For Genesis weeks, I generally have 2 or 3 random pugs in every group and am rarely blessed with 4 hatchets with bane, rogue, and keenly empowered. In an ideal world, you’d run a pure healer with those dps, but when pugging any members, I run the paladin just so there’s a tank, because it’s just safer than no tank runs.
Paladin+4dps is my go-to, because you don’t have to slot 4 hatchets. We often pug two dps and one ranged, usually a FS, and then I don’t have to be the agro for the roomba. It’s slower than healer+4 dps, but I think safer because you have a tank and a healer in one role, so you’re an agro magnet, and you can control the field better. With 2 or 3 of the group premade and 2 or 3 pugs, we do 12 to 15 minutes clears and I think that’s perfectly-acceptable. Having a Paladin is a little more forgiving, too, I think, so the skill ceiling for the faster runs is a lot lower with the build present.
Hatchets are still very-much OP… Defy Death is literally a free life that lets people forego mechanics, completely.
That being said, you can do paladin+4 dps of any composition in all of the content except for the depths Thorpe fight and the Lazarus Cilla fights (maybe you can, but I’m not good enough for those two fights as the light version of the build) and clear them in respectable times.
I still think that for most groups, running it fast or trying to break records not being the goal, that running 3dps, a tank, and a healer are the best way to go. Your healer should be generally 200 int and 200 to 250 focus, and dpsing when they aren’t healing. Your tank shouldn’t spec more than 200 points into con, in order to invest in their weapons primary, not because the tank needs to be a dps, but because you never want your dps to have to hold, and damage scales with the carnelian and other threat generating perks in terms of how much threat is generated, so that you aren’t relying on artificial threat from taunts to hold threat, because that environment causes random people to pull threat, randomly, often at the worst times.
You can have everyone in the party contributing to damage, and do fast runs without having to compromise control or increase risk factor. Standard holy trinity groups do quite respectable. Even groups running off-meta dps do fine.
I personally run sns/vg 266str 200dex 50int 5con light dps, and 300str, 150dex in the tank version, and full pugs clear in 25 to 30m for dynasty this week.
As long as you have fun and learn something, time is irrelevant, but ward gear is the best gear for learning. As a tank, you can run 6 ward, which is a 29.4% damage reduction. With Ward, you can take points out of Con and put them somewhere else, because your mistakes won’t mean instant or near- death.
Ward is minimal effort, maximum result.
Is Ward required? No.
But nearly 30% free damage reduction is hard to say no to, and with how cheap and easy it is to obtain starter Ward gear, it’s hard to understand or justify not using it. If the problem was umbral shards, you earn those at a fast- enough rate that they can easily be upgraded so you can get into m7 to m8, and easily grind your way to 625. For pug groups, Ward is often the difference between gold and anything else.