Dungeons – Part II

The second of a two-part series delving into the challenges of instanced group content.

In our previous article Dungeons – Part I we gave an overview of what dungeons are, and how they can be accessed. This time we’ll cover what you’ll encounter in a dungeon, how you’ll tackle it, and the treasure you’ll be taking back out with you.

Classes in Blade & Soul don’t take on traditional tank/healer/DPS archetypes, and instead each class has abilities that can avoid damage, recover health, and damage enemies. Instead of choosing a specific role, success depends on each player’s personal ability to use the classes’ skills to their full potential. While some classes are better suited to assisting the group compositions in different ways, all classes—and all players—need to be spatially aware of their surroundings, capable of avoiding damage through movement or use of skills, and outputting high amounts of damage to succeed.

Traversing a dungeon will generally include swathes of standard enemies you’ll need to defeat to encounter a boss. While these will pose on a moderate challenge, the boss will include unique mechanics that test the coordination and cooperation of each group that attempts them. In the standard 6-player version of a dungeon you’ll see warnings—telegraphs, as they’re called—showing you where a boss is going to affect an area with damage or a debuff. However, in the 4-player version those telegraphs don’t happen. You’ll need to memorize and anticipate the bosses moves and reactions to your attacks in order to succeed. Boss mechanics, in either 6- or 4-player versions, will also sometimes include a need to interact with the environment, so keep an eye on your surroundings.

Dungeons – Part II

A yellow telegraph means the ability can be Blocked or Countered; a red telegraph means the ability will pierce skill-based defenses, so you should get out of the way!

Dungeons – Part II

Once a boss is defeated, you’ll reap the rewards of the items and gear they dropped. The party leader can set the looting method based on minimum item quality—which can only apply to items below Heroic quality—as Round Robin, Free-for-All, Master Looter, or the default looting method: gold bidding. Instead of rolling dice to see who got lucky and wins an item, you instead bid for the items you want using gold. Everyone in the group has the ability to bid for an item, and bids happen in minimum increments until the timer runs out or everyone passes on submitting a bid. Once an item is won by a person in the party, the amount of gold they bid and paid for it is equally split among the other group members. Or, if no one bids, the item is destroyed, and the base sale cost of the item is distributed evenly among all party members. Even if you don’t win the bid for an item you’ll have received a portion of their gold to improve your bidding power on items in the future.

Note: Leaving the dungeon or taking a portal to the next section of the dungeon will forfeit your ability to bid, win an item, or receive gold from the winning bid.

By tackling the most difficult dungeons with friends, clan members, or by being paired with other players automatically via the Cross-Server Dungeon system, you can emerge victorious with new items, rare costumes, and a larger gold pile to take into the next dungeon.

This completes our dungeon system overview, but be sure to check out Dungeons – Part I if you missed it, as well as our Destroyer week. If you’re looking to try Blade & Soul and help us test, you can receive an invite for our Closed Beta Weekend tests, as well as additional bonuses and benefits with a Founder’s Pack.

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