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
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Reader Comments (Page 2 of 2)
Manatank Feb 25th 2008 4:23PM
Ravenswing, the short answer is that paladin tanks have the best ability to generate threat on multiple targets of any of the tanking classes, while at the same time having damage mitigation abilities that are suited to damage from many sources.
Because this is a rookie column, let me elaborate:
Paladins generate most of their threat from holy damage, and typically they use consecrate as part of their threat rotation (consecrate is that little glowing yellow circle that paladins lay down that damages all mobs within the circle). Consecrate alone is a fantastic ability for holding the attention of man mobs, and should out pace healing aggro in most cases. In addition to the threat from consecrate, Paladins also generate threat when mobs inflict physical damage on them in form of reflective damage from retribution aura, holy shield, and blessing of sanctuary (the second two are only in the case that the damage is blocked).
Paladins also have several skills that augment their ability to withstand damage from many sources. In particular, with improved holy shield, they get 8 charges of holy shield every 8 seconds. While the charges of holy shield remain, the paladin's chance to block is increased by 30% (35% with a particular libram), and when they block they lose a charge. A warrior on the other hand only has two charges of their shield block, which gets eaten up pretty quickly if multiple mobs are attacking them. On top of this, Paladins have a talent called redoubt which has a chance to proc every time the take damage, and when it does it bestows the paladin with 5 charges of redoubt which also increase the chance to block by 30%. Between these two abilities, a paladin can block a much higher number of incoming attacks than a warrior could, and blocked hits have less damage than a normal hit.
Ravenswing Feb 25th 2008 5:02PM
Thank you, very informative.
bluesky_v2.01 Feb 25th 2008 4:32PM
What do hunters do? And what spec should they be?
arcady0 Feb 25th 2008 4:44PM
There really isn't any role for a hunter other than to not be invited... They're not great DPS, and they're pets are off tanks on a great day, less any other time. A hunter is handy for solo play, but the higher you get in level, the less welcome you will be in groups - you're always the one who gets invited if they couldn't find anybody else.
Manatank Feb 25th 2008 4:50PM
Arcady0 is absolutely wrong. Hunters are one of, if not the highest physical damage dealing class in the game. Their job is to do damage, and if played properly they should be competitive at doing that job at any level of the game. They also have the most versatile CC ability of any class. Freezing trap works on more types of mobs than any other form of CC.
Eternalpayn Feb 25th 2008 9:05PM
I'm sorry, but I believe rogues or warriors are the highest physically damaging classes... If I go for raw damage with no stuns, I can do 1.5 a hunter and his pets damage combined.
Also, for rogue advice, if you do pull aggro off of the tank, use feint. Don't do so if you pull aggro off the healer, however. Another thing I recommend for new players is a threat meter. Maybe that can be in the next article? I've been loving these so far, I hope every new player reads these, they cover a lot.
(P.S. Wrong polymorph link? Not sure about a 100 yard instacast poly... Although I would kill for that on my mage. :P)
arcady0 Feb 25th 2008 4:52PM
Let me clarify that a bit - a great hunter player can make up for this, but a good non-hunter is equal to a great hunter. All of that said, you probably want a spec that allows you to play without bringing a pet. If you do bring a pet, turn off its taunting / growl abilities. Put it on cower. To not do so will seriously anger your tank and healer.
The healer's mana and cast time is best served if the only person taking any damage is the tank. That never happens, but it is what you strive for. You try to make sure that as often as possible, aggro is on the tank. The higher level you go, the more often you can pull this off - as tanks get better and better ways of keeping aggro and others get better and better threat reducing talents, spells, and skills.
The four things that make hunters less desired are:
1. Pets path poorly. If you jump or take a short cut, the pet will go the long way and kite in all mobs it finds. And in instances mobs never loose aggro. It is possible to bring half an instance down on you at once this way...
2. Pets steal aggro. Either from growl or too much DPS, if they take aggro, the tank has to work to regain it and the healer is suddenly having to click all over the place and burn excess mana.
3. Hunter DPS outside of the pet is not that great.
4. Many hunters never learn how to pull targets -to- a spotm but rather learn to hold mobs at a distance. Often in an instance this bad as you hold the mob where a PAT walks...
Manatank Feb 25th 2008 5:17PM
Managing a pet is one of the things that hunters have to learn to be effective at their class. Even a marksman hunter should bring their pet or they sacrifice a significant portion of their potential damage.
That said, your post makes some very good points that some one learning to play should pay close attention to. Especially the point that damage should remain on the tank. This is an issue that applies to all DPS classes, and not just hunters. As a DPSer, you have to realize that your job is to do as much damage as possible without pulling aggro off the tank. If doing more damage would cause you to pull aggro, then it is your job to stop or slow doing damage. Knowing when to slow your damage is probably the single most difficult task that DPSers have to deal with, but it is also the most important thing to learn how to do.
Holding aggro is the tank's job, but it isn't something they can do alone. Bad DPSers will brag about their ability to pull aggro off of tanks. This is not a skill, and any DPSer worth their salt could do it if they wanted to, but only a bad player would want to.
doyesac Feb 25th 2008 5:20PM
Ouch — this comment just hurts my brain. It seems too reasonable and thought-out to simply be a troll comment, but it's much too wrong to be the result of familiarity with the abilities brought to a group by a skilled hunter.
My first 70 was a hunter — and, after finding that I could never get into groups because of the kind of hunter-hate exhibited by arcady0 — I rerolled a warrior tank. I've played with plenty of hunters who are just bad at their class. But I've played with enough really good hunters to know that a well-played hunter just makes life so much easier.
The ability to trap anything, the large damage output and the built-in off-tank means a hunter can do as much as any class to turn a bad pull or an ugly situation into a win — as much, or even more so, than a freezing, polymorphing mage.
Point by point rebuttal:
1. This is true of all combat pets. The same thing happens with warlocks, and yet warlocks aren't castigated as a class. Properly managed, this should never happen.
2. If a hunter follows arcady0's advice about growl/taunt, this should never happen either. Going full bore, even a Beast Mastery hunter's pet won't do more than 9% or so of total damage in a 5-man, and that isn't enough to pull aggro from a tank.
3. A well-played hunter will top the DPS charts. A hunter might not have the burst damage other classes can put out, but there is no class that can match the consistent DPS a hunter can output.
4. This is true — hunters need space, and a bigger footprint increases the chance of aggroing the next group. But the solution is easy: learn to control mob placement. Learn how to use your pet to pull a mob to where you want (after attacking the mob with your pet, recalling the pet will bring the mob back to where you want, away from its compatriots).
Everything arcady0 talks about are the signs of average hunters — and I will be the first to admit that there are WAY TOO MANY average hunters out there. But nothing arcady0 says supports the crazy claim that "a good non-hunter is equal to a great hunter." At most, arcady0 has shown that a good non-hunter is better than an average, unskilled hunter. But that's a really boring, unsurprising conclusion!
krat2 Feb 25th 2008 5:14PM
As this column is geared for characters at or below level 40, I think it is not entirely accurate to claim that tanks at that level will be protection-specced Warriors or Paladins. In the early levels, it is entirely reasonable to tank as Arms or Fury for Warriors. I've never tanked as a Retribution Paladin at that level, though I see no reason they could not do it. During the early levels, it's a good thing that the higher damage, "levelling specs" can tank just fine.
The need to shift to Protection, for the greater threat generation and mitigation abilities, tends to come into play at the higher levels.
Otherwise, solid rookie advice.
pkitty Feb 25th 2008 7:53PM
Better yet, you should have made a thread called, "Hunters: what NOT to do in instances..."
I'm not sure why, but every time I run a low-level instance on an alt and there's a hunter in the party, it's disaster. Ok, not every time, but 75%.
Hunters by nature a a little reckless, and it carries over into instances. They are used to sending in the pet right away. No questions asked - just send in the pet. It doesn't even matter if the tank has pulled a mob, just send in the pet. And then, just forget about your pet. Ignore him, especially when he begins to chase the fleeing mob. That's right - pull the half of the room - don't let a casters kill the fleeing mob because they can't - they're WEAK...
Ugh!
Maybe it's also because new players do not understand aggro? Or maybe it's because no one cares except for me. I don't want to die and spend 10 minutes getting back here.
Whatever the reason, or whatever the instance, it's most likely a lowbie noob hunter's fault.
bennet Feb 25th 2008 7:23PM
A couple more words about Arcady0's hunter complaints:
- Eyes of the Beast lets a hunter take direct control of their pet. If you need to take a jump, jump the pet down first, put it on stay, cancel Eyes of the Beast, follow yourself. Easy.
- With a properly managed pet, the fact that DPS is split between the hunter and their pet is, if anything, a postive benefit for tanks: all of the DPS with about 60% of the threat generation of a mage or a warlock.
- A properly trained pet (and a hunter who knows where their Mend Pet ability is) can be a great off tank for tying up casters: with Avoidance a pet often requires no attention from the healers at all, and a buffed up attack speed and stun ability from Intimidation can force enemy casters to work harder to get their spells off.
Seaword Feb 26th 2008 4:51AM
You have failed to mention that when there is a fleeing mob - whether there is a pet attached to it or not - it will aggro. "The entire room" will start looking for you once it has been alerted to your presence by the single mob that wasn't prevented from doing so.
But hey. Let's go ahead and blame the thing that is stereotyped for all your problems within an instance. If it makes you feel better that's all that matters :)
Calybos Feb 26th 2008 9:23AM
You might want to append a note to the Healer role: "Your job is to cover for everyone else's mistakes. They pull too many mobs at once? You have to keep them alive. They charge when they should be pulling? Your job to make sure their stupidity doesn't kill them. They die? Your fault for being a 'sucky healer.' Ever wonder why so few players volunteer for this job?"