Request: Benchmark Stat Levels for Dungeons

dreamfarer
dreamfarer
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After a successful Silver Pledge yesterday that I was in with a PUG, the group was largely willing to take a shot at the gold pledge. One of our members though, rightly I think, said "I don't want to be a *** about this, but I don't think this team can handle the Vet Pledge". Having been through several Vet dungeons PUGs where the team simply hit a brick wall of TPKs, I was happy to hear someone with experience at it short circuit that potential death-fest. His reasoning seemed pretty sound too - for the damage we'd be taking we'd need 13-14k hp at a minimum and even still there were things that would one-shot us. Most of the party had less than that, ergo it wasn't going to worth our time.

That lead me to this question (or series of questions), namely what kind of benchmark stats should a team be looking at for success in a Vet mode dungeon? I think it breaks down into at least a few different categories too:

NOTE: What I'm looking for here is essentially the "Minimum Viable Stat assuming an average level of skill". If you can Tank Veteran DSA in a diaper with 2 HP? Go you, you're awesome, but I don't really care. I'm interested in knowing what someone who's not awesome would need to do it.

VR1 Characters in a VR1 Veteran Mode Dungeon:
- Tank HP
- Tank Armor and Spell Resistance
- Non-Tank HP
- Non-Tank Armor and Spell Resistance
- Healer MP
- Healer MP Recovery
- DPS Weapon or Spell Damage (depending on DPS source)

As you go up in rank it's easier to get higher stats, gear, glyphs and food all give better bonuses, so I think Benchmark values are needed for at least the following tiers too:

VR5 - Veteran Mode Dungeons
VR12+ - Veteran Mode Dungeons
VR14 - End Game Dungeons

Thanks!
  • crazmadsci
    crazmadsci
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    Hey I agree that this topic is significantly in need of discussion. I myself was having this conversation with my guild members last night. As a long term player I can give you a little bit of a break down. Please be aware that the more champion points you have, the better the group, and the more you learn the fighters the amount of health you can bring down. The numbers I am writing are recommended for new players or just to be comfortable without having to worry significantly about health values.

    V1 Characters Health Goals
    Tank: 15-17K
    DPS Health: 12-15K
    Healer: 11-14K

    V1 Character Magicka Goals (Healing Specific)
    My Goal for Magicka would almost be close to a 1:1 Ratio to health. Eventually the v14 main templar healer I have has about 27K Magicka. It is easy to get that value with enchantments, mundus stones, champion points, food/drink buff.

    IF you are in need of magicka as a healer remember to Heavy attack with a restoration staff. Heavy attacks with resto staff regenerate magicka 2X faster than anyother stat due to passive ability on restoration staff tree.

    V5 Characters Health
    Tank: 17-20K
    DPS: 14-16K
    Healer: 14-16K

    V12+ and V14+ Health Values (Roughly the Same:)
    Tank: 25K+
    DPS: 20K
    Healer: 18-20K

    Experienced players v14 DPS will tend to have more around 18K health and the elite #1 Players on the PC top raid teams are around 16K however have over 500 champion points and burn things down so fast they take very little damage. Slowly as your team gets better and you learn the fights more you can adjust these values to squeeze out a little bit more damage.

    I even was pulling out an old grouping 101 top 10 tips I wrote an October on my guild site and that is one of the categories.
    twitch streamer crazmadsci, Guildmaster Ethereal Army, Guide Writer: Travelers Guide to Tamriel.
  • Steel_Brightblade
    Steel_Brightblade
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    Though don't forget if players do get those stats but due to waiting to get them haven't done any vet dungeons they are still going to die a lot until they get experience and practice since it takes more coordination and effort as well as working out the m echanics of each boss. Death is a learning experience in this game, don't miss out on it:)
  • Timeetyo
    Timeetyo
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    Though don't forget if players do get those stats but due to waiting to get them haven't done any vet dungeons they are still going to die a lot until they get experience and practice since it takes more coordination and effort as well as working out the m echanics of each boss. Death is a learning experience in this game, don't miss out on it:)

    Although true there is a huge difference between dieing die to not having the hp to pass am unavoidable hp check (last boss spindle charge) vs dieing to an avoidable mechanic. If you die to standing in a red circle you may learn to avoid it. If you die to a hp check you only learn to get more hp.

    To the OP: here are 2 other important factors to include:

    1: the guidelines given above are good in general but vary greatly by dungeon. Wayrest that is fine....elden hollow gold key. ..good luck.

    2: vampires- for the love of God please don't be a vamp with the bare minimum of hp and no fire resist in a vet dungeon unless you REALLY know what you are doing. You do 0 dps when dead.
  • Jar_Ek
    Jar_Ek
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    Also some fights are healer or DPS checks more than HP checks (Grobull springs to mind) so you also need to consider the specific fight sometimes. I have watched more than one vet group fail badly at Grobull.
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