raids

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  • RIFT 2.4 brings challenging instances to bear

    by 
    Justin Olivetti
    Justin Olivetti
    09.18.2013

    Ah, smell that? That's the smell of a big new content update in the air. And also many bugs that have been fried on the metaphorical bug zapper. But mostly an update. RIFT has upgraded to 2.4: Beyond Infinity, and that means a ton of additional content to be conquered and plundered. At the core of Update 2.4 are three new instances: the Infinity Gate raid, the Realm of Twisted Dreams dungeon, and the Infernal Dawn chronicle. An additional raid, Planebreaker Bastion, will be coming in weeks ahead. Update 2.4 also raises the PvP prestige cap to 90 with new gear and weapons, adds more hairstyle options, plugs in cross-shard instant adventures, and improves the new user experience. As you patch up, you can read the official notes and our preview of the update.

  • To Infinity Gate and beyond: Previewing RIFT 2.4's instances

    by 
    Justin Olivetti
    Justin Olivetti
    09.12.2013

    RIFT's 2.4 update is expected to land next week with a big, meaty thud that tells you it's packing some serious content. While 2.4 is peppered with many nice bullet points, including cross-shard instant adventuring and new PvP ranks, the bulk of it is devoted to instances, more instances, and even more instances. Namely, a 20-person raid (with a second one to follow), a new five-person expert dungeon, and a two-person chronicle. Trion Worlds took us on a whirlwind tour of RIFT's four new instances, giving us an oh-so-brief taste of the terror and exhilaration that is to come. Care to join our raid group to see?

  • Patch 5.4: Answers to Frequently Re-Asked Questions

    by 
    Matthew Rossi
    Matthew Rossi
    09.07.2013

    We here at WoW Insider see a few questions pretty much every time a new patch is announced. Often, we see these same questions asked repeatedly, many times after we've answered them. So, out of a desire to be helpful (and to have a place to point folks) here are a few of those questions, answered for you here. Q: What is happening to my Valor/Conquest points in patch 5.4? A: Your Conquest points will be converted to Honor. If you have 4000 honor already, or will be pushed over the 4000 honor mark by the conversion, they will be converted to gold. All other points, be they Valor, Justice, or Honor points will not be converted. Q: What new gear can I get for Valor points? A: None. There is no new Valor gear. Shado-Pan Assault gear will still cost Valor, but will be discounted by 34%. All other current Valor gear (from the original reputation gear to the Patch 5.1 items) will now cost Justice Points instead. More questions answered following the jump.

  • Patch 5.4: Patch notes updated with smart heal information

    by 
    Olivia Grace
    Olivia Grace
    09.06.2013

    The latest iteration of the patch 5.4 patch notes has been posted over at Wowhead, and they contain some changes to AoE heals. As Perculia explains, Several heals now function like smart heals, in which the 6 most injured friendly targets within range, and minor guardians are no longer targeted. Affected heals are Healing Rain, Holy Radiance, Holy Word: Sanctuary, Light's Hammer, and Spinning Crane Kick. Smart heals are heals which, as Perculia says, pick out the players who need healing the most, and put their heals into those people. Previously, spells such as Healing Rain would target everyone inside them, whether they needed healing or not. That included players, hunter pets, warlock minions, everything. What was the problem with that? Well, particularly in 25-man heroic raids, spells like Healing Rain were causing massive input lag.

  • Patch 5.4: Bashiok talks raid difficulty and unlock schedule

    by 
    Olivia Grace
    Olivia Grace
    09.05.2013

    Blizzard Community Rep Bashiok has been writing up a storm in the US forums, in a thread discussing the unlock schedule of the Siege of Orgrimmar raid. Of course, as you're most likely already well aware, this is the first raid which will introduce the Flexible Raiding tier, and as a result the unlock schedule has undergone some changes, and whenever things change, people complain. The original post was calling for all content to be opened at the same time to all difficulties, and Bashiok was issued with the difficult task of quelling the unrest. I'm not going to put all his responses in here, they're too long, if you want to you can check out the original thread. The release schedule argument basically runs as follows. One side asserts that you should allow all parties to access all content at once, otherwise it is unfair to people who can't access the harder difficulties for whatever reason, since they pay a sub just like everyone else. What's more, it encourages elitism to open the easier content later.

  • PAX Prime 2013: WildStar dungeon preview

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2013

    WildStar's dungeons won't be for everyone. They're a bit tougher, a bit wilder, and a bit longer than the standard MMO crop today. If you're looking for a breezy PvE experience, you might not even want to consider running one. However, Carbine hopes that you'll look past the increased difficulty and run-time to be intrigued by some of the most unique encounters and locales in the game. This was the word from WildStar Design Producer Stephan Frost at PAX Prime. Frost ran us quickly through a pair of dungeons -- The Ruins of Kel Voreth and Stormtalon's Lair -- to give us the lay of the land and an idea of what we'll be in for when we timidly step over these thresholds. These dungeons might not be everyone's cup of tea, but those who appreciate a challenge will find it and the rewards to match.

  • How long is too long for a raid?

    by 
    Matthew Rossi
    Matthew Rossi
    08.23.2013

    I remember the year I spent in Icecrown Citadel. I'm not really exaggerating - it was from December to December, so about a year total. It was about the longest time I spent on a raid, including the days of Molten Core - for comparison, Molten Core was the only real endgame raid besides Onyxia's Lair from November of 2004, WoW's release date, until July of 2005, so roughly eight months. Interestingly, the Shadow of the Necropolis patch (patch 1.11) came out in June of 2006, so in the year between the first and last raids of classic WoW we saw MC, Onyxia, BWL, Zul Gurub, Ruins of Ahn'Qiraj, Temple of Ahn'Qiraj and finally Naxxramas. All of these raids released between July of 2005 and June 2006. Not all of these raids were replacements for previous ones - Blackwing Lair and AQ 40 were considered 'sidegrades' from each other, at least until one killed C'thun, who until the release of Naxxramas had the best gear in the game. The two 20 man raids, ZG and AQ20, did not replace BWL or evn MC gear, they just provided another place to go. Because of the way raids were structured back then it's a little misleading to compare classic's raid release schedule with our modern one. Raids were something a very few players overall did - there was no parity between smaller and larger raid sizes, no LFR, no flex (although by the time Naxxramas came out, some guilds were running MC, Onyxia and even BWL/AQ with smaller raids to maximize gear acquisition before heading into Naxx) and the only way to gear up for raids was either to be carried through said raids by geared groups and handed all the stuff they didn't want or need anymore, or to start on the ground floor and run the level 60 dungeons. The design wasn't structured around raiding being accessible or allowing a larger group of players to see these fights - raiders got to see them, and if that was 10% of the people playing the game, that's what it was. It's interesting to look at how players react to raid content now. A commonly expressed sentiment is that Throne of Thunder, a raid first released on March 5th, 2013, has been around too long and players are eager for new content. This is a raid that has been around for six month, and will be superseded around the time it enters it's seventh. While hardly the shortest time a raid has ever had to be run through, it's not much longer than the initial tier of Mists raid content, either. Mists of Pandaria released on September 25th, 2012, meaning that from October 2012 to March 5th 2013 we only had MSV, HoF and ToES - a time of about five months. What makes five months acceptable and seven months unacceptable? Are two months that much longer to raid a zone?

  • The Nexus Telegraph: Talking tasks with WildStar's PvE

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.12.2013

    At a glance, there are far fewer problems when dealing with PvE content compared to PvP content. WildStar's PvE options are a bit better established, and besides, all you need to do is provide the enemies and a reason to fight them. It's not as if you have to deal with all of the differences that you find in PvP, after all. Toss out some dungeons, give players a daily hub, and everything will work out perfectly, right? The answer is no. Not even a little bit. Just as you need a variety of different things in PvP to serve a multitude of playstyles, you need a variety of different opportunities for PvE players. It's still a header that covers a broad field of different playstyles and preferences, and that means there are a lot of different things that the game needs to offer. Bearing in mind that we're talking about the level cap here, let's take a look at what areas the game needs to support.

  • The Mog Log: The mandatory early dungeons of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.27.2013

    You're going to be exploring at least three dungeons in Final Fantasy XIV no matter what, possibly more. Progression in the main story requires a trip through Sastasha Seagrot, the Tam-Tara Deepcroft, and Copperbell Mines. While I've talked a great deal about the ethics of including this grouping experience, what I haven't really discussed are the actual dungeons themselves, even though that's certainly a big deal. Let's be honest here: If this stuff isn't fun, all of the talk about the validity of forced grouping is kind of pointless. Even if you can, there are times when you shouldn't. Fortunately for the long-term viability of these dungeons, all three have more than just nice loot (which is apparently shared between them); they also offer a fun ride through regardless. So as you could probably infer from all of the text up to this point, let's take a gander at the first three dungeons in the game and the ones we know for a fact you have to clear right off.

  • The Soapbox: On your deathbed, you will not regret gaming

    by 
    Brendan Drain
    Brendan Drain
    07.16.2013

    In last week's edition of The Soapbox, Mike Foster reminded us that the grim specter of death comes to us all and asserted that when your time comes, "you will not wish you had spent more time gaming." Mike took the stance that gaming provides temporary joys that can't replace real-life experiences and that it's our inherent responsibility as human beings with finite lifespans to seek out those experiences. He argued that "gaming is a hobby and not a replacement for a life well-lived" and that it's not our gaming achievements but our real life ones that we'll proudly tell our grandchildren. I think we can all agree that it's important to have offline hobbies and interests that help you keep active, but I take exception to the notion that we might regret time spent gaming on our deathbeds. Published data on the top five regrets of the dying actually seems to directly refute this idea, and my life experiences have shown the exact opposite of some of the points Mike makes. MMOs have given me some experiences that I'll probably treasure for a lifetime, and gaming as a hobby has provided me with much more than just temporary joys and escapism; it's helped me discover talents I didn't know I possessed, given me the push I needed to get a good education, led me to employment, and put me in contact with lifelong friends. On my deathbed, I'll probably wish I'd spent more time gaming rather than less. In this opinion piece, I look at evidence that suggests we won't regret gaming on our deathbeds and make the case that gaming can be just as worthwhile as offline pursuits.

  • Siege of Orgrimmar Preview: Norushen

    by 
    Matt Low
    Matt Low
    07.14.2013

    Norushen is expected to be a part of the third encounter in the Siege of Orgrimmar that's coming in with patch 5.4. After we cut through the trash, we found that Norushen prevented us from going any further. Apparently, he detected that we were full of pride and said our bodies had to be purged before we could advance onwards. Our main job here is to defeat the Amalgam of Corruption. It's the elements of pride within us combined into something that we can tangibly kill. If we don't kill the Amalgam within 7 minutes, Norushen's quarantine zone kills everyone. And how does one about purifying themselves? Why I thought you'd never ask!

  • The living game and the end of nostalgia

    by 
    Matthew Rossi
    Matthew Rossi
    07.08.2013

    The downside to being the equivalent of a WoW immortal, having played close to non stop for the entire history of the game, is that you see a lot of things come and go. Guilds, players, friends, raids, dungeons, zones, expansions. It was all new once, and it all eventually isn't new anymore. And as a result, although I have in the past waged wars of words against nostalgia among the WoW playerbase, I can be as guilty of it as anyone. There are, indeed, a great many things I miss. Some of them I get to see whenever I want, like Blackwing Lair and Un'Goro Crater, others are players who stopped playing, playstyles that are no longer valid (I loved and will always fondly remember the days of fury tanking Stratholme for my guild Eldritch Way over on Kilrogg, then taking the technique into raiding on Azjol-Nerub with Sworn, fury tanking in MC, BWL and AQ before finally speccing prot to tank Naxx) and even places that are just plain gone now. The other day, while doing my weekly scouring of the Barrens I realized that ever since Cataclysm, the zone I remember is gone, baby - Mankrik's wife is buried, and the days where I rolled a horde and leveled it to 60 just so I could attack my own guildmates when they raided the Crossroads are just as buried as she is.

  • Apple France raided over claims that it gives resellers the cold shoulder

    by 
    Jon Fingas
    Jon Fingas
    07.01.2013

    Few would doubt that Apple prioritizes its own stores -- they're ambassadors for the brand. However, France's Competition Authority has just raided Apple and its distributors over complaints that this preference comes at the expense of resellers. Recently bankrupt retailer eBizscuss claims that Apple both stalls on delivering products to third-party stores and denies those outlets any flexibility in pricing. In other words, it's allegedly impossible to compete fairly when Apple holds all the cards. We've reached out to Apple for comment, although the Competition Authority is so far willing only to confirm to Les Echos that the raids took place. Whether or not the searches lead to any substantive legal action, Apple may face extra heat in France -- the Authority is reportedly investigating accusations that the American firm unfairly hiked the minimum pricing for iBookstore periodicals.

  • Siege of Orgrimmar Boss Preview: Immerseus

    by 
    Olivia Grace
    Olivia Grace
    06.29.2013

    Immerseus is the first boss in the new Siege of Orgrimmar raid, located just inside the entrance in the Vale of not-quite-so-eternal Blossoms. Descending into the room, you will encounter Immerseus in this circular area. When moused over, he shows up as "tears of the vale" -- the poor thing is created from the corruption of the life-giving pools of the Vale. As the first boss of the raid, it should come as no surprise that Immerseus is very straightforward, but the mechanics, though simple, deal heavy damage if not dealt with correctly. Player are essentially trying to cleanse Immerseus' corruption by beating the corruption out of him, and killing it before it can get back. He has two phases, Tears of the Vale and Split. Immerseus will begin the fight in Tears of the Vale, and the object is to DPS Immerseus down to zero health, when he will shift into his Split mode.

  • Siege of Orgrimmar Boss Preview: Kor'kron Dark Shaman

    by 
    Olivia Grace
    Olivia Grace
    06.27.2013

    The Kor'kron Dark Shaman are the seventh boss of the new Siege of Orgrimmar raid instance, which will arrive in patch 5.4. They are the second boss in the Gates of Retribution wing, which is the first of three wings which are located in Orgrimmar. These wings will be applicable to both the Raid Finder and Flexible Raiding difficulties. Kor'kron Dark Shaman was tested in 10-man normal mode with three healers, and two tanks. The start of the fight sees the two shaman, Earthbreaker Haromm and Wavebinder Kardris, who share a health pool, inside what used to be Garrosh's throne room. They are accompanied by two dogs, and the room is extremely small for the fight on 10-man difficulty, let alone 25-man, so it is best that all four are pulled outside. On PTR, the pull required quite some caution, as the combination of a +100% frost damage debuff cast on the Haromm tank and Kardris' Froststorm Bolt caused some serious issues if aggro was not well-managed, not to mention the bolt one-shotting DPS and healers. The two wolves seemed completely insignificant, with only 12 million HP each they were DPS'd down extremely quickly, then the fight begins for real.

  • Flameseeker Chronicles: Raiding in Guild Wars 2

    by 
    Richie Procopio
    Richie Procopio
    06.18.2013

    Guild Wars 2 has been criticized in the past for not having having much PvE content for guilds and large groups of players. Several months ago, guild missions were added and helped fill that gap, but apparently we have more to look forward to. ArenaNet's Chris Whiteside was chatting with players in the game and was asked whether or not we'd ever see raiding in Guild Wars 2. His reply was, "Our answer to raiding may very well be in the works! It is something I am very excited about and will be unique to GW2." What could this mean for Guild Wars 2 and its players? What kind of unique spin could ArenaNet put on raiding? Let's dive into those questions after the break in a video edition of the Flameseeker Chronicles!

  • Flexible Raiding lockouts and queues clarified

    by 
    Olivia Grace
    Olivia Grace
    06.13.2013

    As with any new feature, confusion abounds around Flexible Raiding and just how it will work. Blizzard Community Manager Taepsilum took to the forums to clarify various aspects, including lockouts. Taepsilum Right now, the idea is to have FR lockouts work very similarly to lockouts in LFR. You will be able to repeat bosses, and that will actually still be somewhat rewarding, you'll be able to use additional bonus rolls, earn Valor Points, and potentially loot some shinnies from trash... There's something unique about FRs though, I'll explain it with an example: Let's say you join a 12man and kill the first boss, leave the raid, and join a 20man, you might have to repeat the first boss. "Might", so how does that work? If everyone in the new 20man raid has already killed the first boss just like you did, then that boss will not spawn. But even if only 1 of the players in that 20man has not killed the first boss, he will spawn again and everyone else will have to repeat the encounter. source This is all pretty confusing stuff! WoW Insider reached out to Blizzard for some additional clarity on just how the raid lockouts will work, and they came back with some more information.

  • The Nexus Telegraph: Raiding in WildStar is its own creature

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.10.2013

    When WildStar comes out, it is going to have raiding. It's going to have the sort of raiding and group content that is meant to be challenging. No facerolls intended here; you'd better bring your A-game on raid night, or you will be facedown in the dirt so often that people will think you're doing a performance piece on the Kennedy family tree. I am not a lover of raiding. This is not difficult to find evidence of on this site because I've talked about the issues with group-only endgame antics on more than one occasion. Heck, I wrote about how raiding turns you into a horrible person. So you would think I'd look at what we know about WildStar's endgame and start facepalming, possibly whilst shaking my head and muttering obscenities. But I'm not. I'm totally cool with what we've been told so far about the endgame because there's much more than just the raiding aspect in the game, and I'm intrigued by how it's working out.

  • The Guild Counsel: Some finer points of raid leadership

    by 
    Karen Bryan
    Karen Bryan
    06.06.2013

    Whether you're leading a raid or running an in-game event, it's a real challenge to pull it off smoothly. Leading a large group of players in game is a combination of teacher and coach, minus the ability to be face to face. In effect, you're flying blind, but you still need to communicate, coordinate, and motivate in order to be successful. We've gone over some basics of leading groups of players before, but in this week's Guild Counsel, I'd like to offer up some finer points that often get overlooked but can make a big difference in making your raid successful (and also fun). While most of these are about raid leadership, they could be used for PvP or player-run events as well.

  • Worlds Yet to Conquer: Ideas for new content in old places

    by 
    Matthew Rossi
    Matthew Rossi
    06.03.2013

    There is a ton of lore in the Warcraft setting, from the first RTS game to the current MMO, four expansions down and counting. And one of the things I love about the setting is just how much we haven't seen yet, for all that we've been to Outland and fought the Scourge in Northrend and are now battling the effects of the Sha while dealing with old Titan repositories and mogu armies in Pandaria. When Cataclysm came out, one of the better revamped quest areas was in Winterspring, where the remnants of the Blue Dragonflight after the death of Malygos were trying to combat an incursion by forces from outside Azeroth. I was thrilled to see satyrs from Xoroth and new etherals, because it got me excited about all the places in the Warcraft setting I haven't been yet. So I started thinking about places in that setting, both on Azeroth and beyond, where I would love to see a dungeon or a raid to get us to go back and explore them, or even to introduce those places to the game for the first time. And because this just happens to be a website that talks about WoW, I have a ready-made place to discuss these things with you.