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How to build the ideal group for each of the most annoying dungeons

How to build the ideal group for each of the most annoying dungeons

•Dungeons by Goal•Brendo Arruda

What makes a dungeon “boring”?

It is usually a combination of:

  • annoying packs
  • long event
  • bosses that punish simple mistakes
  • route that messes up pugs
  • poorly fitted composition

The good news is that many instances are no longer suffered when the group is assembled with intention.


Classes/functions that facilitate each instance

In general, more problematic dungeons require:

  • stable tank with good route reading
  • healer with sustain and calm
  • DPS with real utility, not just damage
  • interruption, control or mobility as appropriate

The ideal group is not always the one with the greatest damage. Sometimes it's the one that breaks the least.


Key utilities by type of encounter

Dungeons with boring caster/packs

  • interruption
  • control
  • organized pull

Dungeons with event or long sustain

  • stable healer
  • DPS that doesn't die for nothing
  • comp that doesn't collapse due to panic

Dungeons with punishing boss

  • good position
  • response to mechanics
  • less ego, more reading

Comp adjustments for pugs and fixed groups

Pug

prefer:

  • stability
  • usefulness
  • clear function
  • less risk of chaos

Fixed group

You can be more daring:

  • speed up
  • compensate for bottlenecks with coordination
  • choose more specialized comp

Most common group assembly errors

  1. stack DPS and forget utility
  2. disrespecting the type of difficulty of the instance
  3. choose healer/tank incompatible with rhythm
  4. setting up a group for “ideal time” with non-ideal players
  5. Ignore interrupt, control and error coverage

Composition checklist per dungeon

  • [ ] does the comp cover the type of bottleneck of the instance?
  • [ ] Does the tank fit the proposed rhythm?
  • [ ] can the healer sustain the type of damage?
  • [ ] Are DPS useful or just damaging?
  • [ ] are we setting it up for the real dungeon or for fantasy speedrun?

Minimum recommendation

The ideal group for a boring dungeon is one that:

  1. Reduces friction
  2. Utility Covers
  3. keeps the run stable
  4. understands the specific difficulty of the instance

Difficult dungeoneering becomes much simpler when the comp solves the right problem.

Pronto?

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