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PvE Raid Core: Requirements to Join

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Dear potential Raid Core Recruit!

Please be advised that, although Lodge is a casual guild in general sense, when it comes to endgame content, we are rather semi-hardcore. With that in mind, the following are criteria for you to join to our Raid Core teams...



Kind Note: Lodge's PvE Raid Core is freshly forming. This means we will have progression as a group, i.e. a bit of wiping, or even nights without trial completions and so on, so forth. Before joining, please kindly bear this in mind!


General Requirements

Requirements stated in our Raid Core Guidelines. Please read it carefully!


Level Required

To join our Raid Core, minimum CP 300 is required.


Roles Needed

As we start with vTrials, we will need a single role from you. But in a long run, you'll need to have 1 character ready, spec'ed and mastered for raids. Try to be expert in one class and don't just play other classes because it's OP.


Gear In General

You will need to have recommended sets for your role farmed from dungeons, the rest - crafted. For trials, all gear needs to be in epic quality (with the exception of jewelry in the beginning of Summerset - if a blue piece gives you an insane set bonus, wear it if it's efficient). If you don't have sets farmed, please join related farming events in our Calendar. We will try to organize farming sessions and get you geared as soon as possible. Additionally, although not mandatory at initial stages, for vTrials having legendary quality weapons would increase your performance a lot, thus strongly recommended.


Regarding Vampires

If there is a lot of Fire Damage in the raid, you need to be at Vampiric stage 1 (satiated, with no Fire vulnerability). Most of the time this does not concern tanks, they should be vampires, and maximum needed stage on most encounters.


Alchemy: Medicinal Use

We strongly recommend all our Raiders to have mastered Medicinal Use passive in Alchemy skill line.


Role-specific Stat Requirements

  • Healers: You need to have both Healing and Supporting capabilities and good reaction time to heal damage spikes.
  • Damage Dealers: Minimum 30k+ non-stop ST DPS on a robust training skeleton without raid buffs.

    As for the AOE spec: if you follow a build from one of the guides on the net, you should have adequate AOE capability. Most bosses are ST DPS; adds can be dealt with either ST DPS or AOE used for ST DPS. Minimum 17k HP, buffed, is required.

    If you are not able to do enough damage, then we can help you improve!!! Please let us know!
  • Tanks - Minimum 35k+ HP, buffed. Your main role is to endure damage and secondary as Support via skills, gear sets and Aggressive Horn ultimate. Remember, as tank and healer your job is not just to keep the group alive but to be alive and buff the group and debuff the boss.


Role-specific Gear Requirements/Recommendations

  • Tanks
    Main tanks will need Roar of Alkosh, complemented with a secondary set which is usually Ebon Armory for more health for both the tank and group. Off-tank on the other hand will need support tanking sets equipped. Secondary sets and Support sets include: Ebon Armory, Torug's Pact, Akaviri Dragonguard, Roar of Alkosh.
  • Healers
    All healers will need access to Vestment of Olorime set with a flexible secondary set to complement each other and the boss mechanics, these secondary sets can be: Jorvuld's Guidance, The Worm's Raiment, Healing Mage, Sanctuary and especially for Templars: Kagrenac's Hope.

    Aggressive Horn - Tanks and Healers will need this ultimate unlocked and ready for vTrials, the benefits it gives outclasses every other support ultimate in the game and a rotation will need to be set up to capitalize on this ultimate's benefits. It would mostly be rotated at the very least every 30 sec, but with proper ultimate generation it should be tooted around every 10-15 sec to maximize the Crit buff uptime. Tanks have priority on tooting when needed, since it generates resources for them.


Once you have above pre-requisites met, please do the following to join the Raid Core:

  • Read Raid Core Guidelines first, before continuing with next steps. If you don't like rules set there, you shouldn't join our Raid Core.
  • Do a fresh DPS parse (with guidelines listed below, in mind) and post its CombatMetrics screenshot on #dps_parses channel on Discord. OR contact your inspecting officer for DPS parse and clearance for Endgame.
  • Talk to me (Gelmir) on Discord and we will discuss your intention to join a progression Core.

If you don't meet requirements above, don't fret! Talk to our PvE Officers and get some tips from them regarding your class and role, by attending an inspection session. Train regularly, get there, and come back here!

Good luck, Initiate!

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(document created by @Jaynoel)

For certain DLC vTrials, certain Meta sets like Mantle of Siroria and Arms of Relequen are not as useful as other sets, for multiple reasons. With Siroria the problem is the bonus gets lost outside the circle making it not as effective in movement-heavy trials. E.g.: In Cloudrest, Arms of Relequen is ineffective, as the stacks are removed every time the Boss moves. Good example to such bosses is the last boss in vMOL. Since we try to optimize everything in trials, we want MainRole DDs to have at least one replacement option if they use sets like Mantle of Siroria or Arms of Relequen.

Also for certain trials, Raid Leader might want of DDs to run certain sets to optimize the damage output. E.g.: Nightblades might be asked to run War Machine  or Master Architect sets in Cloudrest for this very reason. Or have a Stamina players run Sunderflame as it increases Penetration, when no Stamina Templar exists in group composition.

Following are the sets you should have for such circumstances:

Magicka Players

Stamina Players


Recommendations for Classes

Dragonknights: For Stamina players Vicious Serpent is good replacement in Trials, where Arms of Relequen is not used. The cost reduction and the movement speed makes this set valuable. For Magicka players, Moondancer or Infallible Mage are good replacements for Mantle of Siroria.

Nightblades: It is highly recommended that Nightblades have either War Machine or Master Architect, as this class offers a cheap ultimate and therefore a good uptime, giving 2x trial members, plus yourself a 15% Damage increase.

Sorcerers: For Stamina Sorcerers Vicious Serpent is a good replacement to Arms of Relequen. Pet-Sorcerers should consider Infallible Mage, while non-pet Sorcerers could use Moondancer as a replacement to Mantle of Siroria.

Templars: For Stamina Templars it is advised to replace Arms of Relequen with Vicious Serpent. War Machine could be used if the cheap ultimate Crescent Sweep is used. For Magicka Templars, sometimes Kagrenac's Hope would be a good replacement option as resurrection would be a lot easier. Otherwise Moondancer is better choice as a replacement to Mantle of Siroria.

Wardens: For Stamina Wardens War Machine can be used when Feral Guardian ultimate is used; otherwise Vicious Serpent is a better choice. For Magicka Wardens, in a similar way, Master Architect is an option when Feral Guardian ultimate is used, Moondancer otherwise.

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(researched and drafted by @Jaynoel, thanks a lot mate!)

In addition to these general rules, as we progress in vTrials, every step of the way will have it's own DPS requirements. We will have these numbers regularly updated whenever we get a new Update or Expansion in the game released.


The main two factors determining these numbers are:

  1. As you noticed, MagDD and StamDD DPS values are the  same across board, to the contrary to our previous numbers. Main reason for this is: during combat StamDDs are expected to have a drop in DPS due to range/mechanics (avoidance) issues. In addition to this drop, they also have relatively bigger buffs to compensate for this DPS loss. Thus overall, requiring higher numbers of StamDDs becomes unnecessary.
  2. We also increased Craglorn DPS requirements to get them nearer to those for Tier-1. Craglorn progression is rather fast, thus having a big gap is unrealistic for new players to cover. Thus the initial clearance for Craglorn has higher floor values now.
  3. We increased Tier-2 values as well, because due to the complexity in mechanics, DPS on the field drastically drops. Thus, the previously lower DPS values we had for Tier-2 have proven problematic. With these new, higher values, such a drop of DPS during progression hopefully is also compensated.


DPS Requirements for Tier-0: Craglorn vTrials (excluding HMs)

Legacy Description: The on-dummy-DPS we aim for is ~250k (with 8 DD's in group: 8 x 30k = 240k, plus some additional Penetration). However, due to the movement penalty during the execution of mechanics, this number goes down to 170k - 200k (i.e. our realistic expectation).

Update: As explained above, in order to get Tier-0 DPS requirements closer to those for TIer-1, following numbers are set:

  • Magicka Sorcerer Pet & non-Pet - 33k
  • Magicka Dragonknight - 33k
  • Magicka Templar - 34k
  • Magicka Nightblade - 34k
  • Magicka Warden - 34k
  • Stamina Dragonknight - 33k
  • Stamina Templar - 33k
  • Stamina Nightblade - 34k
  • Stamina Sorcerer - 33k
  • Stamina Warden - 34k


DPS Requirements for Tier-1 vTrials

The DPS expections for Tier-1 vTrials (Craglorn HMs, vMOL, vHOF, vAS+0 and vCR+0) are higher than those of  Craglorn ones. On-dummy-DPS expectation in average is 8 x 35k = 280k. With the raid buffs (such as War Horn) and effects (e.g. Minor Berserk) being on, this number is expected to be around 300k. Minus movement penalty during the execution of mechanics, the realistic expectation goes down to around ~250k. Thus, the DPS requirements are slightly increased:

  • Magicka Sorcerer Pet & non-Pet - 38k
  • Magicka Dragonknight - 38k
  • Magicka Templar - 39k
  • Magicka Nightblade - 39k
  • Magicka Warden - 39k
  • Stamina Dragonknight - 38k
  • Stamina Templar - 38k
  • Stamina Nightblade - 39k
  • Stamina Sorcerer - 38k
  • Stamina Warden - 39k

Additionally, DDs are expected to have finished Veteran Maelstrom Arena. This is required to provide a proof showing the players in question have mastered their spec, and are capable of dealing damage while surviving.


DPS Requirements for Tier-2 vTrials

Tier-2 Veteran trials being vAS+1 and above, vHOF HM, vMOL HM, vCR+2 and above, requires more DPS from the team. Ideally, In average, 5k more would've sufficed. But, as explained above, due to the complexity of mechanics, DPS overall dramatically drops across the board. Thus, we decided to have higher requirements to compensate for that:

  • Magicka Sorcerer Pet & non-Pet - 45k
  • Magicka Dragonknight - 45k
  • Magicka Templar - 46k
  • Magicka Nightblade - 47k
  • Magicka Warden - 46k
  • Stamina Dragonknight - 45k
  • Stamina Templar - 45k
  • Stamina Nightblade - 48k
  • Stamina Sorcerer - 45k
  • Stamina Warden - 47k


Eventual Expected Field DPS

Overall, with dummy DPS requirements listed above, the following in-combat DPS is expected from raiders on the field:


You can see buffs listed for each class which they'd have during combat.

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