Posted something about this on guru the other day, I will just repost it here for the people having problems with AC story mode.
Some tips for AC story mode especially:
- don’t rush, pull carefully. In AC story mode you never need to pull more than three mobs at once
- always keep moving, preferably in circles around your target (circle strafing), like this you kite melee and dogde AoEs at the same time
- pull mobs out of narrow corridors into more open areas whenever possible, or the camera issues will be your downfall (there is one nasty spot right at the beginning of AC story where this applies)
- focus fire priority targets, you should have a leader who pulls mobs, sets targets and makes sure everyone knows what’s going on, can be hard in PUGs though…
- boons and conditions can have a huge impact, if weakness is up on your enemy and protection on you, you take around half damage from hits, blind, aegis and interrupts negate strong single hits altogether, melee mobs never reach you if you keep CC up
- don’t all go pure damage and remember you can swap out your utility skills if you need a certain effect like condition removal, you can also change around your major traits to a more group friendly style
- if you didn’t do it already you should increase the mouse turning speed in the options to be able to react faster
on the individual mobs, from highest priority to kill to lowest:
- monks heal and are more durable than you’d think, but are easy to kill on their own. I never saw how much they heal, but you usually want to take out the healer first anyway
- elementalists are the most damaging on range, both their standard attack and fire rain deal much AoE damage. From my experiences, they seem to be weaker in melee, but I don’t if they just preferably attack targets at range or they can’t use their damaging attacks in melee range. Either way, a good opportunity for your melees, jump in and slaughter them, they also die a bit faster than the others
- rangers can be very nasty, especially the one pull right before the Ranger boss where you pretty much have to pull 3 at once. They shoot a special projectile that creates a spike trap, which does a lot of damage, cripples and poisons. If they hit you, you are pretty much a sitting duck because you are slow and your heal is less effective because of the poison. Here you want condition removal (preferably AoE, the Necros Well of Power works wonders here), you can also dodge the incoming projectile when you see it, but once the trap lands it is usually too late. I don’t know if reflecting the projectile works (it should I think), but may be a good way to deal with them as well. Technically another melee target, but can knock you back so be careful.
- Necromancers have a channeled lifesteal with a rather short range (just keep at range or move back a bit when they start it, it has very distinctive visuals and sound effects) and they do every condition at once (like the signet of spite of the necro), since I had Well of Power they were more of a nuisance than a threat. Condition removal hoses them.
- Mesmers are pretty easy as well. The only notable thing about them is the projectile shield, slaughter them in melee or use non projectile ranged skills. I never noticed them doing anything apart from the shield.
- Warriors are pretty straight forward, meat shields with a self heal. If everyone in your group moves around, they shouldn’t be a problem, just kite them and kill them last
I agree that AC is a quite extreme jump in difficulty compared to the event content.