Quote:
	
	
		| 
					Originally Posted by Ravager
					[You must be logged in to view images. Log in or Register.]And why you should level in dungeons instead of complaining about bards.
 1.) When pulling casters you should run around a corner so they chase you all the way to your camp.
 
 2.) Push.
 
 3.) A wipe means losing your camp, and probably at least 1 or 2 key role members.
 
 4.) Groups are harder to come by if people know (and they will) that you don't know what you're doing.
 
 5.) How to keep more than 2 mobs at a time on lockdown.
 
 6.) The vital importance of snare.
 
 7.) Pathing quirks.
 
 8.) When it's safe to heal/buff the puller.
 
 9.) Aggro mitigation.
 
 10.) Dots are horribly mana inefficient in a group.
 
 11.) Pet awareness.
 
 12.) Spatial awareness.
 
 13.) How to break a camp and how to keep a camp broken.
 
 14.) There's more exp to be had in less time virtually everywhere else. Same goes for loot.
 
 15.) Dungeons are fun.
 
 I'm probably missing a lot more.
 | 
	
 I agree with you entirely that these are skills required in the high level dungeon scene of end-game EQ. There are two points I'd like to make with regards to this list and more importantly, how we got here in the first place:
1) Most players here are either on their alts second alt or played through multiple expansions on live. With about 1-2 sessions in dungeons, you can gain the basic experience to navigate a dungeon proficiently*.
2) There is a certain irony in mentioning the lack of experience of OT players when you consider that the issue is brought forward by bard AE kites/bard AE PL. You can put forward your theories why there are so many bards doing it but the fact remains that both the recipient of the PL as well as the bard are also not getting the same dungeon experience. Maybe they also feel thet don't need it (see #1).
Either way, different strats are utilized for outdoor zones than indoor dungeons and none are any less viable. I was the Shaman in some extremely effective zerker tank duos that would not have been possible in a full group dungeon crawl.
Every zone is a viable zone and is as effective as you make it. Zone disruption is indiscriminate and harms those legitimately trying to xp (regardless of your style).
*pullers, inexperienced cc and pet classes should probably spend some more time in dungeons as they stand to gain the most.