Warrior Dungeons

Dungeons for Warrior

Dungeon notes for this class: pull jobs, positioning, and room-specific failure states.

Warrior dungeons (4)

Dungeons

Wailing Caverns: Cave Route and Runner Control

Set the cave route and stop runners before they find a side path. The escort is optional.

Open page

Set the pull location before contact and drag mobs backward when the cave allows it. Keep a retreat lane open before moving into the next tangle of sight lines.

Dungeons

Ragefire Chasm: Early Pull Discipline

Cramped rooms, early toolkits, Taragaman, and Jergosh’s Immolate make RFC a dungeon that needs clear pull calls.

Open page

Drag the pull backward, set the group behind your pace, and keep the first room structured. Early threat still needs a clear pull location and a retreat lane.

Dungeons

Hardcore Dungeon Discipline: Stop Before the Wipe

Set the pull location, reset call, and leave condition before the first room becomes a larger pull.

Open page

Set the floor of the fight, hold the room there, and keep one retreat lane clean. Drag the pack backward when the room allows it and establish threat before moving forward.

Dungeons

Deadmines: Stairs, Runners, and the Ship

A low-level Alliance dungeon with runners, corners, stair pulls, and a ship that needs a reset before boarding.

Open page

Drag the pull backward, pick flat ground, and keep a retreat lane open before threat becomes the main problem. Set the pull location before the pack makes the choice.