Archive:Team - DoA Glaiveway

This build is for doing Domain of Anguish in Normal Mode and Hard Mode if very experienced. Be sure to use consets when running this build, and you should be able to beat every area fairly easily. In Normal Mode, taking a 4th Glaive Spiker is advised as the Minion Master's primary use is to take pressure off the monks.

Team Composition

 * 3-4x Any/ DwG
 * 1-0x /Any Panic
 * 1x / SoS Hex Remover
 * 1x /Any UA Monk
 * 1x / HB Monk
 * 1x / Imbagon

3 or 4 Destructive was Glaive
[build prof=rt/me Inspiration=12 Channeling=12+1+3][Arcane Echo][Destructive Was Glaive][Spirit Rift][Ancestors' Rage][Light of Deldrimor][Lightbringer's Gaze][Lightbringer Signet][Mantra of Earth][/build]

Equipment

 * Armor: Survivor insignia with Superior Vigor, and vitae or attunement runes
 * Weapons: Shield vs Demons (for when Glaive is down). Any single handed weapon. Longbow for pulling.

Usage

 * Run into a mob
 * Destructive Was Glaive, Ancestors' Rage, and Light of Deldrimor as much as possible.
 * Use Lightbringer Signet for energy management and Lightbringer's Gaze for interrupt and damage.
 * One player might want to use Spirit Rift before going in.
 * Use one of the optional skills (for example: Mantra of Earth) to reduce damage.

Variations

 * Take Gaze of Fury (against the four spirits) instead of Spirit Rift in The Ebony Citadel of Mallyx.
 * Use Lightbringer's Gaze (to interrupt Smothering Tendrils).
 * It would be good if one of the DwGs bring one of Ebon Battle Standards which team prefers.

Panic
As an optional instead of one of the four DwGs, the party can take a Panic Mesmer instead, use one of the following two builds (the one with IAU! functions as the puller for the team): [build prof=Mesmer/any DominationMagic=12+1+3 FastCasting=11+1 InspirationMagic=6+1][Panic][Mistrust][Wastrel's Demise][Wastrel's Worry][Unnatural Signet][Lightbringer Signet][Channeling][Air of Superiority][/build] [build prof=Me/Paragon Domination=12+1+2 Fast=10+1 Inspiration=8][Panic][Leech Signet][Cry of Pain][Mistrust][Lightbringer Signet][Mantra of Earth]["I am unstoppable!"]["We Shall Return"][/build]

Equipment

 * Armor: Full Radiant Insignias, Superior Vigor.
 * Weapons: Staff that increases maximum energy like Staff of the Forgotten.

Usage

 * Keep Panic on mobs.
 * Spam Mistrust on:
 * Stygian Hungers
 * Soul/Mind/Water Tormentors
 * Margonites Anur Dabi/Kaya/Su
 * Anguish/Rage/Despair Titans
 * Tortureweb Dryders
 * Greater Dream Riders
 * Guardians of Komalie
 * Use Lightbringer Signet (near foes) for energy management.
 * Use other skills accordingly

Variations

 * Cry of Pain
 * Ebon Battle Standard of Wisdom

SoS Hex Remover
[build prof=Rt/Mo cha=12+1+1 spa=12+1 pro=3][painful bond][Signet of Spirits][Bloodsong][Splinter Weapon][Ancestors' Rage][spirit siphon][convert hexes][Flesh of My Flesh][/build]

Equipment

 * Armor: Full Shaman's Insignias, Superior Vigor.
 * Weapons: Staff that increases maximum energy like Staff of the Forgotten.

Usage

 * Keep hexes off the paragon!
 * Keep Splinter Weapon on the Paragon.
 * Spam spirits as much as possible, however, main purpose is above.
 * Use Spirit Siphon for energy management.
 * Block the mobs with your spirits as much as possible.

Variations

 * Take Summon Spirits instead of Ancestors' Rage.
 * Take Empowerment instead of Bloodsong.
 * Take Rebirth instead of Flesh of My Flesh (useful in trouble).

UA Monk
[build prof=Mo/any hea=12+1+1 pro=3 div=12+1][Dwayna's Kiss][Ethereal Light][Cure Hex][Dismiss Condition][Seed of Life][lightbringer signet][Heal Party][Unyielding Aura][/build]
 * If there is a SoS in the party, bring Mend Body and Soul (Mo/Rt 3 Restoration) instead of Dismiss Condition.

Equipment

 * Armor: Full Survivor Insignias, Minor Divine Favour, Minor Healing Prayers, Attunement.
 * Weapons: 40/40 Healing set, Energy +30 set.

Usage

 * Chain Seed of Life.
 * Rez with UA.
 * Remove hexes from the paragon, or slowing hexes from the Glaivers.
 * Keep blind off the Paragon.

HB Monk
[build prof=Mo/Me hea=12+1+1 div=12+1][Dwayna's Kiss][Ethereal Light][Cure Hex][Seed of Life][lightbringer signet][Heal Party][Healer's Boon][Arcane Mimicry][/build]

Equipment

 * Armor: Full Survivor Insignias, Minor Divine Favour, Minor Healing Prayers, Attunement.
 * Weapons: 40/40 Healing set, Energy +30 set.

Usage

 * Chain Seed of Life.
 * Cast Mimicry on the UA monk, maintain the enchantment at all times.
 * Should the UA monk die, rez with UA.
 * Remove hexes from the paragon, or slowing hexes from the Glaivers.

Imbagon
[build prof=P/W spear=8+1 command=10+1 leader=12+1+1]["Can't Touch This!"]["Save Yourselves!" (Kurzick)]["There's Nothing to Fear!"][they're on fire][lightbringer signet][focused anger][blazing finale]["We Shall Return!"][/build]

Equipment

 * Armor: Full Centurion's Insignias and a Rune of Clarity (reduce blind 20%), Command shield with +10vs demons (can be found in DoA) or the inscription "I Can See Clearly Now" (reduce blind 20%).
 * Weapons: Furious Spear of Fortitude or Defense with the "I Have the Power" inscription (+5 energy). Prayer of the Forgotten works nicely.

Usage

 * Keep "Save Yourselves!" and "There's Nothing to Fear!" up as much as possible.
 * Use Blazing Finale on DwGs to spread burning. Use "They're on Fire!" when the party is covered with Blazing Finale to sufficiently spread burning for added damage reduction.

City
Pop cons, go in, kill everything. Save wall mobs until the rest is dead. Once the wall mobs are killed, rush into the city and go right. Avoid the left mob. Work your way through the city counterclockwise. When done, get your quest reward and go outside. Kill the first mob when it comes towards you.

Jadoth mob
By now you should've found out if your team is good or not. If they are, bodypull the whole Jadoth mob. If your team sucks, bow pull individual mobs separately. Get your gem and go to veil

Veil
Last person gets the quest. Go to the left side. Spawnkill everything. When the left side is dead, go back. One person pulls the large mob. When they are almost at you, stand still so they ball nicely around you. Monks should use seed on the puller when standing still. When the mob's balled start killing it. After that mob is killed go right, stand where the two spawns come together and kill them. After those are dead kill the ranger overlord. Again, one person pulls, monks seed, rest kills. Same goes for the dervish overlord but watch our for popups. One person (the puller) should go ahead of the rest.

Trenches are fairly easy. Just kill the lords and don't aggro any other groups in the meanwhile.

Dreadspawn Maw
A little harder. Try interrupting Torment Slash with Lightbringer's Gaze. Kill spawns when a tendril dies. Torment claws can be left alone. Repeat for the other five tendrils. After you're done, collect your gems and head to Gloom

Gloom
People with hex removal, SAVE THEM FOR THE PARAGON!I can't stress it enough! Keep the Para clean! Also, you will want to start using Mantra of Earth now since you're going to encounter earth damage.

Take quest, make your way to the cave. Fight ouside. It shouldn't be hard. After that, go to the rift, try not to aggro any other mobs. When you're at the rift, close it and run away. Don't keep fighting. Just run. When everyone has broken aggro, have one DwG get the quest reward(and take the following quest). Kill the deathbringer company and wait for the quest guy to come. He might get bodyblocked by a mob. If that's the case, kill it. Take your quest reward.

Darkness
KEEP MANTRA OF EARTH UP! It's a life saver.

Ok, don't blow your load until the last spawn. Don't case Echo yet. Don't drop your DwG, keep it on you and just cast it again to 'drop' it. Kill the first three darknesses. They should be easy. When the next 5 darknesses are at a low health, start using Arcane echo and SPAM your skills because huge amounts of earth tormentors will spawn. If you're good, you will kill them before you'll take any deaths. If not, the monks have to run. (You can easily break aggro with an essence active) and res the DwGs. Kill off the other earth tormentors, grab your chest and go to foundry.

Foundry
Keep Mantra of Earth up at all times.

First room
Easy. Kill them when they spawn.

Second room
Same. You shouldn't have any trouble

Third room
A little trickier. Make sure to run to the corner and pull mobs individually

Fourth room
There can be difficulty, but it shouldn't be a problem if done right. Just kill them and don't be bad

Fifth room
DO.NOT.OVER.AGGRO. Just take your time and kill mobs one by one. Also just don't get the quest until the area is cleared.

Snakes
Easy. Just kill the mobs as they spawn.

Black Pushover of Arrgh
Title says it. If you've gotten this far he shouldn't be a problem at all.

The Fury
Easy enough. Just move out of Meteor Shower and kill them. Collect your chest reward and resign.

Hard Mode
For safe and easy Hard Mode runs DwG Spikers should be only Rt/Me with 8 Lightbringer rank and Channeling Magic runes for maximum damage, if team have not Glaive Tank - Panic Mesmer with IAU and defense-set can take the role of puller. Also recommended that Imbagon should have 10+ Allegiance rank and 8 Lightbringer rank. This Build:Team - DoA Frostway designed specifically for Hard Mode runs with high level of protection and improved energy management.