WoW Rookie: Raid 101
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.
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10-Man Raids |
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Level 60 |
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Level 70 |
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Level 70 |
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20-Man Raids |
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Level 60 |
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Level 60 |
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25-Man Raids |
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Level 70 |
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Level 70 |
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Level 70 |
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Level 70 |
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Level 70 |
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Level 70 |
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Level 70 |
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40-Man Raids |
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Level 60 |
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Level 60 |
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Level 60 |
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Level 60 |
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Level 60 |
Twenty and forty-man raids were popular prior to the Burning Crusade, when the level cap was set to 60. Most of the endgame content you will likely experience will be ten or twenty-five man raids until Wrath of the Lich King is released. Some players still enjoy going back to older raids for nostalgia, experience, and loot.
Coming prepared is important when doing instances, but it is doubly important when raiding. Players should at a minimum bring food, water, reagents, and bandages. Mages are often called upon to provide conjured provisions, but you should bring along your own just in case. Player should also bring along necessary potions, elixirs, and flasks. Alchemy is a handy skill to have when raiding.
Elixirs are similar to potions with longer lasting effects. They are divided into battle and guardian elixirs. Guardian elixirs do not stack with other guardian elixirs and battle elixirs do not stack with other battle elixirs. Here are some great elixirs for the endgame raiding.
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Elixir |
Effect |
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Decreases the magical resistances of your spell targets by 30 for 1 hour. Guardian Elixir. |
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Regenerate 16 mana per 5 sec for 1 hour. Guardian Elixir. |
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Increases all Stats by 15 for 2 hrs. This effect only works on the Sunwell Plateau. |
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Increases shadow spell damage by up to 55 for 1 hour. |
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Increases armor by 550 for 1 hour. Guardian Elixir. |
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Increases attack power by 90 and decreases stamina by 10 for 1 hour. |
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Increases Resilience Rating by 30 for 1 hour. Guardian Elixir. |
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Increases your Agility by 35 and your critical strike rating by 20 for 1 hour. |
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Increases Intellect and Spirit by 30 for 1 hour. Guardian Elixir. |
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Increases fire spell damage by up to 55 for 1 hour. |
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Increases frost spell damage by up to 55 for 1 hour. |
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Increases the effects of healing spells that you cast by up to 50 for 1 hour. |
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Increases maximum health by 250 and restores 10 health every 5 seconds for 1 hour. Guardian |
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Increases your Strength by 35 for 1 hour. |
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Increases spell damage and healing by up to 24 and spell critical strike rating by 24 or |
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Increases attack power by 60 for 1 hour. |
Flasks are like super elixirs that persist through death. Because Flasks work as both guardian and battle elixirs, only one can be active at any given time. Some of your Flask options include:
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Flask |
Effect |
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Increases spell damage caused by Arcane, Holy and Nature spells by up to 80 for 2 hrs. |
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Increases maximum health by 500 and defense rating by 10 for 2 hrs. |
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Increases mana regeneration by 25 mana per 5 seconds for 2 hrs. |
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Increases mana regeneration by 25 mana per 5 seconds for 2 hrs. |
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Increases attack power by 120 for 2 hrs |
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Increases maximum health by 500 and defense rating by 10 for 2 hrs. |
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Increases mana regeneration by 25 mana per 5 seconds for 2 hrs. |
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Increases mana regeneration by 25 mana per 5 seconds for 2 hrs. |
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Increases resistance to all schools of magic by 35 and all stats by 18 for 2 hrs. |
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Increases spell damage caused by Arcane, Holy and Nature spells by up to 80 for 2 hrs.* |
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Increases maximum health by 500 and defense rating by 10 for 2 hrs.* |
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Increases mana regeneration by 25 mana per 5 seconds for 2 hrs. * |
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Increases spell damage caused by Shadow, Fire and Frost spells by up to 80 for 2 hrs.* |
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Increases attack power by 120 for 2 hrs.* |
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Increases damage done by magical spells and effects by up to 70 for 2 hrs.* |
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Increases Agility by 20, attack power by 40, and Stamina by 30 for 2 hrs.** |
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Increases Agility by 20, Strength by 20, and Stamina by 30 for 2 hrs.** |
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Increases Intellect by 20, Stamina by 30, and grants 8 mana per 5 sec. for 2 hrs.** |
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Increases Intellect by 20, Stamina by 30, and healing by up to 44 for 2 hrs.** |
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Increases critical strike rating by 20, Strength by 20, and Stamina by 30 for 2 hrs.** |
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Increases Intellect by 20, Stamina by 30, and spell damage and healing by up to 23 for 2 hrs.** |
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* Only active in Tempest Keep, Serpentshrine Cavern, Caverns of Time: |
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** Only works in the Blade's Edge Mountains Plateaus and Gruul's Lair. |
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Communication is the key to raiding. Raid leaders orchestrate the group. It is very important to know your specific role in the raid. Since all players must pull their weight in boss fights, if you have any questions, be sure to ask them before the encounter begins. It's definitely preferable to slow the raid a little by asking questions than to slow it a lot by causing the group to wipe.
Most boss fights have tried and true strategies for successful completion. You may be asked to review a fight via web pages or videos by players who have mastered the encounters before. Do not expect to lead raids early on. You will most likely have to learn the fights and raid management by experiencing them first hand before you attempt to call the shots yourself.
Don't expect to be invited to instance raids as soon as you reach level 70. You should make sure you have adequate gear and skill for the raid. As you continue through the raid progression, you must improve your gear before you move on. If you want to begin raiding, you should look for a guild with similar interests and goals. Many raiding guilds require applications and trial periods before joining or acquiring full membership.
You may occasionally be asked to join a raid outside your guild. This can be a handy way to prove your worth when applying to a guild.

Next week's column will give more information about your voice chat options. Most raids will not allow players that do not have their preferred method of communication.
*** Although there are relatively few actual Dragon bosses in WoW, the conventional term, DKP, persists from previous MMORPGs.
Filed under: Tips, Guilds, Raiding, Guides, WoW Rookie






Reader Comments (Page 1 of 1)
SweetPoison Mar 24th 2008 1:08PM
The information for Flask of Pure Death is incorrect. It should be
Flask of Pure Death
Requires Level 65
Use: Increases spell damage caused by Shadow, Fire and Frost spells by up to 80. Counts as both a Battle and Guardian elixir. This effect persists through death.
SweetPoison Mar 24th 2008 1:13PM
...also
Flaskataur's Tears
Requires Level 65
Use: Increases attack power by 120 for 2 hrs. Counts as both a Battle and Guardian elixir. This effect persists through death.
Mr. Applebutter Mar 24th 2008 1:29PM
Flaskataur's not in game.
Bloodelfer Mar 24th 2008 1:35PM
"All Flaskataur items were vendor bought from the McWeaksauce people during the BT 2.1.0 PTR. These don't exist on Live servers."
(from Wowehead and Allakhazam comment box, so get your facts right )
SweetPoison Mar 24th 2008 1:37PM
Ahh, good to know. MY mage doesn't use too many AP pots :P
Nick S Mar 24th 2008 1:51PM
oh, the 40-man raids... i wish there was still one raid - let it be the endgame raid, even - which required 40 players. that epic scale is brilliant.
of course, managing 40 people is nightmarish... but that's part of the challenge, right?
/ignore Nick S
Slayblaze Mar 24th 2008 2:06PM
I agree, at least 1 40-man would be nice. Probably not a true endgame one though just so more people could get in.
MightyIdle Mar 24th 2008 2:15PM
Not me. I do not long for the days of 40 man raids one bit.
Trying to get 40 people all walking in the same direction for MC/BWL/AQ was like herding cats. The lead time required for getting things rolling was pretty crazy. I'm sure a few guilds had it down to a science, but those were rare.
There also seemed to be quite a few squatters in the 40 mans. These people would tag along and expect the remainder of the group to carry their weight for them. It's a lot harder to spot this kind of thing in a big 40 man as opposed to even a 25 man.
Finally, getting your hands on loot was a lot harder. Even with a good DKP system. There are simply more people rolling for a single piece of loot. I remember spending a couple of months between drops pre BC.
10 man raids are great and the 25 mans feel about right. I think the best times, though, were the 20 man ZG and AQ runs back in the day.
terra Mar 24th 2008 3:27PM
I think it'd be really good to mention enchants in a column like this. As a newbie raider in BC the idea of enchants seemed expensive and bothersome to me when my guild was first tackling Kara (I hit 60 right before BC came out, and had just barely scraped up the money for my regular flying mount training). Eventually I got the picture that they really were necessary when attempting new content.
Theserene Mar 24th 2008 5:04PM
The 'turn up prepared' bit is key. It does not endear you to a raid leader when you get 5 minutes in and go 'oops, I forgot water/food/food for my pet' or even worse' oh, got to go repair, I didn't do it earlier'.
In the 10 mans as well, there is no guarantee that there will be a helpful mage nearby to generate provisions, or an engineer to make a repair bot.