Instances
Are you searching for a guide on a particular instance (also known as
dungeons)? Well look no further, we have a full listing (along with detailed
guides) on all of the instances within World of Warcraft (WoW). Check
out our Instance Encyclopedia for more information on specific instances.
Introduction
With a game as large as
WoW it becomes extremely difficult to keep special encounters special. With
as many players online, there is just too much possible interface to even
consider having some of the better loot drop from bosses out in the wild that
can be stolen, exploited with numbers, and just not done in a unique and
interesting way. That’s why most (but not all) special encounters are held
within instances.
Instances are personal copies of the
game world designed for 5 to 40 players (depending on the encounter). Groups
or raids can enter special portals to be taken to a separate copy of that
dungeon/area that is only available to that group/raid. Instance automatically
place people in their proper instance, making it impossible for anyone outside
of a group/raid to enter their instance. They are instead given a copy of their
own, just for their group/raid.
A better example would be you have three groups, group A, B, C. Group
A enters Instance One. Group B arrives at the instance
portal and jumps inside, they arrive at Instance Two (separate from Group
A’s location). Group C arrives and enters the portal, they arrive at Instance
Three (separate from Group A and B’s location). All of these groups see the same
dungeon, but they don’t see each other. Each group is within its own copy of the
world and nothing they do affects the other groups within their own copies.
Basically, it’s a dungeon just for your group/raid. Nothing can enter
but your group/raid and if someone within your group/raid leaves the group/raid
then the instance will teleport them to their home locations. There is some more
though.
Types of Instances
Each instance type (group, raid, PvP) of instance has it's own set of
special rules that makes it a little different/unique from the other types.
Group Instances (Blue Portals)
Group instances are defined as any dungeon that can be reset by a
group or raids leader. These are instances designed to be run in a few hours and
provide high quality loot (mostly Blue items, although Purple quality items are
often available). They are available for most levels and during the leveling up
process provide a wealth of additional XP and helpful gear for leveling up.
They have few rules. The standard instance rules apply, meaning each
group gets their own copy of the dungeon. However, it can be reset at anytime
(only so many times in an hour though) by the group leader. Players are not
bound to these instances and freely switch groups at their own will (however,
going in and out of an instance portal too much times in a short period of time
will set off a anti-farmer code).
If everyone in the group dies then the instance will hold up for a
short amount of time with no one in it. That’s why it’s advisable to leave
someone at their corpse to keep the instance open for everyone to safely return.
It takes longer, but it’s much safer.
Monsters in group instances rarely will respawn after being defeated.
It’s generally safe to return to wherever you were at if you should fall and
need to zone in (just walk your ghost through the instance portal if you die and
need to come back). Some instances do have a few respawning enemies (and some
enemies will respawn after an hour or so).
Raid Instances (Green Portals)
Raid instances are very similar to group instances but provide
content for much more skilled players. More players can join raid dungeons as
well (40 for most regular raid dungeons, 25 for The Burning Crusade raid
dungeons) and the content is generally much harder then what is found within a
group instance. These instances are also reset on a schedule and once a raid
slays a boss then they are bound to that instance until it resets.
Most enemies (outside of bosses) will respawn inside of raid
dungeons. Bosses will not respawn and neither will certain group of enemies
after a boss dies. When certain bosses dies some enemies will even despawn after
a certain amount of time.
PvP Battlegrounds (Red Portals)
Battlegrounds like Arathi Basin, Warsong Gulch, and Alterac Valley
are battlegrounds. These are war zones designed to host PvP battles but are also
instanced like the dungeons found throughout the world. Recently these have been
made cross-realm meaning that entering these instances may pit you against
enemies (or ally you with friends) from other servers.
Preparing to Enter an Instance
You should be well prepared for when you travel in an instance. For
instance, you can not be summoned into an instance, making getting supplies very
difficult. You should always stock up on food and water (unless a Mage is
available and doesn’t mind making you some), reagents, bandages, consumables
(potions, buff items, seasonal buff items), and anything else you may need
within an instance. Once you start it becomes near impossible for you to track
back to town.
You’ll also want any and all quests for inside the instance, even if
you don’t plan on completing them (there is always a chance you will on the way
through). Our nifty WoW Database should have plenty of information available on
what quests are available (along with our instance guides).
Be sure to keep some free inventory space for loot and quest items.
Make sure your group has got loot rules down before you enter as well (standard
rules would be need before greed (don’t roll on something if you don’t need it),
disenchant parts are randomed off, and no one can loot anything they can’t use).
Check out our Etiquette Guide for some more etiquette tips!
What to Expect within an Instance
Instances are generally very lengthy with plenty of passages to
transverse. You’ll probably want to read up on a guide before you enter to get
an idea of what’s ahead, as being clueless can be lots of fun but it can also
put you at a disadvantage in some circumstances.
As for what to expect, in a group instance you’ll find things are
easy going and you can get away with some goofing off. Enemies will be tough but
you’ll rarely have a problem with them in a decent group. In raid instances
you’ll find your position demanding and sometimes the fate of the raid resting
on your shoulders. For raid instances (like The Molten Core) you will defiantly
want to read up on a guide before entering to make sure you’re aware of what is
going on.
As a general idea, a regular group instance will take one to two
hours to complete. Raid instances are extremely variable, depending on what your
guild is planning for that day. They can take from one to twelve hours
(averaging out at around five hours for most raids). Be sure to ask around to
see how long it’ll take and try to arrange for enough free time, as leaving
raids on a frequent basis i s often considered bad manner (but remember real
life comes before your
online life in most any scenario).
That’s about it! The rest of it is just slaying enemies, getting
loot, and having fun with other people online.