May 24, 2011, 07:14 PM // 19:14
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#21
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Wilds Pathfinder
Join Date: Sep 2008
Guild: Terra Noise [Zraw]
Profession: N/A
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You can't split as much in solo tank (mostly in veil but also inside city, gloom rift, foundry room3) hence it is slower.
The extra spiker you get isn't as good as it seems: in solo tank everyone needs AoS and you need 1 copy of deep freeze to do the foundry big pull, so although you gain a player, you lock a profession and 5 pve skills.
Also the more spikers you get the less effective it is to add more (e.g. 2 spikers is a ton better than 1, however 6 spikers is not much better than 7) - if you change the monk to a spiker with healing seed and/or take damage skills on a tank then you close the gap in spike effectiveness considerably.
For pure speed: 2 tanks is faster than 1, in fact 3 tanks is even faster it seems.
For casual runs: foundry big spike, and the fact that if your tank dies somehow (e.g. at Jadoth) then you have nobody as backup makes solo tank ultimately more dangerous as well as slower.
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May 24, 2011, 08:34 PM // 20:34
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#22
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Wilds Pathfinder
Join Date: Oct 2008
Guild: Experientia Docet [OHX], Trinity of the Ascended [ToA], We Gat Dis [HRUU]
Profession: W/
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i dont think this thread was meant to argue the merits of single vs duo tank...
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May 24, 2011, 08:37 PM // 20:37
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#23
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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Great vids, I love the Vor Pov. Quite some damage.
btw this alone makes you wonder about the skill called shadow form but thats for a nother part of the forum
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May 24, 2011, 09:11 PM // 21:11
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#24
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Frost Gate Guardian
Join Date: Jun 2010
Guild: Club Of A Thousand Pandas [LOD倧]
Profession: E/
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Quote:
Originally Posted by Horace Slughorn
i dont think this thread was meant to argue the merits of single vs duo tank...
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This...
I also find that this thread is a tad bit useless as almost everyone guild has different tactics at how they doa.
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May 25, 2011, 06:31 AM // 06:31
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#25
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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Quote:
Originally Posted by aspi
Great vids, I love the Vor Pov. Quite some damage.
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Thanks
@Others: Like stated before we use Spellbreaker on the Mo/R seeder, so if something nasty happens like the tank dying in Foundry 5th room, we still have some sort of backup, the me/a for example can pull stuff away while someone else go ress him. But at the same time, the failrate with a good solo tank guild is so incredibly low, that this is out of the qeustion.
Offcourse you can't split as much in solo tank, but if you go with great speed through everything, there is no need to split. City isn't any slower as with duo tank, the speed on the wall makes up with split inside city. We average 5-6 mins here. Foundry bigball is only dangerous if people stop thinking and hit the wrong targets. Gloom is faster imo with solo tank, and definatly safer since you don't glitch cave. We average 6 mins on gloom.
So yes, solo tank is unforgiving for a learning guild and I totally don't recommend it for a new guild to start with solo tank. But if you got a good solo tank guild, it isn't any slower then duo tank.
@Ballistic: This thread was made for videos about DoA, not to start a whole solo tank arguement. If you have vids about how your guild does DoA feel free to post.
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May 25, 2011, 03:54 PM // 15:54
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#26
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Wilds Pathfinder
Join Date: Jun 2007
Location: long a
Profession: Mo/
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Quote:
Originally Posted by ErrantVenture
Solo tank runs are slowwwwwwwwww
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Quote:
Originally Posted by ErrantVenture
Solotank means you have to spend a fair amount of time balling/killing bigroom in foundry though. With duo tanks you can just pull stuff out of the way while doing snakes/fury and just skip most of the mobs in big room altogether which saves tons of time
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You're stupid.
Ofc if anyone in our guild ever took an open mind to me offering a solo tank run for fun you might not have either of these misconceptions.
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May 25, 2011, 04:32 PM // 16:32
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#27
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Site Contributor
Join Date: Aug 2006
Location: UK
Guild: [Zraw]
Profession: Mo/
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pm me for solo tank runs any day, they are more fun than duo
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May 25, 2011, 04:48 PM // 16:48
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#28
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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Will do
12chars
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May 25, 2011, 04:51 PM // 16:51
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#29
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Krytan Explorer
Join Date: Apr 2009
Guild: Gulfstream Owners
Profession: R/
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To skip spiking the foundry big ball in single tank, could you...
1) Tank recalls Me/A
2) Get snakes as usual
3) Some mesmer tanks black beast
4) Team goes into cave, me/a recalls emo
5) Me/A takes reward and gets near fury group (not aggro) while main tank has center groups away
6) Tank recalls to me/a, who then recalls to emo
7) Tank pulls fury into cave for ball
8) Tank recalls emo and pulls groups away for chest
Yes/no? Tank'll lose bonds while team goes into cave but that doesn't matter.
(Sorry for threadjack, had to ask)
Last edited by Mig Coconut; May 25, 2011 at 04:55 PM // 16:55..
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May 25, 2011, 04:57 PM // 16:57
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#30
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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What we tryd is:
-Tank just holds aggro of everything in the middle ( balls up if normal run)
-Me/A takes last snake with Spellbreaker on
-any mes tanks blackbeast, position snakes against wall
-Me/A tanks Fury, put recall on snakes and ball on snakes
-Spike
(- Spike bigball)
-Team takes chest, after that tank takes chest, recalls out.
If you want to go for records and skip chests:
- After/during Fury spike, tank recalls out and team goes to city.
For normal runs we tryd this but it's not much faster, so we just prefer the normal way since everyone is used to it.
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May 27, 2011, 09:29 AM // 09:29
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#31
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Wilds Pathfinder
Join Date: Nov 2006
Location: Hellsace
Guild: F*ck Yeah Ion Cannons [dBal]
Profession: W/
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Quote:
Originally Posted by paranon
Spiking bigroom foundry is incredibly fun though, and it doesnt rly take that much time if your tank is good.
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Even funnier with 100b spiker and MoP. DAT LAG !
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May 27, 2011, 10:06 AM // 10:06
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#32
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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It's 3 waves you have to spike to , so I can assume that 100b/mop spike is gonna be complete useless. Because of the range of mop, and the possible insta blind the warriors are gonna have when the Fury/Dementia titans spawn.
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May 27, 2011, 11:36 AM // 11:36
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#33
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Wilds Pathfinder
Join Date: Sep 2008
Guild: Terra Noise [Zraw]
Profession: N/A
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MoP spike works, you just need someone with MoP+AoS. Blind doesn't matter with 100b.
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May 27, 2011, 12:03 PM // 12:03
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#34
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD倧]
Profession: E/
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Quote:
Originally Posted by Mig Coconut
To skip spiking the foundry big ball in single tank, could you...
1) Tank recalls Me/A
2) Get snakes as usual
3) Some mesmer tanks black beast
4) Team goes into cave, me/a recalls emo
5) Me/A takes reward and gets near fury group (not aggro) while main tank has center groups away
6) Tank recalls to me/a, who then recalls to emo
7) Tank pulls fury into cave for ball
8) Tank recalls emo and pulls groups away for chest
Yes/no? Tank'll lose bonds while team goes into cave but that doesn't matter.
(Sorry for threadjack, had to ask)
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This looks a lot like our 5-man tactics. A/N tanks big room , Me/A takes all the snakes (fyi, Spellbreaker is far from needed to do this. First snake is dementia's, so who cares, second ball, take snake, run straight into the titan mob, immediatly recall out, they'll break, third snake, again, recall out asap and start running, they'll break as well) Emo tanks black beast, black beast and his palls die, tank recalls out, takes reward, wait for fury group to be clean, pull em inside cave, spike, done..
btw, just fyi for this thread, a lot of video's are posted in the "Speedclear resources" thread..
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May 27, 2011, 01:54 PM // 13:54
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#35
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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For 5th room we only use SB on the Me/A at 3th snakes, first one is piece of cake and second one we just spike down. No time loss or gain with either tactic since we are waiting for bigball anyway. We could do black beast in the meantime, but as stated before it doesn't really improve the speed of the run.
On topic: Planning to make some Full run videos with narration after my exams, since I think people find it interesting to know what the whole team does.
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May 28, 2011, 05:19 AM // 05:19
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#36
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Frost Gate Guardian
Join Date: Sep 2008
Location: USA
Guild: ToA
Profession: W/
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100b would still work even if your warriors are blind. Hard part is finding a mop target that will stay up through all 3 waves of titan breakdowns.
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May 28, 2011, 05:38 AM // 05:38
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#37
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Krytan Explorer
Join Date: Nov 2010
Guild: Social Darwinism [SaD]
Profession: A/W
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Quote:
Originally Posted by Darknes Lives Again
For 5th room we only use SB on the Me/A at 3th snakes, first one is piece of cake and second one we just spike down. No time loss or gain with either tactic since we are waiting for bigball anyway. We could do black beast in the meantime, but as stated before it doesn't really improve the speed of the run.
On topic: Planning to make some Full run videos with narration after my exams, since I think people find it interesting to know what the whole team does.
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You should need spell breaker for any of them...
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May 28, 2011, 03:29 PM // 15:29
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#38
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Lion's Arch Merchant
Join Date: Mar 2010
Location: Belgium
Guild: [Fury], [Zraw]
Profession: Me/R
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Ye you don't need it, but if it's in our teambuild anyway, why not use it ?
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