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Level 80, total n00b to instances, needs helpFollow

#1 Feb 11 2009 at 1:53 PM Rating: Decent
So... *prepares to be massively flamed* I got to level 80 almost entirely by soloing - I started out as a very casual player, and after that avoided instances because I felt I didn't know enough about how play in them, and didn't want to be detrimental to the group. My guild is very small and also made up of people who primarily solo, so there was no reason for instancing there. Only now, I'm starting to realize just how much interesting content I've missed out on by doing that, and I'd like to start running dungeons and perhaps, somewhere waaay in the future, start raiding.

I've read up on PvEing, but a lot of the stuff I've read seems to be either extremely outdated or geared towards people beyond my level, and I'm hesitant to just jump in to something without knowing exactly what I'm doing, because I don't want to be that one person who messes everything up for the rest of the group. That being said, does anyone have suggestions as to what I can do to avoid doing that? I'd be most appreciative.
#2 Feb 11 2009 at 2:17 PM Rating: Excellent
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811 posts
Well I don't really know where to start, but here's what I'd do if I was in your shoes:

Go back to old...old instances like BRD or even the lower level stuff so you can see how instances are set up. Then move up to Hellfire Citadel, (which you can close to solo, bring a healer friend if you need to) and watch the make-up of the instance. Hell, stealth through them.

Here's the basic idea - there are lots of 'pulls' involving 3-5 mobs of lower lvl elites. Either a) all melee, b) melee with casters/healers, or c) both. Most groups will crowd control a caster (sap for you) and 'focus fire' (everyone attacks same target) the healer. Then move on to the next dps, yada yada, until you get to the CC'd mob. Some groups mark (most don't anymore), but the general kill order is Skull, X, Blue Square, Moon (if needed) and either pink diamond or yellow star for sap. There are also patrols (pats) that walk in a predetermined path. Usually a timed shot by the tank is needed to pull them to the group, and not aggro other pulls.

Then you get to a boss, in most cases they will have some sort of special ability, spell, or adds (extra mobs that spawn and kill you). Most bosses at lvl 80 content are pretty easy, and you can read the boss strategies at www.wowwiki.com or wowhead or even here.

You can do instances on regular or heroic mode, meaning the loot is better and the last boss always drops an epic, but they are harder to kill. Heroics also drop Medals of Heriosm (or whatever the name is, like the old BOJ) which you can spend in Dalaran for better-than-quest gear.

Your main goal as a rogue is dps. Some interrupts, some saps, but mainly DPS. We've got the easiest job in the book, just stand behind your target and beat away (hehehehe). For a newbie, maintain your position with the rest of the group, you don't want to body-pull any extra mobs. If you do...DONT run to the group. Just vanish, or if that's down...die. Wiping the group unneccasarily is cause for a group-kick.

If you've never, ever ran an instance, read on. If not, skip. The 'tank' is usally a pally or warrior (or DK now) with a ton of threat gen and dodge/parry, and their job is to grab all the aggro from the pulls, and keep the mobs attacking them. You need to Tricks of the Trade the tank before you start your dps, and make sure you stay on the tanks target (or the marked target if applicable). Some times a tank will announce they are LOSing, that means Line of Sight, and they are going to pull the targets back around a corner to avoid casters and/or pats, etc.

Why not try and run some lower stuff with your guild? If you are 80 I don't think you can lfg (look for group) the lower instances, but try advertising on the /trade channel. Most level 71's would enjoy having an 80 in the group, since it's going to cut down on the run time and you wouldn't need the gear. BUT - at lvl 80, you are missing out on a ton of gear from reg and more likely heroic instances, not to mention the badge gear you can buy.

Good luck!


EDIT: More info added

Edited, Feb 11th 2009 5:24pm by ThomasMagnum
#3 Feb 11 2009 at 11:02 PM Rating: Excellent
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349 posts
Kainano wrote:
I don't want to be that one person who messes everything up for the rest of the group. That being said, does anyone have suggestions as to what I can do to avoid doing that? I'd be most appreciative.


General: get a threat meter (like Omen) and use it.

On thrash mobs: be sure to hit the same target as the tank does. Ask the group leader for marks on the targets. And/or use the "target of target" function.

On bosses: don't be shy and ask your party members what to do. Before the fight starts, just announce that it's your first time in the instance and ask what will happen and what you should do. Use your cooldowns (like Adrenaline Rush if you're combat).

When a green/blue/purple item drops: if it is a Bind-on-Pickup item that is better than your current gear, press "need". Else, press "greed".

When you die: press "release" after the fight unless someone announces that he will ressurect you.

That's about it.
#4 Feb 12 2009 at 1:26 PM Rating: Good
Prikker wrote:
When a green/blue/purple item drops: if it is a Bind-on-Pickup item that is better than your current gear, press "need". Else, press "greed".

When you die: press "release" after the fight unless someone announces that he will ressurect you.


On the matter of point 1, check with your group first. Some servers have 'unspoken rules' or other oddities about how they prefer to handle 5-man loot arrangements. If there is an enchanter in the group, often times the group will instead agree to need if upgrading, pass otherwise, and the enchanter will roll greed and disenchant the gear instead.

On the matter of point 2, release anyway. Your healer can still click his resurrect spell and target it to your corpse to res you even if you're a ghost. If healer lives and rezzes the ones that die, bonus! If everybody died though, your act of releasing early will mean you get back into the instance sooner, thereby saving everybody time.
#5 Feb 13 2009 at 7:32 AM Rating: Decent
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811 posts
Overlord Norellicus wrote:


On the matter of point 2, release anyway. Your healer can still click his resurrect spell and target it to your corpse to res you even if you're a ghost. If healer lives and rezzes the ones that die, bonus! If everybody died though, your act of releasing early will mean you get back into the instance sooner, thereby saving everybody time.


Not on boss fights :) If they down the boss and loot whilst you are trotting back to the instance...guess who gets loot-shafted? You!
#6 Feb 13 2009 at 10:28 AM Rating: Decent
Thank you very much, guys. I feel a lot more sure of what my role is in a group now and what I should be doing. I'm going to give grouping a go and (hopefully!) not make too many mistakes. The advice you posted is very helpful; I'll do my best to follow it. Thanks again! :)



Edited, Feb 13th 2009 4:17pm by Kainano
#7 Feb 13 2009 at 11:52 AM Rating: Decent
Quote:
Here's the basic idea - there are lots of 'pulls' involving 3-5 mobs of lower lvl elites. Either a) all melee, b) melee with casters/healers, or c) both.


Arent B and C the same thing?
#8 Feb 13 2009 at 1:59 PM Rating: Decent
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19,369 posts
VorpalRuin wrote:
Quote:
Here's the basic idea - there are lots of 'pulls' involving 3-5 mobs of lower lvl elites. Either a) all melee, b) melee with casters/healers, or c) both.


Arent B and C the same thing?


All of the above!
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