WoW Rookie: A raid rookie's lexicon of raiding language

Breaking into the raid scene can be intimidating for a new player, especially one who's not done anything like 10-man or 25-man raiding. We can hope that 5-man dungeons provide a basic idea of the general dynamics: healers heal, tanks tank, and damagers damage.
Most experienced raiders use language that a new player won't find in the game interface. Words like "tank" have a relatively obvious meaning, but phrases like "void zone" can be a little tougher to interpret when a new player first encounters them. This raider's lexicon has been built through 6 years of WoW raiding, and decades of MMO playing before Azeroth become an MMO.
This guide is intended to help new raiders get an idea what the heck everyone else is talking about. Be warned that most raids also have their own internal lexicon, too; we can't tell you what everyone is saying, but hopefully we'll get you caught up on the most basic stuff.
- Add phase: Enemy mobs that are not the main raid boss appear during an "add phase." These additional enemies usually need tanked and killed, though sometimes they merely need to be kited.
- Alt runs: Many heavy WoW players have multiple characters. While they consider one character their main focus, they have "alts" on the side. "Alt runs" are intended to get those secondary characters loot and achievements from the raid. Alt runs are usually fairly competent, since people have already completed the raid on their main characters.
- Burn phase: A phase during which everyone's damage needs to be as high as possible, usually because a raid wipe is coming if you don't get the boss dead before the end.
- Chain Lightning: Like many pieces of jargon, "chain lightning" is a specific ability that has become generalized to refer to any effect which jumps from one player to other nearby players.
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Council fight: A raid encounter in which multiple characters share a singular health pull. Fights are designed this way, in part, to force the raid to deal with the entirety of the council's abilities, without being able to simply burn down the most difficult council member immediately. - Don't Stand In Fire (DSIF): Many raids have environmental effects which you shouldn't stand in; otherwise, you'll take a great deal of damage. DSIF is usually an admonishment to raiders to stay out of these effects.
- Enrage timer: Many raid bosses have an "enrage timer." Simply put, this is the upper limit of time you have to kill the boss or everyone in the raid will die. This usually keeps over-competent tanks and healers from managing a boss forever, taking 30 minutes to kill the enemy.
- Exploding raid member: Many debuffs during a raid encounter mean the sufferer is "exploding." The affected member does damage to anyone within range. If you hear that a "person is exploding," that means get away from them.
- Off tank: A secondary tank, usually responsible for additional enemies or as a back up.
- Must Have Cheevos: Often a phrase used in building a PUG raid, "must have cheevos" means you must already have killed the boss in order to be included with the raid. This can lead to a Catch-22 of circular logic where you can't kill the boss the first time on your own because you must have cheevos to get in raids.
- Patchwerk: Patchwerk is a boss in the old Naxxramas raid. While there were some tank and healer tricks, the DPS were free to simply unload their maximum potential on the boss. No movement or environmental awareness was required. As such, Patchwerk has become synonymous with "DPS test."
- Raid Lock: If you get halfway through a raid dungeon, you have the option to "extend your lock" through the next week. This allows you to pick up where you left off the following week. Without such extension, each dungeon resets (becomes fresh) every Tuesday.
- Shard it: Sharding an item simply means disenchanting it, usually because no one needs the item.
- Soft enrage: Like an enrage timer, a soft enrage timer means that you can't take a long time to kill the boss. This is usually a building, scaling area effect damage that will kill the raid eventually, so you need to burn the boss down before it can do so.
- Tank and Spank: A simple stand-and-fight encounter in which the tank holds a boss in place, and people kill him.
- Tanking the floor: Someone who is tanking the floor is dead. The phrase specifically implies they did something to kill themselves.
- Tank swap: Some bosses place a debuff on the tank which, if the tank takes damage while under the debuff, means the tank will die. As such, a second tank takes aggro from the boss, to allow the debuff to fade off the first tank. Many raid bosses use this "tank swap" dynamic.
- Void zone: An environmental effect on the floor which you should not stand in. Usually, when something's called a "void zone," it's a stationary effect.
Filed under: WoW Rookie, Raiding, Raid Guides






Reader Comments (Page 3 of 4)
Rubitard Jun 16th 2011 5:04PM
I've also used many raid terms not appropriate for this article while gaining the floor's aggro.
Kook Jun 16th 2011 6:13PM
@ Bynde
I can't think of many people who would appreciate being called "angle face"...
/cackle
Charlie Jun 16th 2011 6:50PM
Llorin, I'm
Confused.. is this about the use of the word hell? sorry if it offends you, But it's a noun. A place. Maybe fictional and definitely a bad place if it does exist. That being said, a word only has power if you let it. I did not use it in a derogatory fashion.
Devo_AS Jun 16th 2011 4:00PM
"The affected member does damage to anyone within range. If you hear that a "person is exploding," that means get away from them."
Actually it means THAT person gets away from the rest of the raid. Why would you have 9/24 other people move away from someone that is about to assplode? It is that one persons responsibility to get away from everyone else as the group keeps on with the killings!
Necromann Jun 16th 2011 4:06PM
Well, if you follow the guy blowing up, it is not his job to keep running away from you.
Henri Poincaré Jun 16th 2011 4:07PM
There's being right and there's being smart. If someone is swerving into your lane on the road, it might not be best to insist on being right.
Aalokor Jun 16th 2011 4:09PM
That depends largely on whether you are stacked or spread, which I suppose would be additional terms that could be added to the list
omedon666 Jun 16th 2011 4:18PM
Regarding the achievement barrier, and circular logic:
The "don't be new on my time" culture is a huge part of WoW. I won't say it's a good part, but it's pretty intrinsic with the game being the industry leader (thus "serious business") thusly roping their content off with execution proficiency (thus "srs bsns") as opposed to sheer gear power. The circular logic is broken by the implied social barrier of playing with friends, (who will tolerate a learning curve of their friends) which is a key and intentional focus of both cataclysm and the direction of the game going forward.
The reason content seems "unPUG'able" is because you're, ideally, not supposed to be PUGing, "current" content, you're supposed to have friends, and thus be a team player, to consider this degree of team content. No friends, no content. Again, an intentional barrier, that further penetrates the guild structure itself, as a guild of friends won't have so pronounced a "don't be new on my time" ethic, but "a guild assembled to raid" still might. Again: "no friends, no content". An intentional barrier.
The answer: make friends.
Can't make friends? It's not in Blizzard's best interest to have you feel successful in current team content. Their product is bettered by the socially maladjusted either moving on to non-team content, or leaving the game. The community is "the weakest link" after all, and this is their attempt to fix it. It's subtle, but very obvious.
This doesn't mean that some pretty cold guilds don't feel success in the game, but they do so based on the strength of their agreements and policies. Progress can also be made in a laid back, friendly atmosphere. What won't work, and purposely so, is an impatient, unfriendly, mercenary, half organized "non team" (so, your average PUG). Again, intentional.
Catering to casuals is laudable and noble, and I hope they keep that up. Catering to the socially maladjusted is something I hope they never do. That's a degree of co-dependency that is carefully fostered by execution-intensive fights.
The Dewd Jun 16th 2011 4:35PM
I hope you don't get downvoted for this comment. It may not be a popular opinion but I agree with you.
I don't understand why people play a massively multiplayer game if they don't want to play with other people. Admittedly, my guild is more social than anything, whether we're raiding or not. We use Vent all the time, even if it's just two people talking and only one is in-game at the time - not just for raids and other large-scale events.
If folks want to solo all the content and not deal with anyone else, sure, they can play the game that way. I just don't understand the appeal.
And, on topic, I don't like the "don't learn on my time" mentality of many players, either. Everyone had a first time in any given instance - even the world first guilds. Sure, it was on a PTR or in a beta but it was still a first time in. I hardly ever drop group or votekick people unless they're so bad that they can't fulfill their role (healers who can't heal, tanks who can't take a hit, etc) and are unwilling to listen/learn.
omedon666 Jun 16th 2011 4:43PM
Let me be clear that I think the solo player must be catered to in any MMO: EVERYONE logs on alone, and you don't get two people if one is bored, so you'll never get to 25 if one is bored. That being said, execution intensive team content are not catering to those that are not interested in being team players, and these players don't really have any room setting their goals on the latest raid boss.
I am one of those players, just not in WoW. I play WoW for scheduled team play, and LOTRO for solo skirmishing. My guilds in both games are social and friendly, it's just that the WoW guild tolerates scheduled play, and the LOTRO guild is a group of friends soaking in the world's rich flavour. I have no right demanding access to the team content loot in LOTRO, but I can set my sights on it (within my team's limits) in WoW.
More people being honest about what they are willing to do, and what they feel they should get for it, would help a lot in WoW. Sadly, WoW's other major cultural slant is the "bragging rights" ethic, which is also intentional and intrinsic to WoW's particular flavour.
txnicole Jun 17th 2011 11:10AM
I'm a guild leader, I understand the concept of needing friends to pull off large-scale endeavors. However....
I'm also very anti-social by nature, and literally get exhausted having to be sociable for long periods of time. I can do it, but it's something I have to force myself to do.
I would highly prefer it if I had the option to scale down a dungeon/raid all the way to soloable version (with lower rewards of course) in order to SEE THE CONTENT. Either that or make a 'practice version' where you select your role and then there are computer generated npc's to fill the other roles (again, not for the same reward as a raid of real players, just for quest level reward, but an opportunity to practice and see content).
Sometimes I just want to see what they've done with a new raid or area. DDO does something like this, and I'd like to see some version of this for people who like to experience the lore and don't want the reliance on a ton of people to see the story. Obviously there would be no expectation of gear all that much higher than blues from a finale quest, but it would be useful.
For those of us who like lore, we can get right in there and see some story.
For those who don't want to work in raids, there's definitely an appeal also in not having to put up with a ton of scheduling, gearing, and dependency on other people.
Heck, there's even some bonuses to people who do like to raid, because you could sorta learn the fights on your own and go into a live raid with more of an idea of what to do.
omedon666 Jun 17th 2011 12:16PM
txnicole
I couldn't agree with you more on the "practice mode" front. It's why I play LOTRO, as you just described skirmishes. A mode like this would also help the tank shortage, as, of all roles in WoW, no one gets hit harder by the a "don't be new" ideology than a tank. You just know that in any instance as soon as the words "first time" come up, all eyes go to see that person's role, hoping it's not the tank. It's not cool, it's not fair, but it just is how it is. I am a tank, and I personally refuse to ever be new in a PUG. I also offer my guildies the chance to find another tank if I feel I've wiped them due to newness. They always say "Oh don't be silly!", but I still feel obligated to offer.
In LOTRO, I can confidently offer anyone to come skirmishing with me, as I've always done them to death soloing (with my programmable NPC healer lackey) and feel knowledgeable and confident. I wish my fellow tanks in WoW could get this sense of pre-preparedness on their own time.
Trying other games has helped me come up with a wish list (slowly becoming a list of demands as I start to realize that I don't have to live without the items on the list anymore) for Blizzcon, and this feature is toward the top.
The Dewd Jun 16th 2011 4:24PM
A Burn Phase can also be interpreted (with the same ultimate meaning) of a phase when a boss takes extra damage - so all dps save their heavy-hitting, long cooldown abilities to maximize dps. Generally it's done for the same reason - to avoid wipe before of a soft enrage or something similar.
(Though it could also refer to something like the heart phase of XT Deconstructor in Ulduar where your damage done is doubled.)
SaintStryfe Jun 16th 2011 4:37PM
A few more:
Phase - A phase is a portion of a fight where one mode of fighting takes precedence. Most bosses in Cata have several phases. A phase change is usually in reaction to onne of three things: time (ie the twin dragons in BoT), environmental effects such as killing adds (eg, the switches at 40% in the Elemental Council fight in BoT), and some are brought on by getting the boss to a specific percentage (for instance, Maloriak in BWD).
"Chaining" - any effect that moves from one player to another, eg Chain Lightning (more generic, same idea) Chaining is usually bad, but there can be positive effects too.
Stop or Hold - A time during some fights where DPS must slow or stop, either to move to another mob (for example, Omnitron Defense Council, where staying on one mob will lead to a wipe) or to avoid a phase change. For instance, on Maloriak DPSing too fast can lead to there being additional adds up when you change phases. You might avoid using Proc attacks or just stop doing any DPS at all.
"The Bad" - another term for a void zone - usually used in context, "Don't Stand in 'The Bad.'" Also can be used as a negative term for an incompetent player, "That guy is the bad in this run."
"Guild Run" - usually means the majority of members will be from one guild. This is usually the opposite of a "Pug Run". Guild runs are usually more efficient due to familiarity.
"Pug Run" - a Pick Up Group Run, where people from different guilds or who are unaffiliated gather to do an instance. Always be careful when doing PUGs - they tend to have a lot of challenges, and the possibility of Ninja Looting is ever present.
A few generic terms for moves too:
"Void Crash" - Generic name for an effect similar to the one used by General Vezax in Uludar, a void crash is an AoE attack that leads to a Void Zone being left on the ground. Being hit deals direct damage plus you'll be ground zero for a void zone. You'll usually see it very clearly and be able to move easily, but don't hesitate. Feludius in the Elemental COuncil fight in BoT does a similar effect with Frost damage.
Defile - a particularly nasty spell used by the Lich King in the fight in ICC, similar effects have been used in Cata content. It refers to a void zone that, if someone stands in it, will grow. Again, the Elemental Council's final phase has something like it.
Smash - usually a jump effect that causes AoE damage where it lands - the Troll ghosts in ZG5 do this on the final boss. Sometimes, like during the Jin'do fight, you want to aim the Smashes in a specific direction. PC Warriors have a similar effect, Heroic Leap.
Interrupts - Some classes have the ability to interrupt enemy spells. MM Hunters, Feral Combat druids, all tanks, Shamans and Rogues all can interrupt. Most require A spell that can not be interrupted will have a heavy silver outline around the enemy's cast bar when it is being channeled, while it if can, a thin black one.
mitchholland1 Jun 16th 2011 4:42PM
seems like some major ones were left out here. rez, brez, wipe, feast, flask up, pots etc. If this is written for a complete raid rookie I think those should be near the top.
GhostWhoWalks Jun 16th 2011 5:08PM
While it's probably not a common term, the casual raiding I did with my last guild started using the phrase "Zerg him". The idea was that the boss was almost dead, but a tank was down or a healer was low on mana and trying to finish the fight defensively would result in a wipe; the phrase was the signal to all raid members to throw survival to the wind, blow all cooldowns, and DPS the hell out of the boss in a suicidal last-ditch attempt to finish him off before we wiped. More often than not, it worked.
Revynn Jun 16th 2011 6:46PM
Its a common enough term. The funny thing is that it actually originates from Starcraft "Zerglings" (or so I'm told).
Phreak Jun 16th 2011 5:41PM
One we use for lots of things : R.T.F.A. (Run The F*** Away) Are you exploding? RTFA form the raid! Boss doing a big AOE? RTFA from the boss! Got a Toxic Link to someone else! You guesed it... RTFA!!!
kerrick.wow Jun 16th 2011 6:14PM
Please stop saying cheevos, it just sounds stupid and youre the only person that uses it.
Stray Jun 16th 2011 6:26PM
I hadn't heard Tanking the Floor, I like that. Usually we say things like, "That [class] spent the majority of the fight defending/eating/hugging the floor". There are many things you can do to that floor, and few of them are admirable feats. Similar to the battleground version "defending the cave" (for those who idle in the spawn cave in Alterac Valley) or "defending the spawn" (which, though it sounds similar to something positive like "defending the lumber mill", the spawn doesn't need defending.)
"Switch" might be worth defining, especially for fights like Omnomnom Defense System where "Switch" really means "Hit control-1 and target the newly activated boss because we really can't survive your t-rex continuing to chomp the shielded boss".
Also, "Regen phase" or "Time to regen", which is a safe and recommended time to hit healy CDs like Divine Plea or Hymn of Hope, like when Magmaw's head is spiked.
"Stack"/"Stack tighter", "Taunt off"/"Taunt" -- also good ones, and deadly when not understood. I'm sure many have experienced Baradin Hold runs where failure to taunt off/stack and failure to begin to do so on command has cost some repairs.