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Dungeons World Dungeon 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.
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Quick Tips
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.
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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
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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 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.
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.
[Learn more]
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 .
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