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Old Dec 13, 2006, 09:03 PM // 21:03   #1
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Lightbulb DoA 3/4 Man Team

Ok, this is a build I start developing to allow me to play DoA with Heroes but, the Heroes IA still have some anoying glitches that make this build not so very efective when playing with them. So, I decided to share it with the comunity to see if it is a viable build and if so, to make it better.

This is pretty much a draft for a build since I have only made some limited testing with Heroes in Ravenheart Gloom area.

Player 1: Tank
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Profession: Dervish / Elementalist

Attributes and skills:
  • Mysticism: 12 + 1 +3
  • Earth Magic: 12 ( Not Earth Prayers )

Avatar of Melandru[E]
Glyph of Concentration
Sliver Armor
Sunspear Rebirth Signet
Lightbringer's Gaze

Optional Skill
Optional Skill
Optional Skill

Items/Armor:
Any weapons with +20% enchantments to maximize Sliver Armor effect.

A head piece with +1 Mysticism. In some areas, like "City of Torc'qua", you need to take the lowest armor possible or no armor at all to maximize the damage you take since the foes do "low" damage compared with other areas.

Usage:

Cast Avatar of Melandru[E] before agroing the foes.
With Avatar of Melandru[E], Spell Breaker[E], Shield of Absorption, Protective Spirit and Spirit Bond up your health will stay at max.
During the fight cast Sliver Armor every time possible for some extra damage covering it with Glyph of Concentration since you will be under heavy interrupt most of the time.

When angroing make sure that the Protector player have a safe place from where to cast spells on you. Make sure all the foes stay in front of you grouped by "Angroing" them agaisnt walls and other terrain obstacles.

When adding the opptional skills take in consideration that, you will have your skills interrupted most of the time and the foes on DoA are almost all Ranged attackers making hard to get close to them without making them angro at the Protector player.


Player 2: Protector
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Profession: Monk

Attributes and skills:
  • Protection Prayers: 12 + 1
  • Divine Favor: 12 +1 +3

Shield of Absorption
Protective Spirit
Spirit Bond
Spell Breaker[E]
Blessed Signet
Blessed Aura
Essence Bond
Rebirth

Items/Armor:
Any weapons with +20% enchantments and some nice Energy Bonus.
I use the "Ferverborn Staff" with +20 energy, +20% enchantments and Halves recharge time of spells 20%.

Any armor with a head piece with +1 Devine Favor and with max energy bonus you can get.

Usage:

Start by casting Blessed Aura on you and Essence Bond on the Tank after entering the area in question.

Cast Protective Spirit, Spell Breaker[E], Spirit Bond and Shield of Absorption on the Tank when he is ready to angro the mobs.
Renew Protective Spirit, Spell Breaker[E], Spirit Bond and Shield of Absorption as needed during the figth.

With heroes its pretty easy to see when one enchantment its ending or has ended on the Tank, with players this can be a bit treaking and lead to some wasted energy. So here is some tips:
- You can cast Spirit Bond and Shield of Absorption on tank as soon as they recharge since Spirit Bond will be over for sure and Shield of Absorption will be ending.
- For Protective Spirit and Spell Breaker[E] you can have your Tank to Ctrl + Click the ending enchantment so you can renew it, since the Tank will not be doing almost nothing besides laying there taking damage .

Stay very alert not to angro foes when casting on the tank.


Player 3: Smiter
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Profession: Monk

Attributes and skills:
  • Simiting Prayers: 12 + 1 + 3
  • Divine Favor: 12 +1

Retribution
Holy Wrath
Holy Veil
Succor
Blessed Signet
Blessed Aura
Shield of Judgment [E]
Rebirth

Items/Armor:
Any weapons with +20% enchantments if you plan on using Shield of Judgment ortherwise any weapons will do.

Any armor with a head piece with +1 Smiting Prayers.

Usage:

Start by casting Retribution, Holy Wrath and Holy Veil on the Tank after entering the area in question. Cast Succor on the Protector Monk to help him to mantain his energy up.

Cast Shield of Judgment on the Tank when he is ready to angro the mobs.

If you are in a area where foes don't do alot of damage with attacks, like most of "City of Torc'qua", drop Holy Wrath enchantment from the Tank and use Shield of Judgment instead, renewning it during the figth.

Blessed Aura is used to extend the duration of Shield of Judgment.

When you have Holy Wrath active you will not have energy during the figth!!

Player 4: Quickening/Battery
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Profession: Ranger / Necro

Attributes and skills:
  • Willderness Survival: 12 + 1 + 3
  • Blood Magic: 8
  • Expertise: 10 + 1

Serpent's Quickness
Quickening Zephyr
Troll Unguent
Blood is Power[E]
Sunspear Rebirth Signet
Lightbringer's Gaze

Optional Skill
Optional Skill

Items/Armor:
Any weapons with +20% enchantments to maximaze Blood is Power but any weapon will do.

Any armor with a head piece with +1 Willderness Survival.

Usage:

Use Serpent's Quickness to reduce the down time of Quickening Zephyr. Keep Quickening Zephyr up as much as possible to allow fast recharge of the Protector Monk skills expecially Spell Breaker[E].
Keep Blood is Power[E] on the Protector Monk to mantain is energy up. This is very important since his energy will be drained pretty fast expecially if the figth takes to long.

In the Optional slots you can add some damage skills to finish the remaining foes affter most of the group is dead.


Notes:
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First of all, this build was tested and developed in "Ravenheart Gloom" so some addaption may be needed for the other areas.

The need to have a Protector and a Tank players is the need for a efficient anti-interrupt:
- Mantra of Resolve will get removed by the Sanity Tormentor;
- Glyph of Concentration works well but can get interrupted at the wrong time getting you killed;
- Deflect Arrows works to well "Blocking" almost all attacks reducing your energy gain to zero leading to your dead;

You can make the Smiter Player be the Tank for a 3 man team. In this case replace Blessed Aura with Essence Bond or instead replace Holy Wrath if you on low damage/interrupt areas, for energy gain.

The need for the Quickening Zephyr is the fact that there isn't any other efficent way to reduce the downtime of Spell Breaker expecially in long figths (Well, at least I can't remember any another way ).

Altough the build can kill most of the foes in DoA rellativly fast, some increase in DPS would be nice. The foes with self healing, like Spirit Tormentor, take a bit longer since they stop attacking to cast the healing skill not taking damage during that time. When sugesting new attack skills remenber that this build only works if the foes attack only the Tank and dont scater around and angro at the support players.

Some testing need to be done to see if Shield of Judgment really adds some extra damage or removes some of the damage when used with Holy Wrath, since when foes are knockdow they are not triggering Holy Wrath.

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The End!!
Go take some coffee to wake up after this long boring read and post your coments or suggestions .

Have fun,
impression

EDIT: Replaced Ressurecption Signet for Sunspear Rebirth Signet. Added Lightbringer's Gaze to the Tank and Quickening/Battery skill bar for extra damage.

Last edited by impression; Dec 14, 2006 at 12:44 PM // 12:44..
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