wow-raiding

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  • Ready Check: How to fill out raiding applications

    by 
    Michael Gray
    Michael Gray
    04.02.2010

    Most "srs bznz" raiding guilds require an application. Of course, about half the time, these applications are just to get into the guild's raid, while the other half requires the application to even get in the guild's non-raiding ranks. Either way, the entire point of an application process is for a guild to take a look at a new player, check out their gear, and get an idea whether the player is viable for that guild's content. I'm not sure who invented the current version of the generic "raiding application," but it seems like most guilds use the same rough format. There's some questions about PvE, gear, spec, and even some questions about PvP. (Of course, guilds that don't give a whit about PvP will probably skip this question, but I still see a lot of raiding applications that do care how many honorable kills you've acquired. Let's take a look behind the cut and talk over some of the most common questions you'll find on raiding applications, and what you should consider when answering those questions. Of course, before we do that, remember: the best advice is to be honest, open, and avoid being tricksy.

  • Ready Check: Raiding debuffs and the final key to synergy

    by 
    Michael Gray
    Michael Gray
    03.26.2010

    We've spent the last two weeks talking about the core raiding buffs, the eclectic raiding buffs, and how those combine to create synergy in your raid. The final step of that Voltron-esque sum-being-greater-than-the-parts are the host of debuffs that your raid can put out. The thing about debuffs, though, is that many have to be actively applied. Sure, folks like paladins spam their Judgments at all costs, so the debuff associated with that spell is certainly going to be nearly always present. But what about a rogue's Expose Armor? Does that really have a solid place in their rotation? If a rogue has to go out of their way in order to Expose Armor (and they do), then you have to sort out how much DPS you lose from the rogue changing their rotation. Is that loss really worth having the debuff present for your raid? Equations like that is the stuff Elitist Jerks is made up of. Nonetheless, if you can manage to squeeze in all of your debuffs (or even most), your raid is going to have a vast performance improvement. Let's take a look behind the jump, and see who lays which debuffs down on the hapless and helpless boss.

  • Ready Check: Raid buffs for great justice

    by 
    Michael Gray
    Michael Gray
    03.19.2010

    Last week, we talked about the core buffs just about every raid needs to get by. I included the 3% damage buff provided by some folks like retribution paladins. While ample raids get by without that buff, it's so straightforward that I felt it merited inclusion. It affects physical DPS characters, tanks, and magical DPS characters all alike, so is fairly universal. Of course, I didn't mention a lot of other obvious buffs like Arcane Intellect. While I'll certainly admit I can't recall having been on a raid in while without that buff, I'm pretty sure at least a few 10-man groups have gone without a mage. But that's why, this week, we're picking up the remainder of the raid buffs that provide so much synergy for raids. As Brian Wood pointed out, raid buffs are some of the most drastic increases available in raid performance. Every class's power soars while under the effects of raid buffs (and while their targets are getting debuffed), and it's this synergy that makes raids successful. That's by design: Blizzard wants us to be exponentially more powerful while grouping with other players. The power of two players in a group is greater than the sum of their parts. With all that in mind, let's jump behind the cut and start going down the other important raid buffs.

  • Lich King strategy and tutorial video

    by 
    Alex Ziebart
    Alex Ziebart
    03.19.2010

    The video embedded above, WoW.com's Lich King Tutorial, marks the arrival of Jerome Phillips (also known as Vodka's Kinaesthesia) to our team. He has a lot of talent and a lot of ideas, so we're happy to have him. You've probably seen some of his work before, most notably his trailer for Patch 3.3's Frozen Halls. This Lich King tutorial is just the first of many projects we'll be doing together, so we hope you enjoy it and find it useful. Due to the length of the encounter (and thus the tutorial), it has been split into two parts. The first part is above, and the second part is behind the cut below. As is true with all things in life, these videos are best when viewed in HD. This video is just the beginning of a larger project here at WoW.com. We're working to bring more video content to the site in all areas, raids and otherwise. We have big plans for Cataclysm in particular. With this in mind, we've made it a point to make our video content easier to find and navigate. Any videos made by the WoW.com staff will be posted to our new YouTube channel rather than scattered across the staff's personal channels willy-nilly as they have been in the past. Check it out, and if you're feeling especially kind, go ahead and subscribe, too.

  • The Daily Quest: Raid leading

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.16.2010

    Here at WoW.com we're on a Daily Quest (which we try to do every day, honest) to bring you interesting, informative and entertaining WoW-related links from around the blogosphere. Is there a story out there we ought to link or a blog we should be following? Just leave us a comment and you may see it here tomorrow! Raiding isn't as easy as all of the videos on YouTube make it look (well, depending on which videos you're watching). A lot of work, planning, and coordination go into a successful raid. So for today's TDQ, we're not looking at boss strategies but instead we're talking about all the other things that make a raid go. World of Matticus' Raid Leading 101 series covers raid placement and direction as well as maximizing DPS uptime. Bible of Dreams presents a raider's personal accountability checklist. The Physician's Log discusses the role morale plays in raid success. Cranky Healer talks about what to do once you become a raid guild leader, which contains practical advice for GMs of all walks of life. Jed's Corner has some general ICC tips.

  • Ready Check: Core raid buffs

    by 
    Michael Gray
    Michael Gray
    03.12.2010

    I've mentioned before that I'm a huge fan of Brian Wood's post Skill vs. gear. You should take the time to read through it if you haven't. However, in review, the basic premise of Brian's argument is that the largest DPS increases available to your raids are not directly based on gear. Instead, things like good rotations, talents, and ye-old "knowing your class" tend to have more to do with your damage than your gear. Brian takes it to another level, however, and points out the overwhelming effect your raid buffs will have on your damage. The same can be applied to healers and tanks. (The difference between an unbuffed tank and a tank who's sporting Commanding Shout, Fortitude, Gift of the Wild, and Kings is absolutely amazing.) With all that being said, hopefully everyone's got faith in the premise that "your raid buffs really, really matter." One of the fundamental design principles espoused by Ghostcrawler is that you should bring a player for their skill, not for their unique snowflake buffs (shaman have gotten a pass so far for Heroism, with a few different explanations). Most key buffs, debuffs, and such have duplication among multiple classes. Let's jump behind the cut and start looking at which vital buff and debuff.

  • Ready Check: To Warsong or not to Warsong

    by 
    Michael Gray
    Michael Gray
    03.05.2010

    For the first time this week, the Icecrown Citadel raid saw the addition of the "tugboat" buff known as Hellscream's Warsong and the Strength of Wrynn. Essentially, this buff will provide a 5% increase to raiders' damage, healing, and health. Over time, that percentage increase will eventually reach a 30% buff. For the purposes of this discussion, I'm going to call the buff "the Warsong," because "the Wrynn" just doesn't have the same ring to it. While I won't make the fallacy of trying to guess what the developers were thinking when they created this raiding buff, the Warsong will definitely have the effect of helping every person who wants to see Arthas die get the chance. That's a fantastic goal, and I think this buff is a pretty good way to do it. But it does have a few challenges. If you caught our initial post about these Icecrown Citadel buffs going live, you may have caught some of the argument that instantly sprouted in the comments. Is the Warsong tugboat "fair" for guilds that had been working on content previously? Will we be able to tell if a guild completed content using (or ignoring) the buff? Is there additional loot or Emblems of Frost for people who do the Icecrown content without using the buff? Ultimately, all these questions tend to boil down to pride. Many guilds are now struggling with the question of whether to take advantage of the buff, or whether they should skip it. One can easily consider it a blow to their pride if the cascading buff eventually enables you to conquer content with which you previously struggled. Is it your skill improving, or is it simply the spectre of Warsong hanging over your head? Take a look behind the jump, and let's talk about the dynamics of the Warsong a little further.

  • Ready Check: Raid understudies and how to grow them

    by 
    Michael Gray
    Michael Gray
    02.26.2010

    Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Icecrown Citadel, everyone can get in on the action and down some bosses. As much as I'd like to think I'm an extremely dedicated and reliable guild member and as much as I live and breathe tanking in the end-game content, even I am forced to admit that I sometimes do that thing raid leaders dread most. I flake out. It's not like I'm lounging around my man cave, sipping an incredibly powerful beverage, and just spontaneously decide "I'm not going to raid tonight. Screw those 24 (or 9) other people." It's always a real life thing for me: I run late at work, I'm getting married, my cat's on fire. (I've missed three raids because my cats have caught themselves on fire. Once is funny, twice is a concern, but I don't think anyone believed me the third time.) But no matter how real and valid my reason for missing a raid, the fact still remains that I'm letting down a group of people. (Or, I'm letting down a group of friends if that's the flavor guild you're running.) Even worse, let's say I'm the main tank. Many raiding guilds use a deference-minded loot system: "main" specs get the loot for their role first, before people who only fill that role on occasion. So, not only is the raid missing a warm body, they're missing a warm body who is usually the most practiced at their role and the best geared for that role. It's a conundrum for every raid leader. You don't want to tell your Class A folks that if they miss a single raid, they'll find themselves benched. But at the same time, you're really out a whole lot of power by missing those folks. This problem is especially palpable for tanks and healers. That's not because DPS isn't important (it absolutely is), but because the tank and healer corp for raids tend to be much smaller. If you're missing one healer out of your 10 man raid, you're suddenly down 33% of your healing power. (Best case scenario might be you're putting the two-healer stress on someone, but that's still not great.) The only way you can mitigate your raid loss due to missing tanks and healers is to plan ahead. Let's take a look behind the cut and talk about how you can handle this issue.

  • The Daily Quest: Icecrown Citadel

    by 
    Elizabeth Harper
    Elizabeth Harper
    02.19.2010

    Here at WoW.com we're on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere. Is there a story out there we ought to link or a blog we ought to follow? Just leave us a comment and you may see it here tomorrow! For those of you who may have been living under a rock and haven't heard of Icecrown Citadel, I'll start simple with the basics: Icecrown Citadel is a winged dungeon with both raid and 5-man content. And right now it's the raid everyone's in as they struggle towards a final, epic encounter with the Lich King. I'm not going to round-up everything that's been said about this dungeon -- because then we'd both be here all day -- but offer you a sampling of recent ICC-related articles from around the web. I am a Paladin talks about healing for Valithria Dreamwalker. (And if you're looking for more info on Valithria, we have a guide for you, too.) Rhidach of Righteous Defense learns the hard way that the Blood Council has a 10 minute enrage timer. Larisa at the Pink Pigtail Inn wonders if the hard mode bosses are going down too easily. Almost Evil offers first thoughts on Sindragosa. Teza at Wowraid has collected a number of ICC hard mode videos for your perusal. Spicytuna talks about the Gunship Battle for frost mages. OutDPS offers advice for hunters fighting Festergut. On WoW.com this week, we covered healing Professor Putricide and taking down the Blood Princes. For more from the blogosphere on [topic redacted], check back tomorrow for another Daily Quest!

  • Ready Check: Blood Princes

    by 
    Michael Gray
    Michael Gray
    02.19.2010

    Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Icecrown Citadel, everyone can get in on the action and down some bosses. In every great raid, there is a council. Black Temple had the Illidari Council. Ulduar has the Iron Council. Icecrown Citadel chimes in to the chorus with the Blood Prince Council. They are three vampires who have been brought back (again) to serve the Lich King under Queen Lana'thel. These three Princes are Keleseth, Taldaram, and Valanar. The Blood Princes can be a difficult fight for many raids, forcing a ranged DPS to tank and for your entire raid to pitch in with handling adds. The challenge is that the Council is actually three different fights that swap phases according to which of the San'layn are empowered at the time. Let's take a look behind the jump and break down the individual pieces of this fight.

  • Ready Check: The long bleak winter of spontaneous raiding

    by 
    Michael Gray
    Michael Gray
    02.12.2010

    Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Icecrown Citadel, everyone can get in on the action and down some bosses. You might have heard that the east coast recently got slammed by an epic blizzard. Sure, sure, you folks out in Minnesota or Wisconsin are used to getting 50 inches of snow in the middle of summer. Heck, August only means your snowfall dwindles to a mere two or three inches. But out here on the right coast, from about Baltimore down to Florida, "snow" is something that we mostly see inside globes and Northrend. The last few weeks, however, have been so thick with the white stuff that many, many, many players are trapped in their homes. And they turn to a very natural, time-killing past time: World of Warcraft. The real issue with this snowy dynamic is that it led to a lot of people looking to spontaneously raid. In the middle of a Wednesday isn't when folks usually schedule their Icecrown Citadel raid. But this small legion of snow-stranded folks often already had pre-planned raids scheduled for the evenings. They were forced to look back at available content and try and figure out "What can we do as a group, without impeding already-set plans for our normal raid?" While I bring this subject up because I was one of the many trapped indoors by the Snowpocalypse, you will probably find dozens of reasons you need to come up with a spontaneous raid or two. Heck, maybe you just find yourself with a Friday night free. Take a look behind the jump and let's talk about what to do if you find yourself snowed in but wanting to raid.

  • Looking back at 40-player raids

    by 
    Matthew Rossi
    Matthew Rossi
    02.12.2010

    Every so often someone looks back to 40-man raiding: this time it's Zarhym on the official forums, answering a question about raiding's future and their possible return. I have to say that every time someone decides that the 40-man raid game should come back, I cringe a little bit. So Zarhym's answer works for me. Right now our plan is to look back on 40-player raids fondly as a format by which we were able to evolve and customize what we feel to be the best raid formats for World of Warcraft. I don't believe our developers have ever stated that they'll absolutely never do a 40-player raid again, but we're really happy with the raid variety we have now with 10- and 25-player raids featuring normal and Heroic difficulties. I agree that there were some very epic moments in the old raid game: last night for instance I was looking at old screenshots of myself from those days and gabbing with the people who work here about our respective accomplishments and experiences in original WoW raiding. The great C'thun death beam chain ride, where we all mounted our bugs and rode in at once to see how high we could get it to go (I believe I took 6 million damage, with another 6 million resisted), the night I got my Sulfuras, the Onyxia attunement chain and what an incredible pain it was to wander around Desolace looking for Rexxar. I'm a veteran of the 40-man raid game from both the Horde and Alliance side, and I have to say, I really only miss the experiences through the patina of time buffing up all the glory moments like killing the bosses for the first time and letting you forget the pure hassle of getting 40 people together. The griping over having to break up into 15-man groups to go run UBRS and MC the mobs there for a fire resistance buff for Vaelastrasz is long since forgotten. I think in the end 40-man raiding was cool and fun and an artifact of the games that preceded WoW, and it belongs in its place of honor but definitely in the past.

  • Ready Check: Professor Putricide

    by 
    Michael Gray
    Michael Gray
    02.05.2010

    Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Icecrown Citadel, everyone can get in on the action and down some bosses. Professor Putricide is the final boss in the Plagueworks. He's kind of the R&D guy for the Lich King's slime armies. If you recall from fighting Rotface, Putricide is the guy who's constantly screaming about what good news it is that the slime is working again. Frankly, I'm mostly motivated to kill the guy to get him to shut up about the slime. Putricide is a movement fight. There's a lot of mechanics that will require your raid to rapidly swap targets (to kill adds), and then not-stand-in-stuff. (Most of the stuff you'll not be standing in is one variety of slime or another.) It's not really much of a coordination fight, per se, because your tanks are probably pretty well-versed in swapping aggro back and forth. However, Putricide is going to put to the test your raid's ability to get on an add quickly. And not stand in stuff. Let's take a look behind the jump and talk about the fight in more detail.

  • Ensidia temporarily banned for exploits

    by 
    Eliah Hecht
    Eliah Hecht
    02.04.2010

    It looks like Ensidia's 25-man world first on the Lich King will go down with an asterisk next to it, because they've all just received a three-day ban for "Abuse of in-game mechanics or glitches with intent to exploit or cheat in World of Warcraft." The Ensidia blog post reporting this is down as of this writing due to traffic, but you can still view the Google cache. The story is that Ensidia made use of Saronite Bombs to "bypass The Lich King fight mechanics" (Saronite Bombs and similar items were disabled in a hotfix last night). In addition to the temporary ban, all items and achievements they gained from downing Arthas have been revoked. Before the ban (but after the hotfix), Ensidia put up a post claiming that they didn't think the bombs were an exploit; Blizzard obviously isn't buying it. Meanwhile, Muqq, the Ensidia player who posted about the ban, has taken this as an opportunity to quit WoW (and rant a bit at Blizzard about "half-assed encounters"), saying "to ban people when they do not know what's causing the bugs is just a [expletive] joke." Update: It's worth a mention that the language Muqq used at the end of his post is identical (save places and names) to this post by Tigole (scroll to the bottom -- it's the last thing on the page), written of EverQuest in 2002. Be warned, neither of these are safe for work.

  • Ready Check: Rotface

    by 
    Michael Gray
    Michael Gray
    01.29.2010

    Rotface probably has the best name in World of Warcraft. Can't you just see a pair of elementary school kids standing out in the playground, yelling at each other? "Well, you're a Rotface!" "Well, you're just a Festergut!" The comparison's pretty apt when you hear Rotface's voice, too. And then that voice gets even better when Professor Putricide yelling, "Good news, everyone! The slime is working again!" Rotface is the mirror twin of Festergut. I usually raid Festergut first, and then go to visit Rotface. Rotface manages to be both a DPS check and a coordination check in a single fight. This is because Rotface does things to your raid. The longer you let Rotface stack up these things, the more difficult Rotface becomes. It's not necessarily that the damage increases as much as you're increasing the likelihood that something will go wrong. It's therefore best to burn him down as quickly as possible, even while trying to handle the coordination elements of the fight. Jump behind the cut and let's check out the fight.

  • Ready Check: Festergut and friends

    by 
    Michael Gray
    Michael Gray
    01.22.2010

    Now that you've conquered the tragic hero-turned-evil Deathbringer Saurfang, the path is clear for you to go into the Plagueworks. This is where some of the slimy, funky, icky creatures serving Arthas keep their truly hideous and nasty creatures."Slimy" really is the word here, as the whole area just seems... moist. In a small break from normal operating procedure, I want to talk a little about the trash on the way to your first boss. The trash in Icecrown Citadel is fairly awesome, and worth a little bit of description. As soon as you enter the main spire, you're going to find these jets of blue smoke shooting from the walls. It's worth noting that you shouldn't stand in them, or you'll die. Rogues can disarm these traps fairly handily. Jump behind the cut and let's start looking at Festergut and his wonderful array of friends.

  • Insider Trader: What to sell, what to sell

    by 
    Michael Gray
    Michael Gray
    01.15.2010

    About a month ago, we had a discussion about the specific character bonuses that come with each profession. Then we jumped into a great deal more detail around Jewelcrafting and Blacksmithing, whose profession bonuses are incredibly customizable when compared to the other professions. These bonuses usually rate the itemization equivalent of 60 attack power. While that's not a humongous number, it's certainly a meaningful bump in your character's potency. However, the very basic reason to be a particular profession usually has to do with what you can sell in the Auction House. The character bonuses are certainly a huge perk of training a profession, and shouldn't be ignored by any player looking to cruise endgame content. But the driving reason for many people to pursue these skills had to do with other items which produce cash. Cold, hard, beautiful cash. Let's jump behind the cut and talk about the saleable items from each profession. While you might choose your profession based on its character bonuses, it's still best to know what items will sell on the AH from each.

  • Ready Check: Deathbringer Saurfang

    by 
    Michael Gray
    Michael Gray
    01.15.2010

    Deathbringer Saurfang is the final boss of The Lower Spire of Icecrown Citadel. This is the orc you once knew as Dranosh Saurfang. It turns out that the orc affectionately known as "Little Cleave" didn't simply die at Wrathgate. Instead, while we weren't looking, some ill-mannered Scourge grabbed the body of Dranosh Saurfang and spirited away. We probably assumed that his body had been burned to ash when the red dragons torched the place. Still, however it happened, you've now ascended to the opening of the Plagueworks, and now have to show down with Deathbringer Saurfang. The Saurfang fight is pretty interesting, actually. There's a lot of moving parts and abilities to try and monitor, but the actual flow of the fight isn't too bad. From a tank's perspective, you stand there and taunt every so often. From a healer's perspective, you're healing . . . and then healing some more. It's the DPS players who really need to be on their game. There's adds that show up which they have to kite and kill in short order, or really horrible things start happening to the raid. Let's take a look behind the cut and start talking about all the horrible things that could happen.

  • Ready Check: Gunship Battle

    by 
    Michael Gray
    Michael Gray
    01.10.2010

    Easily one of the most creative and distinctive fights in Icecrown Citadel, the Gunship Battle is something many raiders have been looking forward to since BlizzCon 2009. As a little bonus, this fight is also the source of a certain cloak that's white and longer than your average cloak. Here's the basic story. As you've just managed to lay waste to Lady Deathwhisper, you ride the elevator up to where you'll see the Horde and Alliance doing battle. The fight happens almost identically the same whether you're Horde or Alliance. The only difference is which faction leader you're attacking and which faction leader you're following. You pick fights with small parties of the enemy faction as you fight your way to get to your gunship. This is the same ship that's been circling Icecrown for all of Wrath, so you'll probably recognize Orgrim's Hammer and Skybreaker. You'll want to be sure to grab a jetpack as soon as you get onboard, and spend a little time shooting around and getting used to the rocket jump. Even if you're not going to be part of the raiding party attacking the enemy ship, the jetpacks are too much fun to completely ignore. Also, as has been mentioned before, these jetpacks gave rise to the infamous Rocket Bear. Once the encounter starts in earnest, you'll quickly find yourself fighting the enemy in ship-to-ship combat. Let's take a look behind the jump and talk about how this is going to work.

  • In-game changes for January 5th, 2010

    by 
    Adam Holisky
    Adam Holisky
    01.05.2010

    There is a new round of in-game fixes that have just been released. Chief among these is a nerf to Lady Deathwhisper in Icecrown Citadel and the ghost waves in normal and heroic Halls of Reflection. Lady Deathwhisper is having her 25-man normal version changed (not the 10-man) to decrease her mana pool and to decrease the health on all the adds. This means that the shield will go down much faster for guilds currently struggling with that aspect of the encounter. Additionally, tanks get a bit of a buff here in that the Adherents will wait a little bit longer before casting, which means there will be more wiggle room in picking them up. We have a feeling the necessity of these changes will be hotly debated. The ghost waves in Halls of Reflection have also been changed to allow for easier combinations of mobs (no more two mages in one group). The AoE the mage does will also do less damage and be more interruptable, which should make for an easier time staying grouped up. The complete list of fixes after the break.