Awesome guide, good job. A few things i picked up:
Roles
There really should only be a "keyer" and "non-keyer?", everyone should have a toolbox, everyone should have cures, you should be able to heal yourself etc.
The roles of the rest of the team who isn't keying are:
When the keyer isn't with the group, it is important to call out every door/key you see so the keyer knows whats going on.
If it's a key, pick it up. If it's a door, gate it and if the keyer has the key he will give it to you when he can.
You should always have something gatestoned, it makes the dungeon a whole lot smoother. Simply gate doors which the keyer doesn't have the key for, so it can be opened up quickly when you find the key. Call it out as well so it doesn't get gated twice. "CT gated"
You should always show initiative and open every door that you can, instead of waiting for the keyer to open it, though your main role is basically to just clear Guardian doors.
Some bosses;
Ballak - You shouldn't have to tele out of this one, his def only goes up if you aren't luring him right. You have to lure him over the green puddles spread out across the room (while staying out of them yourself).
Trio - Unless the team has 3 or more hexhunters, just kill the range first his defence is a lot lower.
Behemoth - If all pillars are activated at one time he will use a special ability hitting upto 900, so make sure they are all activated one after the other
Necro - Have one dedicated member to kill the skeletons that spawn (your lowest range level)
Vocabulary;
Keys and doors can be abbreviated to save time like so; *The first letter of the first and second word* Eg.
Crimson Triangle - CT key/door (can be abbreviated to K or D for key/door but it's only a couple more chars)
Silver Pentagon - SP K/D
another note, Binds should be
Primary Bind: 2H > B'axe > Spear
Secondary Binds: Hood > Bloodneck / Hex > Plate > Legs
Will let you know if i notice anything else, good job :)
Roles
There really should only be a "keyer" and "non-keyer?", everyone should have a toolbox, everyone should have cures, you should be able to heal yourself etc.
The roles of the rest of the team who isn't keying are:
When the keyer isn't with the group, it is important to call out every door/key you see so the keyer knows whats going on.
If it's a key, pick it up. If it's a door, gate it and if the keyer has the key he will give it to you when he can.
You should always have something gatestoned, it makes the dungeon a whole lot smoother. Simply gate doors which the keyer doesn't have the key for, so it can be opened up quickly when you find the key. Call it out as well so it doesn't get gated twice. "CT gated"
You should always show initiative and open every door that you can, instead of waiting for the keyer to open it, though your main role is basically to just clear Guardian doors.
Some bosses;
Ballak - You shouldn't have to tele out of this one, his def only goes up if you aren't luring him right. You have to lure him over the green puddles spread out across the room (while staying out of them yourself).
Trio - Unless the team has 3 or more hexhunters, just kill the range first his defence is a lot lower.
Behemoth - If all pillars are activated at one time he will use a special ability hitting upto 900, so make sure they are all activated one after the other
Necro - Have one dedicated member to kill the skeletons that spawn (your lowest range level)
Vocabulary;
Keys and doors can be abbreviated to save time like so; *The first letter of the first and second word* Eg.
Crimson Triangle - CT key/door (can be abbreviated to K or D for key/door but it's only a couple more chars)
Silver Pentagon - SP K/D
another note, Binds should be
Primary Bind: 2H > B'axe > Spear
Secondary Binds: Hood > Bloodneck / Hex > Plate > Legs
Will let you know if i notice anything else, good job :)