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Guild Wars 2 Dungeon Tips

ArenaNet’s brand-new MMO sends the traditional tank/heal/damage MMORPG trinity packing in favor of a positioning-based system that puts each player in charge of their own health. Here are a few pointers to help you get through Guild Wars 2’s five-person dungeons without the comfort of a familiar role to play.

Move out of the way.

This one may seem obvious, but it bears repeating. Just like in any World of Warcraft raid boss encounter, every player needs to be aware of their surroundings at all times and avoid any incoming damage that they possibly can. This goes beyond the classic “don’t stand in the fire” tip; even though hostile area-of-effect abilities usually put a red circle on the ground, you need to watch enemy animations and attack patterns and dodge appropriately. As a general rule, spread out around the bad guys -- many if not most attacks are cone- or line-based, and even if you can’t dodge out of the way entirely, making sure the entire party doesn’t eat the big attack helps tremendously.

Don’t give up.

A party wipe isn’t always a wipe. Don’t just pound your desk in frustration when you get downed – fight on! Find an enemy that is close to death and hit it from the ground, and you can often rally thanks to the amount of area-effect damage that parties usually throw around. Failing that, being resurrected in combat when fully defeated usually takes too long to be worthwhile -- but you can usually rally to a waypoint and run back to continue the battle. Running back to rejoin the fight after being killed may seem like a cheap tactic, but I’ve seen it be the difference between victory and defeat on several occasions.

Learn your allies’ skills.

I mostly play a guardian in Guild Wars 2, and it’s beyond frustrating when I drop a wall of light that reflects enemy projectiles back to their source and my groupmates insist on fighting with their backs to it. Positioning abilities like that are extremely important to take advantage of. Even if you know how to use your own skills to great effect, you’ll do the whole party a favor by learning what your group is capable of and playing accordingly. Similarly, don’t just mindlessly spam your damage rotation. Watch what kind of combo-enabling fields your friends are laying down, and wait to use your finishers until they do. A few fire auras and area retaliations can make all the difference.

Embrace multiple roles.

Tanking and healing don’t exist in Guild Wars 2 like they do in most MMOs, but that doesn’t mean that there aren’t different roles to play and ways to specialize your character. Many dungeon fights throw curveballs at you, from additional enemies spawning mid-battle to bursts of status effects that cripple the party for short durations. Be ready to not only change your tactics, but switch to a different weapon set and embrace a secondary role. Many elite skills, like the guardian’s tome of courage, change your entire skill loadout – learn when those dramatic changes are useful, and capitalize on them. Weapon switches (or attunement changes, for you elementalists out there) are much more useful than just for the occasional swiftness buff. Take a second look at your classes’ skills, and see what might be useful in a party despite being pointless for a solo player. You’ll be glad the first time you turn the tide of a battle by blocking off a doorway and locking out a bunch of monsters with a support skill that does nothing in one-on-one fights.

Use the environment.

Would you use a brutal knockdown skill with a five-second cooldown? Of course you would! You would hit that button every time it lit up. Why, then, aren’t you picking up every boulder in the dungeon and chucking it at the nearest enemy? Your groupmates would sure love to know. Many bosses have no resistance to environmental tricks like boulder throwing, proper use of which can turn a hair-pullingly awful encounter into a laugh-worthy breeze. On a similar note, the line-of-sight and grouping tricks that any WoW tank worth his salt should have burned into his brain are as much if not more useful in Guild Wars 2. Use corners and pillars to avoid ranged attacks, convince monsters to run up and engage you in melee, and otherwise make them play your game instead of theirs. Elementalists tear your party apart if left alone – why not get them to run up right next to your melee friends for a more intimate conversation about the relative merits of long channeled spells and barrages of sword strikes?

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Comments
  • I just made my FIRST GI profile.
  • Nice tips Adam, great article.
  • Cool, thanks for the tips! I'm sure I'm going to be needing it this weekend, since I just made it to level 26. I'm loving the game so far, as it's been my first-ever MMO. I'm playing a Sylvari Ranger, with an accompanied Sylvan Hound to apply restoration. I'll undoubtedly have to rearrange my class, but I've found using a longbow, and switching with a sword-and torch/horn increases effectiveness. Throw in a barrage of three traps at mid-range, plus increased vitality, and I've got myself a pretty hardy mid-area Ranger. Looking forward to testing my class alignment. Four more levels to go, and I'll hopefully be able to tackle my first dungeon with four complete strangers!
  • nicely said.

  • I wonder what kind of stuff people will be doing after they hit lv 80, because this game has no raids.
  • thanks for the tips... havent encountered a dungeon yet but thanks anyway
  • Yup, Guild Wars 2 is legit. too legit to-

    I'm sorry. I had to.

  • Hahah this was a nice and fun article! Thankx for the help!

  • Great tips.

    I'd add that one should learn combo fields, and learn how your class works with your own combo fields and others. Especially Water fields; I've seen people call Geyser and Spring worthless. Bull, they just aren't comboing with it. You can spam AoE heals cheaply if you fire through the field. There's a nice cheat sheet here:

    http://mastodonte.fr/outils/tool-combo#en

    Don't discount other professions. I've already seen some the Min/Maxing Elite rear their heads, and the funniest part of that is that some of what they're preaching is wrong; dig around and you'll find a stigma that says every frickin' profession is wrong or useless because people found one system that works and adhere to it. There's no such thing as a useless profession, everyone can contribute as long as they know what Utilities and weapons to bring - you can even swap them out of combat between fights, and sometimes you should.

    Necros and Thieves are ridiculously great at crowd control; Wells are amazing, and on the rare case Blind isn't useful from any number of the Thief's tricks, Shortbow's Cluster Bomb is the best blast finisher ever. You have to let it hit, don't detonate it mid-air. Pair that with Smoke for invisibility on your dying friends, Water fields for amazing heals, and my favorite trick: the Thief's own Poison Field + Cluster Bomb combos into an AoE Weakness. Weakness knocks 50% off the mobs damage. This applies that in an AoE. It's the best party favor you can bring outside of a Mesmer's Feedback on Ranged packs. Mmm.

    Feedback.

    I roll a D/D - Shortbow Thief and Sword/Pistol - Staff Mesmer and have a blast.
  • The dungeons in GW2 are balls hard for someone used to Trinity WoW dungeons for 7 years. It's only after you embrace your PvP instincts that stuff starts to go smoothly. And that's from someone who hates PvP with a burning passion.

    Dungeons in this game are like playing Dark Souls with 4 other people.
  • I just ran my first story mode today and attempted the explorable mode afterwards (a weird bug nobody in the party had ever seen before that sent us down the hardest path made the run a wash due to time restraints). I've never been a fan of the trinity, but there were times I wish that I could just meat-shield some of the bosses, or even the basic mobs.

    From being slaughtered by a radial damage attack guaranteed to down you unless you notice it and dodge in less than two seconds, to traps that one shot you, then proceed to take all the health out of your downed state, I have never had so much simultaneous frustration and fun at one time. When things worked, the party could be proud, and best of all, you're guaranteed a rare at the end of the dungeon (which on the story mode of the first dungeon is an awesome pimp hat for medium armor characters).

    I raged and whined, and tomorrow I'm going back for more.
  • Well written. The dungeons are AMAZING fun if you know what your doing.

  • I have yet to play a dungeon, but I'm planning to do one sometime tomorrow.  These tips will definitely come in handy, even if I knew half of them because of common sense.

  • This was dead on... Really good tips to those new to GW2. Those first few runs can really be brutal.

  • This is all nice and usefull suggestions however the game suffers from one major issue. Combat like you said is designed to be positional and you are supposed to actively avoid damage using abilities and dodge. However its impossible to see what the boss/mobs are doing with the ridiculous amount of flashing graphics on the screen! Whenever a caster class is around the screen looks like the sky on the 4th of July! If the boss is a small creature most of the times all i can see is the red position circle under him! So yeah you cant dodge what you cant see and that is why you die so much to one-shot abilities.
  • Gonna wait another month till everything is patched up to buy this.

    Game looks great though.

  • Great tips! The dungeons in GW2 are damn hard, but doable. I haven't done an Explorable version yet, I'm still just an avarage player.

    Chugging gigant rocks at the mind-blowingly powerful boss is hilarious, just sayin'.

  • Great tips Adam!

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