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Sinkinglight

There should be quests in major cities that must be completed to enable queuing for a dungeon.

To queue as DPS:
Destroy target dummy with x hp within t seconds.

To queue as Tank:
Hold aggro on this target and survive for t seconds.

To queue as Healer:
Keep this target up for t seconds.


For harder dungeons, higher difficulty quests must be completed, e.g. to queue for heroics:

To queue as DPS:
Destroy target dummy with x hp within t seconds, while keeping one target CC'd and interrupting spells cast by the dummy.
If the target is out of CC for even a second, you die and fail the quest.
If you fail to interrupt the spell, you die and fail the quest.

Quest will have to be tailored to each class to take into account CC abilities and interrupt cooldowns.


To queue as Tank:
Hold aggro on this target and survive for t seconds while interrupting spells cast by the dummy.
Occasionally burst damage will be taken, and the tank will be required to use CDs effectively to manage.
Adds will spawn occasionally that the tank must pick up.
Again, any failure results in death and failure of quest.


To queue as Healer:
Keep this group of NPCs up while they kill this target dummy that does things a typical boss might do (damage on tank, AoE).
Obviously running oom or insufficient hps results in death and failure of quest.


Why this is necessary:
Problems with restricting queues based on average item level:
- Item level doesn't take into account gearing for the most ideal stats for the class/spec.
e.g. dps casters taking spirit gear.
Not meeting hit/expertise cap.
Doesn't distinguish between a 'tank' wearing dps gear and a tank wearing avoidance gear.

- Item level doesn't take into account player skill.
I'm sure people have seen dps do under 5k at 85, while also seeing skilled players do over 5k at 80.

- Gearing to push up item level to enable queuing for new dungeons encourages ninja-looting, instead of only taking what is actually beneficial.