Difference between revisions of "Domain of Anguish Guides"

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= Builds =
 
= Builds =
  
=== Team Builds ===
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== Team Builds ==
  
 
* [http://www.pvxwiki.com/wiki/Build:Team_-_DoA_HM_Balanced DoA Balanced]
 
* [http://www.pvxwiki.com/wiki/Build:Team_-_DoA_HM_Balanced DoA Balanced]
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* [http://www.pvxwiki.com/wiki/Build:Team_-_Eskimos Eskimos]
 
* [http://www.pvxwiki.com/wiki/Build:Team_-_Eskimos Eskimos]
  
=== Alternate Character Builds ===
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== Alternate Character Builds ==
  
 
* [http://www.pvxwiki.com/wiki/Build:D/E_Obsidian_Dervish D/E Obsidian Dervish Tank]
 
* [http://www.pvxwiki.com/wiki/Build:D/E_Obsidian_Dervish D/E Obsidian Dervish Tank]
 
** an obsidian flesh dervish build that can take the place of a warrior
 
** an obsidian flesh dervish build that can take the place of a warrior
  
== Tips ==
+
= Tips =
  
=== Warrior ===
+
== Warrior ==
  
 
1. I only used Signet of Stamina while trying to run from a mob. 10 times out of 10 I died anyway. I seriously do not understand why it's there. I'm there to do damage; I can't *stop* attacking just to gain health.
 
1. I only used Signet of Stamina while trying to run from a mob. 10 times out of 10 I died anyway. I seriously do not understand why it's there. I'm there to do damage; I can't *stop* attacking just to gain health.
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: Although it is ostensibly the tank's job to hold aggro, it is too easy to blame monster scatter on the tank. The rest of the party has to be aware how monster AI is going to work when they engage. It only take 1 person to be too far up to form a bridge for the monster to rush past the tank and straight to the back of the line. The tank really does have to be more than one circle away to get the initial aggro. Everyone needs to know that. They will charge past the tank a little in search of other party members. It is only when they don't find any additional party members that they will turn back and crowd around the tank. The monsters have to be solidly stuck before the rest can approach. Unfortunately, in DoA, the pressure on the tank is exceedingly high. It doesn't take long for even the best tank to die while being hammered in DoA. The need to quickly come to the tank's aid when he's being hammered is very high. It is easy to rush in to try to save the tank when the monsters may not have fully targeted the tank. Secondly when nuking starts and depending on what skills are being used, the monsters may shift their target to the nukers, who are now on the edge of the aggro circle. They form a bridge between the tank and the monks even further in the back. If the monster breaks away from the tank at that point, they will go after ele's. When they see the monks, they will change yet again and go to the monks. The nukers have to be careful about who and how far up they are standing when they nuke.
 
: Although it is ostensibly the tank's job to hold aggro, it is too easy to blame monster scatter on the tank. The rest of the party has to be aware how monster AI is going to work when they engage. It only take 1 person to be too far up to form a bridge for the monster to rush past the tank and straight to the back of the line. The tank really does have to be more than one circle away to get the initial aggro. Everyone needs to know that. They will charge past the tank a little in search of other party members. It is only when they don't find any additional party members that they will turn back and crowd around the tank. The monsters have to be solidly stuck before the rest can approach. Unfortunately, in DoA, the pressure on the tank is exceedingly high. It doesn't take long for even the best tank to die while being hammered in DoA. The need to quickly come to the tank's aid when he's being hammered is very high. It is easy to rush in to try to save the tank when the monsters may not have fully targeted the tank. Secondly when nuking starts and depending on what skills are being used, the monsters may shift their target to the nukers, who are now on the edge of the aggro circle. They form a bridge between the tank and the monks even further in the back. If the monster breaks away from the tank at that point, they will go after ele's. When they see the monks, they will change yet again and go to the monks. The nukers have to be careful about who and how far up they are standing when they nuke.
  
=== Elementalist ===
+
== Elementalist ==
  
 
Try not to press C or T then Cast. This will definitely put you in the tanks outer aggro circle. You can successfully cast completely out of your aggro as well as the tanks. It takes a little practice to get the distance down because it's not far from aggro but it is enough not to draw attention to yourself.
 
Try not to press C or T then Cast. This will definitely put you in the tanks outer aggro circle. You can successfully cast completely out of your aggro as well as the tanks. It takes a little practice to get the distance down because it's not far from aggro but it is enough not to draw attention to yourself.

Revision as of 09:35, 27 July 2007

The Domain of Anguish is an "elite" region in the Nightfall campaign. The domain consists of one outpost, four explorable areas and an Elite Mission.

According to lore, the Domain of Anguish is the place within the Realm of Torment that the evil forces of Abaddon retreated to after the defeat of their dark lord. From this fall-back position they try to re-build a bastion of power, and to threaten the Goddess of Truth. Players may venture into the Domain to stop the demons from succeeding.

Builds

Team Builds

Alternate Character Builds

Tips

Warrior

1. I only used Signet of Stamina while trying to run from a mob. 10 times out of 10 I died anyway. I seriously do not understand why it's there. I'm there to do damage; I can't *stop* attacking just to gain health.

This is something that takes a lot of warriors some time to get used to: the DoA warrior is not a damager. Its sole purpose is to survive and soak up damage. Signet of Stamina is in the build for the same reason Endure Pain is: to give the heal monk a few extra seconds to pickup a spike on the warrior.

2. I think there has to be another melee character up with me to truly block the Margonites. I would have nearly everyone's attention, and then a dervish or warrior would just slide by and start beating on the rest of the team.

1 or 2 "leakage" is expected but... OK long winded explanation coming.... The problem in most runs is one that most warriors think is theirs when in reality has nothing to do with them. Party members don't realize that they have A LOT of control over aggro. It's really not a problem in most areas but in DoA it shows and it's also something that if you haven't played both a warrior and a caster in a lot of different arenas you won't know. The position of the rest of the party is just as crucial as the position of the warrior. Monster AI will run around the warrior if the angle isn't harsh enough and only 1 person standing in the wrong spot can trigger a run around. This is one of the things that we can and should work on during the weekday runs.
Although it is ostensibly the tank's job to hold aggro, it is too easy to blame monster scatter on the tank. The rest of the party has to be aware how monster AI is going to work when they engage. It only take 1 person to be too far up to form a bridge for the monster to rush past the tank and straight to the back of the line. The tank really does have to be more than one circle away to get the initial aggro. Everyone needs to know that. They will charge past the tank a little in search of other party members. It is only when they don't find any additional party members that they will turn back and crowd around the tank. The monsters have to be solidly stuck before the rest can approach. Unfortunately, in DoA, the pressure on the tank is exceedingly high. It doesn't take long for even the best tank to die while being hammered in DoA. The need to quickly come to the tank's aid when he's being hammered is very high. It is easy to rush in to try to save the tank when the monsters may not have fully targeted the tank. Secondly when nuking starts and depending on what skills are being used, the monsters may shift their target to the nukers, who are now on the edge of the aggro circle. They form a bridge between the tank and the monks even further in the back. If the monster breaks away from the tank at that point, they will go after ele's. When they see the monks, they will change yet again and go to the monks. The nukers have to be careful about who and how far up they are standing when they nuke.

Elementalist

Try not to press C or T then Cast. This will definitely put you in the tanks outer aggro circle. You can successfully cast completely out of your aggro as well as the tanks. It takes a little practice to get the distance down because it's not far from aggro but it is enough not to draw attention to yourself.