WoW Rookie: Dungeoneering 101

Successful dungeoneering is about more than just getting a group together, although that is admittedly the first step. When five people descend into an instance, there is a level of coordination and role execution that doesn't exist in normal questing. These are the things you need to know before entering in an instance.
You will hear people refer to the random dungeon finder as the LFD or LFG tool. This refers to the function in game that allows you to randomly be grouped with up to four other people, providing you enough players to go do an instance. You access the tool on your interface or by pressing the key "I."
You can use the dungeon finder to queue a specific instance for which you are eligible. Eligibility is determined by your character's level and overall gear status. Alternatively, you can just tell it to queue for a random dungeon. The first time you queue for a random dungeon, you get a bonus to your usual rewards. This is an important incentive to keep people using the dungeon finder, which itself is key to all of us easily finding groups.
Know your role
When you queue for a random dungeon, the tool will ask you to identify which role you want to perform. The three roles are tank, healer, and damage dealer (DPS, or damage per second). Tanks are tough, damage-resistant, and good at keeping the enemy's attention. Healers are able to buff, clear debuffs, and restore the hit points of party members. DPSers do a lot of damage, a necessary component in having the enemy die first.
Of course, Cataclysm has reintroduced an important aspect to many classes that had been previously been deprecated. Many classes are capable of performing crowd control. These are abilities like the mage's Polymorph and a retribution paladin's Repentance. These crowd control abilities force enemies into a time-out and not get involved in the fight.
In Wrath of the Lich King, tanks could pull entire rooms and stand there, using area effect abilities to keep all the mobs focused correctly. That's no longer possible. Now, if an entire large group of enemies swarm the tank, the healer is unlikely to have the mana to keep up with fight, and the tank is unlikely to hold aggro. You should get comfortable with the crowd control abilities of your class.
Let the tank do the tanking One of the tough parts in making the transition from world questing to instances is what's known as "the pull." The pull is the first shot at the bosses, the first few attacks. During the pull, the tank needs to get mobs lined up, get their attention focused on him, and make sure he's got control of the situation. Sometimes during the pull, the group will decide to use crowd control as part of the initial salvo, but that's something you should work out before doing the pull.
The important thing here is to give the tank time to do that task. Even if you're a class that wears plate armor, if you're in the damage-dealing role, you're probably not equipped to take much of a beating. If you distract mobs away from the tank at any time, the tank will have a much more difficult time getting things under control. Give the tank a bit of time to get the pull finished and aggro well-established before opening up the cannons. If you're not sure how long to wait, 5 to 10 seconds is a good rule of thumb.
Follow a kill order
When you're fighting a large group of mobs, most groups will establish a kill order. This is the order in which you burn down the mobs. If you use the raid markers included in the games interface, most groups go in order of skull, red X, and then blue square. If in doubt, usually, kill spellcasting mobs first, then melee mobs.
The important thing, however, is to use an assist command. You can do this by targeting your tank and pressing "F" on your keyboard. By using this technique, you'll be sure that you are attacking mobs the tank is attacking, and you won't risk pulling aggro off other mobs.
Don't stand in that
The rule to "don't stand in fire" has almost become a joke at this point, which is a shame. Not standing in stuff is one of the most important skills you can have while performing dungeons. Bosses and enemies breath fire, summon black spots, and otherwise create a lot of environmental hazards. Your most important job is to simply not to stand in that stuff.
This is important because if you do stand in fire, your healer will have to exert extra focus in keeping you alive. That costs mana, focus, and cooldowns that the healer may need to use for other unavoidable damage. While you'll occasionally take damage from environmental hazards faster than you can possibly react, you should still try and keep from taking more damage than necessary.
Take the time to say hi
It's kind of annoying to join a group that's cold, silent and completely untalkative. While you tend to join dungeon groups in order to kill mobs, complete quests, and earn gear, that should still be an enjoyable process. It's hard to feel like you're having fun with new comrades when no one can be bothered to say "hello."
Filed under: WoW Rookie






Reader Comments (Page 1 of 3)
sayling Dec 16th 2010 1:03PM
Always good to establish what the kill order is - and what icons are for what CC!
Narayana Dec 16th 2010 1:24PM
It's also important to determine when, in the pull, CC will occur.
Back in the day, I was never a proponent of the "sheep pull" in which the mage's polymorph is the first action performed against a group of mobs. Mages were WAY too squishy and essentially anything going wrong immediately following the sheep resulted in a dead mage. Although DPS classes are far tougher than they were 6 years ago, I am still not a huge fan of this method. I personally prefer that any CC (excluding, perhaps, Sap) be lined up to occur immediately following the pull.
Fact is, though, that these are both viable options now. However, it's important to know when stuff is expected to happen. When a CC class expects to do the pulling, they can see the tank pulling as a sign that no CC is wanted, which is not necessarily the case.
Undra Dec 16th 2010 2:02PM
@Narayana
CC has to be the opener sometimes, as it lets the active mobs seperate from the controlled ones. It's especially true with Freeze trap and Sap. There's that moment of the pack being angry at the CC'er and then the tanks pcks them up, or they start to turn into sheep and get penitent and it all smooths out.
Jebediah54 Dec 16th 2010 3:10PM
With how many ways mages have of keeping mobs off of them, they should next to never die during a sheep pull. If they have to, they can use Ice Block, Invisibility, Frost Nova, (now, and especially now that they most likely have 3 seconds to wait) Ring of Frost, and Cone of Cold to keep mobs slowed and in a pack to let the tank pick them back up.
I could see your concern back in the day when Ice Block was a talented ability and almost no dungeon/raiding mages had it, but nowadays every mage should use learn to use it after they hit the appropriate level to learn it.
Grovinofdarkhour Dec 16th 2010 1:09PM
If only we could require every WoW player to have this article bookmarked...
Grovinofdarkhour Dec 16th 2010 1:23PM
Re: "Follow a kill order" section
I think we can all agree that skull first, X second is pretty universal.
However, with the return of CC, I feel compelled to add a reminder that the bluebox has historical indicated a hunter's trap target, and moon has indicated a mage's Polymorph (sheep) target - again, both pretty universal, pre-Wrath.
I've always gone with triangle for #3 (3-pointed, easy to remember) and star for #4 (4-pointed). It just seems so amazingly straightforward and unmistakable once you're used to it, I don't know why any raid leader would try to get their people to memorize anything else.
Lyrd Dec 16th 2010 1:35PM
Diamond has four points too and stars usually have five. Uhoh! There goes your theory. Gotta watch out for us LFG puggers.
Corath Dec 16th 2010 1:45PM
My guild does Skull, Square, X for kill order - so it's VERY important to make sure that everyone's clear on what it is.
Basically, if you don't know, ask!
Rai Dec 16th 2010 2:34PM
Mama raised me to go Skull, X, triangle.
Moon for sheep, star for sap, diamond or nipple-shaped circle to embarass people not paying attention.
Trinea Dec 16th 2010 2:56PM
I've been in groups that used the stoplight method: skull for priority kill, then red, yellow, and green for the last mob. I found it to be generally intuitive, since pretty much everyone knows "Red light, green light" from kindergarten.
I can go with whichever method, though.
Eliezer Dec 16th 2010 5:01PM
Everyone has their own kill order. Personally I like to use Skull then follow ROYGBIV since it is a fairly easy mnemonic that is almost universally known... So not by shape, by color. Red (X), Orange (Circle), Yellow (Star), Green (Thong), Blue (Square), etc.
Comito Dec 17th 2010 12:59PM
nice information, just wondering if there ever will be a universal 3rd raid icon for kill orders lol....seems its skull, X then....who knows lol. Suppose tanks can inform the group before start via a macro :)
Castor27 Dec 16th 2010 1:24PM
"Don't stand in the fire" great advice for Rookies. there is also an add-on called GTFO that will play a sound when you are standing in bad stuff.
Brian Arnold Dec 16th 2010 1:26PM
More people need to learn to assist off the tank. That alone would make groups go SO much more smoothly.
Remember, the tank is your Friend, so click your tank and hit F for Friend, to help him F up the right mob. :)
Maklaca Dec 16th 2010 4:30PM
I make a tank assist macro at the beginning of each run and key-bind it.
It works great and makes it easy to stay on the tank's target.
/assist
Maklaca Dec 16th 2010 4:34PM
It left the rest of the macro off
/assist (use tank's name here. without the brackets)
(The only flaw here is the tanks that use unique symbols to make their name. If the tank doesn't remember it, you will have to find them in your character map)
Taitle Dec 16th 2010 5:48PM
To prevent having to make a new macro for each tank, I just set the tank as my focus target at the beginning of a run (target them and type /focus).
Then you can just use "/assist focus" in your assist macro, and you'll always pick up the tank's target! Focusing the tank is also useful for hunters and rogues, you can make a macro to cast Misdirection/Tricks of the Trade on your focus.
Rob Dec 16th 2010 1:33PM
Also if you queue as dps, then dps. Nobody asked you to tank mr. Moonkin. I better not see you switching into bear and taunting off me, unless I ask or I'm dead.
Further, its particularly critical for warriors and bear druids to let them get beat up a bit. If they (the tanks) pull, then you lay into everything, they have nothing they can do. They have a single taunt for one target. They have no rage to do anything else (at least at lower levels). Usually if i'm leveling as my warrior tank and I can't get a handle on all the mobs, the pull is shot to heck. No way i can get enough rage to pull off the dps (who insist on tanking everything, not CCing, not stopping dpsing, not lowering threat).
SR Dec 16th 2010 6:00PM
Think of it this way: If a melee DPS pulls off of you, and the healer's perfectly content with letting dumb DPS die, you've got yourself a literal meat-shield. Creative mitigation ftw?
I'm not saying it's good. But you can see it as less damage coming your way.
iceveiled Dec 16th 2010 1:44PM
For super beginners:
If you pull aggro run back to the tanks aggro radius - don't panic - resist the urge to start backtracking, you might pull other nearby mobs.
If the healer pulls aggro, protect the healer. Dead healer = wipe (at least in the new content).