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Old Mar 04, 2010, 02:18 PM // 14:18   #1
Keeping DoA Alive
 
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Default DoASC - After Nerf

With armbrace prices not really rising and ectos slowly going down, ive decided to share our builds with the community. These builds were created by me in Gulfstream Owners Club [GS]. The Ele bars are slightly modifed standard sh*tterflames and the VoR is a standard VoR bar. UA bar has been modified with Serpents Quickness for fast resses and more spammable seeds. Extinguish has been dropped as both tanks use IAU. Recall tank uses mental block to block a lot of damage but primarily for veil as the dervish's use an enchant removing attack which can be deadly if its SF that gets stripped

1. Sliver Tank A/E - OwZTkY/8ZimUn5i7rqUIXkHC3BA
"I Am Unstoppable!"
Shadow Form
Lightbringer Signet
Stoneflesh Aura
Armor of Earth
Ebon Battle Standard of Honor
Sliver Armor
Death's Charge


2. Recall Tank A/E - OwZTkY/8ZimMZQnJu8rqUA3pzBA
"I Am Unstoppable!"
Glyph of Concentration
Shadow Form
Mental Block
Stoneflesh Aura
Armor of Earth
Death's Charge
Recall

3. VoR Me/E - OQZDAsw7QIDuNpiqD2gaAwlHgA
Glyph of Lesser Energy
Visions of Regret
"By Ural's Hammer!"
Deep Freeze
Cry of Pain
Empathy
Air of Superiority
Aneurysm


4. Weaken Ele E/N - OgRDcmy8SIDfC9CkV3gpiADwlA
Glyph of Lesser Energy
Weaken Armor
Rodgort's Invocation
Savannah Heat
Necrosis
"By Ural's Hammer!"
Meteor Shower
Air of Superiority


5. Warder Ele E/N - OgRCoMzEyQvAdzNYqIwAuQuI
Glyph of Lesser Energy
Rodgort's Invocation
Searing Flames
Necrosis
"By Ural's Hammer!"
Meteor Shower
Fire Attunement
Ebon Battle Standard of Honor


6. Mimic Ele E/Me - OgVDMoysSID9C0Npi2gADBBwlA
Glyph of Lesser Energy
Rodgort's Invocation
Searing Flames
"By Ural's Hammer!"
Cry of Pain
Meteor Shower
Arcane Mimicry
Air of Superiority


7. UA Mo/R - OwIT0Y4iNCuE5oBkkIHUi4jghAA
Serpent's Quickness
Infuse Health
Patient Spirit
Healing Seed
Seed of Life
Heal Party
Air of Superiority
Unyielding Aura


8. Bonder Mo/R - OwIT8Woa1IlOkeyLeUH6yEA
Blessed Signet
Life Barrier
Life Attunement
Balthazar's Spirit
Life Bond
Symbiosis
Edge of Extinction
Rebirth


Gloom - gloom is the only area thats changed from the previous DoASC where the teams usually split into 2 groups. Very first group is ball'd and spiked. Then the entire team runs into the cave while the recall is bonded up and hugs the left hand cave entrance making a wall. EoE is maintained and the UA is free to directly heal the recall tank. Just maintain your enchantments as the team spikes groups then backs up after every spike. Keep going until they are all dead and the quest is updated. The recall can put recall on a party member and pull away the patrolling mobs outside cave entrance while the team runs to the rift. The sliver will be the quest runner

At the rift, recall will maintain his enchants again, run to the rift claws, pop the group and pull the enemies away so the 4 spikers can cap the rift.
The UA and Bonder DO NOT cap, they stay back. The UA can use Serpents Quickness and cast Seed of Life on the BONDER, this is triggered from life Bond and the recall will be fully heal'd.

Gloom can then be proceded as normal, with the recall Deaths Charging into the next group, then the darkness group killed however you prefer. Spike greater then back up or stand and spike braveway.

*NOTE* - i know some guilds still do the split in gloom, but at the moment, we are happy with our builds.
Once experienced with this tactic, you should be doing 9-10 minutes Gloom.

Foundry - pretty much identical to how its usually done. Rooms 1, 2, 3, tanks dont need bonds.

Room 4, you want to bond up the sliver fully so hes ready to go in the last room (5).

In room 5, the sliver will pull everything away from the first snake, recall will go in, UA will ping a target, move onto next snake.
Once you have all 3 snakes, bonder puts life barrier and balthazars spirit on the recall and drops EoE. Team can spike as normal. Fury group is dealt with however your guild is used to.

City - not much different really, bonder puts just balthazars spirit on the recall and he goes and gets the first group. The bonder drops EoE, fully bonds sliver tank and the bonder and sliver go past the recall to ball the second group by themselves. Make sure the bonder tries to avoid aggro from the wall, if he does get aggro, move down the hill as fast as possible.
Inside city, the recall will go left with full bonds, the sliver will go right with the team and no bonds.

Once the right side is killed, the sliver can get fully bonded and wait by veil entrance to ball up jadoth and sliver him down ready for the team to spike.

Veil - pretty much identical to the old way. Maintain full bonds on both tanks. At the start we do whats known as the "Washing Machine" or "The Vagina" (lol). The team stands at the big hole in the ground, the recall runs in circles anti clockwise and pulls the groups through the sliver tank.

The Dervish Underlord is done as normal, pop the 4 groups, spike, then go up and find the Underlord.

Ranger Underlord we do slightly different but i dont recommend this for inexperienced teams. Basically the recall puts recall on someone, he then runs to hungers and he aggros EVERYTHING, he then deaths charges to the underlord and pulls him to the back LEFT corner and then run accross the back wall until you need to cast SF again, when you do, drop recall. The Ranger Underlord will break pretty fast so the team has to be ready to quickly spike and run away.

Trench time, we usually do the 3rd trench from the left, you should come out between fiends and hungers.
The recall will put recall on the bonder and aggro the fiends, then run towards the Ele Lord and get that patrol too. The sliver will then grab the hunger group that patrols by the Monk Lord and puts them on the right hand side of the 3rd trench. The recall will then bring his fiends and patrol group to the sliver tanks and recall out. The team can then spike.

The Sliver tank can then split by himself to the Monk Lord and use a bow to pull him out of his hole and all the way down the back trench til he breaks.
The recall will be getting the Ele Lord out of his trench with a bow and the patrol near the Mesmer Lord, ball it up, spike.

The sliver can then run to the Necro Lord and solo it with sliver. maintain shadow form, stoneflesh and armour of earth or you will die. Once its dead die by the hill so your team can res you.

GS does 2x2x2 tendrils, if your guild is not experienced with that, do the 3x3 as normal.



We've been running these builds since Friday and after ironing a few things out and messing with the UA bar an awful lot, this is our final build that we are happy to use. DoA is the toughest area in guildwars, but also the most rewarding. Experienced guilds with a City start will always net around 100k a run (just chests) for -1 hour's work.

We did a 58 minute first run then a 51 minute second run . We predict a 43-45 minute run on our next attempt at going for our personal record.

We wont be teaching you how to do DoA, but any questions on the build, feel free to ask.

Gulfstream Owners Club [GS].

Last edited by Stop The Storm; Mar 04, 2010 at 04:25 PM // 16:25..
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Old Mar 04, 2010, 03:15 PM // 15:15   #2
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Thanks for posting~
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Old Mar 04, 2010, 04:14 PM // 16:14   #3
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Thxy. 12chars.
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Old Mar 04, 2010, 04:22 PM // 16:22   #4
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Nice build. Time to show this to guild and polish off the old Ele.
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Old Mar 04, 2010, 08:46 PM // 20:46   #5
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How does the Recall Tank stay alive with the Stygian Fiends? Even with Glyph of Concentration, the fiends will interrupt that. To top that off the fiends has very high armor to elements, do you simply spam to kill them?
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Old Mar 04, 2010, 09:05 PM // 21:05   #6
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theres only 4 pulls in veil that has fiends that have any chance of interrupting you and 3 of these is hard work to get killed.

the washing machine has fiends, but you are quickly around and through the sliver tank for them to do anything to you

the 4 pops before the dervish lord has fiends, but the pull lasts 1 shadow form so really hard to die from that

the ranger lord has fiends, but thats 1 shadow form pull too.

and the last one is when you go down the trench and come out between the fiends and hungers. you just gotta learn how to avoid the choking gas, i use a cupcake and run at an angle when im about to glyph, you gotta watch the gas around your character also, when you see no gas, thats when you glyph, comes with experience really. This is the only pull that can potentially be difficult for inexperienced recall tanks. i mean we pull 3 groups into 1 ball there, sometimes 4 if the patrol is right. Less experienced teams may find it safer to just do the spikes seperate, but you'll lose a couple of minutes doing this

Last edited by Stop The Storm; Mar 04, 2010 at 09:11 PM // 21:11..
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Old Mar 04, 2010, 09:10 PM // 21:10   #7
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nice, thx ali
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Old Mar 04, 2010, 09:25 PM // 21:25   #8
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Ever think of swapping out Aneurysm for something like mimic? Since SF doesn't waste caster's energy anymore.

Also a Rit with martyr works over a spiker, makes things easier for the tanks, while the rit can still do respectable amounts of damage. ( Ancestor's Rage + Spirit Rift ).

Free's up spots for the ele's to bring more single damage skills possibly.

Just thoughts, congrats on this though.
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Old Mar 04, 2010, 09:50 PM // 21:50   #9
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Quote:
Originally Posted by oblivion god View Post
Ever think of swapping out Aneurysm for something like mimic? Since SF doesn't waste caster's energy anymore.

Also a Rit with martyr works over a spiker, makes things easier for the tanks, while the rit can still do respectable amounts of damage. ( Ancestor's Rage + Spirit Rift ).

Free's up spots for the ele's to bring more single damage skills possibly.

Just thoughts, congrats on this though.
Doesn't ancestor increase your chances of drawing aggro due to positioning?
Ancestor kicks in after 1 sec, it can be either too fast (to anticipate the spike you cast it before the eles and might create a danger) or too slow (cast it with the rest of the spikers and it goes off when things are already dead).
Still it might be worth a look into, Daoshen or Glaive + Rift gives some decent numbers as well (plus cracked armor)
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Old Mar 04, 2010, 09:51 PM // 21:51   #10
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wow might be time to dust off a few characters. Thanks for the post.
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Old Mar 04, 2010, 09:54 PM // 21:54   #11
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i did try a couple of spells on vor, tried overload/wastrels worry/backfire and thought about another mimic

tbh, aneurysm still does considerable damage for cleaning up spikes on casters. but yeah, definatly a spell that can be swapped to whatever you want

as for the martyr rit, not had a single problem with any conditions on tanks, think its a waste of an elite skill when a SF/SH ele can do alot more damage.

ive seen the ritway builds and tbh, i dont think anyone can be bothered to make a new ritualist purely for a different spike type when nearly all people in our guild have good eles doa ready.

whatever works for you though, but my personal oppinion is martyr really aint needed
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Old Mar 04, 2010, 11:25 PM // 23:25   #12
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The Vor's use Overload now instead of Aneurysm. Guess nobody told Blink :O
Its got nice spammable damage at 3 sec recharge, and with personals it can hip up to about 200ish on people casting spells.
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Old Mar 06, 2010, 12:44 AM // 00:44   #13
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Quote:
Originally Posted by Stop The Storm View Post
i did try a couple of spells on vor, tried overload/wastrels worry/backfire and thought about another mimic

tbh, aneurysm still does considerable damage for cleaning up spikes on casters. but yeah, definatly a spell that can be swapped to whatever you want

as for the martyr rit, not had a single problem with any conditions on tanks, think its a waste of an elite skill when a SF/SH ele can do alot more damage.

ive seen the ritway builds and tbh, i dont think anyone can be bothered to make a new ritualist purely for a different spike type when nearly all people in our guild have good eles doa ready.

whatever works for you though, but my personal oppinion is martyr really aint needed
Just something we over at OhNo have been testing, works rather well if the group is coordinated and the rit has max LB ( which is a problem since not many people used rits in DoA )

And the full rit bar is.....

Martyr {E}
Spirit Rift
EBSoH
BUH!
Lamentation
Binding Chains
AoS
Ancestor's Rage
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Old Mar 06, 2010, 02:54 AM // 02:54   #14
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Quote:
Originally Posted by Fawxy Lawxy View Post
The Vor's use Overload now instead of Aneurysm. Guess nobody told Blink :O
Its got nice spammable damage at 3 sec recharge, and with personals it can hip up to about 200ish on people casting spells.
yeah did u forget to tell him?
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Old Mar 11, 2010, 08:31 AM // 08:31   #15
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Martyr on rit bar is bad.
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