Ask WoW Insider: Instance running 101
Here's a question for you all from Percinho about my absolute favorite thing to do in game: five man instances. He and his guildies are about to run their very first instance (or they were when he sent this to us at ask@wow.com), and he wants to know your very best tips for instance running:For the first time we have 5 players with level 60+ characters and so have decided to run some instances. None of the guild have extensive experience of instancing as we tend to mainly be solo-ers, or group up in twos and threes just to quest. We're heading to the Ramparts in Hellfire Peninsula with a Warrior, Priest, DK, Rogue and Mage. What we're after is some tips for successful instancing that we may not have considered, those things that every veteran knows that wouldn't even occur to instance-n00bs like ourselves.
Anything that could help our first guild run avoid total disaster would be greatly appreciated!
Percinho
Well hopefully they made the run fine, but it's a good question: what do you wish you'd been told when you first started running instances? Percinho also mentions that they're aware of the aggro mechanics -- that's the thing I had the hardest time with when I started, though it seems easy now. I'd also say settle the loot rules first, since even in a guild, that's where problems come from. Finally, an awareness of what other classes can do is always good: helping a Warlock to remember his soul stone or asking a Shaman for a specific totem in a certain situation can help the whole group (if done tactfully, of course, not "omg lay poison totem down, noob"). What say you, readers?
Previously on Ask WoW Insider...
Filed under: Analysis / Opinion, Guilds, Odds and ends, Instances, Ask WoW Insider, Bosses
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Reader Comments (Page 5 of 5)
Lyraat Dec 2nd 2008 10:08AM
Don't get discouraged and stay focused. New content is difficult because, well, it's new. You can study a fight from every angle, memorize the boss's abilities, but it's all for naught until you finally face him/her/it. If you wipe, discuss what happened and get right back on the boss. Don't place blame. Be professional and go after the boss again. If you're persistent and decently geared (not much of an issue for dungeons unless youre running in whites and greys), you'll get through.
Cyndr Dec 2nd 2008 10:13AM
We have a few rules for instance runs in our guild:
Rule #1:
Have fun. Thats why we are all playing a game.
Rule #2:
Fire burns... don't stand in it. (this has been expanded in wrath to: "if it doesn't look normal, don't stand in it" because of all of the mobs that have a non-fire based stationary ablity)
Rule #3:
Loot is NOT as important as the expiriance. (gel as a group, find your rhythm... see Rule #1)
Rule #4:
Please let the tank pull, and please do as he asks... if you hit yes on the /readycheck then you better be following the plan.
Rule #5:
Wipes happen, and it's not worth getting pissed off over.
A few other notes:
-come to the instance fully repaired
-come with all reagents/ammo you may need
Tenorikuma Dec 2nd 2008 10:33AM
Most people are directing their comments to your group leader, tank, and healer. Since I play a hunter, let me address the DPS classes—hunters, mages, rogues, and warlocks.
While the tank pins down the mobs, and your healer keeps him alive, your duty is to actually kill the enemy mobs. Make sure you focus on whatever mobs the tank is engaging (you can target your tank and hit 'f' to select his target). If you get aggro and you can't kill the mob quickly, make sure you know how to lose that aggro, passing it either back to the tank or to your pet. If the healer gets aggro, it's up to you to intervene. You're expendable, and he's not.
You might be expected to do crowd control ('cc'). For hunters, that means traps, wing clips, and concussive shots to prevent dying mobs from making a last-gasp attempt to flee and get help. (Yes, unlike in solo play, smart humanoid mobs in dungeons will run off looking for help when they're near death.)
If you have a pet (a tenacity pet for hunters, a voidwalker for warlocks), you might have to off-tank from time to time. That puts you in the challenging role of dealing damage against your main tank's opponent, but also monitoring and healing your pet. That's what makes hunters the most interesting (and fun) class of all.
When you're doing a dungeon, you need to use every trick in your book. If there's a spell or attack you never use, figure out why, and do research on how other players use it. Chances are you'll become a better player if you work it in.
BadBart Dec 4th 2008 10:24AM
Some of the older instances may take more then an hour to complete. Make sure everyone in your party is aware how long the instance will take and what level of participation is expected from them.
KirkJobSluder Dec 2nd 2008 10:47AM
Well, just about everyone else has covered all the bases. But for my two bits:
1: give positive feedback. If your tank has been a champ at holding aggro, if you see a mage resheep, if the healer keeps everyone standing in a difficult pull, if a melee DPS peels a mob off of a clothie, thank them. A little bit of politeness goes a long way.
2: likewise, saying "please" when asking for buffs or when giving orders is a good thing. Playing your class well will result in a good instance run. Being a polite and considerate player will get you friended and invited back.
3: if you have multiple wipes in a short period of time, your group is probably not ready for that kind of instance. Either rethink your tactics or bail for a different instance.
4: instances can vary greatly in terms of tactical difficulty. And some have tricky encounters that require serious thought. BRD for example is a technically challenging and long haul in comparison to Ramparts.
5: Spend no more than a few minutes on drama. Boot, leave, or let it slide. Remember that for every conflict, there are three other players who probably don't give a shit.
6: Take time to do silly and stupid things now and then. Dance on the tables, tell stories around a campfire, jump around the cannons and say "Arrrrrr." All work and no play makes for a dull instance run.
Runstadrey Dec 2nd 2008 11:20AM
For the hunters - until you're familiar with the instance, leave the pet on passive.
John Dec 2nd 2008 11:44AM
So much of what I would say has already been covered, I'll just reiterate the points I feel are the most crucial:
1. Know your role before going. My first instance run was Razorfen Downs as a druid. I was told to: "Off-tank/dps and heal as necessary" Uhm. Can anyone ELSE tell me why this is bad? Learn your role. CC is a role, but is usually assumed to be on a DPSer
2. Arrive at the instance fully repaired
3. Everyone should have 2x as much food and water as they think they'll need. Healers should have 3x as much water. (just in case)
4. Use your target icons. Have your tank learn to mark.
5. Let the tank pull. Very few exceptions to this (such as when priest MC's the guy in ZA and gets burned down by mobs just before Eagle)
6. MC is cool...but not really a reliable form of CC. Never have your healer use it, either.
7. Healer and ranged dps: stay at your maximum distance from the mobs/boss. The only exception I can think of to this is when you need to get chainhealed.
8. If possible, have all totems planted before a pull
9. Patrols. The obnoxious pat is a fun dungeon dynamic. Enjoy it. Ha ha. So fun.
10. Don't forget to soulstone someone who can rez people.
11. The most important: HAVE FUN
12. The most successful runs of instances (where people aren't crazily over-geared or over-level) are the ones where people FOLLOW THE KILL ORDER. "split-dps" can cause longer battles, lots of frustration and wipes.
13. Be Kind. Please rewind.
Nachomomma Dec 2nd 2008 11:34AM
Another opinion on healers: do not run an instance with a healer who doesn't like you! True, they will not be in your guild for long, but while they are there, they can be pretty frustrating.
Shamanei Dec 2nd 2008 11:38AM
You are all missing the new shaman HEX cc....
Lord Negatron Dec 2nd 2008 12:02PM
@ The guy who said, sheep Casters, because tanks do really good against melee*
Um no....
Unless the casters are not apart of a direct pull(group of 2 or more), then fine. Other than that, standard MMORPG rules apply.
As many people know, casters= low Hp, low AC and low defense which= quick kill. They also deal the most dmg from afar.
If its one thing to irk me, is to be in a PUG and have a tank lead that just loves flailing away at a melee enemy. In the meantime our healer is going oom slowly from the Nukes being dropped on the tank.
*We get it, your wearing plate, and take big hits." /golfclap
CC melee, and kill casters first, you'll jump back and kiss your self the fights go so quick.
Teana Dec 2nd 2008 12:07PM
A quick tip for healers:
use the smallest heal that's able to get the job done. Know how much each of your different heals is capable of, and don't over heal. Extra healing is just wasted, and adds to your aggro. For example, save your big, long cast heals for the tank. A simple flash heal or HoT should be sufficient for clothies. Something in the middle is likely needed for melee dps. Also, if a boss has a particularly hard-hitting attack, be prepared for it. If a tank gets really low on health, use your HoT, then a quick-cast heal, then a really big heal. This is guaranteed to keep your tank up longer. Remember...if the tank dies, 99% of the time, so does everyone else. Lastly, avoid using any sort of AoE heal unless it's absolutely necessary, as these draw enormous amounts of aggro.
Jyotai Dec 2nd 2008 12:15PM
- Tank starts the pull, always. Sometimes you might have a hunter misdirect as your pull, but even that is started by tanking telling the hunter to do it.
- Non-melee toons should stay as far away from melee as possible. Threat generated is 20% higher in melee range than out.
- Pets / minions should have their taunts (growl, torment, etc) turned off.
- Give the tank a few moments to build aggro -AND- position the mob. NEVER stun or CC a mob on its way to the tank unless the tank marked that mob to be CC'd.
- Learn about using Line of Sight (LoS) to control pulls. By going around a corner or visibility obstruction you can force mobs to move from their chosen spots and close in for melee. If the tank uses this, don't break it. If you are the tank, call out that you are using it.
- Healers should stay with the tank anytime the group splits. Especially if someone wanders off or ahead, stay well away from them so they can die without the rest of group getting aggro.
- DO NOT stand in front of the tank. This isn't just about courtesy or making it easy for the tank to get initial aggro - it also allows the tank to have an unobstructed view so they can analyze the mobs and find the best way to position them for the pull. But especially if you are a ranged character, stay well behind the tank AT ALL TIMES.
- Respec the tank's marking. If the tank marks skull for a focus kill, you had better focus on that.
- Control your own threat, don't expect the tank to do it for you.
- Never roll need on a Bind on Equip item no matter how much you want or need it.
- Roll Need on Bind on Pickup -ONLY- when you will use it with your current spec and role. Otherwise roll greed.
- Pass on anything you simply cannot use. If there is a disenchanter in the group, let them take it if no one can use it and then roll on the shard.
Yozh Dec 2nd 2008 1:13PM
to hunters and possibly warlocks: why in the world would you want your pet to be anything BUT passive in instances? and bind /petattack for chrissakes.
Dysmorphia Dec 2nd 2008 1:19PM
"do not run an instance with a healer who doesn't like you!"
It's OK, the healer who doesn't like you probably won't go with you a second time anyway. Though I freely admit, that when I choose which DPS to sacrifice, I tend to go for the one that annoys me the most, all other considerations aside.
Pyeno Dec 2nd 2008 1:20PM
i think fist timers should just remember to watch the heals mana, let the tank pull (or the hunter with md), and never 'need' for an offset when some1 else needs it for thier main gear. and i disaggre if any1 dies before the tank, tanks fault. and yes there are alot of huntards so choose carefully like Pyeno from echo isle.
Pyeno Dec 2nd 2008 1:47PM
i think fist timers should just remember to watch the heals mana, let the tank pull (or the hunter with md), and never 'need' for an offset when some1 else needs it for thier main gear. and i disaggre if any1 dies before the tank, tanks fault. and yes there are alot of huntards so choose carefully like Pyeno from echo isle.
odawr Dec 2nd 2008 1:36PM
DPS, they should know that the only person who stands infront of the mob is the tank.
Tanks, make sure you run through the mob so that it's back is to the group, makes it sooo much easyer to see if it agro's some-one else and prevents DPS getting smacked by cleave and the like,
Healers, don't forget the 5 second rule if it's looking like an easy fight but don't be scared to blow low cooldowns if needed such as inner focus
everyone, remember food buffs, it aint hard to skill up cooking and it more then makes up for it with the buffs and check out http://elitistjerks.com/ for class tips
K-Diggidy Dec 2nd 2008 7:40PM
It sounds simple, but don't forget to repair, bring mana/health potions, food/water in case there's no mage, and reagents. I can't even begin to count the number of times I've ran with experienced players who've been raiding since the game came out and they forget the essentials. It happens to every one at one time or another, but it's a good reminder as it slows things down a lot and can cause unnecessary wipes. This is especially true in a PUG.
Also, to the best of your abilities, try to take care of any AFK matters prior to starting (bio breaks, drinks, etc.). Nothing is more frustrating than sitting there for 5-10 minutes waiting for someone to come back, and if it's a PUG, hoping they come back.
Chebu Jan 7th 2009 1:45AM
Remember that ANYONE can heal using bandages... The first aid skill limit is on the healer not the healee.
If you want CC to work, time the tank hit to be an instance before the CC starts.
Make sure that the CC hit is ccordinated amongst all...
Tanks need to pull AWAY from CC so AOE can be used.
This is ESPECIALLY true for DK where AOE is a major weapon...
AOE classes should take care of junk adds by AOEing...
Mages/Priests - when you run OOM, use your WANDS!
Mages, look at what's being cast and put up the appropriate shield.
Mages - you vend AND provided portals... Users of portals - port to Shat or Dal is all you need, Shat is preferable for you. From there, you can go anywhere.
Mages - invisibility is your friend. Dead mage = no DPS... Also, learn to blink... Towards the tank... Towards the healer if he's being hit so you can frost nova and allow them to run somewhere else.
In fact it is always a good idea to remind the DPS classes that the healer's health is a major concern for them... They should bail him out of trouble if needed...
Lastly, for tanks... Even squishy mages can handle some mobs. Especially if they have low health.... If we take aggro from a low level health mob, we don't have to be saved EVERY time.... In fact, I have often pulled aggro from the healer, popped MultiMage and continued to blast the main target...
Use food bufs (can't be emphasized enough)...
Chebu Jan 6th 2009 10:38PM
Oh, and more for mages:
Remember you Focus talent, if you have it, use it.
Remember Slow and ToW, if you have more than one arcane mage in the group, coordinate who slows... you don't want to waste the mana (which is significant)....
Blood elfs of ALL kinds - remember your unique ability - AOE silence and mana gain!!!!