Instances or dungeons are fun. These are not the places to go solo leveling. Compared to random areas of the game where you may easily level or get by soloing, instances and dungeons are designed to challenge groups of players. Most instances will require five people to complete an instance or dungeon run.
Instances are great for groups to get experience and loot, despite the challenges being presented in that particular instance. A well-balanced group which fills all party roles must be constructed in order to at least survive and complete the run. In addition, it is preferable to have at least one or two of your group members with good CC or Crowd Control abilities.
Among the classes that can act as healers, paladins, shamans and priests can resurrect downed allies without a cooldown (other than the mana cost of each spell cast). Druids can resurrect every 20 minutes, and engineers of any class can make or purchase Goblin Jumper Cables which has the chance to fail, and has a cooldown as well. Ideally, druids and engineers should resurrect a downed paladin or priest in their first attempt, so they can resurrect the rest.
This place reserved:
In the regular world, monsters walk around doing whatever it is that they do when players aren’t killing them. Anybody can come and kill them, get the loot, skin or whatever they need to do to them and then move on. If a monster is killed, obviously it can’t be killed twice until it respawns. Other monsters are quest targets which need to be killed by any player attempting to finish that quest (perfect example would be Goldtooth in Fargodeep Mine for humans starting out).
Instances however don’t work the same way. Each group that goes into instances gets their own version of it – their own instance, hence the name. This means you will be never be bothered by another group going in and killing all of the monsters and getting the loot before you do, but you will also never have the chance of another group saving your asses from an ugly wipe. Each group gets the whole and large map to their very own.
This means good loots and experience as the group progresses through an instance. Monsters in the area tend not to respawn until after some kind of scripted trigger such as killing the head boss. In the Deadmines in Westfall, the Goblins and Defias Miners stay dead. The wandering Defias Enforcers and Taskmasters are the only ones that respawn (to keep things interesting). As soon as you find the Head Boss Edwin VanCleef is killed, the dungeon is filled with monsters and you may end up fighting your way out.
Res pls! Dying in Instances
If you die while doing an instance run, your spirit needs to find its way back to the entrance of it. When you re-enter, you are resurrected as normal but at the instance gate. This can mean you have a long way to run before you catch up to the rest of the gang. In certain cases, you may end up fighting you back to your group (or your group if you’re the only one left may end up fighting their way back to you!). The benefit of this is that if every member dies in a battle, you don’t need to walk around looking for corpses. You just need to re-enter the instance and everybody gets revived at the same point.
If it has taken your group some time to get to a point in an instance, you want to avoid to fighting your way back in again. It’s ideal to try to allow characters with resurrection abilities to survive a difficult fight even if others must sacrifice themselves in the process. If these classes can survive after a wipe, they can just resurrect the entire party. Thus allowing you to start again at the point you were up to and avoid a long fight on the way back.