Friday, June 22, 2007

Raiding Guide

Raiding-running instances with 20 or more people

Contents:
* 1 Golden Rule
* 2 Motivation
* 3 Progression
* 4 Timescale
* 5 Hierarchy
* 6 Talent builds
* 7 Behaviour
* 8 Loot

Every successful raiding group has a core of regular attenders. In the "normal" case, all members of a raid are in the same guild, but there are many other methods possible (up to so-called "pug raids"). Invariably after a few runs, either a reliable core group forms, or the raid doesn't take place any more. One problem for newbies (especially guildless newbies) is to find (or create) such a group. In order to faciliate getting a place in a raid, some understanding on how raids function can help.
Golden Rule

Raiding is a long term team effort. Thus have patience, and be a good team player.
Motivation

A common misconception is that raiding is all about epic loot. Unfortunately, there are these pesky end bosses who need a coordinated and determined effort to master them. In reality raiding is about learning the boss encounters. The most happy raid members are those who join a run because they like the challenge form the encounters.

People with selfish goals, especially when it comes to loot, usually lose their raid places quickly. If not some kind of formalized loot distribution system (like DKP) is used, epic loot is normally distributed on the basis what's best for the raids future success, and not what's optimal for an individual player. So be polite and don't put your personal goals over those of the whole raid (see the golden rule above).
Progression

Prior to the Burning Crusade, partying, and specifically raiding, began at the 5 and 10 stage, progressing to Upper Blackrock Spire. The first 'real' raid instance was Zul'Gurub, and then the beginning of the Ruins of Ahn'Qiraj (aka AQ20). At some point during these two instances there was the Molten Core. Onyxia, next on the list, was begun as early as the beginning of Molten Core, or held off until Majordomo Executus or another boss toward the end of Molten Core had fallen. Following this was Blackwing Lair, and while it was possible to begin the Temple of Ahn'Qiraj (= AQ40) (next on the list) near the beginning of Blackwing Lair, it also is not suggested. It is generally established that once your guild is at or defeating the Twin Emperors in AQ40, your guild should begin Naxxramas.

Nowadays, with level 70 and the expansion, a player can simply do quests and solo all the way to level 70, and start running instances only then. A group of 40 level 70 characters with the normal blue/green quest rewards should easily be able to clear BWL, and find AQ40 mildly challenging, all lesser instances should feel rather easymode (rumor has it that Onyxia was 5-manned). The only instance with interesting drops is Naxx, but since the top of the line instances in Outland require faction grinding (and this is best done in the lesser Outland instances), nearly nobody goes there any more.
Timescale

When soloing it is reasonable to expect a reward every 30 minutes or so (after solving a quest). In 5 man instances, it is normal to get at least one good item per run (2-3 hours). The interval between such "successes" in raids is measured in weeks. The 40 man instances reset once a week, so each boss can be killed only once in seven days. Assuming 10 bosses and two drops per boss, this yields 20 items per week, so every member of a 40 man raid can expect at most one item every two weeks. In reality, a wait time of one month or even more is much more realistic. Clearing Molten Core (i.e. from the very first pull until Ragnaros is down) in less than half a year is very fast (when the raid starts at lvl 60 with the usual mix of blue/green equipment). Raiding is a very long term effort.
Hierarchy

In a 5 or 10 man instance group, one group leader can do all the management neccessary - one person can organize healing, crowd control and target assignment without there being much danger that something is forgotten or out of sync. In a raid the tasks are much more complicated and specialized, and sometimes require detailed knowledge of class (or build) capabilities, so that actually quite a lot of the management tasks get delegated to "officers", and the raid leader himself mainly focuses on keeping things synchronized. As all hierarchies, this structure can either be maintained out of necessity, because it makes things easier and better organized, or it can be used as a means of suppression. For newbies it's sometimes hard to distinguish these two forms.

Normally each class should have one officer, and a separate chat channel where all issues specific to that class are discussed. The officers and the raid leader have another separate chat channel where strategy and synchronization are discussed. An exception is the healer channel - this one is usually not limited to priests, rather all healing classes (Druid, Shaman, Paladin) join it, and don't all have a separate channel of their own.
Talent builds

There are certain builds which make it easier to be accepted into a raid, and others for which it's more difficult. Especially before the release of Burning Crusade, all Hybrid classes were expected to heal (which means Resto builds for shaman and druid, Holy for Paladin). Warriors should be able to tank, so at least 15 points in Protection are very much appreciated. Some raids may go as far and demand very specific builds, others may be less strict, but in general, most raiding guilds expect that all hybrids are specced for healing, and all warriors are able to tank.

With the release of Burning Crusade, many talent tress were re-evaluated and changed, the end result being that Hybrid classes are now apt for more than just healing. This has been a source of controversy amongst many guilds, where many new level 70 Paladins wish to tank, or Druids expect to DPS. As a new raider, a hybrid class should be up front with their Guild Master about what they wish their role to be, and expect that the guild may not need that specific job filled (example, you want to be a DPS druid, but the guild really needs Resto druids.)

Be willing to fit the role your guild needs, or to find another guild where you can function in the role that you wish to.
Behaviour

Unless the task at hand is totally routine (e.g. the 20th MC run before the lava packs), chat should be kept to a minimum. Raids are not a good place to get to know the other members. There are too many people, and there's too little time. When it comes to tactics, newbies should really be careful and first try to understand how this particular raid works. Although on many bosses there are widely accepted strategies, some raids may do things different, and still have success. It is not a good idea to try to teach long term raid members things on the first occasion, justified as it may be. Discussions should not take place during a raid. If you have an issue with anything, catch the relevant officer later in /w or in some forum, not during the raid.

In particular, predicting doom and failure before the pull even begins, or declaring "wipe" when one person dies is a good way to quickly lose your raiding spot. It is important for the success of the raid to stay positive, especially when learning new content.
Loot

The drops are usually distributed by a loot master during a raid. The loot rules are normally agreed on beforehand. Most raiding groups use some kind of formalized loot system. Drops which are of no immediate use (like Core Leather or the Nexus Crystals from disenchanted epics) usually go to the guild bank. Newbies need to be prudent once more, but don't despair - even if things look like you'll never get anything, you'll quickly find out that there are many items which nobody else wants to take, and thus you'll get decent gear quite fast. Of course, getting the top of the line drops takes much more... patience.

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