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Old Aug 12, 2008, 07:53 PM // 19:53   #21
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Ok , first of all i apologicy that i didn 't post the builds yesterday.

Second: VoR isn't suposed to do damage, it is a fast all close enemy hex skill.
So all the foes are hexed and CoP¨can be used.
So here are the builds they ran (this was only city, need one extra build for full run: for the foundry part)

Builds:
1. Obsi Tank (w/e)
[W/E;OQYTk4IXHKZQbwF8rCnkmMtYwCA]

2. Bip (n/mo)
[N/mo;OANEQplN+IdHMHsF+6ETITEGISA]

3. Bonder (mo/x)
[mo/me;OwAT0mHD5peIPcIxD6RIJlgGBA]

4. HB (mo/e)
[mo/e;OwYT02HBZKuiuKjIHUiAZ4jQmAA]

5. CoP Mesmer - Fast Res (me/rit)
[me/rit;OQhCAsw0SgN4JALoFnGwQwFD]

6. CoP Mesmer - Fleshgolem (me/ne)
[me/n;OQRDAasjS2gLBWcaAcAsgANkAA]

7. CoP Mesmer - Edge Of Extinction (me/r)
[me/r;OQJDAasjS2gLBWcaAcAsgQHkAA]

8. CoP Mesmer - Vision Of Regret Mesmer (me/x)
[me/mo;OQhCAswkbzSgNILoFnGwQwFD]

If not doing Foundry you can remove the fleshgolem and add the extra res:

CoP Mesmer - Unyealding Aura (me/mo)
[build prof=ME/Mo dom=12 fast=12][arcane echo][cry of pain][ether nightmare][lightbringers gaze][empathy][backfire][shatter hex][unyielding aura][/build]

-----------------------------------------
Hope to give you guys some more info soon.
Will post some usefull tricks for easy lure and kill. (once i know them all, cause now the team mostly stops after city)

Goodluck.
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Old Aug 15, 2008, 06:18 AM // 06:18   #22
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Hey Royal Mecenary,
Something is wrong with the attributes posted there.
I don't get player no. 4 specing 4 in prot instead of 3 which would give him/her max healing prayers.
Player No. 7 has no attributes in Beast Mastery making EoE a level 1 joke.
Same goes for the Backfire and Empathy which use domination magic but there are no points spec'd in it on players no. 6 and 7.

Please check the builds more carefully before you post them, but I appreciate it none the less ... not a bad base to work from.
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Old Aug 15, 2008, 06:25 AM // 06:25   #23
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builds are fine
EoE is for the small amount of hp 1 foe will still have after the CoP "spike" cause the ki's will heal 1 foe,
backfire& empathy @ number 7 are easy skills to target CoP, feel free to add other, though they only are needed to trigger CoP.
(sometimes i bring clumsiness or wandering eye instead)
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Old Aug 16, 2008, 06:52 AM // 06:52   #24
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If you did bring a shadowform tank (assuming a/me) the assassin could bring the ether nightmare to make it easier so all the mesmers just have to get their cop's ready.
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Old Aug 16, 2008, 07:30 AM // 07:30   #25
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already thought of that, but how would you manage the touches in stygian ?
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Old Aug 16, 2008, 11:41 AM // 11:41   #26
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Quote:
Originally Posted by royal mercenary
already thought of that, but how would you manage the touches in stygian ?
[symbiosis] + enchantments on the tank.
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Old Aug 16, 2008, 02:20 PM // 14:20   #27
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and what kind of enchantements (except of shadow form, shadow sanctuary,
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Old Aug 16, 2008, 02:33 PM // 14:33   #28
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Bonds, bonder can use 5 bonds, which in total give over 600 hp.
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Old Aug 16, 2008, 06:21 PM // 18:21   #29
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isn't bonding a perma SF a waste of a person ?
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Old Aug 16, 2008, 09:05 PM // 21:05   #30
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Quote:
Originally Posted by royal mercenary
3. Bonder [mo/me;OwAT0mHD5peIPcIxD6RIJlgGB]
Just bond the SF tank up with this. Then have the EoE bring Symbiosis instead of arcane conundrum
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Old Aug 20, 2008, 07:27 PM // 19:27   #31
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Got a question, they need necro traversal and Flesh golem,
anyone know when you need to use these ?
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Old Aug 20, 2008, 08:19 PM // 20:19   #32
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Quote:
Originally Posted by royal mercenary
Got a question, they need necro traversal and Flesh golem,
anyone know when you need to use these ?
From what I remember of the old DoA teams, a necro would make use of Flesh Golem/Traversal to teleport down into one of the trenches in Stygian Veil. The rest of the team (minus the tank) would aggro a mob and bunch up near the trench, dying so the nec could rebirth them into the trench. Then the tank would go activate the quest and tank outside the trench's gate. I don't remember it fully; it's been a while since then.
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Old Aug 24, 2008, 09:25 AM // 09:25   #33
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Quote:
Originally Posted by Saraneth
From what I remember of the old DoA teams, a necro would make use of Flesh Golem/Traversal to teleport down into one of the trenches in Stygian Veil. The rest of the team (minus the tank) would aggro a mob and bunch up near the trench, dying so the nec could rebirth them into the trench. Then the tank would go activate the quest and tank outside the trench's gate. I don't remember it fully; it's been a while since then.
+

any1 know specific where?
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Old Sep 14, 2008, 09:02 PM // 21:02   #34
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You almost said it yourself:
Quote:
Originally Posted by royal mercenary
If not doing Foundry you can remove the fleshgolem and add the extra...
which means the golem is used in Foundry as a corpse for necro to teleport outside the harder rooms. The necro then Rebirths the party (except the tank) outside the room.
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Old Sep 22, 2008, 10:46 PM // 22:46   #35
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Quote:
Originally Posted by Ma3x666
which means the golem is used in Foundry as a corpse for necro to teleport outside the harder rooms.
I almost forgot about the gates and HM effects for Foundry. People used to use a pet for that on a N/R bip.
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Old Sep 24, 2008, 03:34 PM // 15:34   #36
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Posts Merged by Marty Silverblade: Use the edit button instead of posting again.



The cryway team here looks like the Old School build, trinity, with COP instead of SF/MS or Rits. http://www.pvxwiki.com/wiki/Build:Team_-_DoA_Ritway

If this team uses the NT trick in the rooms in foundry this will take a long time, as usually the monks, and sometimes the damage dealers all need to die and rebirth through the gates. So if it is done this way I find it hard to believe that good times can be had doing quad runs. The NT trench trick in Veil is not really needed and is a waist of time generally.

Holding aggro really depends much on the back line, if they stay in aggro range too long or get closer than just barely in aggro range, they will pull aggro off the tank. I use to OF tank this all the time before EotN and using the terrain is critical looking for choke points and corners for the aggro to pile up. Rubberband casting can help.

There are only a couple of large toucher groups in Veil and the monks should be able to heal the tank enough to keep alive. In the past the typcial times for these were (HM, as there was no HM it was all environmental effects, etc.)
Veil: 45 min
Foundry: 120 min
city: 45 min
gloom: 30 min

This group cannot do Mallyx in his room directly as Hex and Enchants are a no no. You can do the "Door Open" trick, but it still may not be enough, but at least the groups that spawn in at 50 and 80% will not be an issue. What you can do is just bring a Usan with Assasin Promise, more of a physical team, and in NM use the door trick it works as we did this post nerf.

Quote:
Originally Posted by Saraneth View Post
I almost forgot about the gates and HM effects for Foundry. People used to use a pet for that on a N/R bip.
Pets no longer work which is why Golem was used. A 1hp Bip is the best BIP to bring, but in foundry you cannot use this as much because of the environmental effects.
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