02 Nov 2010 at 17:29 - 50
I don't know what most of you are smoking, but I find pugging pretty fun. It's not as epic as steam rolling with alliance/guild members, but they are not always available. If you don't want to sit and wait for invites (and possibly fail to bad team composition):
Take the initiative.
I almost always start my own pug group. The key to a successful pug is not build elitism, but rather a balance of roles. In Z Missions, most of the time, it is best to run a balanced team. The teams I normally make consists of damage, mid-line support (damage mitigation/multiplication), and back line support (heal/prot).
Full damage characters usually comes in the form of assassins, warriors, rangers, dervishes. In hard mode, nuking generally sucks, so I avoid them for the most part. Ask people to ping their builds. You might want to avoid taking a tank as tank-and-spank rarely work in general pugging. If I see Defy Pain, I ask the warrior to change to damage. You have a sword/axe/hammer, go stab/slice/bash something.
The mid-line, in my opinion, is probably the most important. Damage from hexes are great in hard mode, since almost all of it is armor ignoring. Damage support in the form of strength of honor, splinter weapon, great dwarf weapon, orders, etc... greatly multiplies the damage done by fighter classes. Again ask people to ping their builds. Don't demand, but suggest that they take such skills. You don't need 8 curses skills on a SS necro. Damage mitigation is also very important. Spirit spamming is great (although not necessary) in a pug for the extra bodies, as well as a minion master/bomber. Again, you don't need 8 minion/death skills, suggest your mm to bring support skills (aegis, condition/hex removal, great dwarf weapon, etc...). Panic mesmers, the imbagon (with actually attack/damage skills), SoS, minions, anyone with enfeebling blood, etc... are just a few example of mid-liners.
The back line is not too important, but still needed for the most part. 2 healing monks (hb/ua) is not that great (what's the point of devoting 10-16 skills on healing?). Get a restoration rit, er prot/infuser, or n/rt healer. Heal/prot hybrids are usually much better to have. Prot spirit is almost a must have in hard mode. 2 monks chaining aegis with damage mitigation from the mid-line means very little damage taken. Suggest condition removal if facing lots of daze or blind. Hell, most of the time, when I monk, I make a party with lots of mid-line support and I can be the only back line support with my hybrid build.
You might want to avoid farming specific builds for general pugging. 100blades + whirlwind is only mediocre at best in hard mode without a cooperating mark of pain. Splinter barrage is only good when you are mobbed like crazy (Vizuna Square). A lot of farming/speed clear builds are good for what they are designed or used in organized groups with communication, but perform less than spectacular in general pugging.
Of course, not always will you succeed. You still get idiots who have no clue what they are doing or just being asses. That is just the nature of playing with random people. But you can greatly reduce that if you manage your group and communicate before entering a mission. Most of the time (about 70 to 80% of the time), I can steam roll through a Z Mission if I initiate and make a balanced pug. If you see a real crappy player (warrior with flare) that won't take heed any suggestion, the kick player button is their for your use. Although a well formed pug can usually carry at least one crappy player through a mission/quest.
Also, with h/h most all builds will work, but some work better than others. You can take 7 henchmen and an empty skill bar and still complete most mission (even on hard mode). However, look at the synergy of skills. Since you can control half of the team's skill bars (yours + 3 heroes), you can greatly increase the efficiency of your team. Guild Wars is a game you play for fun; never forget that, but you might want a little efficiency as well. When you h/h you can run whatever you want, since it affects no one but yourself. But remember that they may be better builds, and when pugging, people what success and efficiency.
tl;dr If you want a successful pug, take the initiative and start/manage your own group. A balance of roles will lead to a successful mission. Don't demand, suggest. Communicate with your group, and as a last resort, the kick player button does exist.
Edit: Fixed a few typos