3 Man Stygian Veil Build

DevilsSidekick

DevilsSidekick

Frost Gate Guardian

Join Date: Oct 2005

The Combine

R/

Hello fellow farmers

We know the DoA as one of the hardest area's to get some nice stuff in. But thanks to some people here on Guru and the help from my guildies i'm proud to present the [TC] Stygian Veil 3 man trapping group!

This is what u need:

R/Me trapper

1) Arcane Echo
2) Echo {E}
3) Dust Trap
4) Barbed Trap
5) Tripwire
6) Trapper's Speed
7) Energising Wind
8) Sunspear Rebirth Signet

16 (12+1+3) Wilderness
15 (12+3) Expertise
6 (3+3) Beast Mastery

Take a 20 energy staff (insightfull and 5^50), Druids Armor and slap 2 Attunement runes on the empty spots so you'll have 57 energy. And a longbow for pulling.
Details can be found here

R/Mo Trapper

1) Spike Trap {E}
2) Dust Trap
3) Barbed Trap
4) Tripwire
5) Trapper's Speed
6) Quickening Zephyr
7) Edge of Extinction
8) Rebirth

16 (12+1+3) Wilderness
15 (12+3) Expertise
6 (3+3) Beast Mastery

Take a 20 energy staff (insightfull and 5^50), Druids Armor and slap 2 Attunement runes on the empty spots so you'll have 57 energy.

Rt/Mo Spirit Spammer

1) Wanderlust {E}
2) Bloodsong
3) Pain
4) Anguish
5) Destruction
6) Earthbind
7) Painfull Bond
8) Rebirth

16 (12+1+3) Communing
14 (11+3) Channeling
7/8 (5+2/3) Spawning Power

Other stuff really doesnt matter for the Rt in this build. You'll have plenty energy to put the spirits down.

And here's how it goes:

Well u start of as usual starting in the corner of the area. You'll just have to make your way to the Adept of whispers and get the blessing and quest from those guys. After the monsters have come up to the Adept and settled there, make your way towards the mouth of Maw and lay your traps as described in the solo trapping build. Both trappers lay their traps on that spot. The Rt in the meantime puts his spirits up on their right side next to the trappers. When QZ has ended the R/Mo will go back and cast EoE. So when all traps are layed down pull em over em and you'll have a lot of dead creatures. There's one problem tho. Fiends will not go over the traps when you pull em. The answer is pretty simple, just let the Rt place the spirits 1 aggro circle away from the trappers and those will go down aswell. Pretty easy.

Now for the next part. We always do the SW part 1st. Its just easier. Same story as with the first waves of monsters, just make a trap/spirit bomb with everything in the same place. And lure the partolling hungers over em. We usually use the left side of the gate for this. Just to get em all across this point and fleeing further back. When you've disposed of all the hungers move into the area and use the same tactics again to get rid of the rest, fiends and all. Just make sure u use a longbow for pulling the water tormentors over. Kill every single creature in here so you can use this as a safe spot to flee into when things go bad.

Now the NE area. Stand on the left side of the doorway. Make another trap/spirit bomb a small distance away form where the door used to be. When the bomb is complete let 1 guy move in and aggro the popups, Lure them over the traps and see some XP coming over your head (some may still be alive just rinse and repeat). When the 1st group of popups are dead let 1 guy move in over the right side (R/Me pref) Let him walk in and when the first group shows their ugly heads move towards the left staying paralel to the door. 3 more groups of 6 will come up. The R/Me will probably be dead, rebirth him and kill the 2 right groups along with their claws (monsters with the bomb and claws with just spirits). Move along the right side further into this area. Stay about 1-2 aggro bubbles from the back and start killing the monsters as before. Just lure em 1-2 at a time untill the underlord is dead.

Now that's the 1st quest on with the 2nd.

With this quest you go into the trenches. We normally take the left one (the one on the right side of the last area you fought in). But before you get in make sure you place traps and spirits outside one of the trenches. When all is set up let the R/Me move in, let him stay on the left side of the trench. Once the baddies are spawn let the R/Me move back (since he's on the left side he wont aggro the tormented creatures on top) and see the spawns get killed by the previously placed traps (the R/Me can sneak past em). Then quickly move out of the trench and wait for the other group to come out. Finish them off the same way you killed the other group. Now head up the side and kill the last group of spawns. Now you can freely get inside the trench.

Inside near the split you can see the first Stygian Lord. But before you reach him you'll have to kill a partol. Dont bother with the one on the right, just stay on the left side. Wait for them to come on the point closest to you then make one of those bombs. When they are back you will have layed down enough traps to kill most of em. Lure em over and laugh at em while they go boom. Rince and repeat if there are some alive. Now when the tormented cratures make a replica of themselves due to some freakish bug they sometimes wont attack. When this happens, just push him into a wall and bodyblock em. Then cast spirits and traps so that he dies.

Now for the first lord. You'll see him in a small area. when you aggro him there might be some pop-ups. But not necessary. Use traps on the right corner at the entrance of his room. Let the Rt put his spirits down at the edge of the Rangers aggro circle. Lure the Lord over and get out! if all goes well you wont get the popups and the lord dies from all the traps. Thats one down, 3 to go! From here on keep going to the right (from where you entered and keep using the same tactics on all the monsters (depending on sort you will use the bomb setup or the one that you used on the first lord). You can kill all the monsters and lords with this. So plough your way through the trenches like this. But keep in mind not to go into the wrong one (leading to the centre) cause that will mostly lead to death.

Well once you killed all the Lords you can go back to the Adept of Whispers and get that quest reward (Keep in mind that you need to exit the same way you got in cause the other trenches are still "hot". Before you get the quest reward make sure your whole team is there and accept the quest reward. This will spawn the Dreadspawn Maw. Laugh at it for its strange movements if you must but the thing must die!

Killing the Dreadspawn Maw

Well you've gotten this far now it's time to kill that guy. Once you start you see 6 smoldering tendrils standing around the Maw. Keep in mind that if you kill one of em, about 10 small claws will spawn and if that's not all you'll also face a couple of stygian creatures. Here's what you do. Remember that safe spot from the start? Well that's what were gonna use. Let the Rt cast his spirits outside his aggro range (spirits wont attack) and the R/Me trapper traps under them. The R/Mo trapper will stay to the edge of the safe spot and places random groups of traps along the edge. Once the spirits are standing let the Rt cast painfull bond on the tendril from another angle (so make him move to the right some distance). This way the spirits will attack the tendril and the first of his attacks will miss (Rt must move back to the traps to let the tendrill miss) Rangers will keep trapping untill the tendrill is dead. Now the mayhem begins! The R/Me aggro's the stygian creatures (don't worry about the random claws they wont hit you unless your very unlucky). Pull the monsters over the traps. If there are some left let them leave. If they wont, they will walk over the R/Mo's traps and either give up or get killed by em. Once you've disposed with these let the Rt kill the random spawns of claws with the spirits. Work your way around the Maw like this and you should be able to kill him.

This run will take about 4 hours. I know this is a lot, but it's a lot of fun to do and you will get your ranger through at least one of the DoA area's post Winter GC build.

Thanks go out to offcourse my guildies from [TC] (Thanks Steve, Matt and Hor) to go on a 4 hour during quest into the DoA without knowing if we're ever gonna make it. And Recharged Death for posting the ranger solo trapping build which made me want to kill the entire area.

Offcourse for the sceptics here are some pics of us killing the Maw. (Dont have more since i didnt think of taking em)





Btw were working on this build to make it through Gloom aswell. Will keep you all informed about the progress! And if you got any questions about the build/tactics post em here and i'll be glad to answer them.

Happy hunting

Teh [prefession]-zorz

Jungle Guide

Join Date: Feb 2007

wisconsin

Spiders Lair Kurz [SpL]

W/A

nice man, is there any alterative to tripwire? i dont have that skill :/

santaclaus66

Frost Gate Guardian

Join Date: Dec 2006

Santas Little Helper [XMAS]

R/Mo

No alternative to Tripwire.
But, if you can access DoA, you did beat Nightfall.
Which means, you have access to the skill trainer in Gate of Torment, where you can buy that skill.

I for one love it for solo trapping UW .. keeps the foes in the dusttraps ;-)

/Santa

m4rk6

Academy Page

Join Date: Dec 2005

The Older Gamers

D/

Was wondering, why Trapper's Speed over SQ?

Roxas

Roxas

Ascalonian Squire

Join Date: May 2006

Hell Own Warrior

for 1 thing sq takes a lil longer to recharge, but sq affects the other skills for(the spirits) to recharge faster. & TS just recharges the traps, but it recharges fast enough to cast it agian, b4 it goes down.

DevilsSidekick

DevilsSidekick

Frost Gate Guardian

Join Date: Oct 2005

The Combine

R/

Well we use TS over SQ just in case there are some monsters that keep chasing you (can happen). It not only recharges traps faster, but it also lets you lay them down faster, so you have some time to place a KD or cripple them. This way your party can get away in time.

Z'HA'DUM

Frost Gate Guardian

Join Date: Jan 2006

E/Me

very nice and good work! thanks for showing us your skillz^^

Beowulf1982

Beowulf1982

Academy Page

Join Date: Oct 2005

Netherlands

The Combine

Rt/Me

As stated in the guide we are working on adding a monk (130hp) to the build to go farm gloom after stygian, and maybe more, does anyone have a tip for us, maybe we can help each other on refining a build for the whole DOA. but for now thnx for the posts so far. happy hunting

andrewf

Academy Page

Join Date: Jun 2006

I Seek Guild H K

R/

lol why do you need 3 man when you can solo easily.

Roxas

Roxas

Ascalonian Squire

Join Date: May 2006

Hell Own Warrior

u could solo the first quest easly but once u get to blood wars, it kind gets hard cuz of the pop ups which u will need to know the locations n bring a run skill or something for the water torments not to freeze u.

The Far Shooter

The Far Shooter

Banned

Join Date: Dec 2006

Teutonic Monks [Holy]

R/

Looks real good but the hard part is actually doing Nundu Bay mission :P

jbwarrior

jbwarrior

Wilds Pathfinder

Join Date: Jul 2006

The Netherlands

W/

You were also working on GLOOM? How do you progress? You told us to keep us informed?

Vapor_Fighter

Vapor_Fighter

Krytan Explorer

Join Date: Apr 2006

DRKN

W/

Very nice build , tried it and it works, I still got some stuff to perfect though

DevilsSidekick

DevilsSidekick

Frost Gate Guardian

Join Date: Oct 2005

The Combine

R/

Quote:
Originally Posted by jbwarrior
You were also working on GLOOM? How do you progress? You told us to keep us informed? Well we went into Gloom a couple of times but that needed a 4 man setup (a 135 Mo/R with QZ was added).

The idea to get past this was not to take the quest here and go into the area. Kill everything as before (except the big group in the back) then let the Rt go back to accept the quest. In the meantime the monk comes into play. He puts the enchants on, puts down QZ (so that the Ranger could keep the QZ-chain up) then the monk starts tanking the incoming beasts. In the meantime the echo trapper makes sure that traps are being laid behind the monk. The other trapper does nothing else but keep QZ up. When the echo trapper finishes his chain the monk walks over the traps hopefully killing the melee. Rinse and repeat for the casters and ranged. So that is how we thought we could get past that point.

But we kinda lost interest in the entire DoA so we gave up on farming it. but i think that with some decent teamplay you can make it through all 4 area's with this setup. Just needs some tactics with pulling etc.

So that is how we thought we could do it, but it never came that far unfortunately.