In every instance, each class in this game has a specific set of duties that they should follow for optimal success, and enjoyment of the instance, for both themselves and others. There are too many inexperienced novices (noobs) who play incorrectly, and make the instance experience unpleasant.
How to use the Guide
Simply look up your class, and follow the directions listed carefully. Of course, I’m not telling you how to play the game – one of the fascinating practices of this genre is the ingenuity exercised by the players every day!
Like all damage dealers, your primary job is to do as much damage as possible, as fast as possible. Nothing interests your party more than hearing about your latest massive fireball crit, and the Warrior will certainly appreciate the pressure you take off him by taking that mob by yourself.
However, this is not your only function. It is also vastly important that you crowd-control mobs; that way, they will stay put until you can get over there to AOE them. The second-most impressive thing for your teammates is bragging about your first place in the DPS meter, and the best way to do that is to AOE every pull until they, or you, expire.
Paladins are the face-crushing, assmelting paragons of justice, virtue, and massive crits. You should resist the urge to tank; it would take away from your party’s immersion to see you without a two-handed mace in hand, and besides, the warrior and druid really want to tank. It wouldn’t be fair to them.
Your purpose is to deal massive damage, and keep that AOE up so that the mobs never stop taking damage (Which has the undocumented effect of causing them to drop a [Decomposed Boot] in 19 trials out of 20). You should also heal yourself if you end up at under 75% health. If you go under that, forget about it; the priest or druid of the party is sure to be casting a heal on you, and you wouldn’t want to steal his thunder. Never heal other people; if you’re geared right, you won’t have the mana to keep your health topped up AND save that mage from death.
The party invited you AND your pet, and you should always keep that in mind. Pets weren’t meant to be kept tethered in passive or defensive mode; it takes a lot of weight off the shoulders of the party to have the pet choose their fights.
While your pet is taking care of himself, your job is to take the focused mob and kite him around the room. The healer and tank will love you for taking the stress off, and the melee classes will get some much-needed exercise. You should be sure to pass close by to other mobs when the focused mob is low and ready to run; this will cut down greatly on between-fight travel time. The amazing Avatar, patron saint of hunters, was said to have singlehandedly towed Overlord Wyrmthalak from the depths of Lower Blackrock spire to the top, in time for the beginning of the Upper section, even bringing his own key and opening the door.
You need to DPS some in instance, but be sure to hold back; the other classes would be jealous if you used your rank 13 abilities and went and outnuked them, and that’s not the shaman way. Be sure to employ Frost Shock religiously, except on Bosses, when Earth Shock should be used.
GARWAAGGH! YOU WARRIOR! YOU SMASH!
Be sure to carry a two-hander. And let the Paladin or Druid tank, they always love a chance to show off. You’re DPS specced anyhow; and if you’re not, you should be.
Your job is to melt faces. Druids and on occasion Paladins may be able to approach your damage, but they don’t have nearly the style of a Shadow Priest, and so should be taking over healing. And if there’s no Druid or Paladin around, be sure to put an extra something into your shadow damage so that your Vampiric Embrace does the work.
Druids have three specs, each with a distinct style of play: The Feral spec, in which the druid remains in catform until somebody needs healing, in which case it’s prudent to switch to bear and immediately pull the mob they are tanking off of them. They should get the hint and begin to bandage you. Never start a fight tanking anything, or express any intent to to your team; it would upset your Warriors and Paladins.
The Balance spec remains in caster form and attempts to crit as large as possible. Crits well in excess of 1000 damage have been recorded from skilled druids; and you should aspire to make said crits as often as possible, in each and every instance you run.
The Restoration spec should sit in the corner or bop things with his staff until the healer runs out of mana, in which case he should take command, and innervate the Priest or Paladin so that the healing can recommence. Don’t main heal, your heals are heathen and nature-based and therefore a crime against the Light. Sure, your party might think that it’s a good idea, but they’ll think different when their burning in the fires of Hell’s grim torment. (Hell is domain of the opposite entity to the Light, referred to as The Darkness. You heard it here first).
You are the scout. It is your job to stealth as far ahead in the instance as possible while the rest of your party is fighting. If you are detected, it’s no concern; simply activate sprint and evasion and race back to your party, who will be able to keep the enemies busy while you kill them one-by-one.
Remember, your damage makes or breaks the dungeon; you should never be attacking the mob that everyone else is, since your combo points may be wasted. Instead, pick a mob and solo it, preferably the hardest-hitting one. It may seem dangerous in your leather armor, but think how much damage is avoided each and every time you dodge.
Your job in instances is to apply DoTs on every mob in sight, thereby speeding the process of killing them, and countering any annoyingly slow crowd control. After all, the only decent crowd control in the game is fear, as you can still do damage through it, as such, it is your duty when you are finished applying ticking deathbombs to each of your enemies, to pick one, fear it, and then spam shadowbolts and/or searing pain on it until you die.
Be sure to Life Tap whenever your mana drops below 80%; it can be very distressing for your party to see a Warlock at less than this amount of mana. It is also only courteous; after all, your Rogues and Warriors have no mana at all, and it’s your job to be ready directly as the last mob in your current pull dies, so as not to hold the group up. If you find yourself fighting two or more mobs, be sure to use Hellfire, the most damaging spell in your arsenal. This spell is so powerful that it can sustain high DPS even if no mobs are nearby, and so should be used whenever possible.