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 DoA 101 (Builds are out of date, tactics aren't) By Hey Mayylx [icU], Stop Stealing [agro], and Spice Girls Reunion Tour [NOOO]

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DoA 101 (Builds are out of date, tactics aren't) By Hey Mayylx [icU], Stop Stealing [agro], and Spice Girls Reunion Tour [NOOO] Empty
PostSubject: DoA 101 (Builds are out of date, tactics aren't) By Hey Mayylx [icU], Stop Stealing [agro], and Spice Girls Reunion Tour [NOOO]   DoA 101 (Builds are out of date, tactics aren't) By Hey Mayylx [icU], Stop Stealing [agro], and Spice Girls Reunion Tour [NOOO] Icon_minitimeTue Jan 26, 2010 5:39 pm

Domain of Anguish: a Guide

This is how we are currently doing this elite mission, it isn’t the only build out there and the pathing may differ from other teams, but as far as we can work it out up till now it is the fastest and most efficient way to complete this mission.

0. Overview

0.1 Introduction: This walkthrough is intended for players who have some experience with the Domain of Anguish, from old school Obsidian Flesh tank builds, Ursan Blessing runs or 600/Smite farming. We try our best to describe areas as accurately as possible but we expect a certain level of knowledge
from the readers.

0.2 Party composition: The main tank will be referred to as the sliver tank, and the secondary tank will be referred to as the recall tank, for obvious reasons. The Visions of Regret (VoR) mesmer is the spike leader/caller as he has the primary AoE hex that powers Cry of Pain (CoP). The Energy Surge mesmer is a pure damage spiker with a back up Ether Nightmare for AoE hex. Slightly less powerful are the Ether Renewal (ER) elementalists, they are designed for more utility and soloing capability. Finally, the backline consists of a Healer’s Boon monk and a Life Barrier bonder with spirits. The full build can be found here: Picture

0.3 Equipment setup: Tanks should run 1 Superior Earth Magic rune with all armor boosting insignias, an enchantment boosting weapon and a +10 armor vs. Demons shield. This brings base armor to 96, compared to the regular 60, and it makes a very big difference. As for midline and backline, superior attribute runes are highly risky, due to the low armor class of casters. Mesmers can run major domination (the E Surge should definitely run major, as 12+1+2 [+1 from Essence of Celerity] is a break point for a 99 damage E Surge) but elementalists should only run a minor energy storage + water magic, as there is no real noticeable difference between 15 and 17 energy storage on ER. And since the elementalists are counted upon for their resilience having high health is a good idea. For similar reasons monks should also run minor runes (although to increase effectiveness of bonds the bonder should switch to a superior protection headpiece when applying bonds) to maximize survivability.

0.4 Consumable items: Sets of Essence of Celerity, Grail of Might and Armor of Salvation (3-4 if you’re starting this, we usually use 2 but have a 3rd one as backup), resurrection scrolls on most characters, golden eggs and/or candy corn for the sliver tank.
0.5 The general idea: The build is provides a fast, clean AoE spike that ignores armor to eliminate large groups quickly. Using self-sufficient (for the most part) permanent Shadow Form tanks to pull large amounts of groups together, DoA can be completed within time limits that were previously unachievable. Note that since this is a build that requires a fair amount of coordination (as opposed to Ursan Blessing builds for example) it can be quite risky to take multiple beginners in the group at a single time.
The rundown of a generic mob proceeds in the following way: The tank pulls a group (or multiple groups) in a certain direction, causing the pursuing foes to eventually be divided into essentially two groups: ranged monsters stand at max range from the tank, while the melee ones are right next to him; once these two groups are distinct and balled up, the tank walks or shadow steps to the caster group with the melee group following him, to ball up all the foes in one group. Then a target in the midst of the group is called, and everyone has a brief moment to prepare for the spike (Bonder needs to get Edge of Extinction in range of the mobs, eles can pre-enchant, bonder can pre-Protective Spirit) which is initiated by the VoR Mesmer with the AoE hex. Once the AoE hex is applied all midline must dump all damage quickly to ensure a successful spike, which will kill the called target, as well as most other targets in the area (which is considerable range) and any survivors will be wiped to EoE. Unsuccessful spikes often result in agro breaking, as the monsters change targets and head for the midline, which is to be avoided, for speed as well as survival (a pre-Deep Freeze will help for this).

1. City of Torc’qua:

1.0 Pre-note: First off city is made MUCH easier when both tanks have a hydromancer armor set, as the only thing that can damage you when pulling/tanking is Mystic Twister – which can hurt when you have several dervishes training you. The bonder will need to put Barrier on the second tank and all casters for the most part of city.

1.1 [Quest] The City of Torc’qua: To start off, the recall tank pulls the first 4-5 groups of enemies and to the left wall of the area before reaching the gates and then start balling them up. While he does this the sliver tank will run around hugging the right wall to skip these groups and start pulling all the remaining groups outside of the city wall. Map Once these groups are down there is usually enough time to kill 3 or 4 of the Margonite Anur Su’s and Margonite Anur Mank’s on the city wall, as the sliver tank gets the 2nd group ready for the rest of the team to spike. Map Then the main team can finish up the Margonites remaining on top of the city wall, to open the gates.
Now the team splits again, the sliver tank goes off to the left and agros all the mobs on the left hand side while the recall tank and team run to the right. The recall tank agros the 3 groups on the far path (remember EoE must be up for all of these groups). Map Next, everyone can move to the middle of the City area, where the sliver tank should be almost done balling up the Margonites. Map After these are dead the bonder must put Life Barrier on either one of the tanks that are going to be tanking the boss group, as well as the casters. This means the bonder must constantly stay in range of the tank that is pulling. Usually the tank that isn’t going to tank the boss group will take the reward when the other tank runs out to pull.

1.2 Lord Jadoth: Barrier is necessary to remove all the damage from Mystic Twister from Margonite Anur Ruk’s and the Demonic Miasma environment effect, so make sure you have it on you before you go to pull the 4 groups that spawn after the reward has been taken. Agro everything and move to the top of the small hill past the gate separating City and Veil, pulling all the casters together and then balling up the melee ones for a spike (get EoE up). When killing the boss group everything but Jadoth should die in one spike, as he has an extremely high amount of health. Just keep spamming on him, Empathy speeds this up quite well. Map And Voila, City is done in a mere 5 groups.


2. Stygian Veil:

2.0 Pre-note: Veil is where you really want a decent HB monk, it’s the main reason we put Infuse Health on the HB bar as hungers are what really hurt here, the monk needs to know when it is safe to cast on tanks without breaking agro, without letting him die. All bonds (Life Barrier, Life Attunement and Vital Blessing) should be maintained on both tanks throughout Veil. It’s also important for the bonder to put Symbiosis up fairly close to the tanking spots and to always use Symbiosis before EoE, so the bonder needs to be familiar with spirit range as well as tanking spots. As for the tanks, the sliver tank never tanks a group with Stygian Fiends in it unless confident that he/she can recast SF without getting interrupted by Choking Gas (it’s possible with 1-3 fiends on you, but if there are more it isn’t recommended to attempt) or if the group can kill them fast enough.

2.1 [Quest] Breaching the Stygian Veil: Everyone goes to the top of the trench on the far side, past the Order of Whispers NPCs to set up spirits. http://img114.imageshack.us/my.php?image=gw212mv7.jpg The sliver tank will tank the first 2 Hunger groups that spawn while the recall tank will tank the next 2 groups which have Stygian Fiends in them. To effectively ball up these Fiend groups he needs to run down towards the trench and then shadow step to the Fiends when they get near the edge of the trench (do it quickly because some groups have Hungers and you cannot be healed except by Heal Party before everything settles on you, might also want to use Glyph of Concentration for Death’s Charge). Next the sliver tank will get the Hunger group and the recall tank will take the last group.

The sliver tank then proceeds to the left hand side (with the Dervish Stygian Underlord) and takes the first 2 pop ups. Once these mobs spawn, run back to the main group where you will pull THROUGH the recall tank, to ball the fiends up with the rest. http://img114.imageshack.us/my.php?image=gw122ey0.jpg For this to work properly the recall tank must not fail at blocking. While the group is finishing up this group, the Sliver tank will run around and pull the Underlord. While pulling the Dervish Underlord it’s best to never to rush straight in if the he is in the middle, as the chances are the pop ups will spawn in your path and you will get stuck. It’s always best to run around to either side and try to pull from there. While the sliver tank is doing this the main team should be hugging the left wall and moving closer, while leaving enough room for the sliver tank to pull the Underlord and any other Stygians. http://img389.imageshack.us/my.php?image=gw215fj4.jpg Now after this there is usually some Fiends left, a few tricks in dealing with these as to not bother killing them is to get the second tank to recall someone and the rest of the team runs away to the other side. Then just end recall to lose agro and teleport to the main group – it saves precious seconds.

For the Ranger Underlord everyone stands to the left hand side of the area and the bonder gets Symbiosis and EoE up on the other side. http://img504.imageshack.us/my.php?image=gw216mq1.jpg Here, the sliver tank will pull all the Hungers and as many other mobs as possible, leaving the Fiends and Underlord behind, and pull them through the recall tank. This should ball them all up and make an easy job of the Stygians. Remember to Deep Freeze to prevent them from reaching casters in case they break. After these are dead the bonder can stand at the Adept of Whispers and the sliver tank can just stand at the gate that leads to the trench. The rest of the teams go to kill the Underlord, which the recall tank will group with the other remaining Fiends. http://img443.imageshack.us/my.php?image=gw124oi1.jpg

2.2 [Quest] Brood Wars: To start the second quest, the bonder standing by the Adept of Whispers can take the quest asap to allow the sliver tank to enter the trench to trigger the Stygian pop ups. The bonder runs straight back to the main group who should be in the middle area of where the Ranger Underlord was and the sliver tank will pull the 2 pop up groups to the main group to kill. The whole team proceeds down this trench that was just cleared and tries to hug the right wall as to not agro the 2 spawns on top of the trench if they weren’t killed. Use a longbow here to pull the Stygian Lord and the Tormentor group should not follow, although if they do it’s no problem. Pull these to the group of Hungers that are down the left trench and keep going down the trench until the Lord is pulled into it, then shadow step back to him and pull through the other tank at the corner.

Next, either tank can pull the second Lord. Basically try to pull the patrolling group (these follow you a long way so doesn’t really matter how far away they are), into the pit where the Lord is, making a big loop deep in there to ensure the ranged foes don’t run around the other tank waiting at the corner. This way when you pull through him the mobs should ball up nicely to allow 1 clean spike. http://img399.imageshack.us/my.php?image=gw147bt2.jpg

For the third Lord the sliver tank agros and runs past the group patrolling the right trench (Death’s Charge if you get stuck) and hugs the left wall to use a longbow to pull the Lord. This shouldn’t trigger any pop ups and then you can pull them back to the main team to tank, trying your best to ball up the Lord and the Stygians. Meanwhile the recall tank will ball up the Fiends that patrol the left trench, being careful not to go too far as to agro the Hungers. Once the Lord group is dead the main team rushes down to kill the Fiends. http://img503.imageshack.us/my.php?image=gw221iw6.jpg

Onto the final Lord now, you will first have to kill a group of Hungers, and then the main team goes no further than half way down this trench. The recall tank uses a longbow to pull the Lord, avoiding the Hunger spawn, and then agros the group patrolling the trench in front of the Lord. While this is happening the sliver tank triggers the 2 pop up groups in the left trench (the one leading back to the Maw), these will both run towards the sliver tank, who can then shadow step to reach the tanking spot near the main team at the corner. The recall tank will lure the Stygian Lord group into this same trench that leads towards the Maw, also shadow stepping to a target that is far back (preferably not the Lord as you can possibly get stuck inside it)) to reach the same corner where both tanks will dual block while the team kills. This is a difficult pull because it requires coordination as the two tanks need to complete their individual pulls and reach the corner at roughly the same time; and also because this is a lengthy pull of a total of 3 groups plus the Lord, it must be accomplished as fast as possible as to not die to the Hungers, interrupts, and more importantly the Signet of Judgment from the lord which can be quite problematic. If it is all done properly you should wipe all the trench pop up groups and the patrol group leaving behind the Lord and maybe a couple of casters/fiends which the midline can pick off. http://img503.imageshack.us/my.php?image=gw223ge2.jpg Then the whole team runs up the trench that was just cleared. And so the second quest is complete.

2.3 Dreadspawn Maw: One of the tanks will take the reward as the rest of the team heads into the area where the Dervish Underlord was and that’s where all the pop ups will be pulled to by the sliver tank, who pulls through the recall tank. http://img131.imageshack.us/my.php?image=gw226ad7.jpg One ele will split off to the left immediately and start killing all the Smothering Tendrils working your way around clockwise, ignoring the closest one to the main team and the one to the right of that. The other ele will kill the closest Tendrils to the main group and after that spawn is dead will kill the one to the right of that, in a counter clockwise manner.

To kill Tendrils successfully, eles need a decent knowledge of what they are doing. Essentially you have 3 interrupts so with some good timing you can interrupt every single Torment Slash the Tendrils casts. The general cast order for soloing the Tendrils is this: Conjure Nightmare, Lightbringer’s gaze, Arcane Echo, Cry of Pain, Conjure, CoP, LB gaze, Conjure, CoP, Conjure. In timing these properly you can interrupt all the Torment Slashes, you also need to wait till the Slash is AT LEAST ¾ casted and then interrupt but this only has to be done for the first 3 Slashes. This means that by the time you have used LB gaze and CoP twice LB gaze will be recharged to be used again. Now if you don’t interrupt all the Torment Slashes because your skills aren’t recharged or you messed up the casting order the main thing is to not panic. You will not die from one Slash, or even two if you took the suggested equipment set up. The important things to keep in mind for this is that the Slash hits everything in a straight line, from the moment it started being cast, so if you just move laterally (perpendicular with respect to the Tendrils) before it finishes casting, you can avoid it. You should also back up out of its range to re-enchant yourself as ER with Aura of Restoration also helps you heal up if you happened to get hit by a Slash, just make sure you don’t take too long since you don’t want the Tendrils to regenerate. Also the idea is to NOT spike the tendril to death but to let it get to low enough health that you can degen it with Conjure and run away to a safe spot ready to kill the next Tendrils without agroing the pop ups.

Each time a Tendrils dies the sliver tank will pull the spawns away. The first 2 Tendrils should die at a similar time if both eles know how to do it properly and so the sliver tank can agro both the groups at the start and pull them through the second tank. The ele that went to the left will work his way around clockwise and the ele that went to the right will go counter clockwise, while the sliver tank pulls all the groups away from the eles and to the main team to kill. Also it is useful to kill the 3 Torment Claws that are near the Chest spawn as people tend to die to these while picking up their Gems.

To reach Gloom, we take the same trench that led from the 4th Lord (previously cleared), and you will only have to kill 1 group of Stygians near the start of Gloom, just make sure everyone is in range for them as some people are far behind due to opening the Chest after others.

3. Ravenheart Gloom:

3.0 Pre-note: Bonds aren’t really needed here but it’s important for the sliver tank to keep Egg/Candy Corn up due to weakness inflicted by Earth Tormentors (you might have encountered them in veil as well). EoE is also vital for Gloom, because failed spikes here can cause big delays. Only the recall tank needs to take the quests.

3.1 [Quest] To the Rescue!: For the first group, the recall tank pulls the first Tormentors (either before or after they’ve slaughtered the orders NPCs) away and recalls someone in the main team to get out fast afterwards. The main team moves past these Tormentors towards the west Cave for the first quest. The sliver tank pulls all the mobs outside of the cave away from the rest of the team so the team has enough space to run into the Cave and then tanks them near the entrance of the Cave to have enough room to move around if need be, without letting the new spawns from the quest reach the Cave. The tank waits for the last spawns to be in range and then balls them up for a spike. The last spawn is a group of 4 with 2 Heart Tormentors that comes from the north west, just in case you lose count. http://img46.imageshack.us/my.php?image=gw127xt7.jpg

3.2 [Quest] The Rifts Between Us: Now, the recall tank takes the reward and next quest from the Warden of Whispers, and runs back to the start for the next quest (given by Voice of Whispers), and if the initial Tormentors are blocking the path use DC and SF and Recall to lure them away and shadow step back to the NPCs. Meanwhile, the rest of the team runs north towards the portal. The sliver tank here pulls the line of Tormentors and the 2 patrol groups, one to the left and one below, at the portal, careful not to get in range of the portal as it will trigger spawns. Then everyone runs to the portal to cap and the sliver tank will agro the Flesh Tormentors spawns before they run to the portal and gank the main team. The sliver tank will ball these 4 groups up as the bonder gets EoE up and triggers the Deathbringer group. http://img505.imageshack.us/my.php?image=gw128dl0.jpg

3.3 [Quest] Deathbringer Company: When the portal is capped the recall tank should already be waiting at Voice of Whispers to accept the reward and take the next quest. The Deathbringer group is very straightforward, the sliver tank just waits for them to kill all the Orders NPCs and then DCs in while they are balled. Everyone runs to the side away from the wall towards the west before they spike the Deathbringer group so that when the reward is taken the Darkness’s don’t spawn on top of the team. The Deathbringer group may not all die at once, one Flesh Tormentor and Earth Tormentor have slightly higher health than their regular counterparts.

3.4 The Greater Darkness: For the Boss group it’s a case of spiking and running. The sliver tank will tank them while the main team spikes, however even if the Darkness’s attack the midline they mustn’t back up before killing them because then the Earth Tormentors will spawn all over the place and it will take longer to clear everything. Everyone should take a step back when the initial group of Darkness’s die, but probably won’t need to go very far. When the second group of 5 Darkness’s all die everyone except the sliver tank needs to run far away to the tip of the crack in the ground near the Cave to the south, as the Earth Tormentors don’t lose agro easily. When they all re-settle on the sliver tank, just run in and spike them down, and make sure EoE is up for this. http://img363.imageshack.us/my.php?image=gw132kl1.jpg

4. Foundry of Failed Creations:

4.0 Pre-note: Much like in city, geomancer armor for Foundry is highly useful on tanks, since all the damage that can touch you is earth damage from Shockwave and Mystic Sandstorm. Only the recall tank takes the quest reward here after the 4th room, reasons will be explained later. For the bonder it’s best to get Life Barrier and Vital Blessing on the 2 mesmers and HB monk in the first room as they will be the targets at risk. You can also maintain Life Attunement if energy allows it.

4.1 [Quest] The Foundry of Failed Creations: For the first room everyone goes to the point at which the spawns trigger while the sliver tank takes the agro of the Margonites. Spike these down but leave 1 remaining, Ranger is usually a good option to leave as he stands farther away. Then everyone moves back except the sliver tank (unless if he is attacking sliver tank in which case tank moves back then forward). Once everyone is clear of the spawn area, kill the remaining Margonite. The sliver tank then pulls the Titans to the corner where the random bit of wall sticks out and the Titans should get stuck there. The rest of the team can go in to spike while the bonder gets Symbiosis up for the 2nd room, make sure however that it goes up on the side of the 1st room and not of the 2nd.

For the second room of Foundry, Keep the bonds up that you got up in 1st room for here. Do not use EoE here. None of the eles should die here, including the ER eles, who don’t take burning or damage from Searing Flames and have self heal, just maintain Frigid Armor (make sure to recast Aura of Restoration as a cover enchant so the Greater Dream Riders don’t Shatter Enchantment Frigid Armor). The whole team moves into the right hand corner of the gate to 3rd room. Both tanks stay back and wait till everyone is ready before entering the 2nd room and triggering the spawns. If in the unfortunate event they spawn on top of the main team, spread out as fast as possible, call your hexes and spike them down fast, have ONE person do the targeting, and start with Tortureweb Dryders always as they are pretty much the only threat to wiping everyone. Try to dodge or interrupt Meteors. If this is done properly and they are killed fast then no one should die, but sometimes the monks and mesmers do die – in which case you need res scrolls so always make sure you have scrolls on your eles but don’t use these until there’s very few enemies left, as resurrected players with 25% health and no energy will die again easily. Again leave 1 enemy left alive, one of the tanks can usually pull the Margonite Anur Vu away so that he doesn’t get spiked. Once everyone is alive and ready and in the same corner again kill the Margonite to trigger the next spawn. If you’re unlucky for this one it’s the same story, spread out, hex and spike down the Tortureweb Dryders fast. The Greater Dream Riders are pretty much harmless except for Enraged Shatter Enchantment and Power Block on HB monk is always nasty. Anyways, as long as people react fast you shouldn’t fail this room – even with double bad spawns.

The third room is much simpler; just trigger the spawns and the sliver tank pulls all the groups around the left wall of the room and then to the most forward left pillar to block them. The bonder can use EoE here and Symbiosis is optional. Here the bonder should pre-PS midline in case they get targeted by the Rage Titans. After each spike the sliver tank needs to move back a very tiny bit so that the new Titans that spawn around you walk up towards you and balls up again. This prevents agro breaks etc, so make sure you leave yourself a little bit of room on the initial pull so that you can move back a bit after they die and after the first spawns die. Once these are all dead just finish off the Tortureweb Dryders and the Greater Dream Rider. Nice and easy. http://img379.imageshack.us/my.php?image=gw135qz4.jpg

For the fourth room everyone goes to the right at the gate and into the corner. The sliver tank moves up to tank the spawns. Use Symbiosis here and only use EoE if you’re feeling brave. For the first group the Margonite Anur Ki stays in front of the Tortureweb Dryders when pulled so kill the 4 Tortureweb Dryders then pull the Margonite Anur Ki back to the corner to kill. Again the tank goes back to the initial position. It is very important that everyone stays in this corner for this room when a group of enemies is about to die as spawns can be incredibly random and often spawn very near to the corner where the main team is. For the dementias the sliver tank pulls them around and back so they ball up on the edge of the wall to the left hand side. http://img208.imageshack.us/my.php?image=gw138fc1.jpg Repeat this for the next two spawns; make sure to back up always and give the tank some time and room to pull. For the last group the tank can simply DC to the Margonite Anur Ki and that should be enough for the main team to spike most of the group. Usually the Greater Dream Rider is left as well as the 2 Titan spawns which are easily dealt with. Note that the recall tank doesn’t do anything for these rooms except stay alive in case of unfortunate wipes so make sure you’ve got res scrolls.

4.2 [Quest] Foundry Breakout: Now onto the fun part for the sliver tank. Let the recall tank pull the closest mobs to the narrow space between the large bucket and the wall of the 4th room, usually a group of Margonites, 2 Titan groups and 2 Tortureweb groups. The bonder should Barrier the recall tank when he gets in range as he could die to Shockwave and Mystic Sandstorm under Enraged. He should also Barrier the midline and keep spirits up. Meanwhile the sliver tank runs around the other side of the bucket and starts tanking every single group left in foundry. It’s useful for the sliver tank to use both eggs and candy corn here to keep Sliver Armor up. Basically the idea is that you kill all the titans leaving the Margonite casters, Tortureweb Dryders and Greater Dream Riders alive around you. http://img386.imageshack.us/my.php?image=gw144kp2.jpg The more casters left alive wanding you the faster Sliver Armor triggers, and if you kill all the melee foes it’s much easier to target with Sliver Armor. For the far south side of foundry you may need to wait for patrols to come to you so that you don’t lose agro of some. While the sliver tank does this the main team and recall tank gets the snakes.

The recall tank should Recall someone on the main team and then trigger the snakes one by one. The main team runs away with the snake while and the recall tank will tank the spawns and then recall out once the snake is a safe distance away. The first snake you take is the one that’s near the bucket and in between the 4 pillars (Captain Valkyss). Then move on to the farthest snake on the other side using the same tactics (General Yendzarsh). Vent is useful here so the second tank can call if the snake gets stuck. Do the same for Silzesh. Now the reason why no one takes the first quest reward (except the second tank) is the following: basically we found out that you can still complete foundry even if Silzesh dies, but someone other than the recall tank has to take the quest. It is however not recommended to just let him die, and successfully running away with him is faster, so only consider this as a backup option.

Now when the snakes are all taken you have the choice of doing 2 things. You can either get the snakes stuck (safer) or carry them with you onto the Black Beast of Arrgh. To get the snakes stuck you take them to the most southern part of the 4th room of Foundry (recall tank does this) while the rest of the team is stationary hugging the left hand northern wall (don’t move at all or the snakes will refuse to follow the lone tank leading them to the other side of the wall). Then the second tank Recalls a party member to shadow step to the other side of the wall and everyone runs. You can test if the snakes are stuck as they won’t move if party members on the other side of the wall move. http://img137.imageshack.us/my.php?image=gw117zz7.jpg
Now run south to the Black Beast of Arrgh. Timing your shadow form is important here; basically once the spawn is triggered the black beast doesn’t actually spawn until you’re in range of the Titans. What you want to do is to have your shadow form last longer than the Touch of Aaaaarrrrrrggghhh (32.4 seconds vs. 20 seconds), so put up Shadow Form as late as possible (don’t die though) and when it uses touch it’s crucial that NO other player are in your range as you will swap locations with that player and will very likely wipe. If you still have the snakes with you the spike needs to be really clean so that the snakes will be removed from ally status once the first group and black beast fall. If not the chances are the Rage Titans that spawn will use churning earth etc on the midline and snakes, which kind of hurts – this is why it’s safer to get them stuck. Once the first group is dead continue to spike them down, you can back up when they die/spawn and then spike if you don’t have snakes with you. http://img530.imageshack.us/my.php?image=gw201sz1.jpg

4.3 The Fury: Once the remainder of the Black Beast of Arrgh group is dead the second tank can take the reward and the sliver tank can get to work on the Fury group. Sometimes you may need to call the Guardians of Komalie as the mesmers can get a bit scared of Sliver Armor and run around a lot. Once these are dead and the sliver tank has his Gems, he pulls all the mobs away from the chest (around 1.5-2 agro bubbles away) and then runs into the centre of the mobs as this reduces the chance of them running to the Chest to try and kill your party as they open the chest. http://img530.imageshack.us/my.php?image=gw202pt4.jpg
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