extending-lockouts

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  • The pros and cons of extending raid lockouts

    by 
    Matthew Rossi
    Matthew Rossi
    04.20.2011

    All through Wrath of the Lich King, I raided in a hardcore progression guild for 16 hours a week. We ran 12 hours in 25-mans and another three or four a week working on hard mode 10-mans. A lot of it ended up feeling like clearing content to get geared up to clear the exact same content but with more bells and whistles (especially Trial of the Crusader, where we often ended up doing the same raid four times a week). So when Cataclysm came out, I shifted to a more casual, purely 10-man, six-hours-a-week raiding schedule with a new guild. For the most part, it's been pretty great, but one aspect of it is that with two hours a night, three nights a week, it can be a challenge to get through the farm content fast enough to get to the new bosses, especially once most of an instance is farm content. Even when you know all the fights and can burn through them, five bosses can take a lot of time to get knocked out in order to get face time on a new boss. One of the innovations of Wrath of the Lich King was extending raid lockouts. What this allows you to do is to skip the bosses you already have on farm by, in effect, picking up where your last raid left off. Cleared everything but Nef last week and needing to work on the new encounter? Now you can just start up with everything you killed last week still dead. What could be the problem, you ask?