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When to do group dungeons?

Solidus2
Solidus2
I have a strange debate I've been going over in my head - Do dungeons as the corresponding dungeon finder comes up, or ignore it entirely until CP160.

Half the time, I am told by more experienced players that I need to get better gear, get sets. These come from dungeons or crafting. Crafting is steep and expensive, not a feasible option for a first time account. As such, a part of me wants to run dungeons as they appear available, mostly just for some gear.

The other half the time, most posts on forums or videos say I'd be "dead weight," or useless if I do dungeons under CP160. How should I approach this? I like the idea of gearing up a bit, maybe having a set or two as I level. I hate the idea of being useless dead weight in a group. I haven't even considered going near a group dungeon for this reason.

  • Enemoriana
    Enemoriana
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    Do normals when you want, do vet when you can.
    PC EU, @Enemoriana. Ru.
    Houses: all sets crafting hub at Rosewine Retreat inn room, Erstwhile Sanctuary as actual Dark Brotherhood Sanctuary, Hunter's Glade as werewolf tavern (downstairs), Strident Springs Demesne as adventurer's house.
    Wishlist: character slots, minstrel personality, molten war torte and white gold war torte recipes, Willowpond Haven, Kor and Hildegard houseguests, crown crates.
  • The_Old_Goat
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    If you find them fun, do them every day. There's a reason the dungeon finder unlocks at level 10, find your playstyle and ignore any negativity you run into.
  • max_only
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    Gear isn’t worth trading or selling before cp160. This is one reason why people recommend it.

    Until then there are overland sets that you can farm (Spriggan, Spinners, Plague Doctor, Mother’s Sorrow etc) if you don’t have anyone to ask for crafting. Plenty of overland sets are in build recommendations and are good enough substitutes for the best stuff.

    There are also base line Stam and mag crafted sets (Julianos, Hundings, Shacklebreaker) that will take you to dungeons and these are sold in guild stores regularly.

    Personally I didn’t use the random dungeon finder until cp300 because I read somewhere that all the base dungeons are designed for a baseline of 300 cp and I didn’t join a guild until cp4-500.

    Best bet is to join a guild that does dungeon nights for new players.

    Edited by max_only on December 27, 2018 6:37PM
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • kargen27
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    The people who say you would be dead weight are being selfish. They are afraid you will get some gear they want but it won't be at their level.

    When I want better gear while leveling a character I usually do dolmen for a while then put on whatever dropped. Last couple of characters I left in level ten gear until they hit fifty just for fun.
    and then the parrot said, "must be the water mines green too."
  • Lasinagol
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    Most people that I have encountered below cp 160 usually don't know mechanics and want to just burn through everything. I go out of my way to help in dungeons of every sort for any situation. Level doesn't matter, a willingness to learn and do better while staying with the party is all I care for.
    Altmer Supremist, filthy spell slinger since Nerevar was assasinated
  • El_Borracho
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    I agree with @max_only. You could easily do a number of vet dungeons before CP160. But the gear will drop at your current level, so you'll have to go back and farm again once you hit CP160. So if you want better gear, temporarily, go ahead. Just know you'll be back
  • Hamish999
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    Join a guild and run dungeons with your guildies. There are usually plenty of people levelling up toons that will do content with you and help you level as they do too. And then also be willing to run dungeons to help you get gear once you're CP160. That's my experience anyway.
    PC-EU
    Do'Zahra - Khajiit - StamDK - AD
    Narese Telvanni - Dunmer - Petsorc - EP
    Anastasie Chastain - Breton - Magplar - DC
    Gashnakh the Lusty - Orc - Stamsorc - AD
    Stands-In-Stoopid - Argonian - Warden Tank - AD
    Talia al-Morwha - Redguard - Stamden - AD
    Makes-Fier-Wrong - Argonian - Stamblade - AD
    Busty-Argonian-Maid - Argonian - Templar Healer - AD
    Alaru Telvanni - Dunmer - Stamplar - AD
    Ko'Raehsi - Khajiit - Magsorc - AD
    Torhild Rock-Chucker - Nord - StamDK - AD
    Drusilla Larouche - Breton - MagDK - AD
    Ko'Khanni - Khajiit - Magden - AD
    Ilithyia Ectorius - Imperial - DK Tank -AD
    Rosara Laumont - Breton - Warden Healer - AD
    Do'Darri - Khajiit - Stam Arcanist - AD
    Llerusa Redoran - Dunmer - Stam Arcanist - AD
    Terannil - High Elf - Magsorc - AD
    Sharuk the Indomitable - Orc - Necro - AD

    Keyboard and mouse FTW!
  • Juju_beans
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    Join a guild and ask for someone to make you some gear crafted with training trait.

    When I first started playing I did queue up at level 10 when the dungeons opened up to me.
    Got into the dungeon and saw "kick the level 10" and bam..was kicked. Never queued up again.
    That was May 2017.
    I just wear crafted, overland gear and have some monster sets from keys/golden vendor.
    Since I don't do trials and am not a min/max player I do just fine.
    This game provides a number of ways to get decent gear for playing and surviving.

    The pug groups are just as toxic as the wow pug groups so I don't bother.
    Edited by Juju_beans on December 27, 2018 7:05PM
  • Merlin13KAGL
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    Do at least the daily random - it's worth a full level and then some each day.

    Do the ones you enjoy, even prior to 160. It won't be top end gear and you won't be able to trade, but so long as you know what you're doing, there's no reason to avoid them prior, unlike some would have you believe.

    You no longer have a choice but to wait until 300 to queue for DLC's, but again, you can walk in the front door if you have a good group that can manage it.

    I cleared some of the ugly ones ~200, yet had to wait another 100 CP to queue. Irony at its finest.

    You're going to run into the occasional ***, and you may even get *** kicked, but if you get good at them at low level, they'll be an absolute breeze when you hit 160/300/cap.

    Good luck, enjoy (the main reason to ever run anything.)
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • VaranisArano
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    So if you want to do group dungeons while leveling up, here's what I recommend.

    As a tank: you need One Hand and Shield and gear close to your level. You MUST have a taunt and One Hand and Shield's Puncture is the best one available since it comes with a potent debuff. Ice Staff passives can be decent for tanks, but requires a bit more work to manage well. I used bith on my leveling tanks for taunts and Crowd Control.

    When you are ready to move to Vet Dungeons, you need to know the mechanics, be solid on your crowd control, and be prepared to block, dodge, and interrupt the one-shots. Vet Dungeons are simply more unforgiving in terms of mechanics for tanks.


    As a Healer: you need a restoration staff. Your primary job is to keep the team healed, but you'll find that heals over time usually suffice (unless someone stands in stupid). So keep the HOTs rolling while you DPS and buff the group. Healing Springs is great.

    In normals, be prepared that you will sonetimes get boss aggro if you have a fake tank in the group. If you can, just stand in place and keep yourself healed - you basically become the tank. If you have to run around to stop the boss from killing you, blame the fake tank (and later, take a look at why you feel squishy).

    To go to Vet Dungeons, you need to get good at balancing healing, DPSing, and most importantly, buffing the group. Healers provide important resource return and buffs through things like Combat Prayer, Major Courage, and Necrotic Orbs.


    As a Damage Dealer: you need AOEs to deal with mobs and good single target damage for bosses. You need to know your DPS, you need to be able to sustain a rotation of damaging skills, and you need to be able to survive a couple adds beating on you.

    The level of Dungeons you can do is determined by your DPS. Most dungeons can be completed with relatively low DPS, but higher DPS lets the runs go faster, smoother, and makes the mechanics more forgiving. DLC dungeons require higher DPS and respecting the mechanics to go easily.

    So get on a training dummy (most guilds with guild houses have one) and figure out your DPS. On PC, you can use addons like Combat Metrics too.

    Normal: I find that 7k to 15k is sufficient for most normal dungeons. Higher DPS, as always makes it go easier.

    Vet: 15k DPS is sufficient for easier dungeons and on the low end for harder Vets. (I've completed Vet COA2 with a group DPS of 40k ish, and it was a long hard slog that I do not recommend PUGing with that group DPS - if you want to run harder Vets, I definitely recommend higher DPS) The higher your DPS, the less you have to deal with punishing one-shot mechanics from the boss.

    For context, my pure tank usually pulls 4-6k DPS on the boss while I'm tanking everything. I expect pure healers to pull about the same or less, and I expect my DDs to manage better than my tank, you know?

    Survivability: don't be ridiculously squishy, don't stand in stupid, don't blame the healer when a mechanic one-shots you, and know that there is no AOE taunt, so you will probably have to deal with adds that slip past the tank.


    I've leveled both tanks and healers through the Dungeon Groupfinder and never had issues, but I also knew the dungeons which definitely makes it easier. There's nothing wrong with being new to Group Dungeons. However, there are certainly steps you can take for each role to help your first experiences go more smoothly. Hope this helps!
  • Solidus2
    Solidus2
    Juju_beans wrote: »
    Join a guild and ask for someone to make you some gear crafted with training trait.

    When I first started playing I did queue up at level 10 when the dungeons opened up to me.
    Got into the dungeon and saw "kick the level 10" and bam..was kicked. Never queued up again.
    That was May 2017.
    I just wear crafted, overland gear and have some monster sets from keys/golden vendor.
    Since I don't do trials and am not a min/max player I do just fine.
    This game provides a number of ways to get decent gear for playing and surviving.

    The pug groups are just as toxic as the wow pug groups so I don't bother.

    This was pretty much where my mind has gone these first 30 levels. Sad to see that toxicity in an otherwise awesome game. I think the other main takeaway is to just find a guild, make friends, take advantage of having the more experienced players willing to help if I truly want to do the group content.
  • Solidus2
    Solidus2
    I guess in reply to you Juju, what is overlanding gear? And I thought monster sets dropped from a particular boss. What are these keys/golden vendor you speak of?

    I have internalized the crafting system pretty well. I decon everything. I make sure I always have research going, prioritizing impenetrable, divines, and infused gear first. I'd like to make my own entry-level gear that requires 2-4 traits, and be able to put a good trait on there without waiting weeks to research an important trait. I feel like I've got this down and will craft when I have the traits learned.

    What you have said with the overland gear and monster sets being another option intrigues me!

  • O_LYKOS
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    You're just as entitled to do dungeons as everyone else. Do your random normal. And if you want to do more to level your undaunted just queue again, or queue for the individual dungeon you havent done yet. They are unlocked as you level up so...

    And doing normals, you are far from dead weight. The biggest hurdle is when you start doing vet dungeons. These are a lot harder and you will; encounter players who will simply leave group because you're low. But thats their problem. Just be mindful when doing harder dungeons such as II versions and dlc.

    PC NA - GreggsSausageRoll
  • VaranisArano
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    Solidus2 wrote: »
    I guess in reply to you Juju, what is overlanding gear? And I thought monster sets dropped from a particular boss. What are these keys/golden vendor you speak of?

    I have internalized the crafting system pretty well. I decon everything. I make sure I always have research going, prioritizing impenetrable, divines, and infused gear first. I'd like to make my own entry-level gear that requires 2-4 traits, and be able to put a good trait on there without waiting weeks to research an important trait. I feel like I've got this down and will craft when I have the traits learned.

    What you have said with the overland gear and monster sets being another option intrigues me!

    Gear can be crafted, drop in overland zones, from dungeons, trials, PVP vendors, rewards of the worthy (PVP), undaunted and battleground rewards.

    Each overland zone will drop 3 sets in light, medium, and heavy armored varieties, plus weapons and jewelry. These can be obtained in rare random NPC drops, treasure chests, quest rewards, dolmen/geyser events, and world bosses. Starter zones only drop one set, Armor of the Trainee, in all varieties.s
    Monster sets are obtained 3 ways: the helm from kilking the final boss of the vet dungeon, the shoulder from opening chests in the undaunted enclave with keys obtained through doing Daily Undaunted Pledges (extra key with hardcore), and the Golden Vendor.

    The Golden Vendor appears every weekend in Cyrodiil (same times as luxury furnished) and has a random selection of monster helms or shoulders and Golden quality rings or necklaces from overland and dungeon sets available for gold or AP depending on trait.


    Monster Sets are a staples for CP 160 build because they provide great bonuses for only wearing 2 pieces. Overland sets vary in quality. Some are useless, some like Necropotence (Rivenspire) or Spriggans (Bangkorai) are excellent for certain builds. The same is true for dungeon sets, btw. Some are great (Ebon Armory from Crypt of Hearts for trials tanks) and others are pretty useless.
  • Enemoriana
    Enemoriana
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    Solidus2 wrote: »
    I guess in reply to you Juju, what is overlanding gear? And I thought monster sets dropped from a particular boss. What are these keys/golden vendor you speak of?

    I have internalized the crafting system pretty well. I decon everything. I make sure I always have research going, prioritizing impenetrable, divines, and infused gear first. I'd like to make my own entry-level gear that requires 2-4 traits, and be able to put a good trait on there without waiting weeks to research an important trait. I feel like I've got this down and will craft when I have the traits learned.

    What you have said with the overland gear and monster sets being another option intrigues me!

    There are several sources of gear, not only dungeon and craft. Some drops in overlanf zones - bosses (world bosses on skulls, public dungeons, delves...), chests, etc. Some are good.

    Keys - that's undaunted keys, you can open chests in undauned anklave with them to get random shoulder piece from monster set. Better do after 160cp (but you can collect keys before).

    Gold vendor appears in Cyrodiil during weekends. Expencive.
    PC EU, @Enemoriana. Ru.
    Houses: all sets crafting hub at Rosewine Retreat inn room, Erstwhile Sanctuary as actual Dark Brotherhood Sanctuary, Hunter's Glade as werewolf tavern (downstairs), Strident Springs Demesne as adventurer's house.
    Wishlist: character slots, minstrel personality, molten war torte and white gold war torte recipes, Willowpond Haven, Kor and Hildegard houseguests, crown crates.
  • Solidus2
    Solidus2
    You guys rock, that explains several things. I was wondering what to do with my Undaunted Keys I've been getting from New Life Mystery Boxes (the single daily one because ZOS goofed the last holiday, I've heard). I'll hoard those until CP160, for sure.

    Overlanding sets seem like a great place to start. I really enjoy the public dungeons and Dolmens I've come across. Frankly, I love Dolmens and could do them all day - They remind of of Rifts when playing...well, Rift. Ugh...I miss that game so much.
    It actually breaks my heart seeing its dying state. And I'm a 15 year WoW veteran, but my only feelings are for Rift. I digress...

    I'm also getting filthy rich off thieving and selling things like the New Life Writs that I'm just not interested in at this point. So the Golden Vendor seems like it could be nice later on.

    Thanks for everything, guys.
  • Striken7
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    I think it was a mistake to allow players to use the dungeon finder at level 10, I think it would be better (and I personally wait) until level 15 when you unlock weapon swapping. Before that you're only half a character.

    As far as Normal dungeons go, you can do them whenever.
  • VaranisArano
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    Striken7 wrote: »
    I think it was a mistake to allow players to use the dungeon finder at level 10, I think it would be better (and I personally wait) until level 15 when you unlock weapon swapping. Before that you're only half a character.

    As far as Normal dungeons go, you can do them whenever.

    You don't really need weapon swapping to tank or heal the first three normal dungeons. Just slot One Hand and Shield or a resto staff and use it.

    For that matter, you probably don't even need a back bar to do Fungal Grotto as a damage dealer either - its not exactly a hard dungeon with DPS checks. It'll make it easier - especially for stam DPS - but not necessary.

    I don't see any reason to wait until level 15 unless it makes you feel better about your DPS to have a back bar. But then again, I played before ZOS revamped the dungeons so I remember when level 10s were queued into Fungal Grotto 2 and White Gold Tower and we mostly managed regardless.
  • El_Borracho
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    @VaranisArano I assumed he was talking about veteran dungeons because he brought up the CP160 thing along with getting better gear. Anyone can do normals. With vet, I thought it would be a waste of time to farm gear before reaching CP160.
  • Juju_beans
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    Solidus2 wrote: »
    I guess in reply to you Juju, what is overlanding gear? And I thought monster sets dropped from a particular boss. What are these keys/golden vendor you speak of?

    I have internalized the crafting system pretty well. I decon everything. I make sure I always have research going, prioritizing impenetrable, divines, and infused gear first. I'd like to make my own entry-level gear that requires 2-4 traits, and be able to put a good trait on there without waiting weeks to research an important trait. I feel like I've got this down and will craft when I have the traits learned.

    What you have said with the overland gear and monster sets being another option intrigues me!

    Overland..all the zones you are questing in. Each zone has sets that you can acquire.

    Here's a website with all the sets and where you can find them.

    https://elderscrollsonline.wiki.fextralife.com/Sets
  • kargen27
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    Striken7 wrote: »
    I think it was a mistake to allow players to use the dungeon finder at level 10, I think it would be better (and I personally wait) until level 15 when you unlock weapon swapping. Before that you're only half a character.

    As far as Normal dungeons go, you can do them whenever.

    There are a few builds out there that are single bar used to finish vet Malstrom Arena.
    and then the parrot said, "must be the water mines green too."
  • VaranisArano
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    VaranisArano I assumed he was talking about veteran dungeons because he brought up the CP160 thing along with getting better gear. Anyone can do normals. With vet, I thought it would be a waste of time to farm gear before reaching CP160.

    If the goal is gear, then yeah, I wouldn't bother running dungeons and especially vet dungeons with monster helms until CP 160.

    But if the goal is just to run the dungeons, then with good preparation, I don't see an issue with running dungeons through groupfinder as they unlock while you level. Also, the harder DLC vets are gated at CP 300 anyways, and if you know you have enough DPS or experience as a tank or healer, I don't have a problem with low CP players running vet dungeons.
  • MattT1988
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    If it were me, I’d start queuing for random normals at level 10-15 because it’ll boost your level quite significantly. From level 45 to CP 160 I’d try and do all three pledges every day on normal, build up a nice collection of keys (don’t use any yet). Then at CP 160, I’d start doing the easier vet dungeons, vet pledges and use some of the keys to try to get some decent monster shoulders.
    Edited by MattT1988 on December 28, 2018 3:59AM
  • idk
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    Enemoriana wrote: »
    Do normals when you want, do vet when you can.

    This. Of course I would wear gear near your level which is what I assume the more "experienced" players are speaking of.

    Put this way. Those normal dungeon have been nerfed since the game was released and many of us did them while leveling characters in the early days of this game.
  • Ackwalan
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    Because of the low level buff, you can use any gear you come across until level 45. Once you hit level 45 the buff will no longer support mismatched gear. Between level 45 and CP 160 you should use crafted gear sets no more then 10 levels below your CP. After CP 160 you should v=be looking for drop sets.
  • Tasear
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    I started at lvl 8!
  • Jeremy
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    Solidus2 wrote: »
    I have a strange debate I've been going over in my head - Do dungeons as the corresponding dungeon finder comes up, or ignore it entirely until CP160.

    Half the time, I am told by more experienced players that I need to get better gear, get sets. These come from dungeons or crafting. Crafting is steep and expensive, not a feasible option for a first time account. As such, a part of me wants to run dungeons as they appear available, mostly just for some gear.

    The other half the time, most posts on forums or videos say I'd be "dead weight," or useless if I do dungeons under CP160. How should I approach this? I like the idea of gearing up a bit, maybe having a set or two as I level. I hate the idea of being useless dead weight in a group. I haven't even considered going near a group dungeon for this reason.

    I got tired of not having any personal experience on the debate as it relates to DPS with low CP being "dead weight" in Veteran Dungeons. So I decided to take an hour or two to throw together a makeshift DPS build on my character and give it a shot to see if there was any truth to what those players say.

    As I suspected, they are dead wrong - at least as it relates to the base veteran dungeons. Because I was hardly optimized and didn't have points into a single damage-oriented category and I was still able to manage an easy 15k DPS rotation that was more than enough to complete the basic veteran content.

    In other words: do Veteran Dungeons when ever you want and don't let the spoiled jerks and elitists out there intimidate or shy you away from doing them.
    Edited by Jeremy on December 29, 2018 2:08PM
  • SvariBK
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    I wouldn't run vets until you hit 160cp you will out level your gear far too quickly and all the pain to get monster sets below 160 is useless. Run all the normals save the few set pieces you get from them and you get a set up with 5 pieces of a set in your kinda level range. If you find helpful players who will craft gear for you for just the materials it's a really good option to be honest blue crafted gear on your level is really good and will help you later for veteran dungeons.
    Tl;dr normals anytime but no veterans until 160cp
    BK-22 PC EU Player
    Tank & DD
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