WoW Rookie: Knowing your place in an instance

Your job is to get beaten upon by mean nasty monsters while keeping everyone else from getting hit. This role is usually played by a protection Warrior, protection Paladin, or a feral Druid. Tanks should be heavily armored. Their spells and abilities should be geared toward maintaining "threat" or "aggro."
The threat/aggro metric determines how angry a monster (mob) is at you and determines how likely it is to attack you. The tank will use taunt and high threat/aggro abilities to keep mobs hitting them. Other players can pull threat/aggro by healing, doing large amounts of damage, or using high-threat abilities.
Healer
The main function of the healer is to keep the group from dying. Their primary target should be the tank as they should be taking the vast majority of the damage. Priests, Druids, Shamans, and Paladins are prime candidates for the healer role. Most healers are Holy or Restoration specced. Be prepared to resurrect (rez) fallen comrades. In the event of a wipe, where everyone dies, make sure you raise other classes with resurrection abilities first so you can get a little help with this process.
All characters should come prepared for the instance, but healers most of all. Be sure to bring along plenty of water form mana regeneration between pulls. Also make sure you have the highest level of mana potions for your level and reagents for spells like Ancestral and Rebirth. A Warlock's Soulstone should be cast on someone in the group with the ability to rez the party.
DPS
The role of the rest of the group is to kill the mobs. Every class has specializations for dealing damage. While it is very tempting to go all out on your target, you are responsible for managing your own aggro. Your threat level should not be higher than the tank's, lest you get swatted by the monsters instead. In most circumstances, DPS should wait until the tank has started combat and built aggro before attacking.
Most of the time area of effect (AOE) abilities are not appropriate in an instance. By doing AOE attacks, you may raise your threat levels of many monsters, and may cause them to attack you instead of the tank. Also, AOE may break crowd control measures, which may create an additional burden on the tank and healer.
CC
Many groups rely on crowd control to lower the number of active mobs in group pulls.Be careful not to break CC out of turn, he tank should break it at the appropriate time.
Mages are often called upon to Polymorph or "sheep" a target. This is a renewable form of CC, as the Mage can and should recast the Polymorph spell if the group is not ready to DPS their target before it breaks.
The Hunter's Freezing Trap is also a renewable form of CC. Be prepared to cast another trap as soon as the first one fades. In some cases Hunters may need to start combat by shooting their Freezing Trap target and then casting Feign Death to drop to the bottom of the aggro list. This allows the tank to take over.
Rogues will be called upon to Sap targets. Rogues should be able to Stealth forward to their target and Distract them before performing Sap on their target. The rest of the mobs usually ignore the rogue and then the combat is initiated as normal.
Sometimes Priests will be called upon to Mind Control or Shackle Undead. Warlocks may be asked to Seduce a target with their Succubi.
A Note on Raid Icons
The party leader has the option of using raid icons on the monsters. Although conventions on what each icon represents vary from group to group, there are some common conventions:
- Skull: Primary DPS target
- Red X: Secondary DPS/Sap target
- Moon: Polymorph target
- Blue square: Freezing Trap target
- Purple diamond: Mind Control/Shackle Undead target
Buffs
Many classes have ability to buff their party members, giving them special abilities that help makes things run smoother. You will most certainly have learned these, but remember to cast them at the beginning of the instance, as they fade, and any time a party member is resurrected. Mages should be prepared to share conjured food and water with their parties as necessary. Shamans should be sure to drop appropriate totems as they act as party-wide buffs.
Good Luck
Instances can be fun and frustrating. They work best when everyone knows their role and plays it to the best of their ability. Make sure you are prepared with potions, reagents, food, water, ammunition, and plenty of bag-space. You may be offered "run throughs" by higher level guild members. While this is helpful, and gives you a quick jump in experience, practice your appointed role whenever possible. Once you cross through the Dark Portal, you will have to carry your own weight in a party. There is nothing worse than someone who doesn't know how to play their role.
Edit: Thank you for all of the wonderful comments and discussion. I did forget to add in some cc abilities like Hibernate and Banish. One last thing: Hunters, unless your pet is off tanking or you don't mind your fuzzy wuzzy being squashed into oblivion, be sure to turn off your pet's growl ability.
Filed under: Tips, Instances, Features, Guides, WoW Rookie






Reader Comments (Page 1 of 2)
Zarzuur Feb 25th 2008 2:20PM
on CC, Druids can Hibernate beasties too
BitterCupOJoe Feb 25th 2008 2:24PM
Warlocks also have the Banish spell for crowd controlling demons and elementals. Druids can CC animals. In addition, while fear is a last resort CC in most cases, warlocks, priests, hunters, and paladins have some form of fear available.
Krush Feb 25th 2008 3:23PM
Warlock/Banish is a biggy, CCing Elementals helps immensely...
Also, don't forget the Druid CC that can not be used anywhere in almost any instance... Roots :(
Dave Feb 25th 2008 2:26PM
Every new player should read these...
AtroceKT Feb 25th 2008 2:34PM
Warlocks can also chain fear adds back and forth by casting Curse of Shadows on a mob, Casting Fear, and then "Toggling" Curse of Shadows with Curse of Recklessness. CoR will make the mob immune to fear, sending them running back to the Lock. CoS will turn the Fear effect back on.
It's much more attention-intensive than sheep, and hard to do without a focus macro or completely ignoring personal DPS, but it's a handy trick that's saved more than one group I've run with.
doyesac Feb 25th 2008 2:36PM
"In some cases Hunters may need to start combat by shooting their Freezing Trap target and then casting Feign Death to drop to the bottom of the aggro list."
Be careful doing this because it can cause real problems in an instance.
The reason is this. When you Feign Death (FD) you don't drop to the bottom of the list, you actually drop OFF the list — as if you were really dead. When a hunter is soloing this isn't a problem since the mob will either reset (as if it had killed you) or — if your pet has attacked it in some way — move on to your pet.
But in an instance there are 4 other people who are on the mob's threat list. So when you trap a critter and then FD the mob will focus on the party member on the top of the list. But the tank hasn't done anything to it yet — so the person at the top of the will almost always be the healer.
So, if you trap a mob and then FD, when the trap breaks the mob will go after the healer. That is a very bad thing and breaks the most important rule in an instance: never kill your healer!
Instead you have to let the mob focus on you until the tank is ready to take it. When the tank is ready to take over the trapped mob they will generally hit it, breaking the trap. At that point the hunter can FD, helping the tank get to the top of the threat list.
Mark Crump Feb 25th 2008 3:19PM
Yeah, If you're chain-trapping you want to stay on the mob's threat list.
Since it doesn't break trap, I usually hit the frozen mob with my distracting shot macro to keep me on its list.
The only problem I really run into is with a fast puller/marker who doesn't give me enough time to refresh the cool down.
AlmtyBob Feb 25th 2008 3:01PM
AFAIK this isn't entirely true. The author is talking about a hunter initiating a pull. With a fresh pull there is NO ONE on the threat list. When the hunter pulls he's the only one with any threat and there shouldn't be any healing needed. The tank can Thunderclap/Consecrate/etc and gain agg while the hunter feigns death.
That said there's a few problems with this method. First off there are extremely few cases where a tank couldn't perform the same pull with his ranged weapon. It's very easy for the hunter to pull his trap target to his trap with Distracting Shot immediately after the pull. Next, the hunter's Feign Death can be resisted by one or more mobs. Now the tank might be fighting to regain control from the hunter while the DPS are burning down Skull and pulling agg. Then the healer inevitably gets agg from the increased need for healing and that's that. Lastly, a large percentage hunter's have no idea wtf they're doing (relax, if you're reading a WoW blog I probably don't mean you).
No hunter pulls until Misdirect at 70, period.
Manatank Feb 25th 2008 3:40PM
You can use hunter pulls before 70 if you are careful, and in some cases it can be advantageous to do so if the hunter can front load more threat than the tank could if he/she were to pull. It works on single target pulls as follows:
1. Hunter starts with aimed shot followed directly with distracting shot and arcane shot (This is a lot of threat).
2. Tank taunts (if it isn't resisted they now have the attention of the mob, and all of the agro that the hunter generated).
3. Hunter either waits for the tank to build more threat before continuing to DPS (taunt only lets the tank catch up in threat), or feigns death (which will wipe their threat and allow them to start DPS immediately).
It should be noted that the above strategy only works on a single mob (probably a boss pull) with warrior and druid tanks, but can be used with up to three mobs if the tank is a paladin (righteous defense works on up to three mobs). Also, if the taunt is resisted, the hunter can still feign death and if it isn't resisted the mob should reset.
doyesac Feb 25th 2008 4:56PM
@ AlmtyBob "The author is talking about a hunter initiating a pull. With a fresh pull there is NO ONE on the threat list. When the hunter pulls he's the only one with any threat and there shouldn't be any healing needed."
Given the context of the original quote, I was assuming the author was talking about using a Freeze Trap as a form of CC. My point was that, when assigned a CC target, FD can cause problems.
When a hunter initiates a pull (and hunters can pull very well — shooting things is what we do) then, yes, using FD to let the tank get to the top of the threat list is the right thing to do.
zweitblom Feb 26th 2008 1:52AM
@Almty "When the hunter pulls he's the only one with any threat and there shouldn't be any healing needed. The tank can Thunderclap/Consecrate/etc and gain agg while the hunter feigns death."
Thus breaking the trap. If a huntress pulls a trap target in a group first, they all will run at her, apart from casters. This makes the trapping not only rather unpredictable but it also makes the use of *any* kind of AOE an absolute No.
Pulling a trap target in a group before the tank gains aggro makes NO sense whatsoever. Even if you have MD. I mean, you want the trap target running into your trap, not towards the tank.
Rainnajax Feb 25th 2008 2:45PM
As a healer, I tend to bring a variety of food buffs for other team roles, just in cases of PuGs we don't have a mage, or someone to provide food or water. I think as a healer, it's important for someone to at least do this (makes me a pretty popular healer in my guild-cooking and fishing are 375/375 so between rewards from the daily cooking quests and fishing nodes available at most places where I do dailies, it is very little expense for me to do this, only my time and usually members will flip me a small tip for having these things on hand during raids and instances) and with plenty of bag space, carrying about 5-10 of four different buff-style foods (four bag slots max) can be a great assist. As an alchemist, I regularly carry Adepts Elixir too because this can help dps and cc. I am a pally, so I like party members to be as buffed up as possible because Paladin healing does have it's limitations.
Manatank Feb 25th 2008 3:29PM
It is very noble of you to do this, but it is also unfair. Everyone should be buffed, and should be responsible for making sure they bring what they need. If they work out some prior arrangement with you to because of your particular trade skills, that is one thing, but it should not be suggested that this is the responsibility of the healer.
People who show up to raids unprepared to give it their all should not be coming to raids. If it is a simple matter of them not being aware of what food/elixir/flask options are available, then that can be explained to them so that they know what to bring in the future.
Don't let others exploit your generosity.
Ktok Feb 25th 2008 2:53PM
"The Hunter's Freezing Trap is also a renewable form of CC. Be prepared to cast another trap as soon as the first one fades. In some cases Hunters may need to start combat by shooting their Freezing Trap target and then casting Feign Death to drop to the bottom of the aggro list. This allows the tank to take over."
This is not exactly true. Hunters should place a freeze trap *before* the pull, so that their timer is almost refreshed when the pull happens. They should then target the mob they are to trap, and Distracting Shot it *after* the tank pulls. As soon as the mob hits the first trap, a second one should be placed between the iced mob and the Hunter's new position. This way, when the trap breaks, the mob goes after the Hunter and hits the second trap.
Using this method, any race/spec Hunter can trap the same mob three times in a row. Never, ever wait for the pull to drop your first trap. That is a newbie Hunter mistake.
AlmtyBob Feb 25th 2008 3:08PM
Excellent advice that many hunter's could use. As an added safety precaution, if the mobs aren't the cleaving/aoe type, it's nice to stand by the healer and lay the second trap directly in front of him. That way is the healer pulls agg off another target it'll be trapped instantly. The previously trapped target will now be on the hunter but that's preferable and more controlable than healer agg.
zweitblom Feb 26th 2008 2:00AM
@Almty "it's nice to stand by the healer and lay the second trap directly in front of him."
What? You really do *not* want any mob in melee range of the healer, frozen or otherwise. The healer will build up a vast amount of aggro on that mob (since healing in melee range has an increased hate generation rate). Apart from that it's very rude to trap targets right into other player field of view. If you'd do that to my healer, you'd get a friendly but firm hint to stop such shenanigans *smiles*
Silenius Feb 25th 2008 3:19PM
How can you forget the condom (Circle) for seduce in your raid icon listing?
Manatank Feb 25th 2008 3:24PM
One thing to keep in mind is that if you have a paladin tank, you won't need to use CC in most cases.
Ravenswing Feb 25th 2008 3:45PM
I'm not a paly, but I'm interested in all forms of strategy, and since this is meant to be a column for rookies: could you explain why that is?
Kevin Feb 25th 2008 4:11PM
Paladin Tanks rely heavily on aoe damage for threat. Consecrate is big for aggro and being an AOE attack it will break all cc that is near the pally. In addition the more mobs that are hitting a pally the more damage/threat he causes with ret aura and holy shield and one talent causes the pally to regain a certain amount of mana whenever he is healed, thus more hits means more healing, which is more mana and overall threat.