As soon as you enter an instance with your group, you must change your way of thinking. You are no longer playing solo, and you must remember the other members of your group. Although you may be ready to charge on, the other members of your group may not be. Tanks, despite their strength and armour, need the DPS to deal damage so that they are not overwhelmed; DPS generally have lighter armour and therefore cannot take as much damage, and so they rely on the tank to keep the enemy’s attention; healers usually have light armour and rely on the other roles to keep them safe; and everyone relies on the healer to keep them alive when things get rough. Because everyone relies on each other like this, it is vital that everyone be on the same page. This means waiting for mana and health to replenish, waiting if someone has to leave for a moment, and even going back for late additions if no one can summon and they can’t make their own way to you. Similarly, it is also important to only take on as many monsters as your group can handle. Accidents happen, and sometimes there’s no way around a wipe, but as a general rule it’s best to tread carefully and only pull as much as you can kill.
Pulling can be a tricky thing to get the hang of, as every class has their own unique abilities, some of which work better than others. Some classes use spells, others use ranged weapons, and some can use pets to tank for them while they attack from afar. As useful as these abilities are, however, they do not always work as planned. A poorly timed pull can pull more than you intended, and pets occasionally run amok, pulling more than you can handle. And, of course, there are the people who overestimate their abilities and pull too many creatures at once. So, unless you’re clearing some smaller enemies out or your group wants to take on a lot of enemies at once, it’s generally a good plan to take on as few as possible at once. This means waiting for the best opportunity to attack and making sure your pets — if you have any — are not set to aggressive.
Finally, there is the matter of rolling for loot. As a general rule, do not roll on something you can’t use. That means warlocks, keep your paws off the plate armour; warriors, don’t touch that robe. If another member of your group can put an item to better use, let that person have it. However, if you have an alt that would benefit from an item and you desperately want it, ask your group if it’s okay for you to roll need. If — and only if — your group is fine with it, should you roll need. Sometimes other items, like a tailoring ‘recipe’ will come up for grabs. For things like this, the same rule applies: only roll on an item if you can use it. Rolling for things that your group members can use (when you can’t use it yourself) only makes them bitter towards you. Don’t be greedy; your run will go that much more smoothly.
Of course, more things you can do to make your instance run more enjoyable, but being considerate of others by waiting for them, only pulling what you can handle, and only rolling for what you can use set the groundwork. Every group is different — some will be more experienced than others and some may be just starting out. In any case, do your best to practice good dungeon etiquette and hope that others will do the same.
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