Saturday, September 26, 2009

How to work together as a group in WoW dungeon run.


My husband and I have been playing World of Warcraft (WoW) since the game released years ago. Although we have been playing WoW for a long time and we know the game really well, we are never one of those hard core raiders. We simply enjoy playing the game with each other and with our online friends. Due to lag issue on our regular server, we have started playing WoW on a different server recently. It can be a challenge to make new friends on a different server since we don't know anyone there. Dungeon run is even bigger of a challenge for us, because it occurs to us that there are a lot of inexperience players out there. People that we have met so far either don't know how to play their class, or they don't know how to work together as a group. We are not talking about low level players, these are the 60's and 70's plus level characters. This is never a problem on our regular server, because the friends and people we game with all know their classes inside out. If each players know their classes and perform their roles in a dungeon run, it will be a breeze.

In any regular WoW dungeon, it will only allow maximum of five players in at the time. So the group needs to have a tank, a healer, and three damage out put classes. The strategy is simple, tank holds the mobs on him, healer heals, while the other three concentrate on bringing down the mobs one at a time. Don't go random target mobs. All damage out put classes must target the same mob, bring one mob down first then move on to the next one. With the marking system it is easy to mark each target with a different symbol, and state the kill order and crowd control symbol to the party. Crowd control, which is commonly refer to as CC in the game, it is to incapacitate one or two mobs from a group of mobs to make the fight easier.

Example, say you have a warrior for a tank, a priest for healing, a mage, a rogue and a warlock. There are four humanoids in a group that you need to fight. The leader of the party marks ‘skull' symbol for the first kill, ‘X' for second kill, ‘star' for sap, and ‘moon' for polymorph as CC. This is how you do it.
1. The rogue will stealth in to sap the ‘star'.
2. Mage will polymorph the ‘moon'.
3. Tank will tank the incoming ‘skull' and ‘X' on him.
4. Healer must heal the tank to keep him alive.
5. The other three will then concentrate on fighting ‘skull' first until it is dead, and move on to ‘X'.
6. The next two target will be ‘star' first since rogue can not re-sap during combat, while the mage can re-polymorph ‘moon' and kill ‘moon' last.
If the tank is really good at holding the aggro, the healer will only need to concentrate healing on the tank because no one else will be hurt other then the tank. This is how you do it and each fight will be a breeze this way. And this is what you need to know about each class role in a dungeon run.

Tanking class
There are four tanking classes. A protection warrior, a feral druid, a frost death knight, and a protection paladin. Tanks are designs to take massive amount of damage and they are great at generating aggro. Tank's job is easy, just make sure that you have the aggro from mobs, hold them on you and wait for others to bring them down. Just make sure that when you pull, you pull the mobs away from CC area. Because tank class has area damaging effect ability that can break the CC if they are too close together.
For instant, warrior has Thunder Clap that does damage to near by enemies. Druid has Swipe that can hit multiple targets. Death knight has spread disease ability, and paladin has Consecration that does holy damage within certain radius. So when you pull, make sure that you are out of CC range so that you won't break the CC.
If for some reason someone else has the aggro from one of the mobs, you must take the aggro back from that player. Warrior has Challenging Shout, druid has Growl, death knight has Dark Command, and paladin has Hand of reckoning and Righteous Defense that design to get the aggro back to you instantly.
The most important part is to make sure there is nothing on your healer. If the healer dies, so will you and the rest of the party. Party wipe! And also to make sure your healer has full mana before you into combat. You will be amaze how some tanks just rush right in without making sure everyone else is ready for the fight.

Healing Class
One would think that healing is easy, apparently not for some people. There are four healing classes. Discipline or holy priest, restoration shaman, holy paladin and restoration druid. It is best to find one of these player for your party healing, because if they are not healing spec, chances are they won't have the proper gears for the healing. Plus non healing spec class usually runs out of mana fast. As a healer, your primary job is to make sure the tank stays alive. With a good tank, you won't even need to worry about the rest of party's health because only the tank is taking damage. Never wait till someone fall below 50% health before you start healing, especially not on a tank. Because should they take a critical hit, chances are they will be dead before you get the healing spell out. And always top off your mana in between combats.

Discipline or holy priest.
You should always have Renew spell running on the tank, because it is instant cast and it heals over time. Flash Heal is ideal to keep topping off players health because it is faster casting time then your Greater Heal and it costs less mana. Use your Power Word: Shield on player to buy you a bit of time to get your full healing spell out, if you don't think you have enough time to cast it. You have Prayer of Healing to group heal if multiple players are taking damage. When you have Prayer of Mending, use it a lot because the spell bounces between players while healing them.

Restoration Shaman.
Make sure you have Earth Shield on the tank at all times, because it heals the tank as he is taking damage and the shield has 10 charges. Your Healing Stream totem always helps out in terms of providing health to players constantly. Chain Heal can heals up to three players, it is ideal to use when multiple players are taking damage. Then you also have Lesser Healing Wave which is faster casting time then your Healing Wave.

Holy Paladin.
You should always make sure you have Beacon of Light running on your tank. Because when you heal another player, the tank will receive equal amount of healing from you. Essentially you are healing two people with one spell. This way you will always keep the tank up and running. Then you have Holy Shock for your group heal, and Flash of Light is faster casting time then Holy Light.

Restoration Druid.
Lifebloom and Rejuvenation are your best friends in healing. Because they are instant cast with over time healing. Then all you have to do is to cast Regrowth to top them off. Your full healing spell is Healing Touch, and like all full healing spell, it takes longer time to cast and cost more mana. So use your healing spells wisely and you won't run out of mana as quickly. Your general group healing spell is Tranquility, but I don't recommend of using it often. Because it is mana intensive and a channeling spell. If something hits you while you're in middle of casting Tranquility, it will break the spell. Wild Growth is also a group healing spell, but only a 60 level plus restoration spec druid can get it since it's the top talent for that tree.

Crowd Control Class
There are five classes capable of crowd control. Rogue, hunter, mage, warlock, and retribution paladin. As one of these classes, your job is to incapacitate the target that is assign to you. Hunter, mage and retribution paladin are the more diverse CC classes because they can CC just about anything.

Rogue.
As a rogue, all you have to is to Stealth in to Sap the target before the group start the fight. Because Sap can only be perform outside of combat, and it can not be re-sap. Once Sap breaks, tank will need to intervene and hold the target on him. Down side of rogue is that they can only Sap humanoid creatures.

Hunter.
This is how you use your Freezing Trap to trap a target. Set the trap off the side away from the rest of the group. When the tank pulls, you start shooting at your target so that it comes to you to the trap. You need to stop attacking the target when it is coming to you, otherwise you will risk breaking it once it is trapped. If it breaks early and you can not reset the trap yet, put your pet on the target to stall it until you can reset your trap. You always have Feign Death to get the aggro off you.

Mage.
Mage is great at CC, because they can keep Polymorph the same target numerous times over. Your job is simple, make sure you re-polymorph your target in between combat until the party is ready for it. Down side is, mage can not poly elementals nor demons.

Warlock.
This is where warlock comes in handy. Warlock can Banish demon or elemental for CC, and re- bansih when the timer runs out. If in some cases there are multiple demons, a warlock can even Enslave a demon while Banishing the other one for CC.

Retribution Paladin.
Retribution paladin has Repentance spell that can daze a target up to one minute, and it works on just about everything except for beast. Down side is, only 40 level plus ret paladin can get that talent point depending on how player spec the talent points.


As the leader of your party, you must know each class, know their strengths and weaknesses. Know what they can do to benefit the group to make the dungeon run goes smoothly. If you have multiple CC classes in there, the kill order for CC should always be the sapped target first, then trapped target next, and leave the polymorphed or banished target last. Use your common sense, take advantage of classes available to you. If everyone know their class well and perform their roles as a group, any WoW dungeon run will be so easy.

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