WoW Rookie: Dungeoneering 102
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Last time in WoW Rookie, we talked about some of the basics about grouping for instances. The advice really applies to any type of group, but these were the most fundamental things you need to know. This week, let's start taking a look at the next level of knowledge that you should have. We might reinforce some of the old points along the way, also.
Last time in WoW Rookie, we talked about some of the basics about grouping for instances. The advice really applies to any type of group, but these were the most fundamental things you need to know. This week, let's start taking a look at the next level of knowledge that you should have. We might reinforce some of the old points along the way, also.
Kill the one in the dress
It's important to establish your team's kill order. We talked about it last time, but the idea of a kill order bears repeating and reinforcement. Since every group is a little different, you should take the few seconds at the start to establish your kill order. While I'm used to killing skull first, cross second, square third ... there was a time when square was the designated symbol for hunters to trap a mob. The important thing here is communicate. Make sure you're all on the same page.
Following the kill order is incredibly important. For one thing, tanks can't just phone in their threat generation. They have to work to make sure DPS doesn't pull aggro off the tank. If you're attacking mobs out of order, the tank will be especially challenged to keep control of the enemies.
Even more importantly, though, some packs of mobs put out too much damage for a tank and healer to control them all for very long. Killing one or two targets in a fast, coordinated way takes a lot of pressure off the need for heals. If you attack the entire pack at once using area of effect spells, then that pressure isn't relieved quickly enough.
Keep crowds controlled
Archmage Christian Belt has a wonderful primer about the basics of crowd control. Take the time to check it out, because it's one of the most important articles for Cataclysm. If you know nothing else about heroics or raiding, you should know this: love of Elune, just sheep something.
There are tricks to crowd control, of course. A lot of groups "sheep pull," trusting the tank to pick up all the mobs as they run toward the group. When you use this technique, it's especially important to give the tank a bit of time to grab the adds. That's because the mage actually has the initial aggro, and the tank will need the additional moments to get good control over the group.
Area attacks are risky
Be careful when using area attacks. If you've properly crowd controlled the enemies, then your area attacks could break that crowd control. Other, stray mobs might wander into the zone. While these accidents aren't insurmountable, they can certainly make your whole experience more risky.
Area attacks also have the effect of distributing your threat out among enemies the tank might not have fully controlled.
Run to the tank Okay. So, accidents do happen. And when accidents happen, the mob will turn around and want to hit you instead of the tank. When that happens, go toward the tank. Don't run around, don't try and kite it, don't try and kill it super-fast. Just run it over to the tank.
Part of a tank's job is to maintain a boss in a stable position. Rogues have positional attacks, for example, and everyone has to pay attention to range. If a tank is moving a boss around the room, the group's collective damage will drop while it repositions itself to do proper attacks.
So if you're getting attacked by an add, run to the tank.
Give the healer time
Back in Wrath of the Lich King, healers didn't need to worry much about mana. Things have changed considerably. Many healers will find themselves without mana on nearly every fight. They will certainly be without mana within a few pulls. The only thing to be done about that is to let the healer have time to drink. Don't rush them; don't push them to "go go go." Give them time to drink, and everyone saves time running in from the graveyard.
Silence if you got 'em
It might seem pedantic to say so, but if you have a silence or interrupt effect, use it. Sure, some bosses have special effects that one-shot tanks, and you'll need to keep the abilities on reserve in order to use them at the right time. But aside from that, silence and interrupt everything you can. It saves an immense amount of trouble, and you'll find your group lives a lot longer when mobs can't cast.
Don't sweat DPS
There are many websites and forum posts dedicated to maximizing your damage. Don't get me wrong; doing the best you can is important. However, "the best you can" is not encapsulated entirely within the realm of DPS.
If you can interrupt a mob, crowd control during a pull, or debuff the enemy, that's worth giving up some DPS. If you can throw a heal on the tank to lighten the load, if you can stun an enemy for a moment, that tends to be worth giving up some DPS.
DPS is not the measurement of your success. Killing the boss is the measurement of your success. Cataclysm has more dance steps, and more complicated dance steps, than any other expansion. Take the time to get the dance for each boss correct. When you can cha-cha without thinking about it, your DPS will have caught up with you.
Filed under: WoW Rookie







Reader Comments (Page 1 of 2)
slickblueskin1973 Jan 6th 2011 7:05PM
GREAT READ...TYVM
DoubleCrit Jan 7th 2011 11:40AM
Indeed. But...
"While I'm used to killing skull first, cross second, square third"
There is no cross in the game. It's called a X not a cross...
Elmouth Jan 7th 2011 9:52PM
"I'm used to killing skull first, cross second, square third ... there was a time when square was the designated symbol for hunters to trap a mob"
I still use that myself.
I never really got why Blizz didn't simply put in numbers instead of the symbols, sure it wouldn't be as pretty but it would be more efficient. During the brief time I bothered with Aion I noticed that they had both symbols and numbers available for marking, if koreans can do it, so can blizz!
Moolii Jan 8th 2011 3:12PM
@DoubleCrit: It is, actually, a cross. If you type {cross} in a chat channel, the red symbol will show up.
alteffour Jan 6th 2011 7:11PM
last point should be rule #1 on every rookie, or even any 101 post.
Herman Jan 6th 2011 9:08PM
up to a certain point. but even interupts and cc shouldn't mean you do so little dps that you barely contribute. anyone geared for heroics should be able to do at least 5k dps and keep something cced at the same time. i've had mages who can't keep something sheeped and do barely 2k dps. so while haviing huge numbers isn't necessarily important, not sucking horribly is also important.
Hidendragon Jan 7th 2011 6:24AM
Totalty agree. I ran a HC last night and this mage was putting out 12k dps, wouldnt CC and always spanked targets from the start and more often than not, it wasnt the tanks target too. When we mentioned it to him his response was "i cant get enough full rotations in on if i dont" and my new faviourote quote that clearly diplays they are from the wrath generation. "CC is for Noooooooooooobs"
The issue was he was more often than not dieing as due to being a cloth wearer and me being a druid, with no real panic buttons he was 1/2 shotted. this also ment me pulling away from tank healing to try and save his ass every fight. we clearly pointed out to him that 12k DPS is great no doubt about it but its no good to us if its only for the first 15/20 secs of a fight.we would rather he put up even a consistant 6/7k and make the fight alot easier for all and speed things up. i finally listened as he wasnt prepared to bounce and wait for a new group. needless to say. his dps dropped to 8k but we ran the rest of the run without a death and far more smoothly.
That point is not stressed enough in my opinion and is definatly something that would benifit the whole game if we could get this point accross
Angelyne Jan 7th 2011 9:35AM
In a way Hidendragon, I can't really blame him. In WotLK he probably would have been kicked out had not being doing the max amount of DPS. People used to advertise their DPS when looking for groups/raids. That's pretty much all that mattered. That and achievements. That's a hard habit to break, especially if it's all you ever knew. It's going to take MONTHS and MONTHS for the majority of the wow population to get used to this "new" concept. I think people will have to be patient and be willing to put up with a little resistance from players.
Randy Jan 7th 2011 11:44AM
12K DPS doesn't mean a damn thing if the group is being held back by it.
Twill Jan 7th 2011 5:27PM
I agree, but to a certain point. With mana constraints on the healers, DPS matters even more (in addition to enrage timers).
Sorry, but as a healer, if it takes you 10 minutes to kill trash you can't expect me to keep up. Especially if there are no interupts / silences (which are equally if not more important than CC).
MusedMoose Jan 6th 2011 7:24PM
I swear, if Blizzard would add paragraphs from this column to the loading screen tips, and disable the option to turn said tips off, I think we'd all be doing better. ^_^
Necromann Jan 6th 2011 7:54PM
Or just the section titles.
Corey Noles Jan 6th 2011 7:40PM
Fantastic read! These are great articles that are especially handy for the new player. And you are so right about these Cataclysm dungeons! They feel more like a raid fight where you have to actually learn fights to get through them. No spamming the attack buttons anymore lol much more fun!
Xim Enez Jan 6th 2011 8:17PM
It's been said a lot of times, but it's worth saying it again. As a healer, it gets painful for me to see a pack of mobs resisting way too long and finally die all more or less at the same time.
RetPallyJil Jan 6th 2011 8:28PM
In our groups, X used to be the kill first target. Thus, my timeless macro: "You "X" 'em, I wrecks 'em!"
I still get teased about it :D
Michael Martine Jan 6th 2011 8:40PM
That last point cannot be overstated!
Failing to run towards the tank when you get aggroed is a common noob mistake but easy enough to learn. It only takes one or two deaths before.
Tanks (and yes I am one) need to have situational awareness and keep an eye out for mobs that are incoming (patrols or adds) or who lose aggro on the tank and attack other party members. Tip: pull your zoom back as far as you can to get the whole scene in view.
Michael Martine Jan 6th 2011 8:41PM
Woops, incomplete thought there. I meant to say it only takes one or two deaths before they learn to run to tank. :)
Xot Jan 7th 2011 12:30PM
Maybe I should be doing Heroics, after a terrible run in GB reg lastnight I had to log. I have never been so mad. I have all but decided to just quit being a healer. My expirence in regular dungeons has made me very apprehensive to try herioc.
My priest has all ilevel 333 except prob the wand and bracers, I have him stacked with enchants (absurdly expensive) and still have these terrible runs in regular dungeons. I run out of mana constantly. The majority dont like to interrupt or CC or dont wait for me to replentish mana.
I MIGHT try a heroic but I'm undecided at the momemt. Maybe I need a break I dont know but I'm sick of the dungeons and my mana situation.
I'm not going to do any healing for a long while. I think I will just work on a lowbie alt.
benbettis Jan 7th 2011 1:04PM
Xot, keep your chin up. Healing is certainly more difficult than wrath right now, although in a good thoughtful way, not a "holy-shit-spam-faster-or-they-die" way. Many of these new instances require CC (though some would still stay arguably /facepalm) for you to succeed if your group doesn't outgear it.
I consider myself a skilled healer and I'll admit, when I get a tank in a random heroic that doesn't want to allow any cc and just facepulls everything (or just a rowdy dps for that matter), it can be damn near impossible to keep him up, even though I'm in full 246 and a few 259.
It's no joke, these new instances are NOT meant to be played like the wrath ones where the tank runs in and AE's.
(I asked a tank once why he was consistently breaking the cc my hunter friend was expertly doing for us, and he said "I AE'd, so what?" ...... god help us)
Drikar Arz Jan 7th 2011 5:11PM
Xot, as someone who has played healers on and off since vanilla (when similar stuff happened) I would say your option is basically to blackmail the group into doing it.
If they won't CC tell them not to blame you when they die, as they were the ones who chose not to prevent the damage that killed them.
And if they wont let you drink, sit down and drink anyways, make a macro letting them know that if they pull while you're drinking that you're not going to heal them. And the most important part of that, is don't bluff, you must mean it.
If they pull and you're drinking, sit there and continue drinking until you are at full mana, then and only then (and if they don't look like they're going to wipe anyways) start healing. If they complain you can always use the "it's just more mana efficient to rez you" quip.