Solo builds vs 1-2-1 in dungeons?

Grandchamp1989
Grandchamp1989
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Traditionally we use the
1 tank
2 DD
1 healer

For dungeons, everyone work together and try to cover each others weaknesses.

But then I saw people who can solo hardmode dlc dungeons like padyu and I thought..

Instead of everyone try to cover each others weaknesses but instead focus on being self sufficient for damage, healing resistances etc..

Would 4 people in solo builds be competable with the 1-2-1 setup in vet dungeon DLC, assuming their skill level is roughly equal?

So if we have 4 brawler types in Dungeons instead of the traditional 1-2-1 would it be viable?
What does the Forum say?
  • etchedpixels
    etchedpixels
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    IMHO wrong question. It's not about 2 DD tank healer, it's about buffs, debuffs and skill sets.

    A "serious" vet dungeon group is thinking about 100% uptime on a list of buffs, 100% uptime on a list of debuffs, gear sets to achieve the best set of results and co-ordination of things like skills debuffs and ultimate dropping for maximum dps.

    That will beat four solo players doing their own thing because of the co-ordination alone.


    Too many toons not enough time
  • jaws343
    jaws343
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    A group of 4 solo builds is probably not the most efficient way in many dungeons. They can absolutely stomp every dungeon on normal though.

    Likely, 1 tank and 3 DPS who can be self sufficient for heals is going to be the best route in a lot of cases. Some dungeons have mechanics that are just way easier to clear with a tank than trying to kite or dodge roll one shots.
  • Ippokrates
    Ippokrates
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    Well, as i am doing the those things: Solo hardmode of dungs like AC or TI (for now ;) ) and vet runs in groups, i can tell you that 4 soloes builds would lose against 1T+3DD. Why? Because on trial dummy the difference between my solo dps with brawler and pale order: 50-60k (depends on particular settings when i need for example extra hot) and dd dps with dual & kilt: 80k is around 20-30k. In real runs, when we are talking about 4-man pugs I am making half of this dmg (40k) but during solo runs, in terms of voss fights, I can rarely keep above 20k dps - too much running and healing.

    So as you can count for yourself: 4xsolo 50k = 200k. 1T (let say also this 50k + 3xDD each 80k = 290k dps. In other words, DD group would be at least (there are people making better results + you can also optimize tank ;) ) 50% more effective and therefore faster than 4 soloes.
  • BXR_Lonestar
    BXR_Lonestar
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    Would having 4 characters in a dungeon capable of finishing the dungeon solo be viable? Absolutely. If they each can finish the dungeon solo, then there's no reason to think 4 that can solo won't be able to finish it as a team.

    The issue is whether it is more efficient than a coordinated group. And the answer is no, because a coordinated group has dedicated support that is all about buffing damage, debuffing the enemy, increasing sustain, and survivability. So while the team of "solo" characters would finish, if we all players are of equal skill, the coordinated team is going to be more efficient.
  • Grandchamp1989
    Grandchamp1989
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    Would having 4 characters in a dungeon capable of finishing the dungeon solo be viable? Absolutely. If they each can finish the dungeon solo, then there's no reason to think 4 that can solo won't be able to finish it as a team.

    The issue is whether it is more efficient than a coordinated group. And the answer is no, because a coordinated group has dedicated support that is all about buffing damage, debuffing the enemy, increasing sustain, and survivability. So while the team of "solo" characters would finish, if we all players are of equal skill, the coordinated team is going to be more efficient.

    Yeah, you're probably right, was thinking in the lines of if nobody wants to tank (long que) maybe another dungeon finder que could be added without roles.. Basicly every man for themselves trying to complete the dungeon brawler style if they don't wanna wait.
  • mocap
    mocap
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    DLC vet dungeons:
    - PUG: classic team 2 dd, heal, tank. You don't know for sure what players you get, so yeah...
    - premade: 3dd + full self-heal tank for strong premades. No HM though, at least for most dlc dungeons

    DLC vet HM, especially latest dungeons:
    - static group only with voice communication if possible. 2 meta geared dd, strong heal, full tank
    Edited by mocap on September 15, 2021 3:07PM
  • wheresbes
    wheresbes
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    I'm almost self-sufficient as a magblade (but def cannot take hits from bosses on vet) and no, in my opinion, roles work much better. As an average player, I feel a HUGE difference when I run a PUG with players performing well in their role, compared to when instead I have to be self-sufficient. As a group, with buffs/debuffs, proper healing & tanking, we once run a vet DLC almost no-death (1 death) without even trying for it! Instead, when dungeons usually feel "hard" is because something is missing somewhere and we try to compensate for it, which result in more difficulties staying alive, more time lost on roll dodges and lower DPS.
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