User:VanderBeltFamily

=DoA Triangleway= Using Consets(required), AI, and a standard tringle point system(TANK, Spike/Snare, Protect/Heal), DoA can be done in as little as 2 consets, it uses some format's of trench but being a little more versatile to use other roles. im keeping this on my own user page, since Trench is Meta and this isnt as good as trench. but a lil easier to learn)

Tank
[build prof=Me/a insp=12 sha=12][Mental Block][Shadow Form][Mantra of Resolve]["I Am Unstoppable!"][Dark Escape][Shroud of Distress][Recall][Death's Charge][/build]

Equipment

 * Armor: Blessed insignia, attunement or vitae runes, rune of superior vigor.
 * Weapons: one handed +20% enchanted weapon and +10 armor vs demons shield, high energy staff +20% enchantment.
 * Titles: r8+ norn and r8 lightbringer are recommended.

A/Me can do this role also a perma R/A with Dwarven Stability+Whirling Defense can also tank for this aslong as the main perma guidelines are followed...use recall when running down pop trench thing's for an easier way of balling them.

NT Spiker
[build prof=N/Me death=12+2 soulreaping=12+1+1][Icy Veins][Necrotic Traversal]["I Am Unstoppable!"][Putrid bile][Pain Inverter][Signet of sorrow][Necrosis][Arcane Mimicry][/build] (take note, any/N can play this role, aslong as there main skills can spike)
 * I.E=VoS dervish, 100B war, AP Spiker sin, Channeling Spiker Rit, VoR/E-Surge Mesmer, SF Ele.(havent GOT TO tested other proffessions yet, as I'am seeking a new guild)

Equipment
(pop down into the trench(VIA NT, VIA having u group kill atleast 1 foe of the patrol)..before killing second underlord and pull the 1st stygian "TRENCH" lord, so the group can spike it, just make shore you die, before the lord dies) (ALWAYS have UA up, mimic and put up, re-mimic when u needed to use UA)
 * Armor: Blessed insignia, attunement or vitae runes, rune of superior vigor
 * Weapons: (depends on what your playing), Longbow(for pulling).
 * Titles: r8+ norn and r8 lightbringer are recommended

Panic Caller
[build prof=Me/N dom=12+1+3 fast=12][Air of Superiority][Panic][Unnatural Signet][Overload][Wastrels Worry][Cry of Pain][Mistrust][Necrosis][/build]

Equipment
(call when tank has balled)
 * 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: r7+ lightbringer is required

SB Spiker
[build prof=Mo/N Divine=12+3 curse=12][Spell Breaker][Blessed Aura][Necrosis][Defile Enchantments][Insidious Parasite]["Finish Him!"][Desecrate Enchantments][Air of Superiority][/build]

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: r7+ lightbringer is required

Main Surge
[build prof=Me/A fas=12 dom=12][Air of Superiority][Arcane Echo][Energy Surge][Unnatural Signet]["Finish Him!"][Pain Inverter][Cry of Pain][Recall][/build]

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, longbow
 * Titles: r5+ lightbringer is recommended

DD Snarer
[build prof=E/Me Fire=11+2 Energy=10+2 Domination=10][Elemental lord][Intensity][Double Dragon][GoLE][Deep Freeze][Rodgorts Invocation][Ebon Escape][Unnatural Signet][/build]

Equipment

 * Armor: Radiant insignia, runes of attunement, rune of superior vigor, rune of superior
 * Weapons: 40/40 set is best but a staff is fine too, +30 -2 high energy set
 * Titles: r6+ lightbringer is recommended.


 * take CoP over Escape if in experienced, once u have called deep freeze, rodgorts and put DD on tank, SB should be on you, ebon escape in, so your DD is hitting foes aswell to speed up run, when SB is tanking, ebon escape on SB to double spike, and use ur signet if hexes are on foes.

Take note, any/E can play this role, aslong as they have decent spikes atop Deep Freeze, I.E SS Necro, Channeling Spiker rit, Surger Mesmer.

Bonding Seeder
[build prof=Mo/R divine=12+1+3 pro=10+1 Beast=8][EoE][Seed of Life][Ebon Escape][Blessed Signet][Life Attunement@16][Blessed Aura][Life Bond@16][Unyielding Aura][/build]

Equipment
(SEED EMO and lay EoE before spikes)
 * Armor: Radiant insignia, runes of attunement, rune of superior vigor and divine headpiece
 * Weapons: +20% enchantments staff
 * Titles: r9+ sunspear is recommended

EMO
[build prof=E/Mo energy=12+1+3 pro=12 heal=3][Spirit Bond][Burning Speed][Infuse Health][Ether Renewal][Ebon Escape][Balthazar's Spirit][Protective Bond][Life Bond][/build]

Equipment
(YELL AT Monk For Not Seeding you)
 * Armor: Radiant insignia, runes of attunement, rune of superior vigor
 * Weapons: +20% enchantments staff

=Guideline strategy= Take Note:SB should always be used where a non tank will be be doing a tank job, I.E DD at wall/Veil.

City.. pop cons, take quest, let tank go ball up every group he can up to the corner before wall, slowly wall hug and make ur way to the clearing uptop, so ur in range/ready for spikes and so bondy stay applied, if tank dies during this, be ready to run and let NT UA(if not bringing a N/Me or Me/N NT let monk UA), wait until he has them nice and tightly balled, wait for EoE, now Panic will call a target(preferably DEAD Centre) and the DD will call deep freeze on it, at the same time, people should be moving in and spiking fast, now why the tank goes and ball's the rest on the other side of the cliff, spikers hurry and clear the wall, the tank will have all the margonites nicely balled(UA and emo keep in range of TANK at ALL TIMES), once wall is clear(save 1 margonite on the wall preferably the ranger down near Lord Jadoths end), spike the group the tank has balled, now all spikers go and finish the last margonite, tank will start balling inside the city(he SHOULD have the 3 group's starting to ball, u guys need to hide up in the little cliff(like trench etc.) let him ball, usual spike process will always follow, now the tank should run threw the middle(the purple looking little area on compass) and start balling the next few groups down the other side, once balled, spike process, then last 2 groups, dont take quest yet, let tank run down all the way to jadoths gate, emo stay atop the wall and in range(ua and spiker follow down and hide behind cliff closest to gate, SB take quest when told, then join the other's if possible, tank will now ball up every margonite at the end(all boss groups), once he has balled(should be kept into the alcove inside the gate on the left), spikers do your thing, grab your chest rewards. if wanted run back and grab quest reward, or wait till u complete the Full Run then run threw and grab all rewards.

Veil.. TAKE NOTE:any lures that include stygian fiends(rangers), always pull close to spikers, but shadow step backonto fiends for ball. Theres 2 preferances on how tank likes to start, have the DD wait and tank 1 left spot like a trench dual tank, why the propper tank goe's and lures from the right side and pull's everything onto DD into a nice tight ball.......OR (every1 waits where the ST usually would in frostway) while tank lets everything ball ontop of him, pull close to spikers, then gets spiked, from theres go do the Underlords, tank, goe's up hill one aggroe's everything needed+Underlord 1, pulls into 1 tight ball, and casters spike, then for hill 2, let tank rush ahead, pop everything and tightly ball it, every 1 spike, now side hug all the way to the top, the tank will go off and get the Underlord2, while he does that, everyone spike the trench patrol group fast, After the trenchgroup is spiked NT jumps into the trench, SB puts Spellbreaker on him. NT pulls lord 1 out with longbow and lures it back upto the wall and dies/wait for the team to spike., you should DIE before the lord,, if not, try and pull the lords freinds to kill u, so UA can be used to rez you, also by this point the Underlord2 will be balled and ready to be spiked, so do that and run grab quest, now head down pop the trench spawns(not going to lord 1 now remember) go between lords 2 and 3, every1 except SB and Main Surge and EMO and DD head towards lord 2, SB and main Surge and DD head towards lord 3, now the enemy groups inbetween should be tanked by SB and propper tank, SPIKE FAST, at lord3 Main Surge should long bow, with SB ready to catch aggro, this part is sensitive as any little off step can cause spawn's., both splits should be done and should be meeting up on the way to lord 4, let NT long bow with tank ready to catch aggro offset, spike, now head towards gloom and clear that path uptil where MAW spawns, tank run ahead grab quest, come back stand in area of first spawns, all spiker's spike fast until a tendril has like 25% health or less left, Main Surge will finish it, while killing another tendril, once both tendrils are dead, Recall, let tank swoop up aggro, then every1 quickly move to spike another tendril, while Main Surge again will finish it for you plus kill his own, he will end recall allowing tank to swoop in and grab aggro, keep repating until all tendril's are dead, return to the gloom path the tank will bring them all in spiking range, to the side up hill out of the trench, spike process as usaul, go in collect ur chest rewards. if wanted run back and grab quest reward, or wait till u complete the Full Run then run threw and grab all rewards.

Gloom.. Straight forward as it gets, grab quest, some1 go run out and initiate the lightbringers getting attacked, wait until there killed, tank then goes out ball's up, every 1 spikes, now run towards the cave, wait at the corner, let the tank go aggro everything, ball it up, take it to a little hidden cavernous area down the very back, once balled tight, spike, now every 1 into the cave, once quest start's, tank go to very end of cave and start balling everything up, take them for lil circles around outside of cave to get them tighter and tighter ball, once everything has spawned and been balled...SPIKE,, now get moving to next marker, tank go and ball EVERYTHING that will mess with the portal cap, lure them to wall, them make them grind wall until tightly balled, shadow step in, SPIKE, now run to where spikers are/spawn will pop, have recall on some 1, now lure them away from harm, why ur spikers are capping, once capped spikers run back to where tank made u wait+a little further up(SB head back to start for the quest), tank will recall to who ever and take others where need to go, now every one stay out of tanks range, let the light bringers die, tank, ball up, spikers spike wen rdy, go collect quest reward, Now the little bit hard part, Tank, go ball up The Greater Darkness/The Darkness use the wall as grind/side/body block, every1 spike the first 3 fast as possible, now the second spawns, do only EVEN AoE damage=no single damage(so only-DD on tank, Desecrate and defile enchantments, putrid bile+IV at 25% health, Panic and of course Energy Surge, if done right, all will die at the same time, (at every spawns death, spikers back up a few steps why everything spawns, so Tank can control aggro and deep freeze will get all targets), now the third final spawn, Deep Freeze should be put down very quick, followed by even faster spikes.

Foundry.. Room1/Room2=these spawns are wild and unpredictable, the best advice i can offer, is for casters to hug the gates as best as possible, but not being to closesly balled urself's, if casters dont attract aggro, then tank ball, spikers spike, u know the drill, if casters draw aggro, spread out and spike the targets panic call's.

Room3=Every 1 except TANK/EMO/Seeder) run down to the usual corner(frost run's use it), now once every 1 balled tightly in there let the other 3 know,(emo and monk u guys have the worst job), tank will lead out first UA and EMO follow but watch aggro, once things spawn tank will go ball EVERYTHING in room 3, emo and UA should be meeting with the other guys, and if emo can, re-apply bonds to other team members, you will notice why in the corner there is a wall...for no good reason..a wall, tank will use the corner on the otherside of the wall as the position to body block foes, once tightly balled, deep freeze and spike fast, back up during spikes/re-spawns of titan breakdowns, and repeat.

Room 4=Everyone enter, every1 except tank must hug that gate once it closest and everything spawns, tank will ball and do his thing, get in spike, get out(tank should be bringing closest to you as possible)

Open Area=grab reward/new quest, dont talk to any more snakes until this area is cleared, tank will go ball as much as possible keeping it neat/tight as possible, spike etc., keep repeating until cleared, now when approaching then snakes, let emo bond the snake, now tank go in grab quest, ball up on to the side of snake, spike, move to next snake, keep doing until its the end, now the black beast of aargh time, run to gate, BALL SUPER FAST/SPIKE SUPER FAST, once everything+Aaargh is dead, NO ONE TAKE QUEST, every one(EXCEPT TANK)run to the side of the room(the usual safe spot) get far up as possible, now tank take quest, start balling, pull over to the wall grind/lure until there nice and tightly balled, every 1 spike fast.

it's preffered the SB brings con's as they have the least to do.