Post by bbhking on Jun 6, 2016 5:15:38 GMT
A basic guide on how to optimise your 4 person group
Intro
In this guide i shall try and explain some basic information on how you and your team/guild members can optimise
Your damage, group buffs, debuffs and general information to make your time in the dungeon that much easier.
I'll try and cover all classes and or roles to the best of my knowledge
4 man dungeons
So each dungeon is different in its own right each dungeon has its own mechanics and it's own level of difficulty
Each boss has its own mechanics and potential 1 shot abilities that you'll need to understand and get use to
Every dungeon has adds, trash mobs or trash packs whatever you want to call them
Tanks
Right so tanks in the current state of the game your job is slowly getting harder as well as almost not being need at all
As a tank obviously you have to maintain taunt/agro of the boss and or adds
Were its getting harder is your almost expected to have some self heals
Some abilities to reduce the targets physical resistance, spell resistance and armour
And above average ultimate regeneration while maintaining your resources
If you can do all of this you help out your group so much and you improve there dps (damage)
Tank tips
Warhorn morphed to aggressive horn this is by far the most important ultimate for a tank
You improve your hole teams resources by 10% for 30 seconds and critical strike damage by 30% for 10 seconds
That right there is allot of damage everyone will hit allot harder
Debuffs: pierced armour for the sword & shield skill line has a physical and spell resistance debuff built in it as well as a taunt
But it doesn't stop there you can also use a weapon enchant on your sword to ruduce the tagets armour
Taunting basically keep the boss facing away from the group so they dont take damage
And dont stand in red
Healers
So most healers are templars and for 4 man group content the days of you solely being a healer are basically over
You can do damage and dam good damage and just have a emergency burst heal on 1 bar or both
On top of that templars can offer good buff to the group as well and keeping them up all the time is important
Healing tips
Dawns wrath abilities: there is a dawns wrath passive illuminate this passive gives your group minor sorcery
Increasing spell damage by 5% for 20 seconds free damage = win
Doing damage: puncturing sweep, blazing spear, vampire's bane, purifying light, solar prison
And shooting star are all very good abilities on top of that you have the best finisher in the game radiant oppression
Healing: breath of life this is basically the only heal you need
Spell power cure: this set drops in white gold tower allmost a must for a healer to have it improves your teams weapon
Spell damage by over 200
Repentance: this ability returns stamina to everyone in the area from the body's on the ground
Very important because you help out your tank and stamina dps classes if you have 1 in your team
Number 1 rule do not stand in red
Damage classes
This information can different depending on your class or if your magicka or stamina
Certain sets are better then others im not going over all of them or what is best in slot
Just a couple and what,you can do to maximize your damage and help your team
Dps tips
Stamina: night mother's gaze this set is very underrated the 5 piece reduces the targets armour by a tone
And the tool tip value is broken apparently it lowers it more then what is stated
You might not have a pritty character sheet but you will hit extremely hard
The physical resistance debuff it does stacks with every debuff your tank does = more damage for your team
Magicka and stamina: rearming trap this skill is so important when the trap is activated you gain minor force
Increasing your critical damage by 12% for the duration its active
On top of that it stacks with aggressive horn = more damage
Your dps rotation this is something you can get from guides from this forum or others
But basically you want multiple damage producing abilities down at all times
The one tip i will give is dont go to complicated you will loose track of your buffs because your to busy
And some dungeons can have tricky mechanics resolting in you to mess up your rotation = a dps loss
The number 1 rule do not stand in red i wil say it again do not stand in red
Aggressive horn: save your ultimates for when your tank calls out its up or when you hear it go off
The first 10 seconds its up is when you need to ult dump to take advantage of the free damage you have been given
Ending words
At a later date i will upload a guide for trials and anything i have missed i will keep adding to this thread
Any questions you can ask me in guild chat 1 or PSN message
Intro
In this guide i shall try and explain some basic information on how you and your team/guild members can optimise
Your damage, group buffs, debuffs and general information to make your time in the dungeon that much easier.
I'll try and cover all classes and or roles to the best of my knowledge
4 man dungeons
So each dungeon is different in its own right each dungeon has its own mechanics and it's own level of difficulty
Each boss has its own mechanics and potential 1 shot abilities that you'll need to understand and get use to
Every dungeon has adds, trash mobs or trash packs whatever you want to call them
Tanks
Right so tanks in the current state of the game your job is slowly getting harder as well as almost not being need at all
As a tank obviously you have to maintain taunt/agro of the boss and or adds
Were its getting harder is your almost expected to have some self heals
Some abilities to reduce the targets physical resistance, spell resistance and armour
And above average ultimate regeneration while maintaining your resources
If you can do all of this you help out your group so much and you improve there dps (damage)
Tank tips
Warhorn morphed to aggressive horn this is by far the most important ultimate for a tank
You improve your hole teams resources by 10% for 30 seconds and critical strike damage by 30% for 10 seconds
That right there is allot of damage everyone will hit allot harder
Debuffs: pierced armour for the sword & shield skill line has a physical and spell resistance debuff built in it as well as a taunt
But it doesn't stop there you can also use a weapon enchant on your sword to ruduce the tagets armour
Taunting basically keep the boss facing away from the group so they dont take damage
And dont stand in red
Healers
So most healers are templars and for 4 man group content the days of you solely being a healer are basically over
You can do damage and dam good damage and just have a emergency burst heal on 1 bar or both
On top of that templars can offer good buff to the group as well and keeping them up all the time is important
Healing tips
Dawns wrath abilities: there is a dawns wrath passive illuminate this passive gives your group minor sorcery
Increasing spell damage by 5% for 20 seconds free damage = win
Doing damage: puncturing sweep, blazing spear, vampire's bane, purifying light, solar prison
And shooting star are all very good abilities on top of that you have the best finisher in the game radiant oppression
Healing: breath of life this is basically the only heal you need
Spell power cure: this set drops in white gold tower allmost a must for a healer to have it improves your teams weapon
Spell damage by over 200
Repentance: this ability returns stamina to everyone in the area from the body's on the ground
Very important because you help out your tank and stamina dps classes if you have 1 in your team
Number 1 rule do not stand in red
Damage classes
This information can different depending on your class or if your magicka or stamina
Certain sets are better then others im not going over all of them or what is best in slot
Just a couple and what,you can do to maximize your damage and help your team
Dps tips
Stamina: night mother's gaze this set is very underrated the 5 piece reduces the targets armour by a tone
And the tool tip value is broken apparently it lowers it more then what is stated
You might not have a pritty character sheet but you will hit extremely hard
The physical resistance debuff it does stacks with every debuff your tank does = more damage for your team
Magicka and stamina: rearming trap this skill is so important when the trap is activated you gain minor force
Increasing your critical damage by 12% for the duration its active
On top of that it stacks with aggressive horn = more damage
Your dps rotation this is something you can get from guides from this forum or others
But basically you want multiple damage producing abilities down at all times
The one tip i will give is dont go to complicated you will loose track of your buffs because your to busy
And some dungeons can have tricky mechanics resolting in you to mess up your rotation = a dps loss
The number 1 rule do not stand in red i wil say it again do not stand in red
Aggressive horn: save your ultimates for when your tank calls out its up or when you hear it go off
The first 10 seconds its up is when you need to ult dump to take advantage of the free damage you have been given
Ending words
At a later date i will upload a guide for trials and anything i have missed i will keep adding to this thread
Any questions you can ask me in guild chat 1 or PSN message
Peace BBH_KING