I played December through March. I tried most nightmares but only cleared the first 3. We created our own group of newbies and learned the dungeons slowly. Wipe, change approach next week, wipe a bit more, repeat. I never found a decent guild. The newbie ones were too newbie and the high level ones filled with kEwLL d00ds.
First, there’s no respec.
The rough equivalent of levels and tiers would be the SP Ql levels.
Kingsmouth QL 0-1
Swordcoast? QL2
Blue Mountains QL4-7? This is a very big zone and gets rough. I found it easier to skip the last content and go straight to Egypt - there I found nice green QL7s off the first newbie missions and then went back to clear the mountains
and so on
Each zone has a dungeon.
Normal - QL2-QL9
Elite QL10 - each normal dungeon has an elite version. Tougher mobs, more hps/dmg. Blue QL10 drops.
Nightmare QL10 - purple QL10 drops. Also get tokens for each mob you clear. Mobs have new mechanics. This is what people yell about doing 18/18. They mean do all 18 bosses out of the first 3 nightmare dungeons - Polaris, Hell, and the Aztec vs Viking with lots of adds.
Dammit, I write like Idrisz.
AP/SP - spend it as you get it, no big deal. Focus on two weapons, balance out your expenditures so you can equip the gear you loot. If you want some gold ping me on steam but I remember if gold was useful. It’s all about pvp and nightmare dungeon tokens at the end.
Decks: Just about any two weapons work till you get to elite/nightmare. Then you’ll try to refine DPS/Tank/Healer with utility. Shotgun is a very popular and useful secondary weapon because it allows you to use Cleanup - cleanup will clean any afflictions from the entire party no matter where they are. Very very useful - other cleanses are limited by range or amount of targets. It’s expensive, I think one of the 50 AP skills. Don’t worry about saving AP/sp till you get to elite dungeons.
Basically get a single target builder, and two consumers. Most solo builds just mean you add a bit of survivability, whether it’s tankiness or self-healing capability. Sometimes you want more AOE, maybe even AOE builder.
Mods: Topbar useful, as is Deck manager. You have no limit on builds, it’s a very pretty interface and you can experiment all you want. The built-in one was prone to bugging out. You won’t be changing much gear anyway at first.
Dungeons:
I played Sword/chaos as a dungeon tank. Tanks and healers are critical in dungeons - unless there’s a DPS check you can finish some encounters after losing a DPS or two. It doesn’t take much to die, a split second of lag or loss of concentration. My group was adults in their 30s and 40s, a bit slow but manageable. Dungeons are a lot of fun, and expect to die. The key is learning the tells and different skills. A tank has a limited amount of interrupts they can use, so they need to learn which are the most critical to interrupt. I took notes somewhere but you won’t need these for a couple of months:
Polaris -
Boss 1
Deep Calling - Impair this
Echo - Impair this or the DPS dies. I’m usually going blah blah blah and forget to do this. DPS dies but we win anyway.
Boss 2 - Sorceress. Nothing special.
Boss 3 - Impair hack and echo.
Boss 4 - Run up to end, fight big mother. Someone needs a cleanse or you’ll die. Cleanse after she blows up.
Boss 5 - Tank has little to do, this is the one DPS and healer have to pay attention.
Boss 6 - Get very tanky, get survival skills (like stoicism to cut down 30% of incoming dmg). beginning healers can have problems keeping tank up so those skills help a lot while the weakens stack up on monster. It used to be easier for tank to stack weakens but the sword nerf made a big difference. The first 30-40 seconds are the tough ones to survive.
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The rest is a copy paste from old notes I probably cribbed if you need more detail:
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Section Four: 18/18 Tips and Tricks, General Boss Advice
Polaris:
Whole dungeon:
Iron Maiden with your tank afflicting is great for this dungeon, as it increases your penetration rate by 10%, and reduces enemy block rate (which is boosted in this dungeon) by 10%
First Boss, Haughbui Jarl:
Watch the boss’s cast bar. If Deep Calling gets past the tank’s impair, be ready to move out of purple circles on the ground.
Mjolnir’s Echo, if it gets past the tank’s impair, will drop aggro–if this happens, stop dps and prepare to avoid the boss while the tank re-establishes aggro.
Second Boss: Blarbane Sorceress:
A fairly basic boss fight—the boss will occasionally cast a self-shield and an aoe cloud that does unimpressive damage, as well as summon some weak adds. Focus the boss down–if someone happens to have a purge within their build, that can remove the boss’s barrier to make the fight even faster.
Third boss, The Varangian:
The first part of this fight has two ‘phases’, just like in elite and normal. As the boss’s health drops, he will disappear under the water and summon adds for you to kill, then re-appear in another place indicated by a glowing white circle. When he re-appears, his aggro table has been dropped. This means you need to give your tank a couple seconds to hold aggro again. Much like the first boss, keep an eye out for purple aoe and Mjolnir’s Echo dropping the boss’s aggro table. After the first or second submerges, save your dps cooldowns (Breaching Shot from Shotgun, Deadly Aim from Pistols, or Short Fuse from elementalism, for example) for the next portion of the fight:
The containers in the next room. The lightning damage is a bit more to worry about on nightmare, but most healers can manage the strain of the dps doing a coordinated burn at this point without needing to jump between containers. If your healer has difficulty enough to cause a wipe, consider slotting such actives as:
Greater Good, from Pistol
Flak Jacket (and Full Flak Jacket passive) from Shotgun
Reap and Sew (from Assault Rifle)
To give your healer a helping hand.
Fourth boss, Haughbui Mother:
The tank will generally stand at the far end of the room—give them enough time to pull the boss there, and make SURE to stand away from the boss. This is to allow the tank to ‘eat’ the bombs that spawn at that end and be healed up, allowing the dps to focus on the boss without dying. Eventually, the boss will explode into three adds—generally, your want to use your dps cooldowns as the explosion happens, as well as one Shotgun user using Clean-up to make healing significantly easier. The faster the adds die, the less likely you are to wipe.
Fifth Boss, Primordial Dweller:
This boss has a couple new mechanics in the form of bomb adds, much like the previous boss, but you must deal with them now. Bombs adds (which look like walking pinecones) will spawn periodically until this boss is below 50%. When they get near you, they will hinder you and then attempt to explode on top of you. They can be dps’d down, or drawn away from the rest of the party to be exploded safely.
IF an add gets on top of you, you can escape death by doing the following:
- Use Sleight of Hand (survivalism active) to remove the hinder and run away
- Use Death From Above (Rocket launcher auxillary active) to launch yourself away
- An extremely well-timed dodge. I recommend trying the above two first.
One of this boss’s casts, Tide Wall, can be impaired much like the second boss by the tank to make the fight significantly faster—failing that, a purge such as Clean-up or Magnetic Variance (passive) can be used.
As the fight drags on, more and more smaller adds will spawn. Generally, they’ll make a direct line for your healer. Make his life easier by burning them down as you see them. One or two dps with a spare slot for an aoe can take care of them very quickly.
Sixth Boss, The Ur-Draug:
The Ur-Draug has a couple changes from previous difficulties to pay attention to:
- As the boss gets low on health, he will periodically do a ‘Bubble phase’ in which he re-emerges from the water in the center, blasting jets of water as you hide behind the rocks. However, he will now snare the entire party every time he does this, then re-emerge in the same spot you were hiding in, killing you if you are still there.
My recommendation: 1 (or if low dps, 2) people slot Clean-Up to remove the snare from the entire party.
As the snare is removed, watch which way your tank runs, and go THE OTHER way, so you don’t get cleaved by the boss.
- When the boss gets very low on health (below 50-60kish) all the hiding spot rocks in the room will explode, killing anyone who is standing near them.
Solution: Don’t stand near the rocks during dps phases.
- The Ur-Thing adds during hiding phases are now nearly unkillable.
Solution: Ignore them and let the tank pick them up. Barring unbelievably bad luck, they never become such an issue that your healer cannot keep your tank up through their damage.
- In well-geared and high dps groups, the boss can be burned down through the hiding phase. This is a split-second call, and I only recommend doing this if your group is doing very well and it has been decided on beforehand. A split decision here will result in a wipe.