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Old Aug 09, 2010, 01:14 AM // 01:14   #1
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Default DoA - What do I need to know?

I've played this game for 5 years, and got the Nightfall campaign the day it came out. I still have yet to do DoA in any form. So I'm looking to start.
I'm a monk, and from what I know people need a UA or HB, or something of the sort for a DoA group. Basically, what do I need to know/do to not be the cause of a failed group on my part?
Thanks in advance
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Old Aug 09, 2010, 01:40 AM // 01:40   #2
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Since you said you will monk and assuming you will be doing Glavieway as that is the norm in DoA for right now you need to make sure to keep hexes of the paragon also blindness if the paragon gets that inflicted on them. And of course heal the others as necessary and such.
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Old Aug 09, 2010, 09:48 AM // 09:48   #3
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http://pvx.wikia.com/wiki/Build:Team_-_DoA_Glaiveway

Gives a short explination on there, as Gabriel said make sure you keep the imbagon clear of hexes and blind - watch out for vocal minority and soothing images - the paragon should ping these as they need to be removed asap.

Also if your UA be aware that as a pug run there is likely to be times when theres a near total wipe, if you get away when its about to wipe you can then come back when agro is down to rez up the party.

Finally , don't take any quests if you don't know what they do, many quests will create spawns - such as the quests in veil and these will kill your party if your not ready for them.

Good luck :P
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Old Aug 09, 2010, 11:56 AM // 11:56   #4
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quick guide about which quests to take:

Foundry of Failed Creations - Only take the first quest at the entrance. Ignore Tekliss or any other quests etc in there until you've cleared the room.

Stygian Veil - At the entrance, wait for everyone to ball up with the Adept of Whispers. Talking to him and taking the quest triggers the waves of creatures. Then after you've killed all the Stygian Lords and have returned to the Adept, don't speak to him yet until the rest of the group is there, simply because the centrepiece of the Veil wakes up and sprouts a bajillion claws.

City - No quests apart from the beginning. Once the city is cleared, it is safe to receive the reward.

Ravenheart Gloom - Normally a DwG will run to activate the Deathbringer Company quest. This will require you as the monk to stay with the rest of the team whilst they quickly complete the final quest. Once the three quests are completed, the Greater Darkness appears for you to pwn.
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Old Aug 09, 2010, 12:14 PM // 12:14   #5
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Thanks for the help so far, guys.
What about Mallyx? How do I get to him?
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Old Aug 09, 2010, 12:56 PM // 12:56   #6
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Quote:
Originally Posted by Moonstalker View Post
Thanks for the help so far, guys.
What about Mallyx? How do I get to him?
The idea of doing DoA is to be able to attack Mallyx. The story and the quest explains that to be able to attack Mallyx and stop him from usurping the gods, is to kill his allies known as the overlords (those who look after the remains of his army after we defeated Abbadon). Lore: "the General, the Fury, the Greater Darkness, and the Dreadspawn Maw...known collectively as the overlords".

Kill them first, known as a full run/FR. Once all areas have been completed, update your quest with the High Priest in the outpost and then go ahead and start the final part of attacking Mallyx in his Ebon Citadel.

Tip: Versus Mallyx, don't use Enchantments (important as a monk) just heal with Dwayna's Kiss and Ethereal Light. And always mention to the group about the door trick (all can be explained in the wiki.)

All this information can be found on either wiki. Can even be explained if you just read the quest objectives... Lazy boy :P
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Old Aug 09, 2010, 01:04 PM // 13:04   #7
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Originally Posted by Fate Crusher View Post
All this information can be found on either wiki. Can even be explained if you just read the quest objectives... Lazy boy :P
Read objectives?! You're asking too much!
So this is basically like Slaver's Exile, then, where in order to even get to Mallyx you have to finish the other parts first?
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Old Aug 09, 2010, 02:00 PM // 14:00   #8
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Yeah , you must finish all areas (City, Veil , Gloom and Foundry) in order to be able to fight Mallyx. The quest Mallyx the Unyielding will update as you clear an area - so it's like slavers in that respect.

Once you've beaten all 4 you can go for a Mallyx only group.

As a note, you can't HB aganist Mallyx - most ppl opt for a WoH instead.
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Old Aug 09, 2010, 04:00 PM // 16:00   #9
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Someone asked about DoA monking a few months ago, here's my post from then:

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Originally Posted by Me
DoA is little tricky on your 1st and 2nd run as you won't really know what to do but like Ewon said just stick with the team and you'll be fine. As Ewon covered the Para side of things pretty well I'll just give a few tips for the Monk side, this mainly comes from stuff I???ve observed in DoA and what I feel does and doesn't work for me:

1) Spam Seed of Life, it'll keep your party up 90% of the time and takes ALOT of pressure off of you and the other Monk.

2) Some groups like to all run into a mob all at once, I don't. When they all run in together you end up with 3 or more people going instantly to 25% - 50% health within a single hit and it becomes near impossible to keep them all up. Most groups will let one person, usually the party leader, run forward and pull the mob to you. If they do this *always* cast SoL on him before he goes or just as he's getting the mob, again it will keep your party alive. If a group starts all running in together try to explain to them that???s its easier and quicker if one person pulls the mob.

3) Keep an eye of the radar to see what everyone is doing; people like to over extend. In most instances they will run away start getting raped and by the time you've caught up to them to heal they're dead. Oh and 99.9% of the time it will be your fault /sarcasm.

4) Don't be afraid to ask whether of not to take a quest or what to do/where to go.

Once you get the hang of DoA it becomes a little easier. It really depends on the groups you have and how experienced they are however. If you're interested in doing DoA a lot then join a SC guild because then you will be with experienced people.
You can find the thread here:

http://www.guildwarsguru.com/forum/d...tml?t=10440845

I haven't played in about 3 months however so I'm not 100% if some of that stuff will still apply or if DwG is still used. Hopefully it will still prove helpful
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Old Aug 09, 2010, 04:13 PM // 16:13   #10
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So this is basically like Slaver's Exile, then, where in order to even get to Mallyx you have to finish the other parts first?
I'm going to save your dignity and not answer this question.

More tips:

Lightbringer Signet is going to require you to get really close to an enemy. It's not a problem, but just be careful who you're running up to. A frontline enemy will defenitely change their target and attack you because of your lower armour.

Buy a +10vs Demons green shield. Aegis of Arrrrrrrrgh or a Stygian Defender. Think there are a few more.

If you want to be really cool, normally the HB takes /Me with Arcane Mimicry, as a UA you can also go /Me and use Arcane Mimicry to copy his HB. I believe you sacrifice the condition removal.
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Old Aug 09, 2010, 04:29 PM // 16:29   #11
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UA you can also go /Me and use Arcane Mimicry to copy his HB. I believe you sacrifice the condition removal.
The UA should never copy HB as it only lasts 20 seconds and therefore you would have to keep spamming Mimicry to keep it up and with Mimicry at 15e, 2s cast time it's a waste of a skill slot, energy and time; especially when you're in a battle. I personally find condition removal to be vital although some monks never take it in DoA.
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Old Aug 09, 2010, 05:51 PM // 17:51   #12
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glaiveway is for pugs. get into a guild that has great times for DoA they 9 /10 times will teach you if you have the right classes and the other stuff.
Check the guild section
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Old Aug 09, 2010, 09:37 PM // 21:37   #13
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Originally Posted by some-_1 View Post
The UA should never copy HB as it only lasts 20 seconds and therefore you would have to keep spamming Mimicry to keep it up and with Mimicry at 15e, 2s cast time it's a waste of a skill slot, energy and time; especially when you're in a battle. I personally find condition removal to be vital although some monks never take it in DoA.
What are you on about? Even though Mimicry starts the cooldown after 20 seconds, HB is still enchanted on you. And that lasts for 49 seconds without enchantment mod.

It's not exactly something i'd suggest to novices, but it's a different way of playing. And energy management in DoA is the easiest thing ever for monks. Lightbringer Signet recharges within 20 seconds and that's about 23+ energy for most players.

UA is also the first seeder. Very important this. All the HB monk has to worry about is to reapply the ench on the ally you picked out already. Obviously if it was a bad choice, the healing from Seed of Life actually stacks.
Being the first seeder frees you up straight after to apply spotless or hex removal on Para without worrying about looking for a Seed. This in turn helps the HB to look for heals outside of the Seed.
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