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Build:Team - DoA Solo Tank

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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

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  EoC.png This build requires Consumables to operate properly.  

Complete the Domain of Anguish in Hard Mode in around 40-45 minutes. Expert teams can complete in under 30 minutes.

Overview

Mantra of Resolve Shadow Form Death's Charge Heart of Shadow "I Am Unstoppable!" Shroud of Distress Mental Block Recall
Deep Freeze Visions of Regret Unnatural Signet Mistrust "You Move Like a Dwarf!" Arcane Mimicry Auspicious Incantation Air of Superiority
Arcane Echo Energy Surge Unnatural Signet Mistrust "Finish Him!" Pain Inverter Recall Air of Superiority
Arcane Echo Energy Surge Unnatural Signet Mistrust Wastrel's Worry Edge of Extinction Backfire Air of Superiority
Arcane Echo Energy Surge Unnatural Signet Mistrust "I Am Unstoppable!" Necrosis Empathy Air of Superiority
Arcane Echo Energy Surge Unnatural Signet Mistrust "Finish Him!" Overload Shatter Delusions Air of Superiority
Serpent's Quickness Seed of Life Blessed Signet Unyielding Aura Ebon Escape Life Attunement Life Bond Blessed Aura
Spirit Bond Infuse Health Burning Speed Ether Renewal Optional Balthazar's Spirit Protective Bond Life Bond

Tank

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Equipment

  • Titles: r5+ norn and r8 lightbringer are recommended
  • Sweets: Candy Apple, golden eggs, and candy corn are recommended for Gloom.

Mesmer 1

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Equipment

  • Titles: r8 lightbringer is required

Mesmer 2

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Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor, rune of superior or minor fast casting depending on preference
  • Weapons: 40/40 set is best but a staff is fine too, +30 -2 high energy set
  • Titles: r8 lightbringer is recommended

Mesmer 3

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Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor
  • Weapons: 40/40 set is best but a staff is fine too, +30 -2 high energy set
  • Titles: r8 lightbringer is required

Mesmer 4

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Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor, rune of superior or minor fast casting depending on preference
  • Weapons: 40/40 set is best but a staff is fine too, +30 -2 high energy set
  • Titles: r8 lightbringer is recommended

Mesmer 5

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Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor, rune of superior or minor fast casting depending on preference
  • Weapons: 40/40 set is best but a staff is fine too, +30 -2 high energy set
  • Titles: r8 lightbringer is recommended

UA monk

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Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor, prot headpiece and divine headpiece
  • Weapons: +20% enchantments melee weapon + 20/20 healing offhand, 40/40 Divine set
  • Titles: max seed is required
  • Sweets: Using a cupcake is required

Emo

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Optional slot should be:

  • Aura of Restoration Aura of Restoration for more spam
  • "I Am Unstoppable!" "I Am Unstoppable!" to piss off your mesmer
  • Ebon Escape Ebon Escape for running around

Equipment

  • Armor: Radiant insignia, runes of attunement, rune of superior vigor
  • Weapons: +20% enchantments staff
  • Sweets: Having 18 in energy storage is highly recommended for Veil, and required for Jadoth in City; so you need one from Golden eggs, Candy corn, or Lunar Fortunes.

General Usage

The tank pull mobs into balls, which the mesmers then blow up. The tank is kept alive by bonds from the Emo and the heals from Perma-seed.

Tank

This is just an outline of the techniques used to tank DoA:

  • Standard Mobs: These are the easiest to pull, as the A.I. is predictable and intuitive. Simply pull in a striaght line, and you will separate out the different ranges of creatures. From furthest to shortest range we have: longbow, caster, paragon, and melee. This means that you can pull everything onto 1 spot in 3 steps and a dcharge. You can reduce the number of steps required by pulling mobs around corners, this way the ranged attackers can be made to all have the same effective range.
  • Balled Groups: Almost every mob in City, and some in the 1st & 4th rooms of Foundry has this A.I. feature. The group follows a pattern: they start off wandering around aimlessly, then suddenly they all regroup on 1 spot and pause for a few seconds, they then all run as a team to a different place, pause again, and then resume wandering. This cycle repeats ad infinitum. If you aggro the group when they are in the process of suddenly regrouping, they will pull only a few steps, and thus you should always time it so that you only aggro when they are wandering or running together.
  • Dream Riders: To pull a dream rider into the same ball as the terrorwebs in its group, you must first pull everything in a straight line, and then turn around and run to the right-hand side of the terrors at roughly a 45 degree angle, and stop when 2/3 or so of an aggro bubble away from the terrors.
  • Mass melee: These are only really encountered in Veil, and can be extremely dangerous since the groups usually contain multiple hungers. When you aggro a group of melee monsters, the A.I. is designed to try and body-block you. They calculate where you will be if you run in a straight line, and will enclose you from both sides. Obviously to avoid this you simply need to run in curves, aggroing a mob and then running around one side of it. Most importantly, when you are tanking enemies that will kill you if they reach you e.g. hungers, do not stop. Use shadowsteps to put distance between you and the enemies, and never stop to cast stuff if you don't need it, too many times I have seen people recast shadow form when it is not needed.
  • Trench groups: Watch a video on YouTube of how to Trench tank. You will be a good tank if you do.

Spikers

  • Before each spike UA should put EoE down.
  • Once the ball is ready, Mesmer #1 should Ping his VoR on a central target of the mob.
  • The Mesmers should then spike the mob, and finish off any leftovers. Skill usage is generally left-to-right for the builds posted on this page.
  • Perma-seed should resurrect anybody that dies.
  • If stuff goes wrong, do not pull aggro into the group, it is almost always better to die so that others can get away safely and rez you.
  • Note that all the Mesmers should have prot bond on them so, unless the Emo dies or loses energy, you can take on small numbers of enemies (provided they don't strip enchantments too much).

Emo

  • Permaseed should always follow the Emo, and seed when needed.
  • The Emo should maintain energy by spamming spirit bond and burning speed. The Emo has infuse in order to heal people directly when required.
  • Bonds should generally be applied like so:
  • Life bond on the tank, make sure this is the first enchantment cast.
  • Prot bond on the entire pirate crew.
  • Balth spirit on the tank, perma-seed, and yourself.

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