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Old Oct 28, 2008, 12:18 AM // 00:18   #21
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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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Old Oct 28, 2008, 01:17 AM // 01:17   #22
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Congrats on time. Thanks for the builds and great guide!
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Old Oct 28, 2008, 01:31 PM // 13:31   #23
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great job on guide
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Old Nov 01, 2008, 05:12 PM // 17:12   #24
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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]
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Old Nov 01, 2008, 06:27 PM // 18:27   #25
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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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Old Nov 02, 2008, 05:41 PM // 17:41   #26
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Quote:
Originally Posted by JJ Constantine View Post
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 .
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.
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Old Nov 03, 2008, 05:43 AM // 05:43   #27
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Originally Posted by Athrun Feya View Post
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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Old Nov 07, 2008, 01:37 PM // 13:37   #28
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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!
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Old Nov 07, 2008, 03:33 PM // 15:33   #29
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i don't know what to do any ideas?
Use candy corn or any other items that boost your atts +1.
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Old Nov 07, 2008, 04:26 PM // 16:26   #30
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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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Old Nov 07, 2008, 07:21 PM // 19:21   #31
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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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Old Nov 07, 2008, 08:13 PM // 20:13   #32
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problem is... we don't have eggs xD
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Old Nov 08, 2008, 08:41 PM // 20:41   #33
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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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Old Nov 08, 2008, 11:36 PM // 23:36   #34
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k, i'll look at it.

Thank you very much!
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Old Nov 11, 2008, 05:07 AM // 05:07   #35
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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!
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Old Nov 11, 2008, 08:56 PM // 20:56   #36
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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
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Old Nov 11, 2008, 11:21 PM // 23:21   #37
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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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Old Nov 24, 2008, 02:54 PM // 14:54   #38
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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!
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Old Feb 04, 2009, 09:26 AM // 09:26   #39
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Thank you for giving me the link and it was fun going with you all the other night. What a great guide!!
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Old Feb 04, 2009, 05:04 PM // 17:04   #40
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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.

Last edited by yannick [hkro]; Feb 04, 2009 at 05:34 PM // 17:34..
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