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March 01, 2005
Death and Destruction in the Deadmines
Swiftsong (Hunter), Valetta (Mage), Dimage (Hunter), Specialvat (Druid), and Elsheindra (Druid) headed off into the depths of the Deadmines instanced dungeon last night. For those who haven't done it, there are at least two quests: Oh Brother (from Wilder Thistlenettle in Stormwind, in the Dwarven District) and Underground Assault (from Shoni the Shilent, in the square near the Deeprun Tram in Stormwind).
I can't say we were completely successful. We spent 3.5 hours in the dungeon and reached the big ship at the end. It was at that point, that we completely lost the plot. Specialvat fell through an exit portal, putting us down to four. Swiftsong accidentally aggroed the captain and his officers, who rained death and destruction down on the rest of us. Only Swifty, healed by Elsheindra before she died, managed to make it intact to the exit portal and escape. At that we called it a night.
We did, however, learn some important lessons about working together in groups. I've broken these down by category.
Valetta's Mage Working Lessons
- Don't attack the sheep. They turn back into nasty dangerous monsters when attacked.
- Concentrate on killing the original monster pulled first. The mage will sheep the others, if possible.
- If you're a priest/paladin/druid acting as a healer, don't move around so much if you're being attacked, or the mage can't easily target the baddies to sheep them.
- Some monsters can't be sheeped. In the Deadmines, the mechanical monsters can't be sheeped. Concentrate on killing the unsheepable first.
Swiftsong's Hints on Hunters
- Learn to keep your pet well-fed. Well-fed pets don't run off. You can kill deer, bears, etc. for their meat specifically for this purpose. Some pets will only eat certain kinds of foods. Figure out which those are and keep a stock, even if it means you specifically have to acquire those foods.
- Do not mistake a hunter for a melee class. Just because you have a swoopy sword and a few cool moves, it doesn't make you a tank. You do more damage at range than you will close up.
- Make sure you have "auto-growl" on. This makes your pet automatically growl at monsters to draw aggro. It's cheap(er) to resurrect your pet than you.
- If your pet consistently runs out of focus (mana bar), turn "auto-bite" off so that the focus is saved for drawing aggro.
Groups and Pulling
- If your job is to pull, announce before you do it and how many incoming to expect.
- If your job is pulling, make sure your casters/healers have recovered from the last fight and have sufficient mana resources to go on. If you're a healer/caster, you can help by saying something like, "GTG" (good to go) or "OOM" (out of mana).
- If your job is pulling, aim to pull only one or two monsters at a time, if possible. Too many monsters makes it difficult for people to focus and increases the chance that multiple people will die. Don't run off pell-mell into a large group of monsters and then run back to the group (or continue forward) for this reason either.
- If you're not the designated puller, stick with the group. Going ahead can result in bad things, like: a) you can aggro too many monsters for the group to handle; or b) you get out of the reach of the group to help you or the healer to heal you. Either of these can result in your death or, worse, the death of your team members.
- If you aggro way too many monsters which will obviously overwhelm the group, run away from the group so that the monsters follow you. You will die, but the group's healer may be able to resurrect your safely when the monsters have abated, or you can return to the instance and the group. The rest of the group will then remain safe.
Posted by Elsheindra at March 1, 2005 01:28 AM
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