HM DoA Lightning Speed Run
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Our guild has tryied this cry spike, but we failed in the Veil, I wonder how to solve the problem of Vampiric Bite and Vampiric Touch(Hungury mob's skill), these two skills ignore the armor and SF is useless for them, a group of hungury mobs are easily to kill the sliver tank even though he has about 1100 health under the effect of Symbiosis Spirit .
Any dude could help me to fix this problem? Thanks in advance(:
My e-box: [email protected]
Any dude could help me to fix this problem? Thanks in advance(:
My e-box: [email protected]
As said in the guide the HB monk is very important in veil. This is where the monk really needs to be ready to infuse fast and get seed of life up. Also if pulls have a lot of hungers in them, don't waste time running around. Its safer to pull them back and spike them down fast until you know what your doing as a tank in veil.
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Originally Posted by Athrun Feya
What Celebrian said. Also, once the tank gets aggro of the group, make sure he keeps moving until hes at the spot where he wants to wall. Minimise the chance/time for them getting close enough to use touch skills.
Thanks for your suggestion, I will ask our tank to pay attention to the above points.
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Originally Posted by OsSeGu
i don't know what to do
any ideas?
Use candy corn or any other items that boost your atts +1.
any ideas?
Use candy corn or any other items that boost your atts +1.O
Quote:
Originally Posted by Covah
Use candy corn or any other items that boost your atts +1.
yeah i've though on that, but you already need them to counter weakness :/
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Our team fixed City,Veil, Gloom efficiently by Cry Spike but we got a big trouble in the 3rd room of foundry, our sliver tank blocked the titans at the left pillar when initial pull, also he is awared of left a tiny room. The problem is after the main team finish off first titian group, the sliver tank could not ball up the spawn titans, as the spawns spread out.
And we found that if we cried at the corner of the door for safety, the mobs seem out of attack range. If we attack close to the wall, the main team will possibly aggro the spawn after initial attack, even if us DF, but DF only got 10 seconds to frozen.
BTW, we cleared out the spiders and riders without aggro titan in advance, but i think that's not important. We need help badly to fix that problem!
And we found that if we cried at the corner of the door for safety, the mobs seem out of attack range. If we attack close to the wall, the main team will possibly aggro the spawn after initial attack, even if us DF, but DF only got 10 seconds to frozen.
BTW, we cleared out the spiders and riders without aggro titan in advance, but i think that's not important. We need help badly to fix that problem!
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Guide is outstanding!
My guild is looking to do DoA for the first time; do I understand correctly that this team build won't be able to do Mallyx? Our goal is to complete the DoA, including all bosses, just to say we did. I'm thinking that, for our purposes, the standard balanced team build might be better. Am I correct?
Thanks;
Fritz
My guild is looking to do DoA for the first time; do I understand correctly that this team build won't be able to do Mallyx? Our goal is to complete the DoA, including all bosses, just to say we did. I'm thinking that, for our purposes, the standard balanced team build might be better. Am I correct?
Thanks;
Fritz
Quote:
Originally Posted by JJ Constantine
Our team fixed City,Veil, Gloom efficiently by Cry Spike but we got a big trouble in the 3rd room of foundry, our sliver tank blocked the titans at the left pillar when initial pull, also he is awared of left a tiny room. The problem is after the main team finish off first titian group, the sliver tank could not ball up the spawn titans, as the spawns spread out.
And we found that if we cried at the corner of the door for safety, the mobs seem out of attack range. If we attack close to the wall, the main team will possibly aggro the spawn after initial attack, even if us DF, but DF only got 10 seconds to frozen.
BTW, we cleared out the spiders and riders without aggro titan in advance, but i think that's not important. We need help badly to fix that problem! Just before the titans are about to die you (the sliver tank) need to take 1 or 2 steps back, this way the spawns wont spawn behind you or around you. This means they will automaticaly run to you and ball up again. Rinse and repeat for the last group. If your worried about moving too far back then tank the titans a little bit further forward than you normally would, or in this case more around the bend of the pillar.
Our team fixed City,Veil, Gloom efficiently by Cry Spike but we got a big trouble in the 3rd room of foundry, our sliver tank blocked the titans at the left pillar when initial pull, also he is awared of left a tiny room. The problem is after the main team finish off first titian group, the sliver tank could not ball up the spawn titans, as the spawns spread out. And we found that if we cried at the corner of the door for safety, the mobs seem out of attack range. If we attack close to the wall, the main team will possibly aggro the spawn after initial attack, even if us DF, but DF only got 10 seconds to frozen.
BTW, we cleared out the spiders and riders without aggro titan in advance, but i think that's not important. We need help badly to fix that problem! Just before the titans are about to die you (the sliver tank) need to take 1 or 2 steps back, this way the spawns wont spawn behind you or around you. This means they will automaticaly run to you and ball up again. Rinse and repeat for the last group. If your worried about moving too far back then tank the titans a little bit further forward than you normally would, or in this case more around the bend of the pillar.
Quote:
| My guild is looking to do DoA for the first time; do I understand correctly that this team build won't be able to do Mallyx? Our goal is to complete the DoA, including all bosses, just to say we did. I'm thinking that, for our purposes, the standard balanced team build might be better. Am I correct? Yeh, your right this team build cant do mallyx. If your new to DoA the balanced build is probably the best place to start as you wont know where/how to tank properly and it's probably a little more forgiving to mistakes. Also bear in mind this build is for HM not NM and that you do the 4 areas and can change your build before you do Mallyx. |
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1.1 [Quest] The City of Torc’qua: To start off, the recall tank pulls the first 4-5 groups of enemies and to the left wall of the area before reaching the gates and then start balling them up. While he does this the sliver tank will run around hugging the right wall to skip these groups and start pulling all the remaining groups outside of the city wall
hi, i have a problem on derviches on torqu'a, since sf update we have replaced sliver by a sin with the same build. But as hydromancy armor isnt possible yet, i have only +10 armor bonus instead of +20 versus deviches. The question is: how do u do it without keeping [[LIFE bareer] on both tanks? Actually our bonder have to go one at the same time than tank to keep bareers on, but is there another solution?
I have a +10 vs demons staff, & +10 under enchant insc.
I have a +10 vs demons staff, & +10 under enchant insc.
