raiding-guild

Latest

  • Exclusive Interview: Nihilum, the Sunwell, and the future of high-end raiding

    by 
    Allison Robert
    Allison Robert
    03.26.2008

    After writing one of my first articles on an essay penned by Neg, one of Nihilum's resto Shaman, I was surprised and heartened to see him get in touch. We talked about a few matters related to our pieces and I asked him if he would mind answering some questions about what the guild's been up to since we spoke to them last. We hadn't heard much about Nihilum on the PTR (Vis Maior was the guild steamrolling the content this time out), but they've been upgrading and expanding their website, and one of the 2.4 raiding screenshots on Wowwiki belongs to them, so they've obviously been busy. It had also become clear that Awake, arguably their most high profile member, had left the guild, and I was curious about what was going on.Neg very graciously answered my questions, which you'll find below the cut. Read on for his take on Sunwell Plateau and his favorite boss, Awake's departure, resto Shamans versus holy Paladins, picking up an enhancement Shaman and the class in PvP, various boss encounters, and WoW as an e-sport.

  • WoW Rookie: Raid 101

    by 
    Amanda Dean
    Amanda Dean
    03.24.2008

    WoW Rookie is brought to our readers to help our newest players get acclimated to the game. Make sure you send a note to WoW Insider if you have suggestions for what new players need to know. It's been brought to my attention that there are rookies of all levels. Recent columns have covered very basic topics such as instance play, group etiquette, and account security. Once you get to level 70, you'll have several options including solo play, PvP, and instance raiding. Raiding is a major part of the game, but can be somewhat overwhelming at first. Raid instances vary from ten, twenty, twenty-five, and forty players. These instances are similar to five-person dungeons but require considerably more coordination. Ever player must work in concert to bring down challenging bosses, and they are typically rewarded with excellent gear for their efforts.

  • Insider Trader: Alchemy, the final stretch

    by 
    Amanda Miller
    Amanda Miller
    03.21.2008

    Insider Trader is your inside line on making, selling, buying and using player-made products. While alchemy is certainly not the most flashy or popular profession out there, alchemists are an integral part of the game, and any guild worth its salt has at least one, preferably several, working to supply guildmates and fill the guild bank with stacks of consumables and transmuted items. This week's leveling guide will feature the usual cheapest route, and the most useful, to 375 for solos and casuals. For those of you who will be working for your guild (and hopefully are also being financed, or supported by herbalists), we'll show you how to reach 375 by making the most useful items. They might cost more, but your guild will be requiring them anyway, so you might as well get your skill points that way, rather than making stacks of items you won't be using.

  • Ties that blind

    by 
    Allison Robert
    Allison Robert
    03.18.2008

    When you show up to Archimonde attempts on a Monday night, you don't really expect much apart from a fun night with lots of wanton death and slaughter, albeit not for Archimonde himself. Killing Archimonde is pretty much out of the question at the moment. He's the kind of type-A boss who likes to demand absolute perfection out of his visitors, and that's not really what we're prepared to offer right now. We are more of an experimentation guild, the type that slaps things together with duct tape and then cheerfully proffers them for inspection, the type of guild that wanders off while important historical events are occurring, absorbed with what's going on with that duck by the pond or an interesting tree. Despite this, or possibly because of it, we've progressed pretty quickly. Too quickly to avoid leaving people behind, according to some, in the wake of an ugly blow-up that happened early in the evening and continued for the rest of the night in a flurry of tells, vent binds, and and anxious messages.All guilds have problems and all guilds have drama; if you read the site you have the opportunity to see a lot of what goes on elsewhere if your own guild isn't host to a ton of trouble. My own wasn't for the most part until last night, and I tend to read Officers' Quarters and Guildwatch with the sense of clinical detachment you might expect from a surgeon's dispassionate survey of a necrotic limb. Not so much so anymore, I think. Guild-ending matters are usually the result of a slow burn you recognize only in hindsight, and when I read of of break-ups it's hard not to think about the names you don't know and wonder who was the whistle-blower, who tried to save the ship, who abandoned it altogether, and who was simply lost along the way. Guilds are fragile families. This will be an interesting week.

  • Progressing through Zul'Aman

    by 
    John Himes
    John Himes
    11.27.2007

    Zul'Aman was released with the rest of patch 2.3 two weeks ago today. Due to its place in the progression chain, many guilds were able to burn through it on the first day it was released. Downing Zul'jin is nothing when you're raiding in Hyjal and Black Temple, apparently. Of course, the intended audience for this dungeon seems to be those raiding groups that hadn't seen much action past Karazhan.My own guild has had some success in ZA. While most of us have at least one or two pieces of tier 5 quality loot, we're not up to Vashj or Kael yet, so ZA still holds some challenges for us. We are still dedicated to pushing through the twenty-five player raids, so we haven't spent a lot of time in ZA, but we've been able to take down three bosses without much difficulty. It's a nice change of pace to face encounters where there is a learning curve, but still a lot of room for error. We haven't had much luck at all with the timed aspect of the dungeon, often with silly mistakes costing us those precious few minutes we needed to rescue the prisoner.

  • Learn2raid: A beginner's guide, part 3

    by 
    Amanda Rivera
    Amanda Rivera
    09.25.2007

    Learn2raid is here again, offering those fledgling raiders a peek into the world of end game loot and 25-man encounters. We're rounding up the first section of our series in which we talked about the three steps required when you are getting into raiding: Introspection came first, followed by Preparation. Today we will flush out that triptych with the final step: Application. For those of you already in a raiding guild, or in a guild that is moving into the raiding scene, I still suggest you read on. Perhaps this information will prove useful to you in the future, even if it is not immediately applicable. Either way fear not: we still have a few topics up our sleeves that might be of more use to you.Getting Ready to RaidStep Three: ApplicationIf I haven't scared you off yet, then you're obviously dedicated enough to be able to raid. The next step therefore is application. Applying to a guild is both exhilarating and frightening as hell. If you don't want to get booted out on your behind before you ever see your first loot drop, take my advice and do the following: Write up an application beforehand: Taking a moment to write up an application without a guild attached to it will save you all kinds of time. Just about every guild application will have the same information on it: name/class/level/spec (with a link to your armory)/guild history and why you left/professions/why you are looking to raid/a paragraph about you and why a guild would be crazy not to accept you.