In this post I will describe a group comp for dungeon running that I believe is very effective, versatile, and capable of both good offence and defense. While I understand this is my personal opinion, I think that this is the Ideal group comp for dungeons, especially if the dungeon is completely unknown to all party members as it has the tools to handle many of the current dungeon mechanics. That all being said, if you have any constructive feedback please let me know! Well then, lets get on with it!
Summary
1. Main Builds
2. Alternate Builds
3. Pros and Cons
4. Situation Handling
5. Closing Remarks
BUILDS
In this section I will describe the builds that make up the composition. As a rule of thumb, some utilities, weapons, and elites are optional and should be changed based on the situation you find yourself in.
1. Axe/Warhorn and Rifle Power Warrior
Traits and Utilities: http://www.gw2db.com...|0|0|0|0|0|0|0|
Weapons:
- Axe/Warhorn
- Rifle
Equipment:
- Knights Armor w/ 6x Runes of the Pack
- Valkyrie Weapons
- Knights Trinkets
Main Role: Single Target Damage
General Idea: Hard-hitting spike class. Goes for marked target until it's dead, then moves on to the next one. Recommended to be the marker of targets due to role. If needed, Rifle provides some ranged options and is traited to pierce targets for at least some form of multi-target dps. High toughness, low vitality makes vulnerable to conditions, which is why Mending and Signet of Stamina are recommended. When off CD, Use Warhorn 5 often to upkeep the group vigor (Very Important!)
2. Symbol Support Guardian
Traits and Utilities: http://www.gw2db.com...|0|0|0|0|0|0|0|
Weapons:
- 2H Hammer OR Mace/Shield
- Staff
Equipment:
- Soldiers Armor w/ 3x Water and 3x Monk Runes
- Clerics Weapons (Or the AC Pre/Vit/Healing Weapons)
- Clerics Trinkets
Main Role: Melee Support and Healing
General Idea: Melee Support Class. Use 2H Hammer for spammable protection and smaller healing and control, or Mace/Shield for larger healing, group protection and reflection. Staff provides larger range and some aoe, but is mostly brought for Staff 4. Use this whenever you can to heal and increase group DPS through might stacks. with +40% boon duration, each might stack will last around 11 seconds. If range is necessary, I recommend Mace/Shield and Scepter.
3. Glamour Support Mesmer
Traits and Utilities: http://www.gw2db.com...|0|0|0|0|0|0|0|
Weapons:
- Greatsword
- Staff
Equipment:
- Rampagers Armor w/ any DPS based rune (6x Pack works)
- Soldiers weapons
- Knights trinkets
Main Role: General Support and Medium DPS
General Idea: General Ranged support. Feedback, Null Field, and Illusion of Life are life savers and are all traited. If you pick someone up using IoL, make sure they run to safety and don't continue fighting, unless it is obvious they can kill something. Generally keep an eye out for Ranged attackers, Mass conditions on your party, and downed party members and use your utilities accordingly. Drop Chaos Storm on party members that have aggro (default on the melee players). Use it defensively by default. Your job is to provide what DPS you can while using the mesmers unique support smartly. Also, for spiking down a target at the start of a fight, coordinate time warp so all players are affected.
4. S/D Might Stacking Elementalist
Traits and Utilities: http://www.gw2db.com...|0|0|0|0|0|0|0|
Weapons:
- Scepter/Dagger
Equipment:
- Soldiers Armor w/ 3x Water and 3x Monk Runes
- Clerics Weapons
- Clerics Trinkets
Main Role: Offensive Support
General Idea: Buffing yourself and allies with might through use of fire fields and blast finishers. Increases overall group DPS as well as providing other useful long lasting buffs through attunement swapping. The general combo for max might stacks is: Ring of Fire -> Dragon Tooth -> Pheonix -> Arcane Wave -> EARTH -> Earthquake -> Churning Earth -> Dodge (Evasive Arcana). Once that combo is finished, Swap through to water and maybe air to use your heals and blinds, then continue to perform the above combo while dealing damage to give out continuous might buffs.
5. Staff Support Elementalist
Traits and Utilities: http://www.gw2db.com...|0|0|0|0|0|0|0|
Weapons:
- Staff
Equipment:
- Soldiers Armor w/ 3x Water and 3x Monk Runes
- Clerics Weapons
- Clerics Trinkets
Main Role: Group Healing and AoE Damage
General Idea: Healing your group through water attunement and blast finishers, then dealing large AoE damage via fire and earth attunement. When your group needs healed or conditions wiped, use Healing Rain followed by Geyser, then immediately place an Eruption within the healing rain for the blast finisher, followed by arcane wave and a dodge. Switch between attunements (usually mainly in fire) to provide AoE damage, buffs and CC/slow enemies.
ALTERNATE BUILDS
1. Venom Share Theif
Traits and Utilities: http://www.gw2db.com...78|0|0|0|0|0|0|
Weapons:
- Shortbow
- Sword/Pistol
Equipment:
- Soldiers Armor w/ 6x Runes of Lyssa
- Knights Weapons
- Knights Trinkets
Main Role: Debuffing Conditions Support
General Idea: Debuffs and controls the enemy through use of venoms. Before aggroing a tough group or even a boss, stack the group up and apply all your venoms. The spread of weakness and vulnerability lower their damage and increase yours, and immobilize and stone gives your group free time to focus on damage and make for easy aoe placement. Runes of Lyssa give unique buffs that work well with the short CD heal and elite. Basically use your venoms on CD and nearby party members.
Replaces:
1. Symbol Support Guardian - If you're warrior isn't having trouble staying alive.
2. Glamour Support Mesmer - If ranged mobs aren't prevalent and you just want more damage.
3. Others not recommended to switch out.
Recommend more replacements, but please provide all the information I provide above. (i.e. link to build, weapon, armor, main role, use, and replacement info)
PROS AND CONS
Pros:
- Extreme Spiking Capability
- High Group DPS
- High Dodging availability (via vigor, traits, and utilities)
- Multiple sources of reflection (via Mesmer and Guardian)
- Good at destroying objects
- Portal available for various purposes
- Many sources of both Defensive and Offensive boons and healing
- Multiple indirect sources of damaging conditions
- Distractions via clones and elementals
Cons:
- No full condition builds so somewhat weaker against heavily armored enemies
- If you have any other cons let me know and I'll add them if they make sense
SITUATION HANDLING
Spiking:
1. Get max (25) might stacks using the S/D ele's fire field and blast finishers, the guardians mighty blow (blast finisher), and the staff eles eruption and a dodge. This should last around 30s and will give your entire group an extra 875 power and condition damage. The guardian can also use Staff 4 for more might after the first stacks wear off and the S/D ele will be giving more might out over the course of the fight.
2. Call a target.
3. Once all players are set up and starting to attack, the mesmer should cast Time Warp to hit as many players as possible. Communication helps here. With the might and Time Warp, its pretty safe to say that the group's dps is near doubled.
General Boss Fighting:
The group comp is a mix of offence and defense, but leaning towards offence. All classes have good DPS ability and at least high/medium power. That being said, while there is good defense via protection, regen, condition removal, reflection, and healing, the best defense is player awareness and always being able to dodge during a boss fight. Were talking like Giganticus Lupicus type fights. That being said, all classes have some way to get vigor or have some form of extra endurance regen. The warrior fills in the gap with a 10s AoE vigor on warhorn. While its not like perma-vigor on everyone, there is enough to boost dodging availability significantly in hard fights. Other than that, the tactics really depend on the specific boss fight.
CLOSING REMARKS
This group comp is intended for advanced dungeon play. I by no means believe it is the end-all-be-all of groups and any group comp can work based upon the skills of the player and coordination of the group. I believe, however, that this group is ideal for dungeon play because it gives the players all the tools they need to be prepared for any situation and allow their skills to shine through. The idea is versatility, both within each build and as a group. Each build has things that can be swapped out depending on the situation (for example, both elementalists utilities are completely interchangeable), while other things may be set in stone (like the warrior's weapon choices) because the build is built around those things. This provides each player with some choices to promote smart play and versatility.
Please tell me what you think, good or bad, below, but please try to be constructive.
Thanks for reading!
Edited by entropy3, 08 November 2012 - 09:22 PM.










