World Of Warcraft Classic Guide: Some Tips Before Getting Inside The Dire Maul

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Some helpful pre-dungeon tips.
Some helpful pre-dungeon tips. Blizzard

World of Warcraft Classic introduced the new Dire Maul dungeon. There are many quests available to players who are at least at level 54 with the dungeon. However, it is recommended that players be at least level 55 in order to have a higher success rate. This 5-player dungeon has a total of three wings.

Before we give you an idea of the different wings, let's give you some tips on what to do before entering the dungeon in today's guide.

A dungeon run is one of the ways to get good rewards. It is also an excellent way to test your skills, not only as a player, but more importantly as a team. The new Dire Maul dungeon allows for a maximum of five players. Here are some things you need to remember before taking the dive into a dungeon.

The first thing you need to do is have a Quest Check. This is important as everyone on the team should have the right quests. Once that is done, it is important to do a Role Call. Unlike a Boss Raid, the Dire Maul only allows a team of five players. It is important then to get a good variety of roles. In addition, each team member must know what their role is and make sure that they are aware of it and do what they are supposed to.

A typical five-player team needs at least one Tank. When there is a need to initiate fights, or even go against monsters, having a Tank helps out a lot. The main job of this class is to make sure that monsters are focused on them, allowing the other team members to deal out damage directly to the monsters.

That said, it's not enough to just have the Tank do everything. This means one other member of the team has to be a Healer. That's right, while this class is expected to heal everyone, the main role during fights is to focus on the Tank. Healers need to make sure that the Tank has life left in order for other members to finish off the monsters. As added advice, if you're playing the Healer, be sure to inform the Tank when you need a break from combat to recover mana.

That said, the other members of the team should be Damage Dealers. From the name, all they need to do is kill monsters and do it as fast as possible. As Damage Dealer, you are tasked with putting down the monsters. However, it's important to keep mind that Tanks are the ones that should initiate combat. If the Damage Dealers take the first shot, the Tank may not be ready, which could disrupt the team dynamics. Remember, wait until the Tank starts combat and then fire away.

What makes dungeons different is that they are hard. Now no matter how much you plan, mistakes are going to be made. If that happens, be sure to Keep Calm. Any time a member of the team panics, the others should make sure to help them calm down. Let's say for some reason there was a miscue and it resulted in a wipe, meaning everyone on the team dies. Don't be to hard on yourself or your team members. The best thing to do is revive, come up with a new plan, and then give the dungeon another shot.

Finally, be able to Recognize Good Play. What this means is that if it seems clear one player is doing more than what is expected, then just give props where it is due. Maybe you can then change your strategy to make the most of this or help ease up the pressure for them.

That said, start planning and prepare to give the Dire Maul dungeon a shot.

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