Plan the room before grouping
Grouping gives more control, damage, and recovery. The group still needs one pull plan instead of several players acting at once.
An invite can change the layer
Grouping can change layers. The cleared patch of ground can become a different patch as soon as the invite is accepted.
Accept invites in a safe place
Do not accept an invite inside a camp, cave, or patrol pocket. A layer change can replace the cleared ground with active mobs.
Confirm the pace before the dungeon begins.
Name the marker and the person allowed to call the reset.
Group habits
Let the group read the room
Give the player drinking, checking patrols, or asking for a mark time to finish the preparation.
Call danger before the pull
Put a known runner route, spawn cluster, or patrol line in chat before the pull.
Friendly groups still need roles
Assign the pull, crowd control, and reset call. Do not assume someone else owns the room.
Coordinate early
Share patrol information, pull pace, and reset calls before entering the next room.