Make sure you have read party roles, the art of pulling, and party crowd control.
Level Difference and Aggro
Lower-level players will have a much larger aggro radius with monsters. This means they will attract monsters (anger them) from much farther away. Therefore, it's important to bring players that are around the same level and within the proper level range for the dungeon. If you do decide to bring in a lower-level player in your party, have them hang behind the group so they don't pull extra monsters.
Running Away
Normally you can run away from a monster until they stop chasing you. In instances, they will continue to chase you to the dungeon exit. So typically, running is not an option in dungeons.
Stopping Running Monsters
It's very important to stop monsters from running away in dungeons. Normally, if a monster goes and grabs some friends, you can just run away. However, in dungeons you don't have that luxury. A "runner" that gets away in a dungeon typically will wipe out an entire group when it alerts its buddies and brings them to the party. There are many different abilities that can stop a monster from running away, such as Rogue slowing poisons or the Warlocks' Curse of Recklessness. Do not use Fear or similar abilities in the dungeon as the monsters may bring back friends.
Assisting
It's very important that everyone in the group is attacking the same monster. What advanced players do is pick an MA (Main Assist). The main assist determines which monsters the party should be attacking. Typically, this is also the player that pulls for the group. You should create a macro for this action. Type /macro and enter "/assist playername". Then place that button on your bar and hit it continually during combat.
Wipe-out
A group wipes out when all party members die and have no way to resurrect themselves. They have to run back to the dungeon from the graveyard and start from the beginning of the dungeon (instance) again. Depending on the dungeon and the length of time since you first entered, monsters may have re-spawned and you might have to fight some of them again. If you're lucky, the monsters you killed previously will all still be dead, and you can run right back to where you last were.
Wipe-out Protection
The Warlock offers the most common wipe-out protection with Soulstones. The Warlock can cast Soulstone on a class capable of resurrecting players. Once all of the players in the party have been killed by a monster, that person can use the Soulstone to come back to life. They can then resurrect the rest of the party.
The Shaman also has a special ability that lets them self-resurrect, called Reincarnation.
A Druid can cast "Rebirth" on a player (on a 30 minute timer, similar to a Soulstone) toward the end of a losing battle, and the player can accept the Rebirth spell after the battle has concluded and the monsters have left the area. In addition, if a Druid is not yet in combat mode and the group is going to wipe out (possible in a raid scenario where players are spread out), the Druid can shapeshift into cat form and then wait in stealth mode until the battle ends to resurrect another class with resurrection capability.
The Druid can also sneak back into the dungeon in cat form and resurrect players.
Paladins have a spell called "Divine Intervention" that will take a player out of battle for 3 minutes. It's on a 60-minute cooldown. If the Paladin casts it on a player that can resurrect, and this player is out of the aggro radius of any monsters, you can save the party.
Make sure you die within line-of-sight range of a player that can resurrect. It's important to "die in a good place."
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