Dungeon
(Instance)
Tips
Playing
in
an
instance
typically
requires
more
skill,
work,
and
planning.
Instances
contain
elite
monsters
that
are
more
powerful
than
most
outdoor
monsters.
Additionally,
many
dungeons
contain
tricks
or
puzzles
that
need
to
be
solved
in
order
to
advance
further
through
the
dungeon
and
beat
it.
Quick
Tips
Dungeon
Loot:
You
can
find
a
listing
of
the
items
dropped
by
most
bosses
in
the
armory
here
Stock
up
on
food
and
water.
If
you
can,
find
a
mage
to
conjure
some
for
you.
Create
a
balanced
group.
Preferably
bring
a
Priest
and
a
Warrior
(or
at
least
a
Paladin/Druid/Shaman),
for
good
healing
and
tanking.
Repair!
Make
sure
you
repair
before
going
into
the
dungeon.
Otherwise
your
equipment
might
wear
out
at a
bad
time.
Bring
backup
equipment,
if
you
have
room.
That
way,
if
your
item
durability
fails,
you
can
go
to a
backup.
This
situation
can
come
up
if
you
die
a
lot
trying
to
complete
a
dungeon.
Bring
appropriate
healing,
mana,
and
buff
potions.
Bring
ammo
or
required
reagents
for
spells.
Bring
required
Quest
Items.
Clear
out
space
in
your
bags.
Make
sure
you
have
enough
space
open
for
loot.
You
should
only
bring
to
the
dungeon
items
that
you
need.
Everything
else
should
be
put
in
the
bank
so
you're
ready
to
carry
loot!
Dungeon
Player
Caps
All
dungeons
have
a
cap
on
group
size
to
limit
the
number
of
players
that
may
enter
the
dungeon.
It
was
necessary
to
add
this
cap
as
raiding
these
dungeons
trivialized
much
of
the
content.
Create
your
Party
or
Raid
Group
Get
a
Healer
It's
difficult
to
play
in
dungeons
without
a
healer.
Preferably,
you
want
to
bring
at
least
one
Priest
for
healing
and
resurrection
in a
single
role.
Priests
find
themselves
constantly
private
messaged
for
groups
because
their
healing
abilities
are
in
high
demand.
If a
priest
is
not
available,
you
can
use
Druids
and
Shaman,
or
even
Paladins.
While
a
Paladin
can
heal,
you
typically
don't
want
to
rely
on
that
for
healing
for
your
entire
group.
Get
a
Tank
You
will
have
greater
success
with
a
heavily
armored
class
like
a
Warrior
or
Paladin
to
soak
up
damage
and
to
lead
the
party
through
the
dungeon.
You
can
play
without
a
Warrior,
but
you'll
find
it's
much
better
to
have
a
good
Warrior
whenever
possible.
Puller
Find
someone
to
pull
for
the
party.
A
Warrior
can
do
this
with
its
ranged
weapon,
and
a
Hunter
is
also
a
great
pick
for
this
role.
The
Hunter
can
even
place
a
giant
target
on a
monster
for
the
party
to
see,
which
helps
coordinate
attacks.
And
the
Hunter
can
lay
down
traps
to
immobilize
or
hinder
pulled
monsters.
Many
raid
groups
rely
on a
Hunter
to
pull
and
a
Warrior
to
tank.
Odd
Groups
You
can
create
non-standard
groups
for
dungeons.
They
can
work
depending
on
the
skill
of
the
players,
the
level
difference,
equipment,
and
the
balance
of
the
group.
However,
non-standard
parties
are
recommended
only
for
expert
players.
Pick
a
Group
Leader
Take
an
Expert
If
possible,
bring
someone
who
knows
the
dungeon
and
its
secrets
so
that
they
can
tell
newcomers
what
to
do.
If
you
want
to
explore
the
mysteries
of
the
dungeon
yourself,
don't
bring
that
expert.
Meeting
Stones
Meeting
Stones
are
located
outside
of
each
dungeon
to
help
players
find
a
group
to
adventure
with
in
the
dungeon.
Meeting
Stones
cannot
be
used
to
summon
players
that
do
not
meet
the
level
requirements.
Meeting
Stones
function
similar
to a
Warlock
Summon
spell.
Player's
select
party
member
to
be
summoned
and
right
click
the
stone.
A
second
party
member
then
clicks
the
portal
to
summon.
Get
the
Quests
Make
sure
you
and
your
party
have
all
of
the
required
quests
before
entering
the
dungeon.
List
all
of
the
quests
you
have
in
party
chat.
You
can
also
check
your
quest
log
which
shows
how
many
people
in
your
party
have
quests
in
common
with
you.
1.
Hit
enter
to
open
up
the
text
box
while
in
party
chat.
2.
Open
your
Quest
log
and
select
a
quest
for
that
dungeon.
3.
While
holding
down
the
shift
key,
left-click
on
the
quest
title.
4.
Repeat
step
3
for
each
quest.
5.
Finally,
hit
enter
to
send
the
list
of
quests
to
party
chat.
Note:
you
can
only
list
a
limited
number
of
quests
in a
single
line.
You'll
need
to
use
another
chat
line
to
list
additional
quests.
Party
members
will
then
see
what
quests
you
have
and
can
see
if
they
are
missing
any.
Make
sure
you
tell
your
party
members
that
this
is
why
you
are
listing
your
quests.
Share
whatever
quests
you
can
with
the
group.
Experienced
players
will
already
know
what
you're
doing.
Daily
Dungeon
Quests
Random
Daily
Dungeon
quests
have
been
added
for
both
the
heroic
and
non-heroic
five-person
Outland
dungeons,
as
well
as
for
the
5-person
Caverns
of
Time
instances.
Each
day
both
a
single
heroic
and
a
single
non-heroic
dungeon
are
randomly
targeted
by
these
quests.
The
Consortium
quest
givers
can
be
located
in
Shattrath's
Lower
City.
Time
Make
sure
you
are
prepared
for
the
major
time
commitment
necessary
to
complete
the
dungeon.
Ask
about
how
long
the
dungeon
will
take.
Some
are
fairly
quick
to
beat,
while
others
will
take
lots
of
time.
It's
very
bad
for
the
group
if
you
leave
in
the
middle
of
the
instance,
so
do
not
enter
unless
you're
willing
to
go
for
the
entire
ride.
Let
your
group
know
about
any
time
concerns
you
have
prior
to
entering
the
dungeon.
Establish
Loot
Rules
Make
sure
the
party
is
aware
of
the
looting
rules
at
the
beginning.
There
are
several
options
such
as
/random
100,
need
before
greed,
and
so
on.
Establish
the
rules
before
the
items
start
dropping.
Typically,
the
highest-quality
equipment
and
weapons
can
be
found
within
instances.
This
makes
hunting
in
them
very
appealing.
However,
it
also
attracts
people
that
are
there
simply
for
the
loot.
Make
sure
that
before
you
enter
the
instance,
everyone
has
agreed
to
how
the
loot
gets
divided.
The
group
may
be
hoping
to
find
a
particular
item
for
a
particular
character,
or
they
may
be
prepared
to
sell
everything
that
drops
and
split
the
cash.
Usually
items
that
can
be
used
by
multiple
members
of
the
party
are
"rolled
for."
It
is
considered
proper
etiquette
to
pass
on
items
you
cannot
use;
however,
there
may
be
items
that
the
Group
Leader
decides
that
everyone
should
roll
for.
The
Group
Leader
has
control
over
the
loot
Policy
setting.
Make
sure
you
know
what
this
setting
is
and
what
you
may
or
may
not
do
with
regards
to
loot.
Most
arguments
between
players
stem
from
loot
issues.
Don't
let
Loot
spoil
your
fun.
DO
NOT
LOOT
BIND
ON
PICKUP
ITEMS
Dungeons
have
many
items,
typically
blue
and
above,
that
are
bind
on
pickup.
This
means
that
once
the
player
picks
up
the
item,
it's
bound
to
their
character.
They
can
no
longer
trade
it
and
can
only
sell
the
item
to
the
vendor
or
destroy
it.
There
is a
popup
box
that
asks
for
confirmation
before
looting
a
bind
on
pickup
item.
Players
should
always
pause
at
that
popup
and
make
sure
they
are
supposed
to
loot
the
item
first.
If
you
pick
up
an
item
by
mistake,
you
can
cause
irreversible
damage
to
your
reputation
as
other
players
might
not
believe
it
was
an
error.
This
can
also
cause
additional
repercussions
such
as
difficulty
finding
groups,
or
demotion
and
ejection
from
your
guild.
A
good
trick
to
use
is
to
count
down
before
looting
a
bind
on
pick-up
item.
"Looting
X in
10,
9,
8,
etc."
Then
wait
a
little
longer
once
you
get
to 0
before
looting
it.
That
way
you
can
say
you
gave
people
a
chance
to
complain
prior
to
looting.
Single
Run
vs.
Multiple
Visit
Some
dungeons
such
as
Deadmines
are
designed
for
a
straight
through
one-time
shot.
Other
dungeons,
such
as
Scarlet
Monastery,
are
meant
to
be
completed
in
multiple
trips.
For
example,
in
Scarlet
Monastery
you
can
do
The
Armory
one
night,
then
do
the
Cathedral
another
night,
and
so
on.
Additional
Tips
Make
sure
you
have
read
party
roles,
the
art
of
pulling,
and
party
crowd
control.
Know
what
your
job
will
be.
Ask
if
you
are
unsure.
Level
Difference
and
Aggro
Lower-level
players
will
have
a
much
larger
aggro
radius
with
monsters.
This
means
they
will
attract
monsters
(anger
them)
from
much
farther
away.
Therefore,
it's
important
to
bring
players
that
are
around
the
same
level
and
within
the
proper
level
range
for
the
dungeon.
If
you
do
decide
to
bring
in a
lower-level
player
in
your
party,
have
them
hang
behind
the
group
so
they
don't
pull
extra
monsters.
Running
Away
Normally
you
can
run
away
from
a
monster
until
they
stop
chasing
you.
In
instances,
they
will
continue
to
chase
you
to
the
dungeon
exit.
So
typically,
running
is
not
an
option
in
dungeons.
Stopping
Running
Monsters
It's
very
important
to
stop
monsters
from
running
away
in
dungeons.
Normally,
if a
monster
goes
and
grabs
some
friends,
you
can
just
run
away.
However,
in
dungeons
you
don't
have
that
luxury.
A
"runner"
that
gets
away
in a
dungeon
typically
will
wipe
out
an
entire
group
when
it
alerts
its
buddies
and
brings
them
to
the
party.
There
are
many
different
abilities
that
can
stop
a
monster
from
running
away,
such
as
Rogue
slowing
poisons
or
the
Warlocks'
Curse
of
Recklessness.
Do
not
use
Fear
or
similar
abilities
in
the
dungeon
as
the
monsters
may
bring
back
friends.
Assisting
It's
very
important
that
everyone
in
the
group
is
attacking
the
same
monster.
What
advanced
players
do
is
pick
an
MA
(Main
Assist).
The
main
assist
determines
which
monsters
the
party
should
be
attacking.
Typically,
this
is
also
the
player
that
pulls
for
the
group.
You
should
create
a
macro
for
this
action.
Type
/macro
and
enter
"/assist
playername".
Then
place
that
button
on
your
bar
and
hit
it
continually
during
combat.
Wipe-out
A
group
wipes
out
when
all
party
members
die
and
have
no
way
to
resurrect
themselves.
They
have
to
run
back
to
the
dungeon
from
the
graveyard
and
start
from
the
beginning
of
the
dungeon
(instance)
again.
Depending
on
the
dungeon
and
the
length
of
time
since
you
first
entered,
monsters
may
have
respawned
and
you
might
have
to
fight
some
of
them
again.
If
you're
lucky,
the
monsters
you
killed
previously
will
all
still
be
dead,
and
you
can
run
right
back
to
where
you
last
were.
Wipe-out
Protection
The
Warlock
offers
the
most
common
wipe-out
protection
with
Soulstones.
The
Warlock
can
cast
Soulstone
on a
class
capable
of
resurrecting
players.
Once
all
of
the
players
in
the
party
have
been
killed
by a
monster,
that
person
can
use
the
Soulstone
to
come
back
to
life.
They
can
then
resurrect
the
rest
of
the
party.
The
Shaman
also
has
a
special
ability
that
lets
them
self-resurrect,
called
Reincarnation.
A
Druid
can
cast
"Rebirth"
on a
player
(on
a 30
minute
timer,
similar
to a
Soulstone)
toward
the
end
of a
losing
battle,
and
the
player
can
accept
the
Rebirth
spell
after
the
battle
has
concluded
and
the
monsters
have
left
the
area.
In
addition,
if a
Druid
is
not
yet
in
combat
mode
and
the
group
is
going
to
wipe
out
(possible
in a
raid
scenario
where
players
are
spread
out),
the
Druid
can
shapeshift
into
cat
form
and
then
wait
in
stealth
mode
until
the
battle
ends
to
resurrect
another
class
with
resurrection
capability.
The
Druid
can
also
sneak
back
into
the
dungeon
in
cat
form
and
resurrect
players.
Paladins
have
a
spell
called
"Divine
Intervention"
that
will
take
a
player
out
of
battle
for
3
minutes.
It's
on a
60-minute
cooldown.
If
the
Paladin
casts
it
on a
player
that
can
resurrect,
and
this
player
is
out
of
the
aggro
radius
of
any
monsters,
you
can
save
the
party.
Make
sure
you
die
within
line-of-sight
range
of a
player
that
can
resurrect.
It's
important
to
"die
in a
good
place."
Engineers
can
use
Jumper
Cables
to
resurrect
players
Suicide
Bad
Pull
If
the
puller
makes
a
bad
pull,
have
that
puller
just
die
and
not
lead
the
monsters
back
to
the
group.
The
puller
should
die
in a
location
where
their
corpse
is
easy
to
select
so
that
they
can
be
resurrected.
This
is
an
old
standard
trick
used
in
previous
MMORPGs.
This
will
*not*
work
if
the
party
is
already
in
combat
mode.
The
monsters
will
search
for
any
player
on
their
hate
list.
In
some
circumstances,
a
Hunter
can
use
"Feign
Death"
to
escape
a
bad
pull.
Hearth,
Repair,
and
Summon
Warlocks
enable
party
members
to
leave
and
return
to
the
dungeon
with
greater
ease.
Let's
say
a
player
needs
to
repair,
get
food/water,
or
needs
to
turn
in a
quest
or
pick
up a
quest
item.
Players
can
use
their
hearthstone
to
port
back
to
base.
The
party
can
then
summon
that
player
back
once
the
player
has
completed
their
task.
The
player
must
first
return
to
the
dungeon
and
enter
the
instance
before
they
can
be
summoned.
Pet
Classes
Hunters
and
Warlocks
should
have
their
pets
on
Passive
the
majority
of
the
time
in
an
instance.
Consider
binding
"Pet
Attack"
to
its
own
key.
Common
Don'ts
Don't
run
off
and
open
a
chest
during
battle
Don't
separate
from
the
group
Don't
go
off
exploring
if
you're
not
the
main
puller
Other
Information
When
in a
raid
party,
quest
items
do
not
drop
and
most
quests
cannot
be
completed
unless
they
are
flagged
as
raid
quests.
Make
as
much
room
in
your
inventory
as
possible,
so
that
you
will
not
have
to
pass
up
or
destroy
loot
deep
in
the
instance.
Put
everything
that
you
will
not
need
during
the
instance
into
the
Bank.
Examples:
Quest
items
for
quests
outside
the
instance,
Profession
supplies
and
tools
other
than
the
Mining
Pick
and
the
Skinning
Knife.
If
you
find
yourself
running
out
of
room
during
instances,
consider
buying
larger
bags
at
the
Auction
House.
Rogues
can
pick
locks,
which
can
be
useful
in
several
dungeons.
.