Ready Check: Raiding 102

We covered Raiding 101 a few weeks ago. One of the interesting things you discover when you talk about "the very basics of raiding" is that people actually tend to say the same things. The key things are to read up on fights, listen to your leaders, pay attention and don't stand in fire. The actual skill itself in "raiding" (as opposed to "playing your class") is really just those tenets of cooperation. Unless you're in a bleeding-edge guild, there are lots of resources on the internet whose authors have already figured out the puzzle. Now you're just convincing 24 of your closest friends to read up, too.
That being said, our readers have quite a few helpful tips. So, now we follow up with Raiding 102.
Grab your addons
There are whole columns devoted to picking out good addons, and I'll defer to Mr. McCurley's epic knowledge on which are best. But as ColbyWolf and Frostymage point out, addons are a very important part of raiding. I'd probably recommend checking in with your raid leaders to figure out what packages to use. Conforming to your group's most common addons will probably increase your likelihood of success; the goal here is to be on the same page.
In a general sense, though, you'll want a boss mod. DBM is my preferred flavor, but check with your raid first. I know a lot of people swear by threat meters, but I tend to find the built-in threat notifications sufficient. (Also, death is a good way to know you pulled aggro.)
Get the scoop on healers
While you should probably know who everyone is before you dive into a raid, as I mentioned before, it's awfully helpful to know who is doing the healing. This is because you need to be careful not to run out of their range, and also because you should try and keep an eye on them. In case of catastrophe, most raids would prefer to lose a DPSer than a healer. Like Cheb says, knowing your healers might give you a heads up on an incoming wipe.
Remember your kit
Take the time to research your flasks, potions and other consumables, and as tkc cautions you, have them on hand. This can be especially important if you're tackling progression content. While a few attack power probably won't make a night-and-day difference for each person, when you get 25 of your closest friends together, that effect stacks nicely.
This also includes stocking up on your reagents. You'll go through more than you think. I always keep enough on me to rebuff 100 times. I've never heard of people wiping 100 times in a single night, but I've never run out of reagents on my own, either.
Be on time
No, seriously. Be on time. Look, I generally try and avoid being all Fanboy Nerdrage Guy, and I try to be understanding and everything. And frankly, I don't buy the "raiding is serious business" stuff, and Sylvanas knows when I don't feel like raiding, I drag my feet.
But if you tell 9 or 24 other people you'll be there, you need to be there. Making them stand on the landing pad waiting for you is a bum move and not cool. And "they know I have a rough schedule" is not an excuse. They are real people, too, who could be doing other things. Nothing gets my goat like wasting my time, and I am not alone in that.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. For more healer-centric advice, visit Raid Rx, and be sure to look up our strategy guides to Icecrown Citadel and Halion/the Ruby Sanctum.Filed under: Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 2)
Stannislaus Sep 10th 2010 10:16PM
I hate to be that guy, but threat meters are NOT for knowing when you have already pulled aggro. That warning comes from a flashing red screen and impending doom as the boss turns in your direction.
They are for knowing how much threat you have in relation to the tank, so you can avoid earning the boss's attention.
Good article otherwise though. I feel like a lot of these things should be obvious to anyone who have stepped in a raid above a handful of times, but I guess that's not who the article is targeted towards.
Chamual Sep 10th 2010 10:21PM
These are great guides to get a basic understanding of how to raid. I've been on a few VoA pugs with players in their first raid and always try to help out when I can, these guides would be great to point them to.
The one thing I would say about raiding however, is to learn all the rules and then learn how to break them to drive the raid on. In an ideal world everything goes perfectly and you 1shot every boss. The whole point is that it is a game, and it is designed to go wrong. It is when things go wrong that you show yourself as a true raider. Spot the danger and elimitate it. Don't save cooldowns unless there is a fight that requires one to take a big boss or something, use your defensive cooldowns whenever they are available, they will save a life. They are there for a reason and most have relatively short cooldowns so don't need to be saved. It is not bad if someone uses a cooldown to survive, its what they are there for and they allow you to push that little bit harder because you know you can get yourself out of it if it goes tits up.
People dying in the raid is not good for the raid, do whatever you can to keep yourself and your raid alive (DPS paladins can BOP and shield, hunters can kite, warriors can intervene etc.). The DPS will come, the main thing of any raid is to stay alive long enough for the dps to do its job.
Survival is 10 times more important than DPS.
Don Sep 10th 2010 10:21PM
You have a goat? Pix plox.
Pyromelter Sep 10th 2010 10:21PM
Threat meters are most important for tanks, and for any dps with high aggro, like warlocks, feral druids, fury warriors, fire mages. It stinks to use an aggro reducing ability, but pulling the boss can often mean you get one shot.
A threat meter is also important on fights where tank aggro can be an issue, like lady deathwhisper, and keleseth on blood princes.
Neirin Sep 11th 2010 1:22AM
All rogues should have some sort of threat meter active to make sure your TotT target isn't dangerously high on aggro so they can know to give the tank a little extra boost instead.
Gryph Sep 11th 2010 5:34AM
Survival Hunters generally have the highest aggro. Atleast that's what I've seen in every raid I've been in. No wonder really when I have avg 80% crit :P
2 easy ways to figure out if you may be an aggroer:
1. Huge dps
2. Big, nice crits (Just like fire mages, fury warriors, Warlocks, Ferals and SV Hunters.)
Khirsah Sep 11th 2010 8:19AM
@ Neirin...Good point about TotT. And not to step on your toes, but I'd like to elaborate just a bit further.
Communication is key. There is nothing wrong with asking: "Who should I target with my first TotT?" And on fights with a lot of tank switching (like Festergut) have a couple Macros hotkeyed. There is a great add-on called Trix that can help with that, if you are Macro impaired like I am.
Also, I think most Rogues target the tank on the pull, then the highest DPS after that. (Or should I say second highest? After all, we're the rogues. hehehe). Anyway, make sure your other TotT targets know who they are, so they can watch their threat. Also, I try to use a melee DPS, so that my target is not out-of-range.
And one more thing: Grid is not just for healers. It is a great add-on that takes up minimal screen real-estate. I have my Grid set-up to color code by class, with icons for tanks and healers, and a range finder for everyone. One quick look and I can tell if I am in range of the healer. The MT died? Find the OT and tricks him quickly. Easy enough, because you can spot his Icon. Your second TotT target died? Look for a splotch of yellow or green and you have a new target.
Seriously, many people have asked me why, as a rogue, do I bother with Grid. I have found so many uses, I can't believe more rogues aren't using it. But maybe that's just on my server.
Tankizgay Sep 11th 2010 10:14AM
Feral Druids especially take note, you have a huge ramp up with quick crits and your one agro reducing ability A) costs energy throwing out your rotation B) Sucks.
Theresa Sep 10th 2010 10:37PM
I used to run an ultra-casual friends only guild. The one and only rule we had about raiding was that if you said you were going to be there, you damn well better show up on time and be ready to go. If you can't make it, everyone in the guild had my phone number.
Yeah, we wiped in Kara. But we had a ton of fun and didn't waste our time sitting around.
Now I'm in a top end progression guild but our biggest raiding rule is the same thing. Show up, or tell us you're not going to be there so we can plan around your absence.
mayjest Sep 11th 2010 7:22AM
I follow this rule wholeheartedly, often to my own detriment. If I'm not sure I can make the start time, I won't sign up. Even if I think I'll only be 15 minutes late, I won't sign up. Because of this I've barely raided since Ulduar as I simply haven't been able to guarentee my time.
So I find it incredibly annoying when, on the few times I can ensure I make it on time and I sign up, I'm sat around for 25 minutes waiting for those last two to take their time and log on.
Everything else you can do for preparing to raid, do it. It helps every one. But I'd far rather you showd up on time and borrowed a flask or two off me for the evening than logged on at the raid time and spent 20 minutes doing the grunt work you should have done before.
Yangli Sep 10th 2010 10:39PM
The build-in threat thingy is nice and all, but as a raiding hunter I don't know where I'd be without Omen. First of all, the ingame tool only gives you percentages. Especially in the beginning of a fight, those change really quickly, and as long as I don't see the actual number of threat everyone holds, I have no way of knowing how much threat exactly the tank already has and at which rate he is creating more, which I want to know in order to time FD or use CDs.
Well and also it is, at least to me, much easier to quickly judge my threat level by looking at fancy colourful bars than by watching a number.
Pyromelter Sep 11th 2010 12:09AM
I think for a beginning raider, omen probably isn't overly necessary unless you are a tank. Very few if any new raiders are going to top the dps meters, so they won't have to worry about threat. Now, one you get some better gear, a nice weapon, some nice trinkets, and you see your dps climbing higher, then you need to worry about threat. You definitely should have it once you start getting more into raiding with better gear.
Lohkie Sep 11th 2010 12:06AM
i have to say that i disagree a little bit with addons being "necessary". I haven't used any addons except for recount and power auras. never had DBM running, and have been fairly successful in my opinion. Doing some research on my own and having other guildies explain the fight are good enough for me. Just pay attention to your surroundings and listen when told to do something by your RL and the game itself
Neirin Sep 11th 2010 1:35AM
If addons were necessary, they'd be built in. They're really just about streamlining your performance.
Trying to keep track of defile, valkyr, and soul reaper cooldowns in your head is very very difficult with everything else going on and having an extra few seconds of heads up can really make or break that fight. It can be done - most fights I've done several times I can do by instinct - but a beginning raider could definitely benefit greatly from a little extra help.
Same goes for threat meters - you can certainly tell where you are on the boss's aggro table with the build in meter, but an addon like Omen gives you a bigger, clearer picture.
Janaan Sep 11th 2010 2:17AM
I'd have to agree with Neirin. This guide is for new raiders, and being new, they may not be able to suddenly pick up on everything just by watching the boss and listening to emotes. When giving advice to newer people, I always try to give them anything and everything that they need to be successful. While add-ons are not NECESSARY, ones like DBM do give a leg up to those who may not know fights like the back of their hand or anyone who could practically do the fights blindfolded. Remember, some people aren't as experienced. They need some help to get started, and add-ons provide that help.
Sleutel Sep 11th 2010 2:21AM
@Neirin:
"If addons were necessary, they'd be built in."
Wrong, and belied by the number of addons that Blizzard has incorporated into their UI over the years.
Sim Sep 11th 2010 2:32AM
I have a healer in my guild that has this kind of attitude. "I've healed since vanilla without addons, and I'm proud of it. People tell me when I need to do things and I do them." What you are forgetting is that *those people* are running DBM. And click-to-cast mods. You're using addons by proxy. If I have to tell you to cleanse something, and then you have to find the person, and cleanse them, then we've wasted valuable time. If you are in a guild that runs mod-free and research-free, than I respect that. If not, get on the bandwagon and stop wasting your friends' time.
alyxx Sep 11th 2010 10:17AM
"Necessary add-ons" = Whatever add-ons your guild/raid requires.
Also, don't forget to keep your add-ons updated. Newer versions of DBM, in particular, are regularly released.
Sleutel Sep 11th 2010 2:22AM
That screenshot really makes me miss Kara, back when I was the little nubling raider. I really did love that raid.
Cap Sep 11th 2010 12:06PM
I feel like a proud parent who (back then) was watching their wittle nubling raider baby crawl around the floor in diapers and occasionally bumping into chair legs and corners of tables.
NOW LOOK AT YOU! LOOK AT YOU NOW!
8*(