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Dungeon Tips

Dungeon (Instance) Tips
Playing in an instance typically requires more skill, work, and planningInstances contain elite monsters that are more powerful than most outdoor monstersAdditionally, many dungeons contain tricks or puzzles that need to be solved in order to advance further through the dungeon and beat it.
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Quick Tips
Dungeon Loot: You can find a listing of the items dropped by most bosses in the armory here
Stock up on food and waterIf you can, find a mage to conjure some for you
Create a balanced groupPreferably bring a Priest and a Warrior (or at least a Paladin/Druid/Shaman), for good healing and tanking
Repair! Make sure you repair before going into the dungeonOtherwise your equipment might wear out at a bad time
Bring backup equipment, if you have roomThat way, if your item durability fails, you can go to a backupThis situation can come up if you die a lot trying to complete a dungeon
Bring appropriate healing, mana, and buff potions
Bring ammo or required reagents for spells
Bring required Quest Items
Clear out space in your bagsMake sure you have enough space open for lootYou should only bring to the dungeon items that you needEverything else should be put in the bank so you're ready to carry loot!

Dungeon Player Caps
All dungeons have a cap on group size to limit the number of players that may enter the dungeonIt was necessary to add this cap as raiding these dungeons trivialized much of the content

Create your Party or Raid Group

Get a Healer
It's difficult to play in dungeons without a healerPreferably, you want to bring at least one Priest for healing and resurrection in a single rolePriests find themselves constantly private messaged for groups because their healing abilities are in high demandIf a priest is not available, you can use Druids and Shaman, or even PaladinsWhile a Paladin can heal, you typically don't want to rely on that for healing for your entire group.

Get a Tank
You will have greater success with a heavily armored class like a Warrior or Paladin to soak up damage and to lead the party through the dungeonYou can play without a Warrior, but you'll find it's much better to have a good Warrior whenever possible.

Puller
Find someone to pull for the partyA Warrior can do this with its ranged weapon, and a Hunter is also a great pick for this roleThe Hunter can even place a giant target on a monster for the party to see, which helps coordinate attacksAnd the Hunter can lay down traps to immobilize or hinder pulled monstersMany raid groups rely on a Hunter to pull and a Warrior to tank.
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Odd Groups
You can create non-standard groups for dungeonsThey can work depending on the skill of the players, the level difference, equipment, and the balance of the groupHowever, non-standard parties are recommended only for expert players.

Pick a Group Leader
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Take an Expert
If possible, bring someone who knows the dungeon and its secrets so that they can tell newcomers what to doIf you want to explore the mysteries of the dungeon yourself, don't bring that expert.

Meeting Stones
Meeting Stones are located outside of each dungeon to help players find a group to adventure with in the dungeonMeeting Stones function similar to a Warlock Summon spell

Player's select party member to be summoned and right click the stone
A second party member then clicks the portal to summon
Get the Quests
Make sure you and your party have all of the required quests before entering the dungeonList all of the quests you have in party chatYou can also check your quest log which shows how many people in your party have quests in common with you.

1Hit enter to open up the text box while in party chat.
2Open your Quest log and select a quest for that dungeon.
3While holding down the shift key, left-click on the quest title.
4Repeat step 3 for each quest.
5Finally, hit enter to send the list of quests to party chatNote: you can only list a limited number of quests in a single lineYou'll need to use another chat line to list additional quests.

Party members will then see what quests you have and can see if they are missing anyMake sure you tell your party members that this is why you are listing your questsShare whatever quests you can with the groupExperienced players will already know what you're doing.

Time
Make sure you are prepared for the major time commitment necessary to complete the dungeonAsk about how long the dungeon will takeSome are fairly quick to beat, while others will take lots of timeIt's very bad for the group if you leave in the middle of the instance, so do not enter unless you're willing to go for the entire rideLet your group know about any time concerns you have prior to entering the dungeon.

Establish Loot Rules

Make sure the party is aware of the looting rules at the beginningThere are several options such as /random 100, need before greed, and so onEstablish the rules before the items start dropping.

Typically, the highest-quality equipment and weapons can be found within instancesThis makes hunting in them very appealingHowever, it also attracts people that are there simply for the lootMake sure that before you enter the instance, everyone has agreed to how the loot gets dividedThe group may be hoping to find a particular item for a particular character, or they may be prepared to sell everything that drops and split the cashUsually items that can be used by multiple members of the party are "rolled for." It is considered proper etiquette to pass on items you cannot use; however, there may be items that the Group Leader decides that everyone should roll forThe Group Leader has control over the loot Policy settingMake sure you know what this setting is and what you may or may not do with regards to lootMost arguments between players stem from loot issuesDon't let Loot spoil your fun.

DO NOT LOOT BIND ON PICKUP ITEMS

Dungeons have many items, typically blue and above, that are bind on pickupThis means that once the player picks up the item, it's bound to their characterThey can no longer trade it and can only sell the item to the vendor or destroy itThere is a popup box that asks for confirmation before looting a bind on pickup itemPlayers should always pause at that popup and make sure they are supposed to loot the item firstIf you pick up an item by mistake, you can cause irreversible damage to your reputation as other players might not believe it was an errorThis can also cause additional repercussions such as difficulty finding groups, or demotion and ejection from your guild.

A good trick to use is to count down before looting a bind on pick-up item"Looting X in 10, 9, 8, etc." Then wait a little longer once you get to 0 before looting itThat way you can say you gave people a chance to complain prior to looting.

Single Run vsMultiple Visit

Some dungeons such as Deadmines are designed for a straight through one-time shotOther dungeons, such as Scarlet Monastery, are meant to be completed in multiple tripsFor example, in Scarlet Monastery you can do The Armory one night, then do the Cathedral another night, and so on.

Additional Tips

Make sure you have read party roles, the art of pulling, and party crowd control

Know what your job will beAsk if you are unsure.

Level Difference and Aggro
Lower-level players will have a much larger aggro radius with monstersThis means they will attract monsters (anger them) from much farther awayTherefore, it's important to bring players that are around the same level and within the proper level range for the dungeonIf you do decide to bring in a lower-level player in your party, have them hang behind the group so they don't pull extra monsters.

Running Away
Normally you can run away from a monster until they stop chasing youIn instances, they will continue to chase you to the dungeon exitSo typically, running is not an option in dungeons.

Stopping Running Monsters
It's very important to stop monsters from running away in dungeonsNormally, if a monster goes and grabs some friends, you can just run awayHowever, in dungeons you don't have that luxuryA "runner" that gets away in a dungeon typically will wipe out an entire group when it alerts its buddies and brings them to the partyThere are many different abilities that can stop a monster from running away, such as Rogue slowing poisons or the Warlocks' Curse of RecklessnessDo not use Fear or similar abilities in the dungeon as the monsters may bring back friends.

Assisting
It's very important that everyone in the group is attacking the same monsterWhat advanced players do is pick an MA (Main Assist)The main assist determines which monsters the party should be attackingTypically, this is also the player that pulls for the groupYou should create a macro for this actionType /macro and enter "/assist playername"Then place that button on your bar and hit it continually during combat.

Wipe-out
A group wipes out when all party members die and have no way to resurrect themselvesThey have to run back to the dungeon from the graveyard and start from the beginning of the dungeon (instance) againDepending on the dungeon and the length of time since you first entered, monsters may have respawned and you might have to fight some of them againIf you're lucky, the monsters you killed previously will all still be dead, and you can run right back to where you last were.

Wipe-out Protection
The Warlock offers the most common wipe-out protection with SoulstonesThe Warlock can cast Soulstone on a class capable of resurrecting playersOnce all of the players in the party have been killed by a monster, that person can use the Soulstone to come back to lifeThey can then resurrect the rest of the party
The Shaman also has a special ability that lets them self-resurrect, called Reincarnation
A Druid can cast "Rebirth" on a player (on a 30 minute timer, similar to a Soulstone) toward the end of a losing battle, and the player can accept the Rebirth spell after the battle has concluded and the monsters have left the areaIn addition, if a Druid is not yet in combat mode and the group is going to wipe out (possible in a raid scenario where players are spread out), the Druid can shapeshift into cat form and then wait in stealth mode until the battle ends to resurrect another class with resurrection capability
The Druid can also sneak back into the dungeon in cat form and resurrect players
Paladins have a spell called "Divine Intervention" that will take a player out of battle for 3 minutesIt's on a 60-minute cooldownIf the Paladin casts it on a player that can resurrect, and this player is out of the aggro radius of any monsters, you can save the party
Make sure you die within line-of-sight range of a player that can resurrectIt's important to "die in a good place."
Engineers can use Jumper Cables to resurrect players

Suicide Bad Pull
If the puller makes a bad pull, have that puller just die and not lead the monsters back to the groupThe puller should die in a location where their corpse is easy to select so that they can be resurrectedThis is an old standard trick used in previous MMORPGsThis will *not* work if the party is already in combat modeThe monsters will search for any player on their hate list

In some circumstances, a Hunter can use "Feign Death" to escape a bad pull.
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Hearth, Repair, and Summon
Warlocks enable party members to leave and return to the dungeon with greater easeLet's say a player needs to repair, get food/water, or needs to turn in a quest or pick up a quest itemPlayers can use their hearthstone to port back to baseThe party can then summon that player back once the player has completed their taskThe player must first return to the dungeon and enter the instance before they can be summoned.

Pet Classes
Hunters and Warlocks should have their pets on Passive the majority of the time in an instanceConsider binding "Pet Attack" to its own key.

Common Don'ts
Don't run off and open a chest during battle
Don't separate from the group
Don't go off exploring if you're not the main puller

Other Information
When in a raid party, quest items do not drop and most quests cannot be completed unless they are flagged as raid quests
Make as much room in your inventory as possible, so that you will not have to pass up or destroy loot deep in the instancePut everything that you will not need during the instance into the BankExamples: Quest items for quests outside the instance, Profession supplies and tools other than the Mining Pick and the Skinning KnifeIf you find yourself running out of room during instances, consider buying larger bags at the Auction House
Rogues can pick locks, which can be useful in several dungeons.

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