with no good drops is worth 500k (that's 60+ ectos in 6-7 hours... 10 ectos an hour). It actually makes farming Ectos look silly. Once it is efficient timing wise (i.e. a one hour run does not take 4), it becomes very profitable. However, such days are going away fast. I sold my first Titan gem at 100k +50 ectos (500k)... Now they are down to 75-80k. Lux Cura
Quote:
Originally Posted by Spadas Datum
The rebirth trick still works. It usually takes a good pair of rebirther 5-10 minutes to get through all 4 rooms.
For every area that you successfully clear out, the final chest at the end will give you an extra gem. For instance, if you were to do 2 areas run without break, let's say city then veil right after, you would get 1 gem from final chest in city, and 2 gems from final chest in veil. Now if you do 4 areas run, the last area's final chest will give you 4 gems. Money, what money? Don't know what you are talking about. We are poor mindless mallyx killers. It has been fixed, and I'll pay you 100k if you prove me wrong. Has Mallyx door has been fixed as well... *Goes capping Flesh Golem with his Ele* I'm now intrested how we're going to do the 4 run in 5 hours again eheh Lux Cura
Quote:
Originally Posted by Karlos
Ok, took me a while as I was busy killing Mallyx 24 times :P, but I finally got around to posting the build we use for a full 4 area run. This is the link:
http://gw.gamewikis.org/wiki/Build:Team_-_DoA_Balanced Again, so as not to step on anyone's big sensitive toes... I would like to emphasize this is "a" build to do it. I wish to make no proclamation that this is THE build to do it. Any questions are welcome as well as any areas of improvements. We've been evolving this for over two months now, so naturally we are proud of it... But, like all things GW (whatever happened to 55/SS FoW teams?), it will only be a matter of time before someone comes up with a better build that will leave us all thinking... Hmmm, now why didn't anyone think of that before? :P Note, the build uses an exploit to bypass 3 rooms in the Foundry, one that is pretty well-known by now. However, I do explain how to do it the "straight way" in case ANet ever gets around to making REALLY thick doors. Thick doors we have now, but we have Essense Bond not giving energy due to the Evade system been taken away from the game, so now I ask with the SF nerf and GG recharging in 8 secs, no energy from Essense Bond, will your SS/br Necro still work? Don't get me wrong did all 4+mallyx with all 4 chars mainlly used in DoA, and today we had major energy probelems until i switched to my Necro and BiP'ed... And gods, I hate the damn AI of this game atm... Durge Ironbreak
Quote:
Originally Posted by Lux Cura
Don't get me wrong did all 4+mallyx with all 4 chars mainlly used in DoA, and today we had major energy problems until i switched to my Necro and BiP'ed... And gods, I hate the damn AI of this game atm...
Agreed and as I was there on my nuke during the last run on Foundry that Lux did it is even more energy intensive than normal now that these dumb updates have come into play. At least with EB you could get away with a BR nec instead of a BiP.
The even more sucky thing is that even though these updates have stopped us from using the door trick in Foundry the titans can still get away with it !! That's just double standards or at least poor programming !! Sort it !! odly
How does the evade -> blocking change impact essence bond.
The obisidan flesh tank was not using evasion skills at all was he ? And the SF nukers in the build on the first page were not using essence bond. I'm sorry I'm confused. I understand the longer recharge on glowing gaze and searing flames impacting energy management and damage output. I don't understand the reference to essence bond. Would you mind explaining pls. Spadas Datum
Yep, anet fixed the rebirth trick. Even tried cc, nt, and it doesn't work either. As for the energy, I never really relied on essence bond so it's not a big deal. Glowing gaze/SF, well, you have to just watch when your'e using glowing gaze. Don't gaze when the foes aren't burning. Did four areas last nite, works fine. Maybe extra 45 minutes we had to go through doing the rooms in foundry. Plus the afks and the error[and he never got back in] our SB monk had in foundry, it took us about 6.5 hours.
Karlos
SF Nerf is no big deal. With 3 eles you are fine. It becomes a problem if you run 2 eles.
With the nerf of the rebirth trick, you have to fight the first 3 rooms, which we used to do anyways before, and pulling is easier with an ele tank than a warrior tank there. Overall, it added 45 minutes to our time, but then, as Spardas mentioned, our SB monk disconnected (and could not reconnect cause his game updated to a newer version) and we had to go slow in the last 3 fights in the foundry. The mess with Essence Bond is what I am still trying to figure out. We managed to do it in 6.5 hours with neither monk using E-Bond and only Blood Ritual. However, inexperienced groups or less than optimal healers may wish to get BiP. Lux Cura
Quote:
Originally Posted by odly
How does the evade -> blocking change impact essence bond.
The obisidan flesh tank was not using evasion skills at all was he ? And the SF nukers in the build on the first page were not using essence bond. I'm sorry I'm confused. I understand the longer recharge on glowing gaze and searing flames impacting energy management and damage output. I don't understand the reference to essence bond. Would you mind explaining pls. The change they made makes Essence bond only giving you energy if the Tank takes dmg, if he's taking 0 dmg, you will not get energy, before EB would give you energy even if he would take 0 dmg, this changed when they removed the evade system, don't ask me why, i'm a noob, I only know how to drive, don't know jack Sh%& about mechanics . Karlo, true that, if you have a good group that are used to play with each other, energy probelems can be overcomed, but it is still a pain odly
Quote:
Originally Posted by Lux Cura
The change they made makes Essence bond only giving you energy if the Tank takes dmg, if he's taking 0 dmg, you will not get energy, before EB would give you energy even if he would take 0 dmg, this changed when they removed the evade system, don't ask me why, i'm a noob, I only know how to drive, don't know jack Sh%& about mechanics .
Karlo, true that, if you have a good group that are used to play with each other, energy probelems can be overcomed, but it is still a pain Thanks, a lot. This is too bad though. Ser Balthazar
Hi all
First of all - why you so need SB monk? 1W tank, 3 SF nukers, 1 Ranger, 1 BiP, HB healer, 1 Bonder. If you have good Ranger - iam(W/E tank) can do OF always on me. You always talking about Foundry...Foundry easy if you have good team, but it hard now find good Nuker... So... can you tell me plzz...how do Gloom (cave) - i done perfect my tank build - no interapts, OF always. I tryed "SS" in team, "Me" in team...But i alwais loosing agro. Or maybe it not my fault? Lux Cura
Quote:
Originally Posted by Ser Balthazar
Hi all
First of all - why you so need SB monk? 1W tank, 3 SF nukers, 1 Ranger, 1 BiP, HB healer, 1 Bonder. If you have good Ranger - iam(W/E tank) can do OF always on me. You always talking about Foundry...Foundry easy if you have good team, but it hard now find good Nuker... So... can you tell me plzz...how do Gloom (cave) - i done perfect my tank build - no interapts, OF always. I tryed "SS" in team, "Me" in team...But i alwais loosing agro. Or maybe it not my fault? Seems everything is easy for you, so why ask us!? We use SB for more fire power, and to do it faster, of course u can have a Ranger with EW and QZ, and BR and Even SS, but that would need a team that knows what they doing, and a ranger timing EW perfectly, and probably to have all team in trouble if missed of by any chance a spirit gets hit, making again things go slowly, SB/Prot is important, the point Karlo makes with is build is that it's the one that at the moment works best in a Ratio efectiness/time. Maybe if you try his build you might make it in the cave Squalus the Ipno
In my opinion the obsidian tank can take Sliver Armor instead of LB gaze...
What do you think about it?? Ser Balthazar
Quote:
Originally Posted by Lux Cura
Seems everything is easy for you, so why ask us!?
We use SB for more fire power, and to do it faster, of course u can have a Ranger with EW and QZ, and BR and Even SS, but that would need a team that knows what they doing, and a ranger timing EW perfectly, and probably to have all team in trouble if missed of by any chance a spirit gets hit, making again things go slowly, SB/Prot is important, the point Karlo makes with is build is that it's the one that at the moment works best in a Ratio efectiness/time. Maybe if you try his build you might make it in the cave The problem is - SB it is first one who braking my agro...need really pro SB for team you talking about. Iam asking you becouse i thougth you can tell me maybe some specific tactic in cave...thats all...but i see only sarcasm from you...It is a pity!!! Spadas Datum
For gloom cave. It's really casting and moving back instead of camping. You just need to have more experienced nukers. First group of fleshrot tormentors, kill them, when second groups come in, if you have sb monk, have him cast on you before they come in. Do not use MS for fleshrot group. Once they are dead, tell the casters to fall back. They have to wait for the earth tormentor group to come in, then MS them and kill them. Then fall back and wait for the flesh/earth/heart tormentor group. Then they go in and kill the earth tormentor. After that group, there should be no more earth tormentors, it now just boils down to cast and backing away until everything else die. GG. done.
Ser Balthazar
hmmm....i'll try - ty vm
Mister Muhkuh
playing paragon 80% of the time is not very helpful to kill mallyx
completed city and stygian veil, once I defeated mallyx with paragon I'll get monk or ele to DoA... nice build karlos, hope I can try it with friends soon geminisaga
Quote:
Originally Posted by Ser Balthazar
The problem is - SB it is first one who braking my agro...need really pro SB for team you talking about. Iam asking you becouse i thougth you can tell me maybe some specific tactic in cave...thats all...but i see only sarcasm from you...It is a pity!!!
like my pro sb hoho
Lux Cura
Quote:
Originally Posted by Ser Balthazar
The problem is - SB it is first one who braking my agro...need really pro SB for team you talking about. Iam asking you becouse i thougth you can tell me maybe some specific tactic in cave...thats all...but i see only sarcasm from you...It is a pity!!!
You saw sarcrasm, because of the way you wrote it, and the way you wright show arrogance, and I deal with arrogance with sarcrasm, if you didn't meant to write like that, because your english is limited (that I understand, becasue i'm not English based has well) then sorry.
Hope Spada helped you enough there. Karlos
Ser Balthazar...
Assuming you are tanking at the right spot (the bend just before you get to the NPCs), then the issues are mostly the eles and/or monk drawing aggro. It's important that nukers and healers not camp in casting range of bad guys, it's important that they do not cast on bad guys (or you) while new bad guys are entering your aggro bubble (or the new guys will not settle on you). It's important that you not pull aggro back to the NPCs as that tends to make them come and fight and they will mess up aggro big time. It's important that the nukers are RELIGIOUS about staying on the closest target and not reaching over you. Ser Balthazar
I know how to tanking - it is not proplem. Problem is how keep argo near me - or good spot. I tryed many variations - but always Nukers or SB or SS take argo on themself - sometimes - i think i'll brock my monitor. If someone can...plzz - show picture here - where good spot. I know - most important- exp team. But maybe iam noob?! Plzz Dont be Lazy - show picture. I dont think iam noob....but plzz...
|