The Basics to Consistently Smooth Dungeons
The basics of team-based games are generally quite obvious, yet time after time people complain that dungeons are either too difficult or PUGs are too stupid. This idea will start to create an elitist mentality over time and develop requirements to enter dungeons; equipment checks, achievement points, GREATSWORD GUARDS ONLY. To stamp this out early on, here are most of the common ways to keep a party from swaying from glory without resorting to cheap gimmicks and exploits.
Firstly, skill synergy isn't important. You can run with five thieves or five mesmers and as long as they all know what to do, how and when to dodge, they won't die horribly and your target will die rapidly. No messing about with that setup.
The key to smooth dungeons, anyway, has six steps:
1)Communication.
The most crucial of all. Team communication is key to the success of any dungeon run. You can enter a dungeon with four teammates having never entered the zone, but as long as you can command and explain what to do, where to stand, etc. you will be fine. Tell them what to look out for (i.e. kholer's golfswing needs to be dodged, tell them to save their endurance for it.). If there are multiple options to do one event- skip or complete, then let them know, especially if they're pugs.
2)Focus.
Team synergy doesn't really exist in GW2, but the more enemies there are, the more chance they'll down one of you. You want to have a designated caller to call targets and have everyone smash it. Professions with heavy single-target damage suddenly become relevant when you understand individual foes need to die faster than a whole mob. Don't feel like you're bossing the team on what to attack; it benefits every profession. Focusing conditions onto one target will then make a necromancer's Epidemic even stronger. With Binding Chains, a guardian can gather everything together and you can enjoy spiking out single-targets while everything else also gets hit by unfocused AoE from greatswords, elemental spells, bombs and clusterbobombs. The outcome is everything dies faster.
3)
It would be best if everyone knew what the dungeon held in store for them before entering, but that's not always the case. However, you *know* that this game is all about evading attacks to stay alive. Toughness and Vitality do little more than make it more likely for enemies to aggro you; if you get hit, you're still likely to go down. Dodging is key, and once you're out of dodge meter, you best make sure they're not going to attack you. Kholer in AC is a good example; you should always save one bar of endurance for his golf-swing animation, which is when you dodge to evade instant misfortune. Look for the tells in the animations and it's easy. Once the whole team understands this, you can run full glass-cannon setups and it doesn't feel any different to 3 guard, 2 war teams, etc. Take who's available. (albeit necs op)
4)
Reviving the team isn't always the best idea; it can cut into your already limited DPS after losing a man on the field and leave your team up a certain creek without a certain instrument. Having a focused target means it's less likely to die after downing. Keep attacking the target if the enemy is not focusing you and have enough health to out-live it; bandage is the last resort. If you see an enemy with lower health, call it and hope your team switch. This prevents you from becoming too much of a burden on the team, limiting their DPS, effectively, by 2+ players. This is more important than ever now; one does not simply respawn immediately after death.
5) Luring.
Don't underestimate the importance of luring; especially bosses. Pulling single bosses can mean life and death, for example in TA pfwdfwd, hotw p3, SE p1, etc. Take those encounters slow and remember that prep doesn't take as long as respawning
6) (i herd u liek) mobskips.
Skipping content to avoid long or difficult encounters is performed in almost every party these days, to optimise runtime and therefore earn more from the chests and bosses over time. All professions can run past any mob reliably. The thief has the greatest mobility of all, with AoE stealth/regen, many shadowsteps and a perma +25% IMS signet. The mesmer is quite similar with the shadowsteps and cloaks/decoys while the guardian can bruteforce spam 0s cast heals and Retreat for Swiftness/Aegis.
When attempting to run past mobs, prepare your utilities that offer the most swiftness, damage reduction, regeneration and at least one stun-break. Remember:
a. Never waste your dodges because bored; use them when being fired at.
b. Use your IMS upon entering a mob, not to simply speed up your run (if it's a far distance).
c. Prepare to use your stun break or stability if anything goes tits up.
d. Travel as a team, ensuring everyone's safe-journey.
Happy dungeoneering.

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