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Created on: January 20, 2010
Nearly everyone who plays World of Warcraft will eventually end up in a group. It's a multiplayer online game, after all. With the new Dungeon Finder, it's even easier to storm through dungeons. The problem is that while a good group can make the toughest tasks in the game simple, a bad one can make things frustratingly painful. But no matter whether you're running through Ragefire Chasm or Utgarde Keep, some rules and strategies always apply. Knowing your role in a group can mean the difference between getting to the end and getting slaughtered.
BASIC GROUP ROLES
Here's a look at the three key group roles in World of Warcraft:
DAMAGE DEALERS (aka DPS)
- Primary Classes: Hunter, Mage, Rogue, Warlock
A DPS specializes in dealing damage, and lots of it. Anyone has the potential to do this, but the four classes listed are specialists in it. Any member of a group assigned to DPS duty needs to blast away at whatever the tank is fighting. In some They are NOT to take on enemies without support unless in an emergency. A common problem occurs when a DPS generates too much threat (or aggro, as it's commonly called), and they must make sure they don't draw enemies away from the tank and onto them - especially if they're spellcasters.
HEALER
- Classes: Druid, Paladin, Priest, Shaman
A healer's role is simple: keep people alive as long as possible. They CAN pick off enemies, but they need to watch their group to be sure no one needs healing, shielding, or any other support. They also must be protected at all costs, which includes waiting for them if they need to recharge mana. The most important job a healer has is resurrecting group members. Anyone who queues up as a healer without knowing how to resurrect will find themselves hated in a hurry.
TANK
- Primary Classes: Death Knight, Druid, Paladin, Warrior
Tanks are named for their ability to soak up damage and keep moving. Their chief goal is to keep the rest of their party from getting hit. Good tanks must be able to swat at multiple enemies at a time, and leave the more focused attacks to their damage-dealers. They are expected to charge into battle to start fights, and draw in anyone attacking other party members (especially the healer). They should also be using every defensive trick they have, so that they don't overtax their healer.
Many players will find themselves switching between these roles, particularly Druids
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