DoA HM psyko-way

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czfeng
czfeng
Lion's Arch Merchant
#1
--Since the new cry of pain update, the ER ele is now dead, bla bla bla, so here are [icU] new DoA builds, the builds have alot room for variation, this is jus an initial testin and works as efficient as before:



-Caller mimicry esurge
-Remember to echo FoC and Esurge, and 40/40 set helps alot.
-As for tendril killing, the VoR and Esurge mes will kill. same concept as ele tendril killing, remember to degen to death.
-No need for Mindbender if necros have rock candies. or go with mesmer primary but lacking dmg. mindbender can be replaced by necrosis.




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Intro:

Hey guys, i have come up with a team build thats perfect for doa HM, a time under 1h30 fullrun is easliy achieved with a good team.

This build is very effective due to the unlimited energy for the eles to spam skills, and fast moving SF tank allowing fast ballin up of mobs.

Mass agroing and balling with a cry of pain team is the ultimate combination, again the important factor really depends on how good the tank is.


New Modified version:



Tanks:

The use of 2 tanks is NOT about 2 tanks makin wall and blockin mobs, its about 1 tank balling up 1 mob while the other tank balls up another. when the main team kills 1 grp of mobs, the other grp is already balled up and ready to be nuked.
The tank with glyph of concentration ALWAYS tanks fiends i veil, due to chokin gas hits through SF.
The reason to have Sliver Armor on the first tank is explained below:

Foundry Tactics (alot sht to read, sorry):

This is the biggest secret i will give out. In main room foundry (5th room), it is possible to skip all the foes except black beast and fury grps.
As u can see,the 3 snakes are located on the very sides of the map, 1 on the west, 2 on the east.
So, it is possible for 1 tank to pull ALL the mobs surroundin the snake makin that area clear of enemies.

lets start off with the single snake on the west side, the tank will pull all the mobs away from that snake, makin that area clear, then the main team will come in and trigger the quest (the second tank triggerin the quest is perfered) and run striaght out with the snake, now, u dont have to worry about the mobs that are poped by the quest, if u guys keep runnin north, the agro will break. However there is a possibility when the snake wil get stuck between the mobs that are poped, that is when u gotta kill and heal the snake asap, usually this is not the case.
now u have got the first snake on the west side, and broken the agro of the mobs poped, u moved towards the 2 snakes located on the east side, and u ALWAYS start off with the snake that is most south. remember always move in from the side of the map, basically stick to the wall.
the tank thats holdin the whole foundry mobs should now move towards east, pullin mobs that are in the way of the snakes.
Once the snake is clear of enemies around its area the secondary tank goes in n trigger the quest, and whole team runs north to the snake below, trigger quest and run down again.
once u have all 3 snakes, whole team moves towards the black beast of argh location, the secondary tank will go in trigger the spawn of that black beast grp, and tank it near the gate. once the agro is settled, main team moves in and nuke that grp. then get rdy to pop the fury grp.

now about the sliver tank (main tank), he is the 1 thats holdin all the agro of the foundry room, and he will be the 1 that SOLO the fury grp, with jus sliver.
what happens is, the moment he starts holding the agro of the whole room, he starts to sliverin the melee titans thats on him, by the time the main team got all 3 snakes and finished with black beast grp, he should have already killed all the titan grps on him, then he is able to move in to pull the fury grp and starts slivering every single 1 of them, startin with fury himself. after the job is done, chest pops, he pulls all the mobs away from the chest givin room for the main team to go in for the chest.

that is the foundry tactic, it is hard to describe perfectly in words, heres a pic to show wtf is goin on

http://img399.imageshack.us/img399/9558/mapmb2.jpg



Old Version:

No.1 (Tank)



Role:
most important, the speed and tightness u ball the mobs up determines the speed your team will move on. fast tanking and balling as much mobs as possible is the way forward, always remember to pull the melee to casters and tank beside a wall. I can not write in words how to do doa tanking, i can only show u.

Notes: as Ele/A tank there will be a problem: in Gloom and Veil only, the earth tormentors will give u Weakness by the skill 'Staggering Force', this reduces all ur attributes by 1, thus u can not chain Shadow Form.
Solution: u will need consumables such as golden egg which rises all ur attributes by 1. As A/ele tank you will not have such problem however u might have energy problems and take more dmg than ele.


No.2 (Ele cryer)



Role:
always follow the target of the caller, always keep up the 3 enchantments, always ping Conjure Nightmare when used. there wont be any energy issues.


No.3 (Ele cryer)




No.4 (Ele cryer)




No.5 (Ele cryer, deep freeze)



Role:
same as other cryers however with deep freeze u will be the main snarer.



No.6 (Mes cryer, CALLER)



Role:
this is the caller, u need to know where the tank is gona tank. when he balls everything up and tells the team to come in and BOM, u will be the FIRST to go in, remember, u will always be the FIRST to go in. u MUST call VoR, once called, the eles will come in and nuke it. VoR is an AoE hex, thus the eles do not have to cast any hex before nuking.

about the spirits, if you know the spot where the tank is gona tank, u can lay them before casting VoR, if not, cast VoR first, then come out and lay EoE. Symbiosis is a must when the tank is tanking touchers in veil, other areas is optional, but its always good to have, as all the eles wil have 1000+hp.


No.7 (Monk, Healer)



Role:
dont let ur team mates down


No.8 (Monk, Bonder)



Role:
life bond + life barrier on all casters, life attunement + vital blessing on tank when hes tanking touchers, balth on yourself. vital blessing is optional, can drop it for ether sig, up to u.






Notes:

Current record is 34min: http://img42.imageshack.us/img42/7938/gw388.jpg

The build have been tested, and works brilliant. Any modifications is welcome.

DoA fullrun tactic thread:
http://www.guildwarsguru.com/forum/s...php?t=10333047

Lastly i would like to say that if you are interested please come join us at 'Hey Mallyx [icU]' we do daily DoA runs, there will be requirements.

Contacts:
Psyborg Angel
Matrix Angel
Mr.Kotte
Mr.Kotte
Wilds Pathfinder
#2
Look fun indeed.
Good job
obsidian ectoplasm
obsidian ectoplasm
Desert Nomad
#3
Nice, to bad DoA is already dead.
XkristoferX
XkristoferX
Academy Page
#4
good job thinking outside the box. i have a question. why bring Glyph of Concentration? it's been a while i've ran DoA so i really can't remember if there's anything that can interrupt through SF. looks really fun.

X
czfeng
czfeng
Lion's Arch Merchant
#5
DoA is not dead, jus people dont kno the way to do it, and the glyph is for choking gas
czfeng
czfeng
Lion's Arch Merchant
#8
to make it clear, its glyph of concentration + glyph of lesser energy
d
demirel12
Academy Page
#9
Great m8,
Finally ppl that know what to do (respect also for other creative guilds).
And i agree with czfeng, ppl are to lazy after ursan (press 1,2,3,4) to play anything in this game, simply 90% of ppl dont know how to play. Again thx for sheering and see ya in DOA :-)

IGN Bagi Monk
jonnieboi05
jonnieboi05
Forge Runner
#10
i give your build a 7.5/10 for effectiveness, czfeng

p.s.
----

i like the first screen. reminds me of my 55'ing days long long long ago in UW w/ smite crawlers :P
czfeng
czfeng
Lion's Arch Merchant
#11
thx for the comments, im sharing it so every1 can have some fun, so please keep it cool
t00115577
t00115577
Wilds Pathfinder
#12
Build looks quite nice, would be nice to have a run at doa again, been so long
CE Devilman
CE Devilman
Wilds Pathfinder
#13

good work...not dead...pll are just to rich to care
obsidian ectoplasm
obsidian ectoplasm
Desert Nomad
#14
on topic, i hope everyone starts using this and DoA starts to become active again
jonnieboi05
jonnieboi05
Forge Runner
#15
from curiosity, why do you have illusion of weakness? aren't the mobs supposed to stay balled on/around the sin (thus making the skill useless since it won't even be triggered)? or what? maybe you could throw in an extra dmg skill on the mesmers' bars to speed the farm up?
A
Autonom
Academy Page
#17
Illusion is there as energy giving skill, and it is also maintained since you as cryer don't take dmg.

I havent tried but maybe change it for [Intensity] and bring 20% ench weapon in more xped groups.
Alltho that might make you end up with too little energy and its not maintaiable.