Wednesday, July 15, 2009

Introduction to .... Dungeons



Location: Orgrimmar
Level: 15
Latest Achievements: "Ragefire Chasm" + "Journeyman in First Aid" + "Professional Journeyman"
Total Quests Completed: 55



*New to WoW?*: heavy post.

As noted before, I picked up a few quests that were 15D for Ragefire Chasm. If you ever pick up a quest with (dungeon) bracketed beside the quest name, you know it's a harder quest than usual.

Dungeon quests usually require 3-5 or more people of the level suggested. If you have one such quest and wish to accept it's challenge while still at the suggested level, the best thing to do is select the "looking for group" button from your task bar or write in the /general chat log, explaining what you need.

Sometimes this works. Sometimes you might get an offer from a high level player who will walk you through it for a tip (they want $$) or sometimes you don't get any response. Important to note... the experience you gain is directly related to the level difference between you and the level of the most experience player. You will get more experience if you run an instance with people of your own level.

Once you get a pick up party you need to decide a couple of things before you set off.


Here is the Blizzard Official page on Parties for more information.

First, how do you want the loot to run.
There are several choices here.

Free for All: Anyone can loot any body, it all depends on who gets there first. Fair if you are running an instance with a high level player and all of the loot is going to you.

Round Robin: The kills rotate, giving each member of the team a chance to loot before the first player gets a second go. Fair for even level parties.

Master Looter: Only the group leader can loot - A good idea if there may be disputes about the fairness of the drops.

Group Loot: Same as Round Robin, but when you find an Uncommon (green) or rare (blue) item you have the option of roll a need or a greed for it or skip it. If your a Druid, for example :) and an uncommon staff comes up you can roll need (if it's an upgrade for you). It's the practice of most, unless you really do need it, to roll greed rather than skip. Need will always win out over greed so if no one in your party does truly need it, the highest greed roll wins the item. - Best for low level parties.

Need before Greed: Same as Group Loot, but only players who can use the item are given the chance to role. For example, if an uncommon Gun came up and you were untrained in gun combat, you cannot role for it. - Good for very high level parties where there are many people participating.

Consider an item before you role Need. Some items, mostly blue, are soul bound to you the moment you put it into your pack. If that is the case and you rolled need in error, you cannot remedy the situation by a simple trade back. You will always be given a notice of a soul bound item before you accept to loot it.

The second thing you need to consider is who will be playing which role during the party run. This is not such a problem if you, a Druid, are running a party with a Hunter (Ranged attacks) and a Warrior or Paladin (Melee Combat). In that case you can easily play the healer role, no one in your party can help the others in that regard.

It would then be your job to focus on keeping your other party members healthy. If you are healing, your main focus will be the member playing the melee role. They always take the most damage.

But consider the example: You are running with a Priest and a Hunter. The priest is also a healer, but your party does not have a melee player. You may help your party best in bear form as a damage dealer.

In that case, you are the primary damage dealer and it is your sole job to kick butt. Unless your healer is dead, it is not your responsibility to swap out to Druid casting form to heal yourself. It is your job to keep your enemy focused on you.

Of course, once the fight is over, if your healer needs a hand, you can help that way.

Talk about it with your group and find out who's doing what before you start.

If you are are ready to go, here's what to expect.

A dungeon, or instance as it is more often called, is just that. When a party enters through the swirling gate, they enter into an instance of that area. Only your party members can enter that instance and only you will be permitted to snag the loot that drops.

In a dungeon, 3 or more players are suggested because of the Elite status of the monsters found inside. The goodies dropped are better than normal status, many greens and some blues, but the enemy become harder to bring down.

Communication is key. Talk about who you are targeting before you move forward. Monsters in instances take a much (much) longer time to regenerate so if you clear as you go, you have very little to worry about from behind (though there are some walkers who you need to keep an eye out for)

Make sure you make your way through the whole instance as well. Often times you will find a quest to pick up or hand in. In almost all cases, killing the final boss gives you a great drop (I got a pair of wrist bracers with +2 Intelligence and +2 Spirit, for a Druid that's great). I also completed both of my quests, had enough experience to level into 15 and got an achievement for killing all of the required bosses in Ragefire Chasm.

*My Notes*: Empty your packs out of all but exactly what you'll need to fight. If you're healing, bring along extra water and dump everything else in the bank.... You'll be getting a lot of good stuff and you don't want to see "inventory full" just as you're ready to loot your awesome new armor piece.

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