Build:Team - DoA 5 Man

Build: Team - DoA 5 Man
This teambuild allows a team of 5 players to do DoA sc whereas party limit is at 8. It is designed to be as casual as possible regardless of the challenge. estimated time 40-45min

Overview

 * 1 ranger
 * 1 mesmer
 * 1 necromancer
 * 1 monk
 * 1 elementalist

R/A - whirling tank
[build prof=Ranger/Assassin Expertise=12+1+3 ShadowArts=12][Shadow Form][Death's Charge][Shroud of Distress]["I Am Unstoppable!"][Dwarven Stability][Whirling Defense][Dark Escape][Recall][/build]

Equipment
 * full blessed insignias armor
 * one handed weapon +20% enchants and +5 energy
 * shield +30hp and +10 vs demons

consummables
 * most of the time corn, golden eggs will be enough. that is the minimal boost you need to maintain . then in gloom you might suffer from weakness and would need lunar fortunes to compensate.
 * candy apple and pie are nice
 * do not use speed booster as cupcakes or any rock candy

Me/A - Visions of regret
[build prof=Mesmer/Assassin FastCasting=12+1 DominationMagic=12+1+3 ShadowArts=3][Visions of Regret][Unnatural Signet][Mistrust]["You Move Like a Dwarf!"][No Skill][Arcane Echo][Pain Inverter][Recall][/build]

Optional skills

Equipment
 * high energy set
 * domination 40/40
 * defensive set potentially (shield +10vs demons)
 * long bow

General usage
 * This is the caller build. you will have to pick a middle target and call it. Then use skills from 1 to 3. try to select a caster so triggers.
 * Since there are only 2 casters in this team. You will have to handle several roles such as caller, TK and IAU.

Consummables
 * corn, golden eggs, cupcake, lunar fortunes, candy apple, blue/red/green rock candy (all are not required)

N/Me - Spiteful Spirit
[build prof=Necromancer/Mesmer SoulReaping=12+1 Curses=12+1+3][Arcane Echo][Spiteful Spirit][Desecrate Enchantments]["Finish Him!"][No Skill][Pain Inverter][Necrosis][Mark of Pain][/build] Optional skills

Equiment
 * curses 40/40 set

General Usage
 * precast, cast twice on different targets. Then use skills from 3 to 5.
 * In some areas like city or gloom, you can echo so tank can trigger it thanks to

Consummables
 * using red rock candies is advised as casting time can be quite long

Mo/Me - Unyielding Aura
[build prof=Monk/Ranger DivineFavor=12+1+3 ProtectionPrayers=6+1 BeastMastery=11 WildernessSurvival=2][Serpent's Quickness][Seed of Life][Shield of Absorption]["You Move Like a Dwarf!"][Edge of Extinction][Unyielding Aura][Life Bond][Blessed Aura][/build]

Equipment
 * +20% enchantments duration weapon

'''General usage
 * precast aswell as  and keep those up all the time.
 * use on tank and E/Mo (E/Mo will give you  which will trigger through the damages received from  )
 * before a spike set in range (you can cast it under  to increase recharge rate.)
 * as soon as the spikers start spiking, use on the E/Mo ( cast it under )

E/Mo - Ether renewal
[build prof=Elementalist/Monk EnergyStorage=12+1+3 HealingPrayers=3 ProtectionPrayers=12][Spirit Bond][Infuse Health][Burning Speed][Ether Renewal][No Skill][Life Bond][Protective Bond][Balthazar's Spirit][/build] Optional skills
 * nice to have in veil for tanking and for energy management

Equipment
 * weapon +5 energy and +20% enchantments duration. also shield +30hp and +10 vs demons
 * staff +20% enchantments duration, +15energy, 20% chances for half recharge for skills.

General Usage
 * Cast and maintain +  +  (if you have it) on yourself
 * Cast and maintain +  +  on the tank (in this order)
 * Cast and maintain +  on the monk
 * Everyone within the team must be under
 * maintain and spam  +  on yourself to maintain energy
 * you will also be in charge of healing the team with and

City

 * The tank will ball the first group. The necromancer can echo for the ranger to use  (be carefull to time it right or the paragons might remove your stance). The caller will spike as usual.
 * While tank is balling all the groups outside the walls of city, both casters will kill the sentinels on the wall one by one. monk can use YMLAD to rupt the rangers when they use
 * when ball is done and all sentinels are dead, spike the tank group and enter city.
 * Start with the left side. spike. then go for the right side. spike.
 * ball jadoth group inside city to avoid environmental effect.
 * when spiking with, make sure to target foes adjacent to jadoth. as is a single target spell, it can be easily removed by shaunur (monk boss) so you need to synchronize with caller so he can cover it with
 * get your chest and go to veil

Veil



 * (1) E/Mo tanks for 360. ranger tank pulls all the groups through him (5 waves of 3 groups). For groups including rangers, Necromancer should echo and precast it on the foes before they ball up so he can reapply it  2 or 3 times during the same spike.


 * (2) After 360, team goes for ranger lord. while tank does the pull, team follows him in the distance. Monk should be ready to use seed of like on E/Mo when needed. kill the ranger lord when it breaks.
 * (2b) put recall on the E/Mo, pre-target the ranger lord. use and  (not under dwarven stability though, so it ends by the time you reach ranger lord).  on the ranger lord and go all the way to the back until it breaks and run back. then break recall.


 * (3) Go for Dervish lord. Follow the tank in the distance and let him pop 2 hidden groups on the way. monk can use on the E/Mo if needed. When dervish lord breaks from the tank's pull, pull it with a long bow and kill it.
 * (3b) Tank puts recall on E/Mo. Ideally, tank can do one pull instead of 2 (dark escape + dwarven stability helps quite a lot)


 * (4) Team stand next to the mesmer trench. E/Mo tanks at the corner. mesmer puts recall on monk or necromancer and go pop the trench, then recalls out to the team and spike the 2 pops. stand there and wait for the ranger to pull 2 additional groups.
 * (4b) Meanwhile, ranger pops the monk lord trench and pulls everything to the main team so they spike it.


 * (5) go down the trench. wait for the tank to pull some patrolling groups + mesmer lord. E/Mo stands at the corner and tank.
 * (5b) tank puts recall on E/Mo. Depending on the configuration of the patrols, tank should be starting the pull from left or right side. If you believe in your spikers ability, you can pull all the 3 groups at once.


 * (6) All team goes left in the trench, except the tank, spike the patrol around the Ele Lord with E/Mo tanking. avoid pulling the ranger group
 * (6b) Meanwhile, tank goes pulling Necromancer lord. when pulled inside the trench, use dark escape to lose aggro and head to Monk lord location


 * (7) Mesmer hug the left wall of the elementalist lord and pulls it with a long bow. you should be able to pull it alone without spawning hidden groups around. Then use and wait for the lord to use, so you can use  and kill it fast.
 * (7b) Meanwhile tank pulls the monk lord out of his pit. then wait for the main team to come and kill it.


 * (8) After killing elementalist lord, team head back to the necromancer lord who was pulled by the tank. kill it


 * (9) After killing Necromancer lord, go for the monk lord who was already pulled out by tank. kill it


 * (10) Main team stands there. The idea is to kill tendrils 3 by 3. E/Mo tanks at the corner. Mesmer puts recall on E/Mo and go to stand with tank between 2 tendrils and use +  to kill 2 tendrils at once. After they are dead, break recall. Meanwhile, necromancer focus on the third tendril and finish it after mesmer finished his. Necromancer can damage his tendril down to 25% HP and finish it only when tank is pulling mobs back. kill the other 3 tendrils.


 * (11) before taking chest, pop the trench leading to gloom and spike the spawns. take chest.

Gloom

 * (1) As soon as you enter veil, mesmer should take the quest and whoever should trigger the first group of mobs.
 * (1a) After all the mobs settled down, tank uses recall on a party member and pulls foes away from the entrance. then recall out.

Reminder: when quest is activated, mobs will start spawning from A to D. it will be 3*4 spawns with 3 foes per spawn. Dervish tormentors will always spawn on D except for last wave. Main team should not intercept last spawn on D
 * (2a) monk, necromancer and E/Mo follow this path. They should stay in range of the mesmer because he will have recall on one of them. Grab the earth tormentors spawning on D and spike them. as the last group spawns, monk can set EoE up in range of the tank. After the spike, team follows tank to rift.
 * (2b) mesmer puts recall on the monk for instance and run to cave while avoiding getting any aggro (hug left wall). Trigger the quest as soon as possible, then recall out. help team to kill the earth tormentors. When the quest is validated, rush inside the cave to take the next one. No need to wait. Then head to gloom entrance.
 * (2c) tank, grabs all the patrolling mobs and goes to the entrance of the cave to intercept the future spawns. When you intercepted all the groups. ball them up and spike. Then, head for the rift


 * (3a) The role of team is to close the vortex by standing in range of it. Necromancer should kill the closest claw to the rift by using on it so you can capture it faster. When rift is closed, run away to next point.
 * (3b) Mesmer goes to the entrance of gloom to get ready to take next quest.
 * (3c) Tank needs to put recall on someone in the team and to pull away all foes surrounding the rift. He has to walk through the rift in order to trigger hidden spawns and intercept them before they reach the team mates. first in point E, then F. After rift is closed, recall out.
 * (4) After closing the rift and taking next quest, there will be a pop in G location. Team will meet back there.
 * (4b) As mesmer might be away running after the NPC, you will not have enough powerstrike to spike the spawn. Instead of waiting for the mesmer, tank can put recall on someone and pull foes from the army of darkness, near the spawn location. The best pick would be wind of darkness and any other casters. avoid pulling melees. When you get the aggro, run to the spawn and use to kill them. Finally, recall out.
 * (5) By the time ranger solo kill the spawn, the mesmer should be back with the team, ready to take final quest. Taking the final quest will spawn the darkness at H location. Tank uses recall and pull the darkness spawn towards the rift. Monk should try to set in range. using the aggro from the area, the tank can kill the darkness and the respawn. Sometimes it is faster to recall out after killing the first respawn and then go back to pull the earth tormentors for the team to spike them. Necromancer could even put  *2 on earth tormentors, right after they ball on tank (just avoid getting any other group aggro)
 * (6) Take the chest and go to foundry

Foundry
After the titan spawn, let them ball up on the tank and spike.
 * Room 1: let tank jump on the first spawn and spike. If possible keep one alive from the first spawn so you can pull it back and finish it without getting aggro of the respawn.

In case of a good spawn, ranger can body block the dreamriders and solo them with whirling defense. otherwise, team should spread out, use a ghastly stone and focus on the driders.
 * Room 2: Ideally, tank awaits outside of the room and let team enter and wait for them to hide in the right corner. then he can enter and hope for a spawn away from team. in that case, he can ball them up and let team spike. Before finishing the last foe of the first spawn, team should go back in the corner and kill it afterwards. Hope for a respawn away from main team.


 * Room 3: Tank grab all the groups, pull them away and body block the titans along the wall. Team can spike the back group only (driders + dreamrider). After that, spike the titans and then run to room 4 when it opens.


 * Room 4: Team stands in the corner while tank pull the mobs to them.


 * Room 5: Start with left side, save 2 first snakes. For the 3rd one, let tank pull mobs away, then, remove bonds on the mesmer so the dreamriders will not use on them. mesmer talks to the snake and run away with it. Monk uses  to cover the escape
 * Meanwhile ranger can start killing mobs with after saving 3rd snake. Kill the paragons first because they can remove your stances. Then ranger can wait for team to kill black beast
 * After saving 3rd snake and breaking aggro with the mobs. Mesmer can go pull the black beast. It is important to use during the pull and interrupt the touch of the black beast with  or the spike will probably fail due to all your attributes beeing at 0.
 * When black beast is dead, team can take next quest and let ranger solo the fury and its group.
 * Ranger should be carefull not to kill mobs on the location of the future spawn of the chest. otherwise you will have persistent aggro everytime you enter the dead mobs area.