Cataclysm to include outdoor heroic 5-man bosses

In vanilla and BC, there were world bosses like Azuregos and Doomwalker that spawned out in the open world and could be taken down by a raid. While these bosses were often farmed by the highest progression guilds on the servers, they were often so quickly killed and so long in respawning that not many players got to see them. Now, in Cataclysm, a new take on this idea is being implemented.
Valnoth - Re: Thank you for the outdoor raid bossesQ u o t e:
No, I'm not being sarcastic. I am genuinely happy that they have been brought back in Cataclysm since they really do play a part in developing a server's community, especially when there is more than one guild that's capable of putting out enough people to down them. And going by the health of the current ones, they seem to be balanced towards a 10-man raid which means a lot of people will be able to actually have a shot at getting them. Here's to some competition and some good-natured trash-talking between guilds come Cataclysm. \o/
No, I'm not being sarcastic. I am genuinely happy that they have been brought back in Cataclysm since they really do play a part in developing a server's community, especially when there is more than one guild that's capable of putting out enough people to down them. And going by the health of the current ones, they seem to be balanced towards a 10-man raid which means a lot of people will be able to actually have a shot at getting them. Here's to some competition and some good-natured trash-talking between guilds come Cataclysm. \o/
There are a COUPLE of these bosses in Cataclysm, but they're not true outdoor raid bosses. They're just much harder group bosses that drop heroic dungeon level items and specialty items. Have fun!
Valnoth later responds to a player's concerns that these bosses will definitely be doable by a five-player group and are not intended as true raid bosses. Frankly, while I loved farming Azuregos, the Dragons of Nightmare and Kazzak back in the day, it was really a drag trying to do them with smaller-than-optimal raid groups in order to beat other guilds. There was a lot of griefing, and the spawn rates were terrible. Hopefully, with their being made heroic 5-man quality, they'll be able to spawn more often and more people will have a shot at them.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.Filed under: News items, Cataclysm
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Reader Comments (Page 3 of 3)
alzeer Oct 27th 2010 6:06AM
easy solution:
make the boss spawn using item
the item itself can be drop from other instanced Heroic boss
Annoyed Oct 27th 2010 6:45AM
Warhammer ripoff
Rajinnu Oct 27th 2010 7:10AM
Simpson's did it
Felinae Oct 27th 2010 7:14AM
Reminds me of when we used to go hunting gragons :)
That's Green Dragons for those who haven't encountered the phrase before.
netokituco Oct 27th 2010 1:06PM
It brings Kill Steal to WoW in a manner that will not be so nice, my point of view.
mr.fj Nov 5th 2010 10:39AM
How about a world boss, that scales dynamically in difficulty, for each player that is "In combat" with him?
He should scale level appropriately.
Imagine that he starts with 85(or another number) "Stats", he starts with every time a player attacks him, he get + 1(Stats * player level), every time a player is killed, or leaves the fight, he gets -1*(Stats * player level) and + (100/number of fighting players)% hp.
This would make it important to keep low level players alive.
All his damage should be % based, so that while low level players may not make much of a difference in the fight, they would also be easy to keep alive :)
His mechanics should not be TOO difficult, but difficult it enough, that it would require tanks, as well as dps'es and healers, to move around and pay attention to what other players are doing. It could be a great way for low level players to learn how to raid, because high level players will have to guide them, or he regains health when they die.
Oh and he should have loots that are useful for all level ranges and drop an amount that corresponds with the level and number of players. (you can't need or greed on an item that is not appropriate for your level. If there are no low levels, low level gear wont drop.)
I have not figured out if he scales with gear yet and there ARE holes in this suggestons, so please, feel free to contribute if you like my idea :)