Your first dungeon in WoW Forever

What a dungeon is, the tank, healer and damage roles, which dungeons you can run up to the level 20 beta cap, how to get ready, how a pull works, what the first bosses do, loot manners and what to do when you wipe.

The beta's level cap is 20 (30 is expected in mid-October). Blizzard's first beta week brought two new Forever dungeons: The Hall of Thanes (levels 13–18) and Ruins of Lordaeron (levels 15–20). Everything below is checked against the Forever client and Blizzard's posts; anything that comes from Classic is marked.

A dungeon is a private copy of a place that only your group can enter. Players call this copy an instance. The monsters inside (players say mobs) are tougher than the ones outside, and bosses wait at key points with the best loot. You aren't meant to clear one alone at the right level: you go in with a group, and each player has a job.

Why run a dungeon

The three roles: tank, healer, damage

A normal group, a party, holds up to five players. The usual party is one tank, one healer and three damage dealers. To understand the roles you need one idea first: threat. Each monster keeps a list of how much it hates each player. Damage and healing both add threat, and a monster attacks whoever is at the top of its list. Being the target a monster is attacking is called having aggro.

Tank: keeps the monsters on them

The tank wears the heaviest armor they can, starts every fight, builds more threat than anyone else and keeps the monsters facing away from the group. If something runs at a healer, the tank takes it back with a taunt. In the Forever client three classes have the tools, all from level 10:

Healer: keeps the group alive

The healer watches everyone's health and heals the tank first. Four classes can heal from level 1: Priest (Lesser Heal), Paladin (Holy Light), Shaman (Healing Wave) and Druid (Healing Touch). Healers also remove harmful effects, which beginners often forget:

Watch out: Healing makes threat too. If you heal before the tank has a firm hold, the monsters come for you. As a healer, let the tank land a few hits first, and stand where you can see the tank but aren't right next to the fight.

Damage: kills things, in the right order

Damage dealers are often called DPS (damage per second). Your job isn't just to do the most damage: it's to kill the right monster, in the order the tank marks, without pulling aggro off the tank. Every class can deal damage, and Hunters, Rogues, Mages and Warlocks do nothing else. The best damage dealers also:

Tip: Your class page has a dungeon-ready talent build and a PvE guide: open classes, pick yours and look at Builds and PvE.

Dungeons you can run now

These are the dungeons the Forever client places at level 20 or below. The level is the one the client's dungeon list gives each dungeon (Blizzard's own ranges for the new ones are in brackets). Each name opens the dungeon's page, with its quests, bosses and entrance.

DungeonLevel (client)Player limit (client)EntranceFaction (client list)Quests
Ragefire Chasm, 4 bosses13+10Orgrimmar, a Horde cityHorde6, Horde
The Hall of Thanes, 4 bosses, new in Forever13+ (Blizzard: 13–18)Not setNot on the client's map yet. Blizzard: beneath IronforgeBothNone in our data yet
Ruins of Lordaeron, 7 bosses, new in Forever15+ (Blizzard: 15–20)Not setNot on the client's map yet. Blizzard: you help the Forsaken reclaim the ruinsBothNone in our data yet
The Deadmines, 8 bosses16+10Westfall, an Alliance zoneBoth7, Alliance
Wailing Caverns, 8 bosses17+10The Barrens, a Horde zoneBoth9: 4 Horde, 5 either faction
Shadowfang Keep, 8 bosses18+10Silverpine Forest, a Horde zoneBoth4: 3 Horde, 1 either faction

Levels, player limits, entrances, zone factions and boss lists are from the Forever client (build 1.60.1.70009); level ranges in brackets are from Blizzard's list of the nine new dungeons. Quest counts come from Classic data (see Before you go). The new dungeons don't have an entrance or a player limit in the client yet.

Watch out: The player limit is the most players the client lets into the instance, not the group size a dungeon is built for. Classic's client has the same limit of 10 for all of these older dungeons, and in Classic they're run as a five-player party. Blizzard's posts so far don't say Forever's dungeons are built for more than five, and the new ones have no limit in the client yet. Plan for a party of five until Blizzard says otherwise.

Faction is what the client's dungeon list says: it marks Ragefire Chasm as Horde and leaves the others open to both. In practice, where the entrance is matters more. Ragefire Chasm is inside Orgrimmar, the Deadmines sits in an Alliance zone, and Wailing Caverns and Shadowfang Keep sit in Horde zones, so the other faction has a long, risky trip to reach them.

When the cap rises to 30

DungeonLevel (client)EntranceQuests
Blackfathom Deeps, 8 bosses22+Ashenvale, a contested zone11: 6 Horde, 5 Alliance
Stormwind Stockade, 5 bosses23+Stormwind City; the client's list marks it Alliance6, Alliance
Razorfen Kraul, 6 bosses24+The Barrens, a Horde zone4: 2 Horde, 2 Alliance
Gnomeregan, 6 bosses25+Dun Morogh, an Alliance zone6: 2 Alliance, 4 either faction
Excavation Site: Wetlands, 4 bosses, new in Forever26+ (Blizzard: 24–29)Not on the client's map yet. Blizzard: above Whelgar's ExcavationNone in our data yet
City of Dalaran, 9 bosses, new in Forever28+ (Blizzard: 28–33)Not on the client's map yetNone in our data yet

Above the current level 20 cap. The client lists some bosses more than once (Blackfathom Deeps names Ghamoo-ra three times and spells Gelihast two ways): each is counted once here. All the older dungeons have a player limit of 10 in the client.

The full list, including raids, is on the dungeons page.

Before you go

Pick up the quests first

Dungeon quests are often handed out far from the entrance, in cities and camps, and some are the last step of a chain you start outside. Nothing is worse than killing a boss and finding out you didn't have the quest. Open the dungeon's page before you set off: it lists every quest, who gives it, where they stand (with a Show on map link) and what they look like.

Speculation: None of the dungeon quests above has been confirmed in Forever yet. The quests are in the Forever client, but their givers, places and levels come from Classic's database (CMaNGOS), so every one is marked Speculation: Classic data on the dungeon pages until someone sees it in the beta. In that data, the Deadmines quests mostly start in Westfall and Stormwind: Gryan Stoutmantle at Sentinel Hill gives “The Defias Brotherhood”, the last step of a chain that starts outside the dungeon, and Scout Riell beside him gives “Red Silk Bandanas”. Ragefire Chasm's come from Orgrimmar, Thunder Bluff and the Undercity, and one from Maur Grimtotem inside the dungeon. Two Disciples of Naralex, Nalpak and Ebru, stand by the entrance to Wailing Caverns. In the same data all four Shadowfang Keep quests are level 25 or higher, above the current cap; the dungeon pages mark those Above the cap.

Tip: Playing the beta? The ForeverDB addon records the quests you're offered, who gives them and where. That's how a quest here turns from Classic data into Confirmed in Forever.

Watch out: Don't count on a friend sharing a dungeon quest. Blizzard's September 24 notes fixed several dungeon quests that could be shared (sharing handed out a quest item), so pick each one up from the giver yourself.

Repair, eat, drink, bandage

Find your group

How a pull works

Most dungeon fights aren't bosses. They're packs of ordinary monsters (trash). Starting a fight with one pack on purpose is a pull. Blizzard says Forever's dungeons should stay tactical: crowd control still has a place, and damage dealers still have to respect threat and only use area damage when it's safe. A clean pull goes like this:

  1. Everyone's ready. The healer has mana, everyone has their buffs, nobody is still drinking. If you need a moment, say so.
  2. The tank marks the targets. Groups use the target icons (right-click a portrait). A common scheme is a skull for the first kill and a cross for the second, with other marks for the monsters to lock down. Agree on yours at the start.
  3. Crowd control goes out. A Rogue saps before the pull; a Mage turns a monster into a sheep as it comes in.
  4. The tank pulls. The tank hits or shoots the pack, then often steps back around a corner. Casters can't shoot what they can't see, so they have to walk to the tank. This is a line of sight pull, and it keeps the pack together.
  5. Damage starts on the tank's target. Give the tank a moment to build threat, then hit the marked target, not the nearest one. Melee stand behind the monster: from the front it can block or parry, and some monsters hit everyone in front of them.
  6. The healer heals from a safe spot, where they can see the tank but aren't in the middle of the pack.
  7. After the fight: loot, drink if you need it, and wait for the tank to pull the next one.

Crowd control you'll have by level 20

Crowd control (CC) takes a monster out of the fight for a while, so the group only fights what it can handle. Most CC breaks when the target takes damage, so never hit a monster that's locked down, and don't use area attacks next to it.

ClassAbilityLevelWorks onDamage breaks it?
RogueGouge6An enemy facing you, brieflyYes
MagePolymorph8Beasts, critters, humanoidsYes
WarlockFear8Any enemy; it runs awayIt may
DruidEntangling Roots8Any enemy; it can't moveIt may
RogueSap10Humanoids that aren't in combat yetYes
HunterScare Beast14Beasts; it runs awayIt may
PriestPsychic Scream14Enemies right around you; they run awayIt may
DruidHibernate18Beasts and dragonkinYes
HunterFreezing Trap20The first enemy that walks into itYes
PriestShackle Undead20UndeadYes

Learn levels and what each ability works on come from the Forever client's tooltips. Later: the Paladin's Turn Undead (level 24) and the Warlock's Banish (level 28).

Watch out: Fear and Psychic Scream make monsters run, and a running monster can pull more packs. In a dungeon, use them only when nothing else is close by.

Rules that save lives

Your first bosses

Speculation: This section is how these bosses fought in Classic (CMaNGOS classic-db), not confirmed in Forever. The Forever client names every dungeon's bosses and describes every spell, but it doesn't say which spells a boss uses, and Blizzard has already changed dungeon loot for Forever, so a fight may have changed too. What each spell does is the Forever client's own tooltip: hover a spell's name to read it.

To practise, open the raid and dungeon planner. It loads these Classic mechanics for each boss, lets you set up your group and simulate the fight, and you can change anything you see differently in the beta.

Ragefire Chasm (level 13+)

BossIn Classic it…What to do
OggleflintUses Cleave, which hits the tank and the players next to them. A Ragefire Shaman and a Ragefire Trogg join the fight.The tank turns him away from the group, and melee stand behind him. Kill the adds (the extra monsters that join a boss) first, starting with the Shaman, or crowd-control them.
Taragaman the HungererKnocks the tank back with Uppercut and burns everyone around him with Fire Nova.Healer and ranged stay at range. The tank walks him back into place after each knockback. Melee will take some fire damage, so the healer has more than the tank to look after.
Jergosh the InvokerPuts Immolate (fire damage over time) and Curse of Weakness on the tank. Two Searing Blade Cultists fight with him.Immolate has a cast time, so interrupt it. Kill the Cultists first. The Forever client lists Immolate as magic and Curse of Weakness as a curse, so a Priest's Dispel Magic and a Mage's Remove Lesser Curse (both level 18) can take them off the tank.
BazzalanUses Sinister Strike on the tank. Nothing else in the data.A straightforward fight: the tank holds him, everyone else hits him.

The Deadmines (level 16+)

BossIn Classic it…What to do
Rhahk'ZorStuns the tank with Rhahk'Zor Slam.The healer keeps the tank topped up so the stuns don't matter.
SneedUses Disarm on the tank.It doesn't last long: the healer keeps the tank up until it wears off.
Miner JohnsonUses Pierce Armor on the tank and runs for help at low health.Heal through it, and stop him before he runs.
GilnidCasts Molten Metal on the tank: fire damage over time and slower attacks and movement.It has a cast time: interrupt it.
Mr. SmiteStuns the tank with Smite Slam. At about two-thirds health he uses Smite Stomp, which stuns the whole group. Two Defias Blackguards fight with him.Kill or crowd-control the Blackguards. Top everyone up before he reaches two-thirds health.
Captain GreenskinThrows Poisoned Harpoon at a random player (Nature damage every 10 seconds for a minute) and uses Cleave on the tank. A Defias Pirate and a Defias Squallshaper join him.The Forever client lists the harpoon as a poison, so remove it: a Paladin's Purify, or a Druid's or Shaman's Cure Poison. Face him away from the group.
CookieSplashes Acid Splash around him (damage every few seconds), heals himself with Cookie's Cooking once he's below half health, and runs for help at low health.Ranged stay away from him. Interrupt Cookie's Cooking, and don't let him run.
Edwin VanCleefStarts with two Defias Blackguards, and at half health calls two more with VanCleef's Allies.Save crowd control and your big cooldowns for half health, then kill the adds.

Wailing Caverns (level 17+)

BossIn Classic it…What to do
Lady Anacondra, Lord Cobrahn, Lord Pythas, Lord SerpentisAll four cast Lightning Bolt at the tank and heal themselves with Healing Touch. Anacondra, Pythas and Serpentis put a player other than the tank to Sleep; Cobrahn uses Druid's Slumber on anyone and turns into a serpent at low health (Cobrahn Serpent Form). Pythas also uses Thunderclap; Anacondra has Thorns Aura and runs for help at low health.Interrupt every Healing Touch: rotate interrupts so one is always ready. Remove the sleep with a Priest's Dispel Magic, or drop a Shaman's Tremor Totem. If you're not melee, keep your distance from Pythas when he uses Thunderclap.
SkumCasts Chained Bolt, which jumps between players standing close together.Spread out a little.
KreshNothing in the data.Tank and kill.
Verdan the EverlivingKnocks down and roots everyone near him with Grasping Vines.Only the tank and melee stand next to him; healer and ranged stay back.
Mutanus the DevourerStuns everyone near him with Thundercrack, puts a player to sleep with Naralex's Nightmare and fears one with Terrify.The healer stays out of Thundercrack's reach. The client lists the sleep as magic, so a Priest's Dispel Magic removes it; a Tremor Totem removes both the sleep and the fear, and a Priest's Fear Ward blocks one fear.

The Hall of Thanes and Ruins of Lordaeron

These two are new, so there's no Classic data for them. The client names their bosses. The Hall of Thanes: Faldrim Anvilmar, Infurnus, Plunder and Durgen Dirgehammer. Ruins of Lordaeron: Witherfang, The Abandoned, The Butcher, Rath'mael, the Lordaeron Captain, Viktor the Vile and Bjork. It doesn't say what they do. Go in expecting to learn: watch what each boss casts, and add what you see to the planner to work out a plan with your group.

Loot: need, greed and manners

Most groups share loot with rolls. When a good item drops, everyone gets a window with three choices: Need (you'll use it now), Greed (you'd like it to sell or disenchant) and Pass. Need beats Greed, and the highest roll wins. Some items bind on pickup: they become yours when you loot them and can't be traded. Others bind on equip: they can be traded or sold until someone wears them.

Two things are new in Forever. When a bind-on-pickup green (Uncommon) or blue (Rare) item is looted in a dungeon, everyone eligible gets its appearance for transmog, so nobody needs to roll just for the look. And unique dungeon boss items are now blue (Rare) quality, so loot tables you remember from Classic may not hold.

If you wipe

A wipe is when the whole group dies. It happens to everyone, especially on a first run. What to do:

  1. Don't release straight away if someone can come back. A player with a Warlock's Soulstone (Create Soulstone, level 18) can resurrect on the spot. A Druid's Rebirth (level 20) works even in combat.
  2. Once someone is up, they bring the others back out of combat: the Priest's Resurrection (level 10), the Paladin's Redemption and the Shaman's Ancestral Spirit (both level 12).
  3. Otherwise, release and run back. Your ghost appears at a graveyard. Run to the dungeon's entrance (each dungeon page shows it on the map) and walk through the portal to come back to life at the start.
  4. Avoid the spirit healer at the graveyard unless you're stuck. Coming back that way gives you resurrection sickness and costs extra durability. (A known beta issue: resurrection sickness lasts the wrong amount of time at low levels.)
  5. Talk before the next pull. What went wrong: a patrol, a runner, the healer out of mana, a broken crowd control? Fix it, rebuff, drink, try again.
  6. Repair after a few deaths, before your gear breaks.

Later on, the Legacy System has perks for this: The Quick and the Dead gets you back to your body faster and makes party and raid buffs free after you resurrect, and Reinforce means less durability damage when you die.

What's next

Checked against WoW Forever beta build 1.60.1.70009.