Before i get into this Dredgion Guide I'd like to introduce myself, my ign is Sakra & I like to slap bitches and hoes (also full time job). Hahhh, ok no srsly... I have been away from Aion since April/May 2010 and i have recently returned. I am still getting aquainted with the new patch & Legion members (I love you all, hilarious bunch <3) One of my favorite instances in Aion is the Dredgion; its got pvp, pve, there are no soul heals/ap loss if you die in dredgion, lots of balmic items & strategy oriented. What’s not to love?
I have always loved this legion since I first joined and I would like to run Dredgion with my legionnaires as priority so I’m writing this to hopefully give people an understanding on what’s expected of them in Dredgion.
I’ll go over the basics only which hopefully I won’t have to repeat each time we go into Dredgion making me look like Mortred. I want to run instances and do more legion oriented things helping where I can.
The Group Setup
This is the most important part of a Dredgion setup, and everybody needs to understand their role to effectively synergize with the team. Each person has a responsibility they need to carry out to be successful. Every player falls into one of four categories:
Initiator - Gladiator, Templar
Support - Spiritmaster, Sorcerer, Chanter
DPS Carry - Assassins, Rangers
Healers – Cleric
What is the role of an Initiator?
An initiator as the name suggests starts the battle. When you encounter the Asmodian group you SHOULD be the first one to dive first into the crowd, wreck havoc and get them to waste their CD. I say Gladaitor/Templars because they have the HP pool and defense to withstand the assaults better than the other classes.
When you dive into the crowd immediately target the player you want dead first and your teammates will assist.
Support Role
Spiritmaster – Your job is to hang around the back close to the healer and fear shriek when appropriate. Your primary job is to crowd control with Sorcerers and fear whoever isn’t asleep/tree & disable their: Spiritmaster, Sorcerer, Cleric, Chanter (in that order usually).
Sorcerer - The focus should be CC’ing your opponents, secondly disabling their Spiritmaster, Sorcerer, Cleric, Chanter (in order from highest threat to lowest). Even if those CC’s get broken keep them coming, their healers have CDs and unable to do anything sooner or later.
The usual order of CC: Cleric, Chanter, Templar/Gladiator. Everyone else usually dies too fast to CC, these should be your primary focus.
Chanter - Your primary role as support is back up heals when needed & DPS is secondary when things are going smooth. Always have your HoT (Heal over Time) on CD on your DPS Carries as they die very quick especially during the first few seconds of a fight. Most people use their hardest skills with the longest CD first so if they survive the initial phase of the battle, I daresay the tides are in your favor.
DPS Carry
Assassins - your role is to assist the initiator and put as much dmg as possible on the target so they die. Always be sure you’re in healing range as it only takes 3-4 skills to take down an assassin, better safe that sorry. Loosing a DPS carry and at what time during a battle can often mean win or loose for a team.
Rangers – All rangers should have silence arrow and should always be on CD. Silence arrow should always be targeted towards the Spiritmaster, Sorcer, Cleric, Chanter, then assist the initiator.
This is the most basic rudimentary guide to what’s expected of you in Dredgion.
There are lots of different situations in Dredgion but im going to cover the most common scenarios.
1. When the asmos rush you while you’re on a mob:
Firstly in Dredgion you should always be looking in your mini map. You’ve made it to lv 46-50, grats & you should already have a sequence to spamming skills on mobs without having your eyes glued on it. Always glance at your minimap, marks every 2-3 second intervals & pay attention to your asmo chat while consistently spamming skills and dps'ing. Be MAP AWARE & Alert!
• Map Awareness, always look at your mini-map & Map (M) to see what territory they’ve taken to determine where they might be
• By this encounter you should know how much DPS output you have to decide whether to finish the mob you’re currently on or CC it and attack the asmos
• If there’s too much health on the mob and asmos are engaging, immediately cease firing, buff, ready yourself for battle
• The sorcerer should sleep the mob if it’s a range/caster and root it if it’s a melee mob.
2. When someone dies in a battle
• If you’re not getting pounded on look for an opportunity to res the fallen
• Upon revival IMMEDIATELY use a Health potion do NOT wait for heals. (Doing this does 2 things: firstly, it cancels your revival animation & secondly gives you health)
3. Do not ever solo chase like Rambo.
If an asmo got away do not waste your time and your team’s time by chasing him down to the Holiday Inn, get on with your game… The Objective is to have the most points at the end of the timer.
4. The asmos are training us
Firstly quickly determine how big of a train it is, how many melee/ranged mobs are involved & make a decision to stay or GTFO in the opposite direction.
This should only take 1-2 seconds to determine whether to dipset or stay. The marker/initiator makes this decision the team follows to prevent confusion and unnecessary drama. If the team says back, get the fuck out. If you die you will only hinder your team so make it a priority to stay alert and stacked on speed scrolls.
In the event you decide to stay quickly Sleep/Curse of Roots the Ranged & Mage Balaurs first (they deal the most dmg and cause havoc) while rooting the melees. Everybody should assist in CC'ing as many mobs as possible and only hitting the target. Rangers should save their shock arrow, sleep and trap the area, clerics should root, Spiritmasters should direct their fears cautiously and safely.
A few things to note:
If the leader/marker dies always assist the initiator (if they’re dead too then the next dps) on targets. Focus fire is the sure way to win unless you’re all in miragents +10/+15 weapons then do whatever you want.
Always aim for the winner, it’s a learning experience so practice makes perfect. Don’t be afraid to loose, gaining experience and learning from your mistakes is invaluable compared to 300 more AP off farming balaur. Unless you’re fighting a full fenril/elite team then you should be aiming for the win.
Any suggestions, input or anything to add/change/remove please post. We can also discuss anything related to dredgion in this thread, thanks for reading!
TOODLE-LOU,
- Sakra
xoxo
p.s. shout out goes to stoner panda for encouraging me to dredgion
p.s.s. hope to group with more of you guys in dredgion soon
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