WoW Rookie: Trouble afoot in leveling instances

No longer do new players find their noses wistfully plastered against the front windows of instances in Azeroth and Burning Crusade, sniffing at the tempting scents within like ragamuffins on the doorstep of a bakery on an icy morning. Thanks to the Dungeon Finder, it's once again possible to have your fill of instances along the road to level 80. The Dungeon Finder makes things easy -- except, unfortunately, in situations when it makes them even harder.
A post in the Blizzard suggestions forum points out several things that aren't working well or are outright broken inside various leveling instances. Some are minor quibbles, but one problem actually prevents cross-realm groups from completing a boss encounter. We'll fill you in on the issues, plus link you to this week's best WoW.com resources for fresh level 80s.
Blocked boss in Uldaman (UPDATE: The Uldaman issue has been hotfixed. Both the Gni'kiv Medallion and The Shaft of Tsol are now blue-quality items and therefore tradeable. Thanks to commenters for the update.) The problem The staff's individual parts cannot be traded between groupmates from different realms. If the pieces end up on players from different realms, you cannot assemble them in order to create the staff and open Ironaya's chamber.The workaround Make sure that all group members turn off autolooting in their game options and remind them not to loot the chest with shift+click. Kill Revelosh first, then go back to Baelog's Chest. Whoever receives The Shaft of Tsol from Revelosh should loot the Gni'kiv Medallion from Baelog's Chest and assemble the staff.
Class book confusion in Dire Maul Once again, trading restrictions between players from different realms make a mish-mash getting the right item to the right player -- this time, the class-specific tomes found in Dire Maul. It's not possible to tell which class the tomes are for before they're looted, but they're not able to be traded with players from other realms if they end up in the wrong hands. Until Blizzard flags the books to be tradeable between players from different realms, there's no workaround for this problem.
Quest levels don't match instance levels You'll sometimes find that the Dungeon Finder offers certain instances before you're high enough level to pick up the associated quests. Bummer, huh? All we can do is hope that Blizzard tweaks the criteria so that the Dungeon Finder doesn't offer you a group in an instance where you can't yet complete the quests.

Corpse run confusion Teleporting directly into your dungeon of choice is pretty nifty -- but it can spawn utter confusion if you have to return on foot. Listening to the group chat of a group that's wiped and whose members are running back to an instance entrance they've never actually seen is ... well, it's either humorous or sheer /facepalm, depending on your perspective. Until Blizzard allows players to respawn outside the entrance of tricky locations (Deadmines and Maraudon come to mind) or port directly to their group, bring large doses of patience for corpse runs in these instances.

Replacements left to their own devices Unlike the shot-gun design of the newer Wrath instances, old-school dungeons can be circuitous, confusing places. Players who join a group that's already in progress in an older instance face an unforgiving run through respawned patrol packs in an instance they may have never seen. Unless you have a warlock in your group to summon new players, you'll have to send someone back for the new player ... or simply give up.
Hot links for fresh 80s
Moving on to those of you who've already reached the end of the leveling road, let's wrap up with the week's best posts at WoW.com aimed at freshly minted level 80s.
| Beast Mastery 101 Beast Mastery is the ideal entry point into the hunter class. No spec is as widely useful and easy to learn and master as BM. |
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| Arcane 101 The leftmost of the three mage specs, this tree focuses on magic that is neither fiery nor frosted. It is the current single-target pure DPS champ, as far as mage specs go. |
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| Holy Paladins 101 Holy paladins focus on healing and supporting their party, with a special focus on tank healing. We'll show you how to be the healer your group or raid depends upon. |
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| Protection warriors 101 The warrior protection spec is the oldest actively used tanking spec in World of Warcraft. Tanks deliberately attempt to hold monsters' attention so that they do not attack the healers or the damage-dealing players. |
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| Gearing up your tank Let's talk about tank gearing for level 80 players who are using the Dungeon Finder but not rocking full T9 yet. |
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| Beginners' guide to Arena, Part 6 It's Part 6 of our series on Arena combat for beginners. (Be sure to read the other parts to this fantastic series, as well!) |
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| How to fight hunters There's a lot a hunter can do to really ruin your day in PvP. We'll help you fight back in this installment from our series exploring how to fight other players. |
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| Tweak your performance with SimulationCraft This theorycrafting tool helps you tweak your gear, rotation and overall performance by simulating group or raid conditions. |
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| Vuhdo for raid healers Vuhdo is one of the most popular raid healing add-ons available today. We explain why add-ons like these are game-changing for raid healers, plus we show you how to customize Vuhdo's functions for your playstyle. |
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| Crafted gear for the new 80 If you want to make your fresh-to-80 character viable without having to run a bunch of old instances and raids, crafted gear can give you a quick leg up. |
Filed under: WoW Rookie






Reader Comments (Page 1 of 6)
Lissanna Feb 4th 2010 3:13PM
Some instances were also poorly designed "way back in the day," which makes it hard to complete them. Places like Wailing Caverns just take a ridiculously long time to get to the point where you can kill the boss that gives you the spoils for completing the dungeon. They should work on stream-lining instances so that we're not spending a long time (and having to search for dungeon maps/guides online) trying to figure out how to complete the dungeon objectives.
Stephen Feb 4th 2010 5:16PM
The worst was when I was queued up into the Stockades on a Horde alt. We wiped due to an overeager tank.
The corpse run takes 10 minutes from the Eastvale logging camp. One of the players was exclusively Horde and had no idea where she was supposed to go to get back to the instance. She was hopelessly lost and none of us could run out to help her, so after about 15 minutes she gave up and dropped group.
shamman22 Feb 4th 2010 6:24PM
What? If your definition of poor design is a non-linear, awesome, dungeon that you actually have to learn your way around to get through, then yes. That's what makes the old dungeons great. You can run them numerous times without them becoming boring. Think of ramps or UK verses BRD. After you've done UK or Ramps once you've seen it all. All the BC and Wrath dungeons are a straight line from boss to boss that a blind monkey could get through. They are totally boring after the first run through. The new dungeon design is pretty much for people that can get lost walking a straight line. "Meee go straight line to next loot.....me like new dungeonzzzz."
On another note. The worm in Mara orange is still broke, last time I was there. Also, the crystal in Mech needs to be a blue item, if that hasn't been done yet.
ProTech Feb 4th 2010 6:13PM
Wailing Cavers is really takes a long time. I just completed it on a new Horde alt. At the end we have to 4 man it, because a hunter went AFK, and all of as used up our vote kick attempts by then (lots of players went offline/AFK/etc).
Hal Feb 4th 2010 6:26PM
Shaman, it's not that players, old and new alike, don't enjoy bigger instances, it's just that many of them don't offer the reward vs. effort ratio we'd prefer. When trash has time to respawn in the time it takes you to finish a dungeon, that's a recipe for disaster, especially in the new environment of the LFG tool.
Epic feel is fine, wonderful in fact. You can have that without a dungeon requiring three hours of play and being almost impossible to navigate the first time you visit it.
shamman22 Feb 4th 2010 6:59PM
I don't want dungeons that are easy to navigate the first time I visit. I want to get lost, to have a few wipes, and have to revisit them in order to learn them. I want to stumble across new paths and hidden areas after my 100th time running a place. Ramps and every dungeon after it are easy, predictable, and boring as far as layout. Yeah, you can work on your rotations, and some of the pulls may be a challenge, but part of the PVE thing is player vs. ENVIRONMENT. And lets face it, there isn't another challenging dungeon environment once you step into outlands.
Draelan Feb 4th 2010 8:51PM
@ Shamman
To each their own, I suppose. While I agree that having a large, sprawling, dungeon can be loads of fun (BRD is one of my personal favorites) it can also be frustrating. With dungeons that large it's almost impossible to get all your quests done or kill the all bosses you want unless your group is pre-made. In a PuG with people who don't know the layout, you can probably just forget it. It's also dull waiting for people to run back because they blundered into a wandering pack of mobs, since they got lost.
For MY player vs environment, I generally prefer experiences outside instances. Such as when I first blundered into the elite dragons behind Forest Song in Ashenvale, or challenged my prot warrior friend to see which of us could solo King Mosh in Un'goro. Or the time when my main was in her 20s and, due to a bug, I found myself rezzing at the base of Thunderbluff as an Alliance. (I was lost in the Barrens for hours thanks to my newbiness!) And let's not forget how many times I sat to drink, only to come back from a brief AFK to see a Fel Reaver stomping away from my fresh corpse.
There's plenty of PvE potential, it just doesn't need to be ROFLPWNing new players in instances.
Joel Feb 4th 2010 10:31PM
I think big is great! However, I've been a bit spoiled having a dungeon map to go by. Is it asking a whole lot for a dungeon map similar to what they put in wrath dungeons? Which seems somewhat ironic, given wrath dungeons are a bit linear. :/
shamman22 Feb 5th 2010 3:51AM
@Draelan...
How about a compromise? How about a selector that allows you to choose random easy dungeons or random difficult dungeons. If you like 3 hr dungeons that take numerous attempts to learn, pick the difficult option. If you like easy mode dungeons that can be finished by anyone in one shot, then pick that option.
I don't think all dungeons should be made to accommodate the "quick and easy" crowd. For many, the best part of a new dungeon is the feeling of exploration, which is something you don't really get from a place like ramps or UK. And for those that level a few characters it's nice to go through an instance on a new character and actually stumble across new areas or quests.
atlanna1 Feb 5th 2010 5:26AM
Another issue that needs to be dealt with is that if you are running a dungeon for he first time on a character and others share quests with you, once the dungeon is completed you have no way of turning those quests in to the quest giver who is just outside the door (thinking UK and Auchindon instances here) and are then left trying to find where the quest came from to begin with and how you are supposed to get there. Perhapse a messenger service in capital cities could fix that (i.e. a mob who would happily deliver completed quests for a small price)
Heilig Feb 4th 2010 3:13PM
Uldaman was hotfixed. The items are blue quality, rolled on, and tradable now.
Luci Feb 4th 2010 3:15PM
Nice. Glad they did that then. But how does it ensure same person gets both items?
Gnosh Feb 4th 2010 3:37PM
A) Quality prevents them from being autolooted
B) They're tradeable now, so it's a moot point.
Nazgûl Feb 4th 2010 3:40PM
"and tradable now"
lisapoisso Feb 4th 2010 4:02PM
Thanks for the heads up! I just confirmed this myself -- nice and blue, as you say. I'll head up and make a note in the article. Much appreciated!
Luci Feb 4th 2010 4:27PM
I didn't realize that you could even trade the blue quality items cross-server. Hadn't tried it yet with blues, only greens that people asked for after the roll in lower level instances. Makes sense because it defeats the purpose of the 2 hour loot window in pugs.
Lornicide Feb 4th 2010 4:40PM
Now if they'd only remove the minimal player count to summon the end boss.....at this time, it's impossible to solo due to that restriction.
Eddy Feb 4th 2010 4:44PM
I'm pretty sure they took that requirement out not too long ago. I solo'd Uldaman a few weeks ago to finish out Loremaster and had none of the trouble getting all the bosses (though I do recall that issue during a run sometime last year.)
Ozzard Feb 4th 2010 4:52PM
The altar in Uldaman was fixed sometime around 3.1, as was the altar in UBRS. Both now only require one character. I've soloed both since that time - makes a nice relaxing change from the pug-o-matic :-).
Bronwyn Feb 4th 2010 5:35PM
"didn't realize that you could even trade the blue quality items cross-server"
Any BoP blue or epic dropped in an instance can be traded to another player who was eligible for the drop within 2 hours of when it dropped.