HM DoA Lightning Speed Run

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KycooGhost
KycooGhost
Frost Gate Guardian
#21
love the guide. Could you add pictures of the ele's doing the Tendrils in Veil, I didn't quite understand how that was ment to go.
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Patsrule711
Frost Gate Guardian
#22
Congrats on time. Thanks for the builds and great guide!
Spyda Prince
Spyda Prince
Frost Gate Guardian
#23
great job on guide
J
JJ Constantine
Pre-Searing Cadet
#24
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]
Celebrian
Celebrian
Frost Gate Guardian
#25
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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OsSeGu
Frost Gate Guardian
#28
I wanted to try this out this weekend... but with the essence of celerity nerf, i don't know what to do any ideas?

PS: thnx for the great guide!
Celebrian
Celebrian
Frost Gate Guardian
#31
Easy solution is to run an a/e as recall tank and then on the main e/a tank have both candy corn and egg for weakness.
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OsSeGu
Frost Gate Guardian
#32
problem is... we don't have eggs xD
Akolo
Akolo
Krytan Explorer
#33
sin is able to main tank aswell, we tested it today, its a bit harder though and probably needs bonds up more than the ele had.
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OsSeGu
Frost Gate Guardian
#34
k, i'll look at it.

Thank you very much!
J
JJ Constantine
Pre-Searing Cadet
#35
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!
F
Fritz1970
Pre-Searing Cadet
#36
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
Celebrian
Celebrian
Frost Gate Guardian
#37
Quote: Originally Posted by JJ Constantine View Post 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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Elentari
Lion's Arch Merchant
#38
Quote: Originally Posted by JJ Constantine View Post
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! Hmm my guess is you're not doing it at the right pillar. The tank's gotta run in grab all the groups, scrape the far wall (the ones forming the corner that is in range of the second room), stop a couple of times while pulling back to the far pillar to allow the titans to all ball in one tight spot instead of having them semi-surround you so that when the new ones spawn they don't spawn beside you but in front of you. Anyways the key to this is to leave some space behind you, so you can move back when the new titans spawn and still be able to block them, and the spike really needs to be clean here as to not allow the caster titans to switch targets and cast their aoe. A fallback option you can use is to have the second tank who is not doing anything at this point to stand at the closer pillar to the vine gate, blocking any leaks when your mesmers and eles run back. But in the end your best bet is still to just kill the titans fast, in 1 clean spike for each spawn, moving back after each to allow the new ones to settle on the tank. We usually leave the torturewebs and dream rider last as the torturewebs have ridiculous range and will not pull closer, so if you wanted to get at them you'd be risking getting close to the titans, not to mention that leaving 12 titans alive to kill 3 dryders that aren't likely to target you doesn't make much sense. Good luck!
LovesFire
LovesFire
Pre-Searing Cadet
#39
Thank you for giving me the link and it was fun going with you all the other night. What a great guide!!
y
yannick [hkro]
Pre-Searing Cadet
#40
Quote: 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.