Guides and suggestions

Adventuring in a dungeon should be a fun and rewarding experience, but especially for higher level ones it can also take a long time and be frustrating if some precautions are not taken. This page lists the available guides for game instances written by Blood and Shadow members: each contains suggestions on how to improve the odds of survival in a particular instance and reach the objectives set forth within. Before the list, a brief section outlines the general strategies and some policies used by Blood and Shadow.

General strategies and policy

Exploring a dungeon can be a lot of fun, usually more so if all the adventurers in a party or raid group agree on the way to do it. This includes strategies specific to each instance or encounter, and even if any rule can be overridden when everyone agrees there are some general guidelines that are worth mentioning and following. Here are some of the guidelines Blood and Shadow tries to follow when conquering dungeons:

Know your role in the party: parties should be composed in a way that balances the strenghts and weaknesses of the classes that take part in the run or raid. Knowing these strenghts and weaknesses helps in doing your part and acting fast when support is needed. While it’s obvious that a priest is not meant to be a tank and a warrior cannot be a healer, the subtle workings of anger management are often overlooked but can quite often mean the difference between life and death in dangerous situations.
No combat loot: try not to loot any corpses until everyone has stopped fighting. The rationale for this is, if the corpse you loot contains an item that must be rolled for (or more than one), everyone in the party will get a window asking what they want to do. Not only this may distract them from the fight, but it may decrease the amount of time they have available to examine the item and decide what kind of roll to do (as rolls are only allowed during a limited time window).
Roll responsibly: choose the right kind of roll and respect your role and that of your comrades. The default rolling policy in the game is called Group Loot, though others are possible (refer to the game manual or website for more information). When using Group Loot, a choice to roll Need or Greed is presented to each party member, and there are two main sub-sets of rules for rolling that are commonly used by most guilds; which one is used in a particular occasion should be agreed upon by the party beforehand. It’s possible of course to make use of other rolling policies if the need arises, such as Master Looter and Need or Greed.

  • “Default” Group Loot rules: don’t be afraid to roll Need when you do need an item, but at the same time only roll Need when you actually need it and are going to use it. “Needing money” is not a good reason to roll Need, especially, but not only, on BindOnPickup items; rolling Need to sell the item to others or at the Auction House is wrong and will be frowned upon. The same applies to rolling Need when the character you’re using to roll doesn’t need the item, but you think one of your alternate characters does. Everyone else needs money or can sell loot, too. To sum it up, you should roll Need only when the character you’re playing at the time is going to use the item being rolled for, everything else is Greed.
  • “Enchanter” Group Loot rules: under this set or rules rolling happens in the same way as in the “default” case for BindOnEquip items, but one never rolls Greed on BindOnPickup items and chooses Pass instead. This ensures that those who need the item will still have a chance to get it, but in case nobody rolls Need there is more time to think about what to do with it. If there are one or more Enchanters in the party, one of them can pick the item up and disenchant it, giving the resulting reagents to whoever rolls the highest number with the /roll command. If there are no Enchanters in the party everyone can just /roll for the item, making this set of rules equivalent to the “default” set.

Choose the right party leader: give party leadership to a party member with enough experience to actually lead the party through the raid. The party leader has the power to choose what kind of pre-defined rolling policy the party will use and can invite and kick characters to and out of the party at any time. In addition he or she can organize the composition of multiple parties in the raid, call strategies and mark targets with raid icons to make life easier for everyone else, and thus should be listened to.

Dungeon guides list

Following is a list of dungeon guides that have been started by Blood and Shadow members. Feel free to add one that hasn’t been done yet or to improve the ones that are already present.

Azeroth

Outland

Raid guides list

Following is a list of raid guides that have been started by Blood and Shadow members. Feel free to add one that hasn’t been done yet or to improve the ones that are already present.

Azeroth (indoors)

Azeroth (outdoors)

 
activities_and_events/instances/guides.txt · Last modified: 2007/03/04 17:08 by maulamar     Back to top