Dungeons: Coordination Needed?
Overall I think it’s important that everyone is pretty balanced in their build. Glass cannon builds tend to be more of a hindrance than helpful in explorable dungeons. No point in doing ‘Uber Deepz’ if you aren’t alive to do them and when your party members all die trying to revive you constantly.
As for story mode it’s intended to be a lot easier than explorable. If you’re finding storymode too easy I would highly recommend doing explorables (It’s especially challenging with a group of new people who aren’t experienced in dungeons).
I would advice trying to establish a steady dungeon team to go with rather than just PuG’s so you learn each others play styles and can learn the fights together (much more fun that way).
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
really depends. I’ve been in groups where 1 guy plays the role of “tank” usually taking aggro and distracting most of the mobs while the rest of the party picks off stuff 1 by 1. In other groups it’s more balanced, and everyone does a little of taking damage, doing damage and support. Then there’s groups with people heavily on support, which also helps. All kinds of team setups work, as long as the players playing their class well.=P
Thats good to hear guys. Out of curiosity, what do you mean by tanking in a GW2 context?
He’s referring to getting a heavy armoured profession with high toughness and survivability to try to keep the mobs/boss distracted. This doesn’t always work though and even if set up for that the person is still not a ‘tank’ and can still easily die.
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
Yeah, generally high toughness/vitality, but must also be good at dodging and using defensive skills wisely.
Best way to tank in this game is to use snare abilities. Cripple, freeze, immobilize, even fear.
If everyone is moving around using those it makes it easier. Dead are the days of one person even someone with high defense standing and taking all the agro.
Out of all the explorable dungeons that I’ve run there are definitely some that require serious coordination. Some of the bosses do require some degree of coordination but there are events that are frustrating if your group isn’t on vent or mumble. Like the torch event in CoF(exp) or the barrel event in CM(exp). If you don’t get things timed down properly you can get stuck there for hours and hours.
Sogekii Hei [DiE] [APM] [TNO]
Check the Sig and be amazed.
I know if you try CoE explorable in a first time group without coordination you’ll find yourself in a world of hurt. Doing Hodgins path in AC but don’t know the order, it’ll be much much tougher.
There may be no dedicated roles, but each person should have 3 or 4 “roles” he can swap into on the fly. These roles aren’t the generic trinity roles either, but encompass a much broader spectrum.
Using subject alpha as an example, a well timed interrupt can give you time to rez a downed player as well as stop him from consuming his essences, a ranged instant rez can bring party members up from the downed state, everyone going in with abilities that grant vigor can keep your party up close and personal for much much longer.
ex – The Midnight Syndicate [Dark]
Maguuma