Ok, took me a while as I was busy killing Mallyx 24 times :P, but I finally got around to posting the build we use for a full 4 area run. This is the link:
http://gw.gamewikis.org/wiki/Build:Team_-_DoA_Balanced
Again, so as not to step on anyone's big sensitive toes... I would like to emphasize this is "a" build to do it. I wish to make no proclamation that this is THE build to do it. Any questions are welcome as well as any areas of improvements. We've been evolving this for over two months now, so naturally we are proud of it... But, like all things GW (whatever happened to 55/SS FoW teams?), it will only be a matter of time before someone comes up with a better build that will leave us all thinking... Hmmm, now why didn't anyone think of that before? :P
Note, the build uses an exploit to bypass 3 rooms in the Foundry, one that is pretty well-known by now. However, I do explain how to do it the "straight way" in case ANet ever gets around to making REALLY thick doors.
DoA 4 Area run build
2 pages • Page 1
K
Wanted to thank you for sharing this new build, and for the earlier one
. My guildies and I have played that build (the war, 3 eles, 3 monks, 1 ranger) and beaten City, Foundry and Stygian a number of times. We found it harder to run in Gloom, ended up completing that with a different team set up. The Essence bond heal/divine monks are real sweet - Dwaynas Kiss has got to be the best heal skill!!
How long does it take you to complete all 4 quests running this new team - and how long for each individual quest?
Thanks again.
How long does it take you to complete all 4 quests running this new team - and how long for each individual quest?
Thanks again.
S
Quote:
swapping the ranger for a BiP necro and the war for and obsidian derv. Works like a charm, though, takes down everything pretty quick.
I like to see you finish all 4 areas in a row with a dervish tanking, I won't doubt that it won't work but in your earlier post about the dervish tank, you have already stated that you have only tested in city/veil and have yet to successfully do it in gloom/foundry. Also, in our build, there are no ranger primary.
Best time for 4 areas is 5 hours. Best time for mallyx regular way is 45 minutes.
City: about 1 hour
Veil: 1.5 hrs to 2 hrs
Gloom: 40 minutes to 1 hr
Foundry: 1.5 hrs to 2 hrs
Average time for most 4 areas run is 5 to 6 hours. Will try to go to 4.5 hrs, ^^.
Best time for 4 areas is 5 hours. Best time for mallyx regular way is 45 minutes.
City: about 1 hour
Veil: 1.5 hrs to 2 hrs
Gloom: 40 minutes to 1 hr
Foundry: 1.5 hrs to 2 hrs
Average time for most 4 areas run is 5 to 6 hours. Will try to go to 4.5 hrs, ^^.
A ranger can replace the SS Necro, with a signifiact drop in DPS (damage per second). The SS Necro does wonders in Gloom (the big stand off) and in Foundry (SS does 37 damage to all foes, SF does 35 damage to the Titans who are very resistent to ele dmg, Defile and Desecrate do 200 dmg at times to the Dementia).
I've put in what we think are Optimal pieces, I added a few more variants today (FoC necro or Spiritual Pain mesmer), but the key in this build is keeping the damage up, keeping the tank up and then catching the occassional spikes and aggro breaks. This naturally does not favor professions that attack single foes like Paragons and Rangers (and barrage is useless without line of sight).
Honestly, in the days before th enew Aggro AI, this build would be a 4 man team with a bonder, and SS necro and tank and a healer. The main issue is that SS Necros scatter aggro now, so, SF eles are needed to take out massive numbers of bad guys and pin them down while they take their beating.
On our best days, we do the City in 50 minutes, Veil in 1 hour and 15 minutes, Gloom in 30-35 minutes and Foundry in 1 hour and a half. That should be a total of 4 hours and 15 minutes. However, we've never pieced together such a run (i.e. we'd mess up in Veil and end up with a 1 hour 45 minute Veil or we'd have an aggro break in City and have to reset a few times for a city run that lasts longer than an hour) and ther are always afks. Our best time as Spardas said is 5 hours and our best time killing Mallyx post gate nerf is 45 minutes.
I've put in what we think are Optimal pieces, I added a few more variants today (FoC necro or Spiritual Pain mesmer), but the key in this build is keeping the damage up, keeping the tank up and then catching the occassional spikes and aggro breaks. This naturally does not favor professions that attack single foes like Paragons and Rangers (and barrage is useless without line of sight).
Honestly, in the days before th enew Aggro AI, this build would be a 4 man team with a bonder, and SS necro and tank and a healer. The main issue is that SS Necros scatter aggro now, so, SF eles are needed to take out massive numbers of bad guys and pin them down while they take their beating.
On our best days, we do the City in 50 minutes, Veil in 1 hour and 15 minutes, Gloom in 30-35 minutes and Foundry in 1 hour and a half. That should be a total of 4 hours and 15 minutes. However, we've never pieced together such a run (i.e. we'd mess up in Veil and end up with a 1 hour 45 minute Veil or we'd have an aggro break in City and have to reset a few times for a city run that lasts longer than an hour) and ther are always afks. Our best time as Spardas said is 5 hours and our best time killing Mallyx post gate nerf is 45 minutes.
Quote:
Originally Posted by Spadas Datum
I like to see you finish all 4 areas in a row with a dervish tanking, I won't doubt that it won't work but in your earlier post about the dervish tank, you have already stated that you have only tested in city/veil and have yet to successfully do it in gloom/foundry. Also, in our build, there are no ranger primary.
I finished gloom/foundry tonight (my guild had used to use a War until yesterday, now it's whatever's on). I imagine I had the same issure most wars have with interrupts at the cave (interruping glyph of concentration, I mean come on!), but we worked around it. Congrats on finishing all 4 though, it's an impressive feat no matter what class you run (and I'm also sorry about earlier stating that about the ranger, I thought your build was a different one I had read earlier in the day).
G
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Quote:
Originally Posted by Harakiem
I imagine I had the same issure most wars have with interrupts at the cave (interruping glyph of concentration, I mean come on!), but we worked around it.
First of all, congrats on finishing Gloom-Foundry.
Let explain something... During the standoff in the cave for the first quest in the Gloom you will have no less than 6 Spirit Tormentors and 6 Sanity Tormentors on top of you. Those guys each have a physical interrupt (Savage Shot and Disrupting Throw).
Until we thought of Wary Stance on the warrior tank (Special thanks to Sal, Sano Salvadore, as it was his idea), we always had like a 25-30% failure rate in Gloom. Because there was always the chance that one of those dozen bad guys would land a physical interrupt on Glyph of Concentration, and then it was all down hill from there. The main obstacle being that the tank would get hexed, and then the Earth Tormentors would hit him with Rending Sweep and make him lose ALL his enchants (yes, Rending Sweep is glitched and removes all enchants, not just one). One the tank drops, it's GG from there.
Normally, it would not be a big deal if he gets hexed cause you'd Convert Hexes on the tank and the Earth guys would remove one or two enchants with their attacks. But because of this glitch, getting hexed = death for the tank 99% of the time.
Now, given all of that, protecting Glyph of Concentration itself became our top priority. With a Warrior, we use Wary Stance (brilliant). It blocks all "Attack skills" used against the tank (which is basically all physical interrupts). So, now the tank gets off his Glyph 100% of the time and we do not fail Gloom anymore. As an ele tank, I use Mantra of Resolve to get the Glyph of (and any other short casting spell) and then cancel it with Mantra of Earth, especially if I am dazed.
I know you can do Gloom 10 more times and maybe never notice it. But Do this as many times as I have and you WILL notice that element of risk if you do not protect Glyph of Concentration. Now, in a 4 area run, that becomes an even bigger risk as you're also risking the Foundry afterwards (although we sometime cheat that). :P
Let explain something... During the standoff in the cave for the first quest in the Gloom you will have no less than 6 Spirit Tormentors and 6 Sanity Tormentors on top of you. Those guys each have a physical interrupt (Savage Shot and Disrupting Throw).
Until we thought of Wary Stance on the warrior tank (Special thanks to Sal, Sano Salvadore, as it was his idea), we always had like a 25-30% failure rate in Gloom. Because there was always the chance that one of those dozen bad guys would land a physical interrupt on Glyph of Concentration, and then it was all down hill from there. The main obstacle being that the tank would get hexed, and then the Earth Tormentors would hit him with Rending Sweep and make him lose ALL his enchants (yes, Rending Sweep is glitched and removes all enchants, not just one). One the tank drops, it's GG from there.
Normally, it would not be a big deal if he gets hexed cause you'd Convert Hexes on the tank and the Earth guys would remove one or two enchants with their attacks. But because of this glitch, getting hexed = death for the tank 99% of the time.
Now, given all of that, protecting Glyph of Concentration itself became our top priority. With a Warrior, we use Wary Stance (brilliant). It blocks all "Attack skills" used against the tank (which is basically all physical interrupts). So, now the tank gets off his Glyph 100% of the time and we do not fail Gloom anymore. As an ele tank, I use Mantra of Resolve to get the Glyph of (and any other short casting spell) and then cancel it with Mantra of Earth, especially if I am dazed.
I know you can do Gloom 10 more times and maybe never notice it. But Do this as many times as I have and you WILL notice that element of risk if you do not protect Glyph of Concentration. Now, in a 4 area run, that becomes an even bigger risk as you're also risking the Foundry afterwards (although we sometime cheat that). :P
so that's how all my enchants kept dropping... that's pretty gay, I'm going to have to think of something that'll keep me from dropping so much in there, and I really don't wanna use pious concentration; might just have to grin and bear it until they unglitch rending sweep. *hopes a-net unglitches the skill ASAP*
Thanks for the build
. I would like to know what you plan on using for the eles once anet has nerfed searing flames? Only reason I ask is every build I've read for DOA has SF eles as the main damage dealers, and once that build is no longer viable what are we supposed to do then ( maybe the tank can turn around bend over and blind them with his own version of choking gas
) I really don't think sandstorm or savanna heat will do the job as it will make them break aggro. Any suggestions? We need to start thinking now how to deal with this nerf or DOA will become alot harder and longer to complete.
) I really don't think sandstorm or savanna heat will do the job as it will make them break aggro. Any suggestions? We need to start thinking now how to deal with this nerf or DOA will become alot harder and longer to complete.I would be tempted to attempt this sort of 4 area run... but it seems we've always had to fill up our team with the occasional pug (usually an ele) and they've always left at some point.
That and we're not all too experienced with the 'To The Rescue' tanking situation... had plenty of failures on it, either caused by agro leaks or the tank dieing which would in the end of been of a huge waste of time to reach that point.
How long does a full run take now the Rebirth trick has been fixed in the Foundry?
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused.
That and we're not all too experienced with the 'To The Rescue' tanking situation... had plenty of failures on it, either caused by agro leaks or the tank dieing which would in the end of been of a huge waste of time to reach that point.
How long does a full run take now the Rebirth trick has been fixed in the Foundry?
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused.
S
Quote:
How long does a full run take now the Rebirth trick has been fixed in the Foundry?
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused. The rebirth trick still works. It usually takes a good pair of rebirther 5-10 minutes to get through all 4 rooms.
Quote: does the amount of gemstones increase with each Quest you complete or why does everyone get 4 gemstones? For every area that you successfully clear out, the final chest at the end will give you an extra gem. For instance, if you were to do 2 areas run without break, let's say city then veil right after, you would get 1 gem from final chest in city, and 2 gems from final chest in veil. Now if you do 4 areas run, the last area's final chest will give you 4 gems.
Edit: Hang on.... now i'm been told its not fixed.... now i'm just confused. The rebirth trick still works. It usually takes a good pair of rebirther 5-10 minutes to get through all 4 rooms.
Quote: does the amount of gemstones increase with each Quest you complete or why does everyone get 4 gemstones? For every area that you successfully clear out, the final chest at the end will give you an extra gem. For instance, if you were to do 2 areas run without break, let's say city then veil right after, you would get 1 gem from final chest in city, and 2 gems from final chest in veil. Now if you do 4 areas run, the last area's final chest will give you 4 gems.
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| and the final Question what do you do with all the money Money, what money? Don't know what you are talking about. We are poor mindless mallyx killers. |
