so I worked hard and finally have access to the epic dungeons! I got an epic chest key and set out to do my first run. I spawn in to see the tail end of my team running off. I try to catch up, but now all the monsters are agro because of the run by. I tried to battle my way through solo as I see my teammates on the map getting further and further away. After three re-spawns I call it quits and abandon instance. I've tried a few more run-throughs and they all seem to follow this formula.
I'm new to this and have a few questions. Are all epic-dungeons like this? I've been looking forward to them and this is a real let down. It seemed in the standard dungeons that people worked as a team to get through.
Any tips on how to tackle epic-dungeons? Obviously, as soon as you spawn, start spamming the mount and run key, and heaven forbid you need a potion or any buffing before you set off. Is it that everyone else has done these dungeons so many times that they know every mob in the place and how to avoid them?
I guess the best bet is to find some guild-mates who are interested in being a team, but I was wondering if others had this same experience.
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To answer the question "are all dungeons like this":
- yes to a point. Most players that run the epics have played them 100s of time and know where everything is and how to avoid some if not all of it. More or less just trying to stream line thief play through.
-no to a point. Since you are new to the dungeons you will have to work through it till you get the knowledge of them, but this comes on you letting everyone know that this is new to you and or slow down so you can get through with little to no problems.
At a low item level these epic dungeons will be hard at first, till you get the hang of running them. I would wager that your first experience with an epic dungeon, was that you ported in on a farm run with very high item level pugs. This happens a lot cause of them needing salvage or the new area specific 150 gear that drops.
My recommendations for you is to converse with guildies and coordinate a run or two.
Its a total HAMSTER play style and whenever I see the group tank pulling that I vote to kick or just abandon, there are plenty of ques to get into with people who actually play for the group and not just themselves. Try to not get too discouraged, everyone had to go through much the same when they first reached 2k, it gets better.
Main: Nidara Devilspawn- Ranger
Alt: Aradin Coldblood- Fighter
Alt: Lucrezia Vileborn- Warlock
They won't be able to get into the door without you, so if this is the case you need to take your time and go out and around the remaining two groups of patrols to get to them at the door.
In Malabogs there is a group of really nasty but unnecessary monsters if you get lost and run up to the right in the beginning - the chest up there is a mimic anyway so the whole area over there is a newbie trap.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
In other games I play, players do this as well causing new players to have issues. This is why as a tank I like to take it slow and in some games, no tank = instance death. This game doesn't seem to have that as much as long as you have a DC/OP in the group you can do most stuff without a tank, which IMO, needs to be fixed. All content should require a tank and healer if it is end game and your IL should scale down if you exceed the IL by a % as well as your stats.
I seen a 4,200+ IL character basically solo PoM, one shotting pretty much every mob and dealt over 10x the next player in damage, and that was me as a buffing DC.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
People usually run towards the boss to kill the boss with all the mobs that were left behind because the mobs will chase them.
That's the case of some dungeons where you don't have a cinematic for the boss (Temple of Spider, Gray Wolf's Den first two bosses). Even on Valindra's Tower where you have a cinematic on the first boss people rush like crazy.
In Valindra Tower for example, it has a part where a lot of mobs come, people just run to the last room to let all the mobs gather and kill all of them at once.
You will find A LOT of groups like that. Just follow them and ignore the mobs, you won't have the gear to kill them alone.
Pop your mount up or use TAB for rushing (sprint for GWF, shadow slip for SW, teleport for CW, etc).
Don't rush if your group doesn't do it, try to follow them.
Sure, you can find guildies who would be willing to wait for you and kill the mobs slowly, but, the truth is that you gonna run a lot of pugs from the custom channels and LFG that run dungeons this way, you can't rely on your guildies to do dungeons because people have different times.
Hælja, Swordmaster Conqueror Guardian Fighter of Thieves World
I think it's actually faster to kill them pack by pack.
and from the ops post I'm pretty sure he isn't doing t2 yet. I think he's barely at the il to be allowed into a t1
In a premade group, with everyone knowing what they are doing and running together, there are a handful of dungeons that are faster if you run door-to-door (eGWD comes to mind, for instance). This is primarily because certain AoEs don't have target caps so you end up having to do fewer total attacks to clear all the mobs.
Another example where running to the end makes it go faster is Arcane Reservoir in Sharandar. Not a dungeon per se, but it demonstrates the technique quite nicely. Again, only recommended if everyone is on the same page and unlikely to get dropped on the way.
fyi- the run in question was shores of turen
Shores of Turen when it was put in the game is actually a Skirmish. It doesn't require an epic dungeon key and the Astral Diamonds you get at the end are counted toward your Daily Skirmish AD. Turen isn't actually even a dungeon. It's basically an easy one boss encounter that people farm for Salvage. Another example of such an instance is Kessels Retreat. There is only one boss and it counts as a skirmish.
Epic dungeons generally have 2-3 boss fights including the final boss. For example Tier 1 dungeons ( Malabog's Castle and Valindra's Tower) have 2 bosses but Lostmauth is a little harder and it has 3 bosses even though it's a Tier 1. Tier 2 dungeons (Epic Temple of Spider, Epic Craigmire Crypts, Epic Grey Wolf Den, and Castle Never) all have 3 bosses including the last one. Tier 3 Dungeons like Fangbreaker and soon to be Spellplague also have 3 bosses but are considerably more challenging for most players.
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All of the current T1s were designed as T2.5s when they were released and downgraded in Mod 6 to their current state. They weren't designed to be easier, the other content just got harder. MC especially suffers in this regard because most running it are level 70 and getting scaled down, a mechanic which is rather broken.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
I seen this in VT and a few other dungeons as well.
In a few of my ELOL runs it basically end up being me on GF and a GWF on the last boss. Healers and the other DPS simply don't understand how to avoid the red areas in the game.
LOL..