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State of GROUPING in the game

jhaxiijhaxii Member Posts: 7 Arc User
edited May 2013 in PvE Discussion
At this point in time, it is just about pointless to bring anything more than one melee in a T2 or CN instance.

Guardians, are not needed really for ANY run since a pair of DC's tanks better than any 12k GS guardian and provides more benefit to the group.

Melee in groups beyond MAYBE one or two is pointless and detrimental to progression.

For instance you go into a dungeon with one of everything (GF, GWF, DC, CW, TR) you are handicapping yourself.

In almost EVERY situation a GWF is preferred to a rogue, almost.

A pair of CW's might as well be a requirement to go into Castle Never....and any other dungeon for that matter.

And even the MOST threat/tank orientated GF even with a 12-13k GS is going to have SERIOUS issues holding any type of aggro anywhere.

IN short the game needs some SERIOUS mechanics balance.
Post edited by jhaxii on

Comments

  • zalathorm7zalathorm7 Member Posts: 128 Arc User
    edited May 2013
    GWF preferred over a rogue? Wow, I've has the exact opposite experience. This game isn't so much about killing adds, as managing them u til your TRs can burst the boss.

    What I've seen is groups taking rogues, cws, and clerics, and leaving fighters behind
    [SIGPIC][/SIGPIC]
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