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common trial group compostition

laniakea_0
laniakea_0
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I often see trial groups looking for members in chat trying to reach a 2T2H8DD group composition. If Dungeons are generally 1T1H2DD, why aren't trial groups 3T3H6DD?
Edited by laniakea_0 on 10 August 2023 20:22

Best Answers

  • Soarora
    Soarora
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    Trials and Dungeons are very different despite seeming similar from an outside point of view. Tanking and healing in a trial is much different and you need more damage from the group. You only need 3 tanks in vCR+1/+2/+3. Every other case you can do 2 tanks or even 1 tank depending on specifics. Same for healers, only ever need 2, never 3, and sometimes you even go for 1.5 or 1 if you're in a sweaty trifecta or scorepushing group.

    Tldr; Need more damage, 2 or less healers is enough, and there's not enough to tank to warrant 3 tanks outside of vCR+ (need 2 Z'maja/portal tanks and 1 mini tank).
    Edited by Soarora on 10 August 2023 20:29
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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    Answer ✓
  • Soarora
    Soarora
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    laniakea_0 wrote: »
    would 3T3H6DD still be well suited for nTrials? you know, with people that are just starting to get into trials and have good dungeon gear at best. also what do the "+" numbers mean? I often see stuff like that in chat when it's about trials but never dungeons.

    Normal trials people tend to do 1T 2H because things burn so fast everything can just be stacked. Otherwise, they'd also do 2T 2H for training or safety purposes. 3H would only be helpful if all 3 healers are really bad and struggling to get through something like KA or CR executes. More than 2 tanks in most content is a waste because there's just nothing for a 3rd tank to do. The main tank holds the boss and the off tank holds any adds and if there's no adds during the boss fight just kinda... buffs the group and does bad damage. So, a third tank would be just a bad DPS.

    Except in Cloudrest. I guess for normal too, CR +1 and +2 are "partial hardmode" and +3 is "hardmode". The additional tank needed holds the minibosses, which is what the +Number means. CR and AS are unique compared to the format of most trials and every dungeon, you can go straight to the final boss arena or detour to the sides and kill minibosses. Any minibosses not killed before engaging in the final fight will appear during the final fight. So, with CR+1, you kill 2 minibosses and then engage with the final boss. CR+2, kill 1 miniboss. CR+3, kill none. AS+1, kill 1 miniboss. AS+2, don't kill either of the minibosses.

    They don't all show up immediately after starting the fight, I think their appearance is health % based on the main boss. In CR, their mechanics (roaring flare (+Siroria), hoarfrost (+Galenwe), and voltaic overload (+Relequen)) do show up the entire time though I think.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 3/8 Tris
    • Dungeons: 30/30 HMs - 24/24 Tris
    • All Veterans completed!

      View my builds!
    Answer ✓
  • laniakea_0
    laniakea_0
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    would 3T3H6DD still be well suited for nTrials? you know, with people that are just starting to get into trials and have good dungeon gear at best. also what do the "+" numbers mean? I often see stuff like that in chat when it's about trials but never dungeons.
  • Necrotech_Master
    Necrotech_Master
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    the way i usually practice trial runs with one of my guilds is 2 tank, 2 heal, and 8 dps (the most common setup for vet trials, outside of cloudrest)

    as noted, more dmg is usually better as you can kill the boss faster

    certain trials also have tank swaps to deal with or require managing multiple adds that cannot be stacked
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  • WrathOfInnos
    WrathOfInnos
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    Area based heals have a target cap of 6, so 2 healers can generally keep a group of 12 alive.

    The + numbers refers to mini trial hard modes (Cloudrest and Asylum). +0 means just fighting one boss at a time, while +1 means main boss and a miniboss together.
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