While random queues are very important to gain RAD (which can be converted to Astral Diamonds, the main currency of the game, on the Riches page), a leveling character has absolutely nothing to do in dungeons... At level 5, you do not even have access to your Paragon path, which means you are missing about 50% in your ratings from Forte, you have very few of your Powers, none of your Feats, a single Class Feature... What was Cryptic thinking about ? If you go to dungeons at that point you'll have the worst experience ever in a video game, and people will be pissed at you for being completely useless... So don't. Wait until you are level 20. It won't be long and you'll have a better experience then. Even then, there are dungeons that simply shouldn't be in the Dungeon Queue as they are mechanic heavy and you will not have encountered any of the mechanics until way later in specific campaigns...
Scaling (again)
Note that Item Level is scaled in almost every dungeon, which means that if you have a higher Item Level than the scaling, it will be decreased to the scaling level, which results in Damage and HP being reduced (Stats remain the same). On the other hand, if you go there with a lower item level, you will be significantly weaker than everyone else. Here are the maximum scaling levels for each queue :
Dungeons: 24k
Skirmishes: 24k
Advanced Dungeons: 36k
Trials: 48k
Not scaled: Adventures, Campaigns, Vault of Stars (dungeon), Tower of the Mad Mage (trial), Zariel's Challenge (trial), Master Tiamat (trial), Master Temple of Spider (dungeon). Master Gzemind's Reliquary (trial), Master Demonweb Pits (dungeon), Master Defense of the Moondancer (trial).
Private Queues
You can check the “Private” setting and an instance will be created just for your Queue Group. Nobody will join the instance that you haven’t invited, and certain class restrictions (such as needing one healer and one tank) are lifted.
In Private Queues the Item Level limits could be different than the normal Queues. For example the Master version of some dunegons (like Tiamat, Demonweb Pits, etc) have the Item Level loweered by 5000.
The Reaper's Challenge
The Reaper's Challenge (also known as RC), is a special PvE instance which alternates between many of the Dungeons, Advanced Dungeons, or Skirmishes based on the following list:
Lair of the Mad Mage
Malabog's Castle
Merchant Prince's Folly
Pirate King's Retreat
Spellplague Caverns
Temple of the Spider
Valindra's Tower
Throne of the Dwarven Gods
Tomb of the Nine Gods
Lair of Lostmauth
The Shores of Tuern
Master of the Hunt
Manycoins Bank Heist
Castle Never
Castle Ravenloft
Caverns of Karrundax
The Infernal Citadel
The Cloak Tower
Cragmire Crypts
Dread Legion
Fangbreaker Island
Gray Wolf Den
The Frozen Heart
Kessell's Retreat
Every day, according to the above list a Challenge is selected for the day. This Challenge is similar to the normal Dungeon or Skirmish, but with a few big differences. First, the enemies in the Dungeon or Skirmish are more difficult as players are not scaled. Second, the character must be at the appropriate Item Level for that day. This can be as low as 30,000 or as high as 50,000. In order to be able to queue for the Reaper's Challenge. Third, there are three special Challenge Modifiers which vary based on the day. Each dungeon from the above repeating list will have the same modifiers every time. The game, however, has some of these dungeons' modifiers mis-labeled (Fangbreaker island, for example, does not list as a no-revive Reapers Challenge). These modifiers are always taken from the following list:
Constant DoT
No artifact powers
No consumables
No dailies
No health regeneration
No mount combat powers
No revives
Reduced recharge speed
Players that complete the daily Reaper's Challenge will get one The Reaper's Mark, a special currency that can be traded for high-quality rewards in Protector's Enclave.
Players can only receive one The Reaper's Mark each day per account.
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