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Instance group make up

instance group trinity tank dps healer support damage control

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#1 RedJoker250

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Posted 10 August 2012 - 02:50 PM

I understand that GW2 does not use the trinity (Tank, DPS, and Healer). But I was wondering with the games new combat roles of control, support, and damage would players want to build groups around this. An example will be instead of a group in WoW being 1 tank, 1 healer, and 3 DPS will GW2 players want a group consisting of 1 control, 1 support, and 3 damage or anything of the sorts?

p.s. I am sorry if there is another post on this topic I could not find it.

#2 Cantide

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Posted 10 August 2012 - 03:44 PM

Eventually yes - there will be specialization cause some professions are better in certain aspect than others. Will it be required - totally depends on content and player base. Release almost here - we will see what it will be: just grouping by 5 people and go or some ridiculous requirements - like fixed weapons and skills for each profession (people love do that stuff).

I was able to find only dungeon finder related discussion: http://www.guildwars...eon-finder-que/

#3 Perval

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Posted 10 August 2012 - 04:20 PM

In one of the Beta Weekends (BW3?), a group of people who had been playing the game consistently put together an pure Thief party for running Ascalonian Catacombs.  They managed to clear the instance while on the "easier" Story Mode version.  Thieves are inherently more offense oriented, yet they each picked up enough "control" skills to beat the dungeon.  With this in mind, I'd say that you don't have to imitate the trinity formula of roles.  If everyone picks up a little control, then you should be in good shape.

There was a thread running around which linked to the news article or Youtube video.  (I can't remember which one it was.)  The general Guru concensus was that you could probably run Story Mode dungeons with a mix of about anything if you all played it right.  However there was some voiced concern about this same Thief group being able to clear the Explorable version.  We'll have to wait and watch to see just how valid those concerns are.

#4 Catraine

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Posted 10 August 2012 - 05:59 PM

No. In some encounters, all players will need to do DPS. In others, players will need to be focused more on control and mob awareness.

In *most* encounters you will want some spread between support/control and damage, but that doens't mean one person must be "support" the entire dungeon.

So, say you're playing a guardian. In encounter 1, you're doing "control" by pulling and managing a mob. In encounter 2, because its a long range battle, you're doing more support, "healing". In encounter 3, you need to kill mobs, so you're DPSing.

obviously, we haven't seen end-game yet, but if I had to guess, I'd say that its more like EVERY player will need to know how to play all three types of roles.

#5 indure

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Posted 10 August 2012 - 07:49 PM

View PostRedJoker250, on 10 August 2012 - 02:50 PM, said:

I understand that GW2 does not use the trinity (Tank, DPS, and Healer). But I was wondering with the games new combat roles of control, support, and damage would players want to build groups around this. An example will be instead of a group in WoW being 1 tank, 1 healer, and 3 DPS will GW2 players want a group consisting of 1 control, 1 support, and 3 damage or anything of the sorts?

p.s. I am sorry if there is another post on this topic I could not find it.

Keep in mind the level of control player's have in instantly change their class on the fly. The only true limitation they have in instances is their traits, which can only be changed in town. Armor, weapons, utilities and elites can be changed whenever you're out of combat.

I would recommend that most players should trait damage/survivability (support & CC when it works) for instances, because these traits are always benefitial. And depending on the party or particular boss mechanics, make tweaks to weapon/armor/utility/elites to gain any needed party support or control.





Also tagged with one or more of these keywords: instance, group, trinity, tank, dps, healer, support, damage, control

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