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This build was archived 03:57, 8 May 2012 (UTC), for the following reason:

This build had been designed for the following use:

This build was in the category Meta before being archived.

This build requires Consumables to operate properly.  

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/Ritualist DwG
Destructive Was Glaive Spirit Rift Ancestors' Rage Light of Deldrimor Lightbringer's Gaze Lightbringer Signet Optional Optional
  • 1-0x Mesmer/Any Panic
Panic Mistrust Lightbringer Signet Optional Optional Optional Optional Optional
  • 1x Ritualist/Monk SoS Hex Remover
Painful Bond Signet of Spirits Bloodsong Splinter Weapon Ancestors' Rage Spirit Siphon Convert Hexes Flesh of My Flesh
  • 1x Monk/Any UA Monk
Dwayna's Kiss Patient Spirit Cure Hex Dismiss Condition Seed of Life Lightbringer Signet Heal Party Unyielding Aura
  • 1x Monk/Mesmer HB Monk
Dwayna's Kiss Ethereal Light Cure Hex Seed of Life Lightbringer Signet Heal Party Healer's Boon Arcane Mimicry
  • 1x Paragon/Warrior Imbagon
"Can't Touch This!" "Save Yourselves!" "There's Nothing to Fear!" "They're on Fire!" Lightbringer Signet Focused Anger Blazing Finale "We Shall Return!"

3 or 4 Destructive was Glaive[]

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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[]

Notes[]

One of the three glaivers pull mobs and the rest stay with party. When mobs are pulled all three glaivers run in to deal damage. This makes it a lot easier for monks, and removes the problem of bad agros.

Variations[]

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):

You activate Spells and Signets 43% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 36%.
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You activate Spells and Signets 40% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 33%.
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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[]

SoS Hex Remover[]

Creatures you create have 52% more Health, and weapon spells you cast last 52% longer.
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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[]

UA Monk[]

Your allies are healed for 42 Health whenever you cast Monk spells on them.
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  • 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.

Notes[]

  • Make one of the monks call Seed of Life, as it has a better effect when chaining.

HB Monk[]

Your allies are healed for 42 Health whenever you cast Monk spells on them.
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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.

Notes[]

  • Make one of the monks call Seed of Life, as it has a better effect when chaining.

Imbagon[]

10 + 1
12 + 1 + 1
You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 7 Energy).
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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[]


General Usage[]

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.

See Also[]

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