User:Malokai92/Guide Index/mod/Build: Team - DoA Army of One

This build is designed to easily handle DoA NM with just one human and seven heroes. If you are really good you can do it without cons. A faster run (1:25 quad) is easily achievable with cons. If your are very talented you can do HM with cons in city/veil/gloom in about 1:24 minutes while picking up loot, salvaging, getting chests, and typing in guild chat (and foundry is probably doable in under another 30 min, but not completed as of yet). In normal mode I personally recommend starting in city and not using cons until right before the darknesses that way you have it for them and then foundry and you only use one set. If you swap out a skill on yourself and the SoS hero with Gaze of Fury you can easily kill Mallyx for another gemset (make sure you disable enchantments (shift + left mouse click on the hero bar skills) before you go into the citadel). Hard mode has not been tested yet but with cons it seems attainable.

This is also a great way to get massive xp for survivor (normal mode with cons and LB scrolls)...assuming you don't die.

Human Player
Play whatever build you want here that does huge DPS and has a reasonable amount of armor. You will need to do some basic aggro bubble pulling. Any good frontliner build or a DWG spiker will suffice.

[build prof=W/? name="Ownage" str=12+1+1 axe=12+1][Warrior's Endurance][Ebon Battle Standard of Honor][Cyclone Axe][Whirlwind Attack][Lightbringer's Gaze][Keen Chop][Body Blow][Power Attack][/build]

Equipment

 * Armor: Full Sentinel insignias, minor strength, superior vigor, minor axe, superior absorption, clarity
 * Weapons: Furious "I have the power" (your spear here) spear of defense, Stygian Defender

Usage

 * Kill stuff. Aggro/pull as necessary.
 * Ebon battle standard is must have on all builds since you are vastly increasing your minions damage.

AotL ~ Necro Hero
[build prof=N/W name="AOTL Necro" death=12+1+3 sou=9+1 tac=9][Masochism][Aura of the Lich][Animate Shambling Horror][Animate Bone Horror][Signet of Sorrow][Putrid Bile][Rising Bile][Signet of Lost Souls][/build]

Equipment

 * Armor: Full Tormentor's insignias, superior death, superior vigor, minor soul reaping, attunement, vitae
 * Weapons: Death magic rod/wand and req 9 tactics max shield (received physical damage -5/20% or Aegis of Aaaaarrrrrrggghhh, or Insightful (your staff here) hale and hearty of defense (yes the +5 armor matters if you are too stubborn to use a shield)

Usage

 * Creates a massive army of very tough minions--VERY tough minions--this is why you use a shield and keep him alive or face the consequences if his 11 minions go red and pummel you while fighting another group.
 * Splash damage from biles.

Shelter/Union ~ Rit Hero
[build prof=Rt/? com=12+1+3 res=3 spa=12][Ritual Lord][Boon of Creation][Shelter][Union][Displacement][Empowerment][Mighty Was Vorizun][Earthbind][/build]

Equipment

 * Armor: Full Shaman's insignias, superior communing, superior vigor, minor spawning, vitaes or attunement and vitae
 * Weapons: Insightful (your staff here) hale and hearty of defense

Usage

 * Total party damage negation while spirits are alive.
 * Earthbind makes even titans knock down

SoS Wrangler ~ Rit Hero
[build prof=Rt/Mo smi=3 cha=12+1+3 spa=12+1][Boon of Creation][Essence Strike][Ancestors' Rage][Signet of Spirits][Bloodsong][Splinter Weapon][Smite Condition][Resurrection Chant][/build]

Equipment

 * Armor: Full Shaman's insignias, superior channeling, superior vigor, minor spawning, vitae, attunement
 * Weapons: Insightful (your staff here) hale and hearty of defense

Usage

 * Adds spirits/damage and meat shield

Psychic Instability Mesmer ~ Mesmer Hero
[build prof=Me/? fas=10+1 ill=12+1+3 dom=2+1 ins=8+1][Psychic Instability][Wandering Eye][Clumsiness][Signet of Clumsiness][Frustration][Mantra of Signets][Leech Signet][Ether Signet][/build]

Equipment

 * Armor: Full Artificer's, superior illusion, superior vigor, minor fast casting, minor inspiration, minor domination
 * Weapons: See others

Usage

 * Insane knock downs, insane interrupts, nice group damage

Jagged Bones Bomber ~ Hero
[build prof=N/Rt death=12+1+3 sou=10+1 cur=8+1][Masochism][Mark of Pain][Jagged Bones][Animate Shambling Horror][Animate Bone Minions][Death Nova][Enfeebling Blood][Weaken Armor][/build]

Equipment

 * Armor: Full Tormentor's insignias, superior death, superior vigor, minor soul reaping, minor curses, attunement
 * Weapons: Insightful staff of defense

Usage

 * Creates a minion army, bombs them for AoE damage. MoPs, weakens, and cracks groups.

Panic Mesmer ~ Hero
[build prof=Me/? fas=8+1 ill=1 dom=12+1+3 ins=10+1][Panic][Mistrust][Wastrel's Worry][Unnatural Signet][Cry of Frustration][Shatter Hex][Leech Signet][Ether Signet][/build]

Equipment

 * Armor: Full Artificer insignias, superior domination, minor fast casting, superior vigor, minor inspiration, attunement
 * Weapons: Insightful spawning staff of defense

Usage

 * In-freaking-sane interrupts. Potent group damage.

Icy Veins Healer ~ Necro Hero
[build prof=N/Rt sou=12+1+1 res=12][Icy Veins][Mend Body and Soul][Spirit Light][Signet of Lost Souls][Rejuvenation][Protective Was Kaolai][Recuperation][Flesh of My Flesh][/build]

Equipment

 * Armor: Full tormentor's insignias, superior soul reaping, superior vigor, vitae, two attunements
 * Weapons: Insightful soul reaping staff of defense

= Team Usage =

City of Torc'qua

 * 19 minutes is easy to achieve (15 or less with cons)
 * Walkthrough
 * Spawn. Immediately pop cons if using them. Pop a morale boost and a summon if you want.  Rush in and attack spirit which will pull the group to you.  Focus on Kis and Dabis.
 * Take out first 3 groups. Move up hill, stay left.  Take out closest group.  Take out next group down the big hill leading to ebony citadel.  Do NOT go near the wall yet, you want to keep all your minions alive and clear all groups faster that way.  Finish off hill groups.  Go back to wall, clear wall.  Hit Su's first, then Mank, then Su, etc. because Su's tend to do most damage.  Once wall is clear IMMEDIATELY rush in and go right.  Target the Ki/Ki's of the two groups there.  Kill back right grp.  Go to center, clear it.  Go back left then work your way back to snake.  Take quest, rush out gate, wait for them to come to you, force cast spirits SoS/bloodsong, etc.  Carefully pull (or use bow pull) next group with Shaunur the Divine.  Focus on him.  If Ki's come in, just keep pounding the healer's, they will eventually go.  It is possible to take on all groups including Shaunur, Turep, and Jadoth at once IF you use cons, but very much not recommended (and you have to be pretty much awesome at para, casting your bar and getting spear hits constantly).  Ideally you kill Shaunur's group, then kill the next two at once, focusing on the two Ki's then, then the Ruks, then whatever.  Get your chest then proceed to veil not aggroing anything until you take the first quest.


 * Normal Mode- Easy without cons as long as you don't over-aggro Dabis.
 * HM make sure you take the last three groups, starting with Shanur the Divine one at a time. For the Kis with Jadoth, let your heroes rest up a bit, then slam them first thing when you aggro.  Panic will shut them down and let you pick them off, then rest of group will go down.

Stygian Veil

 * 30 minutes is easy to achieve. Keep an eye on cons (if you use them here) because about halfway through you will need to pop a new set.
 * Walkthrough
 * Do not aggro anything before taking the first quest. Take the first quest and run down to the left side of the maw.  Kill that single group.  Then go back towards the hill and take the other two hunger groups at once.  Then continue to fight all three at once as they stagger in.  You should kill so quick that it is no problem. As the last 5th or 6th waves come in you should push to the right side of the maw.  The moment the last group is dead run up the hill toward the first underlord and aggro (no need to pull) 4-8 enemies.  Continue pushing in and steamrolling a manageable number.  You will kill everything on this side just because it is quicker that way and lets you have some minions for the other side.  Run back across the maw area.  Stay to the LEFT of this underlord side.  Run in and pop closest pops.  Kill them.  Stay left.  Push up left side killing the torment claw and any other stragglers that wander in.  Pull in only what is necessary, hopefully you just get a few and the underlord.  Sometimes he is way at the back and you have to kill a lot, them's the breaks kid.  Once the underlord is in, kill it immediately then just run.  The minions and spirits will hold them as you bolt.  Run back the RIGHT side, the side you just came in so you get no new pops.  At the start of Broodwars the all stay near the entrance to the trench while the rit runs down, making the pops come up right near you. Kill them then kill the trench group and the 3 torments up on each side.  Run down the trench and take a left, kill the Hunger group.  Backtrack and kill the Lord group, hopefully so fast you don't get the Fiend patrol, but if you are slow the Lord group should be dead or nearly dead as you do and it is no problem.  Proceed to the next Lord killing stuff on the way.  Near the elementalist Lord kill the group at the entrance to his alclove first.  Kill the fiend group behind you if they aggro, if they don't you can wait until after the Lord.  Then bow pull the elementalist Lord if you can.  Kill him and proceed to last lord.  Kill it.  Backtrack a short ways and take the trench leading back to the maw.  Same proceedure as entering the trenches, heroes and para stay at entrance, rit runs down and pops.  For the maw, go to the safe area on the hill next to the trench that leads to Gloom.  Take quest.  Kill closest tendril, then work around clockwise from there. Kill all the little torment claws so your minions focus their firepower and don't spread out their damage so much. Basically just target the closest enemy (C/space). (Do not panic as claws and stygians pop. Just target keep targeting the closest enemy.  If you do have to run, do not let yourself be caught in a spawn hill. Stygians follow forever, and they will hunt you down to the ends of the hills. Leave room to retreat back up into the safe area where you started the maw.) Once maw is dead and you got chest (and usually a demonic chest that spawns) head up the north trench.  Same procedure with rit running down and handling pops.  Kill the rest of the groups on the way and you are in Gloom.


 * Keep minions and spirits between you and large packs of Stygians (especially Hungers) to maintain a meat shield.
 * HM not much changes.

Ravenheart Gloom

 * 12-13 minutes is very easy to achieve
 * Immediately take quest and run (use Fall Back and you should still have a few minions left) into the area. Target the Heart Tormentor on the right.  Kill it then target the other Heart.  Easily kill the rest, pinging targets for your heroes as you go.  Run towards the cave.  Kill most/all of the stuff outside the cave to build your armies.  Flag your heroes about an aggro bubble away towards the cave where the flesh tormentors will pop and run into the cave and triggers the quest, then run back out.  Kill the Fleshes easily.  Kill Minds easily.  Sometimes the next pop of Earths try to sneak by you, just aggro them them.  Kill stuff as quick as you can.  Once Hearts roll in focus on them.  Kill targets of opportunity, ie. targets your minions and spirits have almost killed/enemies that are using "Call to the Torment" as needed.  Flag your heroes wherever you are standing.  Run back in and cash in quest (Hey, it is 500g--you get some gold for all the quests, so make sure you take all of them, it adds up.)  Run to edge of the canyon to the left of the portal.  Aggro the group along the edge and kill it (target Heart first).  Kill other patrol that wanders in, targeting Heart first.  Aggro the line that is off of the portal.  Kill a few of them while moving into the portals area of effect.  Flag heroes next you and overtake the portal.  The moment it is capped flag heroes along to where Deathbringer Company pops breaking aggro.  Then flag them exactly where they pop. Run back to pop quest and company and force casts SoS and other spirits. Rit calls out over vent/ts "taking quest". Take quest update near eyeball tower.  Run to your heroes.  Force cast SoS and Bloodsong again.  Have shelter/union a little further back.  Put lead MM out front just a hair.  Pop cons if you are scared.  Kill the three.  Kill the five.  Kill the earths.  Get chest (sometimes a demonic pops) and book it to veil.


 * In HM, cave and end can be trickier. The key is to kill groups as quick as you can and manage your meat shield, retreating to corner slowly if necessary.  Another method that may be a weird glitch is you can actually let one or two of the heart groups go, they will kill the guards but leave the quest guy alone, just run in and pull them back out before the last things are killed.  Dunno if it was because they were off the radar for a bit or what.  For the five darknesses that spawn, pull them out towards the eyeball tower.  Kill 1-2 at a time.

The Foundry of Failed Creations

 * 24 minutes is achievable. Remember to keep an eye on your cons time (if using them).
 * Walkthrough
 * Room 1 Very easy. Flag your heroes through the gate before you go in so you don't lose your armies. Kill the Dabi first, pwn the rest.  Pwn the Rages as they pop.  Nuff said.
 * Room 2 Very easy. Flag your heroes through the gate before you go in so you don't lose your armies. Pwn the Ki then the rest.  Pwn the next group as it pops.  Nuff said.
 * Room 3 Flag your heroes through the gate before you go in so you don't lose your armies. Run out, kiss the rock, run back flag heroes into the gate corner. Precast enchantments/spirits if heroes aren't casting them.  Pull one group at a time (closest group is safest IF YOU KILL it extremely quickly which you should).  You can easily handle two groups if another comes in, and you can even survive three if you are good (probably not if 8 rages are out at once though).  :Room 4 Easy.  Flag your heroes through the gate before you go in so you don't lose your armies. Run out to the first group and fight them as they pop.  No need to fight at back wall. Rages are a top priority as are Kis and then Terrorwebs.
 * Room 5 Easy as long as you don't overaggro. If you accidently get two at a time you should still be fine.  Clear groups by the very large barrel thing as you go through the gate.  Clear the group by the closest snake, but don't talk to it/take it with you yet.  Cross to other side along the wall where you came in.  Clear groups there if necessary.  Run down the left side of the room, clearing the Margonite group with the two Kis if necessary (it usually is).  Run to farthest snake when clear, force cast spirits, talk to snake and run back toward other snake.  Immediately talk to the next snake and repeat.  Go back along the wall where Tekliss is and go to first snake, talk, and you may have to fight since the snakes follow only you--kill super quick so you don't have to kill more stuff.  Push on to the cave with the snakes. Hug the right wall and head towards the cave.  There is a magic moment where the Titans head left and the Margonite group closest to the cave will patrol off enough for you to slip into the cave.  Make a run for it and FLAG YOUR HEROES well into the cave, not crazy far, but enough that they wont' get back aggro.  Kill the Black Beast first, then kill the Rages, then the pop Rages, then the rest.  DO NOT TALK TO THE QUEST UPDATER YET.  Clear the Margo/Titan groups that are near the cave.  If you don't, the odds are that at least the margos will come in and wipe you, right as you have almost killed the Fury.  When you are ready update the quest, pull the Fury to the cave and pwn the Kis first if they are range--if not C/space until they come in, then kill the Fury when he is close and pwn the rest.  Flag your heroes in the cave, wait for your opening to the chest, Fall Back and run in and get your four titan gems.


 * HM not accomplished as of yet. Same until room 4 however.

Mallyx

 * Pop conset and trigger waves. Kill them.
 * Disable all enchantments and hexes on heroes. Run in to the citadel to the back left corner.  Gaze his spirits.  Kill the pops if you feel threatened by them or if they are healing Mallyx.  For bonus fun physically pin him on the wall out of the pops aggro and do so much damage to him that him burning, deep wounded, or having any other condition or hex doesn't even matter.