Dec 02, 2006, 02:50 AM // 02:50
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#1
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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DoA Team Build - gg DoA?
So here's what I've got so far (keep in mind that this is all sketchy at best, I'm lacking sleep and not thinking as clearly as I should be):
B/P team (not sure about the pet component yet)
1 R/Me with Greater Conflagration AND Winter
Say, umm, 3 R/Me with Barrage, LB Gaze, Mantra of Frost (fun fact is, we could even have all of them have Echo Gaze - yes, two elites, I know, very doable though, explanation later in the post)
What else? Yeah, 2 Monks, if possible with Healer's Boon (if they're healers) + HP, whatever else (don't play a monk) and Mantra of Frost. Not sure what would work for a prot, maybe Aegis or something.
One necro with Blood Ritual and Well of Power. Having something saccable would be a major plus, thinking about an expendable pet, perhaps.
Paragon with GftE, Stand Your Ground, Incoming! or Song of Restoration, Finale of Restoration, some spammable short-duration shout (Watch Yourself! on Tactics 0, even if it is useless).
Throw in a Ward Against Elements on someone if possible, lasting at least around 15 seconds, to match the recharge time.
Result = EVERYTHING is cold dmg. Nearly everyone except for one squishy has ~40% dmg reduction off of every attack + gain 2 energy off of it. That squishy can hit Armor of Earth and boom, around +50 armor; this is the squishy (probably a monk) with Ward Against Elements, which gives us another +24 armor against elemental. The speed decrease shouldn't matter, as nobody is actually supposed to be moving. Well of Power + Blood Rit keeps our little monk friends topped up topped up on energy, + gives everyone +5 health regen. If you're standing in the Well and the Ward, have Mantra up, the Rangers should have something like 124 armor + 40% dmg ignore. Healer's Boon + HP makes sure we'll all be alive and well almost indefinetly (considering that monks have a +2 energy regen from the Well and another +3 from Blood Rit, which the Necro can apply quite liberally under these conditions).
Correction: Stand Your Ground gives another +24 armor, so that makes it 148 armor for the frontline rangers for about 66% of the time spent fighting. GftE should be giving ~66% more chance of criticals, Finale of Restoration would be giving approximately 60 health each time a shout ends (which is every 5 seconds, if Watch Yourself is being spammed, plus whatever you get of GftE and SYG), Song of Restoration ~85 health every 15 seconds (this might be healing overkill, though, in which case using Incoming will negate almost 100% of the dmg when combined with Mantra of Frost, but Incoming has about a 15 second cooldown).
We can happily Barrage the crap outta them, use LB Gaze when recharged, if you want, one Ranger could even take Echo as an elite instead of Barrage and all the Ranger's take Arcane Mimicry. For all practical purposes, everyone can Echo their Gaze, and the one guy with Echo can Arcane Mimicry Barrage off of someone. Grab a Grip of Demonslaying if you can, have everyone be rank 3 or 4, you get a 40% increase in dmg done to the poor buggers.
End result = (with possible modifications) gg DoA (or at the very least the city area).
Discuss and improve, plz. (don't wet yourself, this hasn't been tested, but I'm quite sure it would work)
ALL THOSE INTERESTED IN HELPING TO TEST, CONTACT ME INGAME OR LEAVE A POST HERE. (sorry for the caps, I wanted that to attract attention ^^)
Last edited by Nine Soul; Dec 02, 2006 at 11:37 AM // 11:37..
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Dec 02, 2006, 03:22 AM // 03:22
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#2
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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I'm likeing... but i feel that EVERY area.. has a different build
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Dec 02, 2006, 03:27 AM // 03:27
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#3
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Ascalonian Squire
Join Date: Jun 2006
Guild: The Knights Of Death
Profession: R/E
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i agree
Each area needs a diffrent skill set. one area is almost all touch skills while the mangronites in the city require extra armor.
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Dec 02, 2006, 03:39 AM // 03:39
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#4
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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This was meant for the City, as I've not given other areas much time yet. But since each area is a separate part of the Mallyx quest, shouldn't be much of a problem. No worries, I'll come up with other builds for the other areas =D
Woe to anyone I see crediting themselves with this build =p
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Dec 02, 2006, 04:03 AM // 04:03
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#5
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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i dont think 4 rangers is necessary. I would take a SF elem, and have the paragon take "They're on Fire"
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Dec 02, 2006, 04:23 AM // 04:23
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#6
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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Quote:
Originally Posted by The Great Al
i dont think 4 rangers is necessary. I would take a SF elem, and have the paragon take "They're on Fire"
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Viable option. Would increase the DPS a bit too, I imagine. As I said, it's not chiseled in stone and I was considering this myself, although "They're on fire!" hadn't occured to me.
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Dec 02, 2006, 04:39 AM // 04:39
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#7
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Quote:
Originally Posted by Nine Soul
Viable option. Would increase the DPS a bit too, I imagine. As I said, it's not chiseled in stone and I was considering this myself, although "They're on fire!" hadn't occured to me.
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Good point
I still have not killed even that 1st group. I have However, done good at the Stygn exit with a team setup like this..
2 monks (both Healing)
2 Ele's.. 1 echo shower, and 1 with Wards. and Aftershock.
2 wars. War build is basic.. HOW EVER, they both require "Can't touch this". ( I myself was one. I had it so the next 3 fail.)
We has one SS, and one Rt.. with Union and spirits.
Right after leaving town, get to the Closed mouth in the ground in the middle,(It's like a red center area on the map). It does not require and fighting on the way in just run past the mobs. Once you are at the Guy that gives quest, and gates open, stand there and don't get the quest. Have everyone but the war Run to the left in the corner of the circle. So when the gates open, you pull just the left Mob. Once your party is in Position, activate Quest, and then the War(or what ever is activating the quest)should run to your party. Both warriors move ahead of the group by a little amount. Quickly use can't touch this as they start to hit u. U probably will die. So make sure the team rez's ASAP. We Managed to kill the Vampiric ones. But were having little success against the 300 dmg + 2nd Jaged bones mob.
Feel absolutely free to change. I graciously will take Ideas.
Last edited by brokenmonkey; Dec 02, 2006 at 06:59 AM // 06:59..
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Dec 02, 2006, 04:49 AM // 04:49
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#8
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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For that group, play it smart. Activate quest, run PAST the mobs coming out and into one of those areas that held them before you took the quest.
Have as many eles on the team as you can afford to. The mobs will proceed to crowd in one single spot. ALL OF THEM.
Press Death's Charge, press Starburst, Inferno, etc. etc.
gg DoA once again.
(Note that can't "Can't touch this" still has to be up, plus some counter measures against dmg, don't know what though. But that kind of mob bunched up like that is begging for a Starburst, if you ask me.)
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Dec 02, 2006, 04:53 AM // 04:53
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#9
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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One thing: Ravenheart Gloom. Just TRY effectively using a b/p group there.
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Dec 02, 2006, 04:59 AM // 04:59
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#10
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Quote:
Originally Posted by Nine Soul
For that group, play it smart. Activate quest, run PAST the mobs coming out and into one of those areas that held them before you took the quest.
Have as many eles on the team as you can afford to. The mobs will proceed to crowd in one single spot. ALL OF THEM.
Press Death's Charge, press Starburst, Inferno, etc. etc.
gg DoA once again.
(Note that can't "Can't touch this" still has to be up, plus some counter measures against dmg, don't know what though. But that kind of mob bunched up like that is begging for a Starburst, if you ask me.)
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Hmm problem is. I don't know if thats the whole quest or not. If we went in there only set for those basterds.. we'd be screwed.
But I LIKE the Idea.
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Dec 02, 2006, 06:06 AM // 06:06
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#11
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Ascalonian Squire
Join Date: Oct 2006
Profession: E/Me
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The idea sounds good when you put it like that, but I have just played it for the last 5/6 hours with the same core team, but trying and changing builds both slightly and completely re-rolling. I can tell you now that a winter b/p team will not work. There are so many problems with it it's hard to show them clearly.
It started as a trapper team, we tried b/p and the furthest we got was killing the 1st two groups and most of the 3rd one and we got nowhere near that with b/p. Problem is even with wards and mantra, they spike so well that people die instantly anyway. The only possible way to counter their spikes is with prot spirit and so your idea of having 2 monks - both healers - won't work. Even a trained pvp infuser hasn't enough time unless ps is up. Having 2 healers and a prot means less dpm plus the prot can't keep ps up on all party members at the same time and the spike can come on anyone.
An MM is useless too as the minions pretty much die in one hit. It's not like tombs where they can hold up the enemy for a good amount of time.
Barrage also does nowhere near enough damage. Especially when faced with the dervishes' self heal, spiking is needed. LB gaze is therefore the only way for B/Ps to spike so there's no point in having barrage.
The biggest problem with b/p is that the pets and minions die within seconds leaving the rangers and monks open and there are too many to cover with PS .
Oh also - The first group has dervish and warriors with hammers in it. They can kill in about 4 hits and so mantra of frost and ward against elements don't help at all. The only way is to tank them out using stances like glads defence with ps on whilst others nuke/spike them.
EDIT - Just to point out why the para with song and finale of restoration won't help - the spike damage. From full health to 0 in 1 second means they don't help at all.
Winter doesn't work simply because it only effects elemental damage and spells they use like energy surge and cry of frustration which aren't elemental together with any physical damage too of course which you can't avoid through pets or minions.
Last edited by KebabVan; Dec 02, 2006 at 06:33 AM // 06:33..
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Dec 02, 2006, 06:18 AM // 06:18
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#12
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Note*/ Hint*
This should help ALL of you.
When leaving the DoA to the blah blah city place, Do not, i repeat DO NOT let your group talk to the guy for the quest.
If you do not get, You can eventually pull 1 group at a time TO THE GATE, and nuke them. Therefor ELIMINATING any physical attack at the beginning.
Hope this helps, Broken.
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Dec 02, 2006, 06:19 AM // 06:19
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#13
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Quote:
Originally Posted by KebabVan
An MM is useless too as the minions pretty much die in one hit. It's not like tombs where they can hold up the enemy for a good amount of time.
Barrage also does nowhere near enough damage. Especially when faced with the dervishes' self heal, spiking is needed. LB gaze is therefore the only way for B/Ps to spike so there's no point in having barrage.
The biggest problem with b/p is that the pets and minions die within seconds leaving the rangers and monks open and there are too many to cover with PS .
Oh also - The first group has dervish and warriors with hammers in it. They can kill in about 4 hits and so mantra of frost and ward against elements don't help at all. The only way is to tank them out using stances like glads defence with ps on whilst others nuke/spike them.
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/Agreed
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Dec 02, 2006, 06:22 AM // 06:22
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#14
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Ascalonian Squire
Join Date: Oct 2006
Profession: E/Me
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Quote:
Originally Posted by brokenmonkey
Note*/ Hint*
This should help ALL of you.
When leaving the DoA to the blah blah city place, Do not, i repeat DO NOT let your group talk to the guy for the quest.
If you do not get, You can eventually pull 1 group at a time TO THE GATE, and nuke them. Therefor ELIMINATING any physical attack at the beginning.
Hope this helps, Broken.
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Wow after hours of playing we didn't try that out. Very nice.
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Dec 02, 2006, 06:38 AM // 06:38
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#15
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Quote:
Originally Posted by KebabVan
Wow after hours of playing we didn't try that out. Very nice.
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No Problem,
Update on my progress.
I did as i said in our group just now. It worked awesome. So after Clearing guys through gate, I thought maybe for the last group we could pull back and i could block the AI around the corner behind the NPC. It Worked AWESOME. We showered it, and We finished the group.
So, once we started to venture out of the saftey of the canyon, we cam up to the Wall, were in a row there is a ele, a bowman, and so on. We killed both, then Ready to attack the next group with a face like this on ,
The one monk err7. The other monk left, and the 6 of us sat there like this .
Group Build
3 monks 2 healing, 1 prot
1 ele Arcane, shower, searing flames
1 Necro SS
2 Wars.. One Unknown, and me.. Mantra of Lightning, Distracting Blow(worked GREAT), Standing Slash, Silverwing slash, "Watch Yourself", Lion's Comfort, Gaze(Rank 5) Sunspear Rebirth Signet.. I just realized.. no elite.--10 Insperation..9 str..12 sword..10 tact..
1 Ranger.. Poison and Interrupts i think..
Ok, well hope that helps. The Group Build WAS working AWESOME. But the monk err7 Ruined it all.. SO yea try GL
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Dec 02, 2006, 10:20 AM // 10:20
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#16
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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Quote:
Originally Posted by KebabVan
The idea sounds good when you put it like that, but I have just played it for the last 5/6 hours with the same core team, but trying and changing builds both slightly and completely re-rolling. I can tell you now that a winter b/p team will not work. There are so many problems with it it's hard to show them clearly.
[snip]
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No offense, but either learn to read, or don't tell me that it won't work.
Having Winter = useless by itself. Having Greater Conflagration AND Winter = gg for melee as well as elementalists. So you HAVE NOT been playing 5/6 hours with the same core team.
Also, I did B/P in the city, without all these helping ideas. Just plain old B/P. We managed to kill off three groups. With NORMAL B/P. So yeah, this should work.
Please, if someone wants to say that this doesn't work, then read it properly and follow it as it states. THEN, if it doesn't work, come here and tell me so I can see how to improve it.
@ Brokenmonkey - I was thinking about whether pulling them to the gate would work, but my experience with attempting something similar with a gate in UW (and Aatxes) made me think that it wouldn't work. Thanks for pointing out that it does.
Last edited by Nine Soul; Dec 02, 2006 at 10:23 AM // 10:23..
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Dec 02, 2006, 10:36 AM // 10:36
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#17
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: Mo/
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hey, u can try smite it..
My group yesterday puted and InvenciDervish and we had a monk with holywrath and retribution + all the other stuff that a smite uses.
The dervish enter's 1st (talking about furnaces), al atack him, them the rest of team goes and makes dmg.
We killed 1 monk ( YEY ) and everything was going fine until our dervish died.
atm we were all spiked to death.
I think if we use 4 smiters + 4 invencidervishes it coul work.
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Dec 02, 2006, 10:39 AM // 10:39
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#18
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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I just logged in to find people spamming "LFG for Greater Conflagration + Winter" and "Greater Conflagration + Winter Ranger LFG".
So I guess somebody read this.
Anyone who wants to join me for testing, IGN is on the left. Any help will be appreciated, I will be in DoA all day.
Last edited by Nine Soul; Dec 02, 2006 at 10:48 AM // 10:48..
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Dec 02, 2006, 10:48 AM // 10:48
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#19
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Academy Page
Join Date: Sep 2005
Location: France
Profession: R/
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We tried B/p party.. the -2 energy by skill/hit let every single R without energy after 1-2 barrages..
We tried also Traps and until now got the best result.
With 3Trappers, 2Nuker, 1BiP, 2M with PS (even if healer)
The BiP was doing a damn good job so no monk ran out of mana and everyone was most of the time with PS.
We clear all but 2 groups of the margonites, even those on the wall (can take gems from under even if on the wall :P) but couldn't end the 1rst part (clean margo quest) due to DP of N (he played 55N and none took a hard rez >.<).
For me, considering the margonites part, barrage isn't at all the answer. (Trap isn't much better , they d't come all at once and keep you aggro-lock forbidding you to trap close).
Last edited by Salia Mare; Dec 02, 2006 at 10:56 AM // 10:56..
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Dec 02, 2006, 10:55 AM // 10:55
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#20
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Academy Page
Join Date: Oct 2006
Guild: Slotting Crew
Profession: R/
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Again, read the whole thing. I don't see how having +2 energy regen (giving a total of +5 with the base ranger regen) is not good enough. And don't forget that all the attacks aimed at you will be giving you 2 energy.
So your argument is kinda invalid.
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