Dream Raid team setup
Mine would be: 10 players who knew their prof, like a challenge, are willing to learn, take the encounters seriously, and also have fun with each other. With such a group, I could care less about the the profs or builds, because people would work together to succeed, with whatever folks wanted to bring (and folks would want to be helpful, so we wouldn’t see ‘useless to us’ builds).
Mine would be: 10 players who knew their prof, like a challenge, are willing to learn, take the encounters seriously, and also have fun with each other. With such a group, I could care less about the the profs or builds, because people would work together to succeed, with whatever folks wanted to bring (and folks would want to be helpful, so we wouldn’t see ‘useless to us’ builds).
DITTO!! Build, class, all the above doesn’t matter if they cant play and do the mechanics. Just like the above post, that’s all you really need!
But….ANET, maybe a few less mechanics on some of these fights? 2 or 3 I can see, but so many fights it feels like 5 or 6, and try and kill it! LOL, I’m just old and slow is all really.
My group uses 5 Necromancers a healer a tank two Warriors and a Thief. Quite enjoyable
Restore that which was lost. And all shall be as one.”
1 of each profession, 10 spot is for selling. Perfect balance. Ofc this would also require all 9 professions to be desirable.
Mine would be: 10 players who knew their prof, like a challenge, are willing to learn, take the encounters seriously, and also have fun with each other. With such a group, I could care less about the the profs or builds, because people would work together to succeed, with whatever folks wanted to bring (and folks would want to be helpful, so we wouldn’t see ‘useless to us’ builds).
This.
People need to move away of looking at the class they add but rather care about the type of player they take.
1 of each profession, 10 spot is for selling. Perfect balance. Ofc this would also require all 9 professions to be desirable.
Strangely I feel like this would result in one of the safest squad setups for 9-man sell raids:
Team 1: Condi PS, Chronomancer, Herald (Protection + Extra might), Condi/Power Engi, Condi/Power Ele, Condi/Power Thief, Condi Necro, DH.
Team 2: Healer Druid
Team 3: Buyer
Tons of flexibility to switch between a condition focused or power focused squad. With lots of on-demand utility to cheese certain encounters.
8 reapers, 2 chronos
2 frontlines, 4 midlines, 2 back lines & 2 supports.
Death is Energy [DIE] – Gandara EU
Australia
Or 1 dps 1 support 1healer 7leechers
Death is Energy [DIE] – Gandara EU
Australia
10 Engineers, Final Destination, No turrets.
1 hammer guard tank
2 medi guard healers
2 empowering might guard buffers
5 dps guards
Just slightly biased, of course.
1 hammer guard tank
2 medi guard healers
2 empowering might guard buffers
5 dps guardsJust slightly biased, of course.
My unguarded opinion is that it’s more than slightly biased
1 hammer guard tank
2 medi guard healers
2 empowering might guard buffers
5 dps guardsJust slightly biased, of course.
Someone I know did 10 Guardians on Vale before. Apparently it was hilarious
Restore that which was lost. And all shall be as one.”
1 hammer guard tank
2 medi guard healers
2 empowering might guard buffers
5 dps guardsJust slightly biased, of course.
Someone I know did 10 Guardians on Vale before. Apparently it was hilarious
Same.. only was a full Rev team last night…..lol!
3 Spider Monkeys, a piece of chalk and a beard.
10 Rev Deimoseseses…!
3 Spider Monkeys, a piece of chalk and a beard.
And acid! Don’t forget the LSD