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Information-about-a-Dungeon-Tourist
Here let's talk about the trait of being a tourist in a dungeon group wow gold.
   A dungeon tourist is a player who feels compelled to be at the front of the party or generally in front of the tank before the pull is done. It will decide without notice to head down a hallway that the tank is not heading down, just to see what is over there or to mine a node or pick a flower that is spawned.
   What they find in their short journey is a mob that starts to attack them, and the squishier they are, the more panicked they are when they ask for help.
   Do you know how can you detect a dungeon tourist? It is hard for you to detect a dungeon tourist at once wow gold. They don't wear loud shirts and not carry cameras and they came along with you into the instance instead of already being there when you arrive. Simply put, they look just like everyone else in your group, and with your hopefulness of a successful run, you might even think them a good player by looking at their spec or gear.
   Watching the behavior during the instance is the only way to truly know you've got a dungeon tourist on your hands:
   The behaviors are: Do they stand behind the tank before the pull or get hurt regularly yet do negligible damage compared to others who are not getting hurt or move up regularly and past the tank before thinking about restoring mana or health between pulls?
   As we have found that most tourists are young players behind the keyboard. As for them, this game is still new and exciting, and the fact that they're in a dungeon group or in this particular instance, makes it even more exciting. After all, team play is quite a bit different than soloing or pairing up with a friend.
   In general, these tourists are well-meaning and can be coached into altering habits, at least for one run with a friendly person to give them a tip or two they find useful wow gold.
   Appearing to the hope of not dying during the run is the most useful way to tactfully most tourist back. Simply saying player name, please wait behind the tank for us to go. If you aggro something, you are pretty squishy works most of the time, at least for that pull.
   Unfortunately some tourist types are stubborn but it is a small percentage of them the higher level you get and once you hit Outland instances, they're almost non-existent.
   Stubborn ones might hang back once or twice, but generally they can mine or pick as soon as there is a corner they can't see around or a node, they're off without a second thought.
   Being not to assist the battle is the best way to handle these types of tourists if they've done it too many times. Let them die as part of their education wow gold. Even if they can get a quick resurrect from a party member, their actions will cost them two ways: One is repairs and another is a blow to the ego that the party members won't run in like Mommy and Daddy to save them.
   Even if it means the rest of the party was put into combat and has to kill what was aggro'd after the first guy bites it, we still recommend this strategy. Even if the player leaves the party in protest, we will bet your group will be better for it and unless you've got two or three other weak players in your group, most pre-Outland instances can be 4-manned without many problems.
   When it comes to the adventures with dungeon tourists, we like to hear about your adventures with dungeon tourists whether they are in Pick up Groups or guild runs or whatever. We know a casual raiding guild has raid-based financial punishments for dungeon tourists, charging them a certain amount of wow gold every time they get part of the raid killed for their tourism.

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