WoW Rookie: The inner workings of instances

Maraudon or Blackrock Depths, anybody? Instances are your opportunity to meet and work as a team with other players in the World of Warcraft. You'll combat pack after pack of minions and defeat unique, memorable bosses on your way to some of the most enjoyable play in the game. Instances, also often known as dungeons, offer your group (and later, your raid) your own personal copy of a dungeon. No players other than your own group members are able to enter an instance with you. Instances provide some of the most rewarding and well designed content, challenges and loot possible for your character.
The teamwork and cooperative effort required to down the elite mobs and tricky bosses within an instance require a new level of teamwork from your rookie character. We've touched on the basics of finding your niche within a group. Today, let's cover the mechanics of managing instances – becoming "saved" to an instance, resetting them, understanding respawn and more. (One note: this week, we'll discuss five-man instances designed for single groups along the path to level 80, not raid instances requiring 10 or more players to complete. We'll introduce raid instance concepts for fresh level 80 players next week.)
The spawning pool Understanding how and when mobs spawn, or are generated and appear in the game world, helps you control your risk vs. reward within a given instance. If mobs are available, there's loot waiting to be had; if they're not, though, you've wasted a lot of time and effort getting a group together.
Most (but not all) instance trash mobs are on a two-hour respawn timer. Instance bosses do not have a respawn timer at all. They only return on instance reset.
There are two ways to reset an instance:
- A soft reset happens when all group members leave the instance, dropping out of combat and forcing the mobs to drop aggro and run back to their original places. When the players re-enter, mobs that were dead will still be dead, but everyone will be safely out of combat. This allows a fresh start if things were going a bit awry.
- Another type of soft reset occurs when all the party members leave the instance for at least 30 minutes, forcing any trash mobs that have been killed to respawn. This tactic can solve a situation in which a boss becomes bugged during the encounter, and the players would like to attempt to "reset" him and try again.
- A hard reset occurs when all group members leave the instance and the group leader physically resets the entire instance. By right-clicking his own character portrait and selecting Reset Instance, the leader can restart the entire instance and respawn every mob inside it. This is a good choice if you'd like to repeat part (or the entire) dungeon again immediately. You cannot reset an instance more than five times per hour, in order to prevent players from farming the content.
Because heroics offer such high-quality loot, heroics are on a special lockout timer and can only be run once a day per character. Heroics cannot be hard reset by group leaders. The timers are reset automatically every day at 11 a.m. server time on U.S. servers and 8 a.m. server time on European servers. If you are inside a heroic instance when it resets, you'll be teleported to the nearest graveyard.
Instance timers Instance timers (often called raid timers, since they're used more often for raid content) prevent players from farming high-end or heroic instances (and raids) over and over to repeatedly get multiple loot drops in a short period of time. If you re-enter a timer-limited instance, you'll find you're in the original instance where you've already killed things. Bosses stay dead until the instance timer resets. This also means that you have a finite amount of time to kill everything in a given instance before it resets and all the mobs respawn. Bear this in mind if you are revisiting an instance with different raid members, as they might not always be "saved to" the same instance as you.
Your Raid ID is a number that identifies which instance you are saved to. If you enter an instance that could provide you with a raid ID, you will receive a confirmation box that allows you to accept that ID or leave the instance. Type /raidinfo to see your raid ID and compare it with other players in your group.
Armory instance calendar According to Blizzard's page on instancing, instance timers for raids and some regular group instance reset times can be viewed in the Armory's Player Calendar feature, which replicates the in-game calendar feature. "Every player can access their calendar from the Armory via the Calendar tab on character profiles. You can browse your calendar in the same way that you can in game. In addition, you can respond to events through the Armory's calendar interface, which will then become effective in-game. To view recurring events such as raid reset times, select the event type from the drop-down menu on the calendar page."
Filed under: Tips, Instances, Features, WoW Rookie
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Reader Comments (Page 2 of 3)
Mike Jul 15th 2009 3:00PM
Mob respawns are the 'reset' being talked about here.
Gnosh Jul 15th 2009 3:01PM
That's incorrect anyway, if I'm not mistaken. Two-hour trash respawns are standard.
Rob Jul 15th 2009 2:27PM
I have run pretty much every dungeon in the game at least once. I love them, especially the ones as you level... From RFC, SM, Mara, BRD, Ramps, Coilfang, Halls, and many more! Not only are they a lot of fun, they are invaluable to teaching you how to participate in end game.
However, I do have a few quirks with dungeons, such that 1) leveling by running dungeons is infinitely slower than questing, 2) the gear you receive is only valuable for a few levels. I remember completely decking out my toon in gear from all the old world dungeons and then when I hit Outlands I am suddenly under geared. To me it would make sense to either reduce the gear or somehow nerf it and buff the experience rewards substantially.
Many leveling players will skip over dungeons, a lot of people dont start running dungeons until they hit 80! Thats horrible, because at 80 things are more difficult and if you are not used to playing in groups, or fulfilling your role then how are you an asset to a team at end game? End game is really about two things... Raids and PVP.
Cyrus Jul 15th 2009 3:59PM
"However, I do have a few quirks with dungeons, such that 1) leveling by running dungeons is infinitely slower than questing, 2) the gear you receive is only valuable for a few levels. I remember completely decking out my toon in gear from all the old world dungeons and then when I hit Outlands I am suddenly under geared."
This is partly also because they reevaluated stat allocation on gear when they released BC. It became much easier for all classes to get stamina, and they basically made gear more rational in general. In level 60 dungeons and really throughout vanilla WoW you can find spirit on plate gear, even the warrior's dungeon set itself. And there's a two-handed polearm, blue in quality, that drops in Dire Maul with stamina, parry and defense. This weapon has been in the game since DM was patched in and was completely useless until WotLK. Paladin and warrior tanks can't use two-handers because they need a shield, and druid tanks can't parry and couldn't use polearms until 3.0.8 or 3.1 in the first place. A DK tank who is fanatic about being crit-immune might want to get run through DM for it, and there were some very good items here and there of course, but that was just one of many useless items or items with stats all over the place.
jbodar Jul 15th 2009 11:52PM
I agree with Cyrus. You can't indict dungeon gear based on the "gear-reset" on an expansion pack. For example, if you run the early Wrath dungeons, the blues from boss drops and dungeon quests can easily last you to lvl 78 or higher in some cases. Normally, I'd guesstimate you can get about 5 lvls worth of use out of dungeon gear and really, is that so terrible?
Killrah Jul 15th 2009 2:35PM
"You cannot reset an instance more than five times per hour, in order to prevent players from farming trash mobs without having to kill any bosses."
Not correct, Blizzard has stated the 5 resets/hour was to curb repeated farming of bosses and/or nodes and/or chests, not trash mobs.
"Running instances in heroic mode becomes an option beyond level 60."
Not correct, level 70 is when heroics become available.
"If you are inside a heroic instance when it resets, you'll be teleported to your Hearthstone's home. "
Not correct, you go to the nearest graveyard.
"Heroics, for example, reset 12 hours after the first boss has been killed"
Not correct, non-boss mobs start respawning 2 hours after they are killed. The entire instance itself resets whenever server local time is 11:00am, that can be anywhere from ~23.5 (24 hours minus however long it takes to get through instance) hours to 1 second after the last boss is killed. Not sure where this 12 hour timer is coming from.
divinite Jul 15th 2009 2:48PM
Additional..."The timers are reset automatically every day at 11 a.m. server time on U.S. servers and 8 a.m. server time on European servers."
Not exactly correct. I believe the US servers are by time zone as the reset is 9am Pacific which would make it 11am Central.
Cindara Jul 15th 2009 4:46PM
@Killrah
"Running instances in heroic mode becomes an option beyond level 60."
"Not correct, level 70 is when heroics become available."
That's still not correct... You can get into TBC heroics at 60 if you have the rep. I've been in Heroic Ramps at 63.
http://www.wowwiki.com/Instances_by_level
Freak Mojo Jul 15th 2009 2:41PM
Question:
What instances can be soloed by a level 76 DK (or if I have to - DK duo-ed) in decent PvE gear? The highest I've done so far is Strat both sides.... yet to try Scholo tho.
I've never really grouped instances on any of my toons except for Uldaman back before Wrath. I'm enjoying getting the ACH and seeing what they are like.
Gnosh Jul 15th 2009 2:58PM
Any old-world 5-man. I soloed them all as a BM hunter at 70 in T4, I'm sure you could do better as Blood.
cs Jul 15th 2009 9:16PM
When I was bored on my lvl 74 prot pally, I'd solo some of the BC instances. Remember doing Sethekk Halls when the mobs were still green.
I was decently geared though nothing special; crafted and quest blues mostly.
So you could do at least Sethekk and Ramparts on your own, probably most of the 65 and under instances, though maybe not Blood Furnace.
When you hit 80, you can probably start soloing some of the BC heroics. I've done a few of those. It's easily some of the most fun I've had in the game.
Nick Jul 15th 2009 2:41PM
For you trying to educate rookies, you sure did get a lot of stuff wrong yourself. At least check your facts next time.
Graxxon Jul 15th 2009 2:58PM
I agree we ran Deadmines with alts that were the proper lvl for the instance the other night and it was so much fun. I had forgotten what it was like to actually have to work through that instance instead of getting a high lvl friend to run me through.
Freak Mojo Jul 15th 2009 3:06PM
Perfect. Thanks.
I need to get my level 70 BM hunter (early PvE Northrend gear) going through some of those for things to DE. But good to know the DK can get through them... I'm frost BTW. I'll have to read up on what's what for the 5-man ones.
Heremod Jul 15th 2009 3:17PM
I'm not sure the "reset every mob inside it" language is clear enough. Especially since you don't define trash mob, mob, and boss in the instance. (And "mob" is I'm pretty sure technically slang).
At least I would say that "A hard reset causes all trash mobs and bosses to respawn." Saying "all mobs" is confusing.
Also, you should probably specify that soft resets (both types) work in all instances, including raids, However, hard resets only work for non-heroic 5 player dungeons. All raids and heroics are governed by their own reset timers which, currently, players have no control over (9 a.m. PST probably for heroics, Various for raids (typically resetting early Tuesday morning in the U.S.)0
Also, did the article point out that heroic and raid IDs are created when you kill the first boss in an instance, and attach to everyone in or who enters the instance after any boss has been killed. [So if you wipe 10 times on the first 3 trash pulls, you are not instance-locked. As long as no bosses have been killed.]
t0xic Jul 15th 2009 3:46PM
If you wipe 10 times on the first 3 trash pulls you've got bigger issues to deal with =)
ResumeMan Jul 15th 2009 3:44PM
One thing I don't quite get about Raid IDs. This is probably more pertinent to actual raids since the lockout is a week long, but I'll use a 5-man heroic to frame the question.
Say we enter a heroic, and kill a boss. Now all 5 members of the party have a Raid ID. We leave.
Later, 3 of the party members form a group with 2 PuGs who were not in the instance last time. They go back, and the 2 PuGs will receive the same Raid ID (right?). This group kills one additional boss.
Later still, the OTHER 2 folks from the original party grab 3 completely new people and enter the instance. What will they find? Will both bosses be dead? And will the 3 new people get the same ID?
t0xic Jul 15th 2009 3:53PM
3rd paragraph:
Yes, the two new PUGs will get the same raid ID as the original 5 people.
4th paragraph:
Yes, any bosses cleared with the same ID will be cleared for other people saved to the same ID (even if they're not in the instance when it's cleared). The ID does not change when they clear the remaining bosses.
Much the way you read about Naxx PUGs ninja'ing a raid ID it's technically possible to ninja a 5-man heroic raid ID. In fact if you're in a fail PUG other people in the group may break up and try to re-form with a different/better group composition or with guildies. As far as I know the first group of people to join the instance with that ID will be allowed to continue. I can't imagine two 5-man groups entering the same ID at the same time. It doesn't really make sense to allow that.
I suppose I could be wrong.
impurezero Jul 15th 2009 5:48PM
By the way...I have some suggestions for the "raid" version of this column. I've yet to reach the end-game and have at times wondered certain things, such as:
1) How does the group composition change in a raid? I'm used to the 5-man standby of Tank/Healer/DPSx3. How many tanks and healers would there be in a 10-man raid? A 25-man?
2) How long do raids take to finish on average. Certainly this is a tough question to answer because the skill level, coordination, dedication and gear of each group can vary. But can you at least give us a range? From hearing some people talk, it sounds like you've gotta raid 4 hours a night, 5 days a week to do a full clear of Naxx. :)
3) Similar to the last question, how about gear? How does it work, first of all? What's all this I hear about Tier tokens, etc. Are DKP-style systems an absolute neccesity, or can a mature guild get away with the DBAD system? Also, how long before your gear becomes "respectable?" Again...the chatter I hear from some people makes it sound like I would have to raid Ulduar every week for months before I would even have a few pieces of good gear. :)
Lisa Poisso Jul 15th 2009 6:22PM
Good questions -- although raiding is really behond the scope of a true WoW Rookie topic. We're still working through a lot of very basic concepts here ... We'll try to throw in more "new 80" information as things develop, but Raiding 101 is pretty deep for Rookie as it stands now. Soon(TM)?