Help with pulling in DOA.

neo the tyrant

neo the tyrant

Frost Gate Guardian

Join Date: Jun 2007

Balamb Garden

TIGG

Me/

Hello, I recently decided to attempt doa for the first time. I play a panic mes. The first time I did a group for frostway, no one assumed I was or asked me to pull. One of the dwg's did it. Needless to say we only finished two parts of doa. I've tried to get multiple groups since and every time someone in the group will say "it's the panics job to pull, if he can't, kick him and get a different panic." I don't know how to really. Or more so I'm afraid that I just don't know what mobs to pull because when I went in doa for the first time it seemed like we skipped a lot of mobs. I don't know the areas at all or the mobs so I am so clueless. If anyone has any insight I would greatly appreciate it.

Calista Blackblood

Calista Blackblood

Permanently Banned

Join Date: Oct 2007

Northern Ireland

Nowhere To Run Nowhere To [Hide]

N/

First Quest Veil Pull as many from around the underlords as needs be then it. When heading to the first trench to Necro Lord watch for the spawns above you and at the end of the trench,your team should be aware of this.

Glaive/frost teams will keep running north of the monk lord as they will clear the path to Gloom before finishing veil. There is a spawn trigger in here too(with a gate to the right) so just watch where your team stops.

"I am unstoppable" can be useful here as is a shield with "Swift as the wind" for less cripple duration

Longbow - Swap to shield and strafe L-R to avoid Bulls Strike

Ravenheart Gloom

Take the quest and run out to trigger the spawns over the order NPC's. Kill this group and head into the next cave. This is where you need to protect the order so concentration is a must as is a good Panic. When that's done you will have "The rifts between us" which you need to go and close. Most teams will wait for the patrol to walk away then quickly run and cap.Any deaths can be ressed after the initial aggro patrols back.

Run back to the first cave and take "Deathbringer Company" this will spawn a mob of 8 which when killed will cause The Greater Darkness to spawn. Killing this and subsequent groups will pop Torment chest

The whispers npc will follow you so others can take quests and farm lb points

Foundry

The first 3 rooms are simple enough. The ST will stay back behind the gate so the team can ball in the corner of big room before triggering spawns. Kill it and move on. Main room is a matter of working your way around the edges and pulling small groups,you can pull to the big wooden structure in the middle or to pillars/walls and given enough room,everything will ball nicely in range. When foundry is clear begin talking to snakes and killing the spawns, once you have all 3 you can go to the end gate which will send the snakes invunerable after a couple of spawns (inc Black Beast of Arggghhh) Killing the beast spawns The Fury,a good team will target The Fury first as any seeds from Anur Ki's are rather weak compared to Meteor Shower = good night

If your team has any brains,this mob is easy.

City

Kill the groups along the way and make sure to keep the Imbagon clean of hexes. Ideally at least 1 monk should have Spotless Mind to assist with this.

Enter the city and go right killing groups and following the path up the hill. These groups will pull and ball easily against walls so use to your advantage,keep on this pattern and return back to the Captain for next quest. You can stand forward and grab this patrol outside the gate but often no need. The hardest part of your job now is NOT pulling the Shanrur/Jadoth mob entirely,it can be done but often overwhelms pug monks. Kill Jadoth and /rank for victory.


Note: City is the worst area for hexes but don't forget Mind Tormentors in veil/gloom also have Soothing Images which will probably be stacked below other hexes.

Ok Dont Panic

Ok Dont Panic

Frost Gate Guardian

Join Date: Nov 2010

UK

We Gat Dis [HRUU]

Mo/

Strafing in Gloom is a bad idea. Area effect will do damage.

If your in a team then it shouldn't be left down to you to alway do the pulls especailly if you are new. Tell them this. Other people can pull. Like the monk. Ahem.

In general. Don't over agro. If the team is strong. Pull more. DwG has a Para and an ST for protection. Keep pulling until the groups are nearly but not quite overwhelming the team.

Panic is a more vital role that the dwgs. If its become meta for this to happen. Then Pugs have gone down hill since I used to do it. None the less. Even saying that the panic can ball them up etc. The waste of using Panic on the stat of the pull...........

not the point. But let others do the pulls till ur familiar. Try and get freinds/guild runs they give you the chance to
know whats going on in the runs.
Originally Posted by impulsion View Post
You mean Veil Also, strafing isn't necessarily a bad idea. If I'm pulling something on my ssin in veil I won't be strafing cause nearly all arrows will do 0-5 damage. When I'm doing so on my mesmer, I tend to strafe when pulling mobs (due to dead tanks, or me trusting myself on my mesmer more to pull something than some people on their assassins) with fiends in, because they can hit for 80 and cripple you. I'd rather have the 50 damage then.

Pugs Not Drugs

Pugs Not Drugs

Krytan Explorer

Join Date: Jun 2009

Flatbow makes pulling easy. The arch is so high, just shoot it, run closer to your monk, and let them ball around you.

If you think you are gonna get snared, yell for a pre spotless.