So there's a few new guildees that are either new to DoA or coming back to the area, and this is a quick little section for tips to speed up the runs and make the spikes a little more efficient. If you're not new, you may pick up something new, or add to this if you want.
In General
TK - Wandering Eye is strong. It does more damage than your Esurge, so when possible, echo this skill and target melees when spiking. Be sure that you remember your first priority should be off damage.
City
Empathy and Monk should get Emp / backfire on wall as soon as possible. The faster each Mank/Su attack/cast, the faster they die. So each spiker can cast two skills and move on to the next one. Let Empathy carry the spike.
Veil ( 360 )
MLK and TK should be a little closer to the EMo than the other 3.
MLK can be casting Wastrels on the enemies while the tanks are pulling in, to get the damage started.
TK is closer to off damage can be easily targeted
Caller - Wait for the ball to be semi settled because VoR is an AoE hex. The more foes hexed, the quicker the spike is finished.
Monk - After seeding, you can help w/ off damage w/ PI
Spikers - You don't need to wait for call in 360. Pick your own target, and begin spike at your own discretion.
Gloom
Darkness spawn, MLK and Empathy should echo Mistrust for waves 1 and 2.
TK wait for wave 3 to Echo, and use Wandering.
Foundry
Room 1, second spawn. Monk can echo PI on the two Rage titans.
Room 4, final spawn. Empathy goes on T-web, MLK on the pony, TK on the Fury's and Monk... look pretty.
Hopefully this give ya some ideas on how to handle spiking. If you have other ideas, put it below. \/