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Posts with tag heroic-raiding

Reminder: Get your Garrosh heirlooms while you still can

When Garrosh Hellscream's loot list for Siege of Orgrimmar was first revealed, the list included a ton of heirloom weapons for every spec and class under the sun. However, unlike every other heirloom currently present in the game, the weapons are intended for use from level 90 through level 100 -- to be used while leveling through Warlords of Draenor. It's a pretty cool idea, one that will likely help, at least a little, with leveling both mains and alts through Warlords content.

However, if you want to get your hands on these heirlooms, you better act quickly. Once Warlords is here, the heirlooms will be removed from Garrosh's loot table.

Currently, there are no intentions at all to add the heirloom weapons to Garrosh's loot table in LFR -- as Watcher mentioned, they were meant as a reward for those doing Flex and above difficulty. And once Warlords is out and Draenor is unlocked, the rewards will be going away, so that players can't simply farm Hellscream for more heirloom items when they outgear the former Warchief. If you've been meaning to get your hands on these heirlooms, be aware that there is a finite limit as to how long they'll be available -- and get them while you still can.

Filed under: News items, Mists of Pandaria, Warlords of Draenor

Cross-realm raiding now enabled on all servers

Raiders, rejoice -- a new cross-realm raiding feature has now been implemented. In a blue post by Rygarius, it was announced that cross-realm raiding via BattleTag and RealID has been enabled not just for Flex mode, but for Normal and Heroic mode raiding on all servers. These cross-realm raids will be allowed to get the Reins of the Kor'kron War Wolf and all titles associated with the Siege of Orgrimmar, none of which were previously allowed on Flex or LFR difficulty.

Rygarius
We've recently implemented an often requested feature to enable cross-realm raiding for Siege of Orgrimmar. Cross-realm BattleTag™ and Real ID friends can now raid together and take the fight to Garrosh on Normal or Heroic difficulty. Players will be able to earn greater rewards such as Reins of the Kor'kron War Wolf or the title of Conqueror/Liberator of Orgrimmar; both of which aren't available to be earned within Flexible or Raid Finder difficulty.

This change is currently live.


If your cross-realm Flex group has been doing well and defeating Garrosh, now might just be the time to step into Normal mode, test the waters against the forces of Hellscream on a higher difficulty, and reap all the rewards for doing so. Good luck!

Edit: Ion "Watcher" Hazzikostas has stepped into the thread in question to clarify a few points. Read on after the break.

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Filed under: News items, Raiding, Mists of Pandaria

Officers' Quarters: Forging alliances for Mythic raiding

Weaponized Gronn
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

In the wake of Blizzard's announcement that Mythic raiding would only support 20-player raids, 10-player Heroic guilds have been left wondering how they will adjust. This week, one guild member wants to know how to manage a successful alliance with another 10-player raiding guild.

Hi Scott,

I'm a member of a small 10-man heroic raiding guild. We have been worried about the changes to raiding that are coming in Warlords of Draenor, since we are a very close-knit guild of friends. Most of us have been raiding together since early Wrath. We haven't been looking forward to recruiting 10+ more people, so we were thinking of resigning ourselves to running the new Heroic (current Normal) content and hoping not to get bored or lose too many members to other guilds.

We recently received the offer of a guild alliance from another 10-man heroic guild on our server.

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Filed under: Officers' Quarters (Guild Leadership)

The coming tank squish?

When Wrath launched in 2008, the last thing I ever expected to see was a decline in the number of druid tanks. We'd just come off a successful expansion of not being Innervate bots, and I thought we'd capitalize on a new set of talents and skills in Wrath to hold our own against the brand-new death knight. Not so: The population of feral (now guardian) druids went into freefall and has never really recovered, and at the time, protection paladins took a hit too.

My best guess remains that the popularity of the death knight and the protection warrior in early Wrath pushed a lot of druids and paladins out of tanking. We had more role options than they did, so respeccing to melee, heals, or ranged DPS was a better option than getting yourself or others benched. There were other things going on that probably didn't help much, but at the end of the day it was a numbers game that the bear and paladin simply lost. It was a vivid lesson that design decisions that don't necessarily have much to do with your class or role can wind up having a serious impact on them anyway.

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Filed under: Analysis / Opinion, Raiding, Warlords of Draenor

Mythic Raiding: Why 20-man?

Mythic Raiding
Mythic raiding in Warlords of Draenor won't be the first time we've seen this particular raid size. Both vanilla Zul'Gurub and Ruins of Ahn'Qiraj were 20-man raids. It also won't be the first time guilds were fractured by raid size changes, such as the vanilla to BC transition. Heroic raiders in both 10-man and 25-man guilds are wondering why neither of them was chosen to be the official raid size going forward. Why do both raid sizes need to have their teams disrupted?

Community Manager Lore chimed in on the forums to explain why Blizzard chose 20 as the magic number. Essentially, the problem with the 10-man raid size is they can't reasonably guarantee you will have a specific class to handle a unique mechanic. This isn't a problem in 25-man, but when you are trying to make both raid sizes equal in difficulty you cannot design mechanics which only work in 25-man.

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Filed under: Raiding, BlizzCon

The danger of assuming personal experiences to be universal

The danger of making personal experience universal
Whether or not you can believe it, there are players right now who have not finished regular Dragon Soul. Some of them raid less often, some of them started later, some of them lost players, and some of them just raid more slowly than you.

And yes, you may be a better raider or have a better raid group than they do, a more skilled collection of people. You also might have a better class comp or have gotten lucky on a few occasions when they didn't. Some groups lost key players at the worst possible time, had real-life issues to contend with, or simply started later than everyone else.

Why do I bring this up? This forum thread on the EU forums, where Draztal ( who is rapidly becoming one of my favorite CMs) is constantly forced to deal with a mindset that does not seem to understand that each raiding group's experience is personal to that group and cannot always be extended to the game or all its players as a whole. Now, not every poster in that thread has that issue; there are some good ones in there, and you should read it. But it's a mindset I see over and over again.

The game is large, and no two raid groups have the same experience playing it. Some raid groups loved tier 11; others were bored or hated the fights. Some raids had fun in Firelands; others found it repetitive or disliked the zone's tendency to be all one color. (I still say Bastion of Twilight had exactly the same problem, but that was alleviated by its being one of three raids at launch.) Some folks have enjoyed Dragon Soul; others dislike the mechanics or the use of Wyrmrest art assets.

Having these differences of opinion is a fine thing and can be good for the game and its community -- when you acknowledge that they exist, and when you realize that your own strongly held opinion about the raid finder, heroic modes in raiding, or the superiority of this fight or that fight is rooted in personal experience to some extent and that experience will never be shared with everyone. That goes for things you love and things you hate equally.

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Filed under: Analysis / Opinion, Raiding, Cataclysm

Good at raiding? Come work for Blizzard

Have you finished murdering Nefarian on heroic mode? Have Cho'gall and even Sinestra fallen before the might of your raid group? Or are you just looking for a unique and entertaining job? Community Manager Bashiok posted on the official forums that Blizzard is looking for more employees for its QA department. But hold your horses -- Blizzard's specifically looking for people with high-end raiding experience to join its team in order to test future content and provide feedback on heroic raids and class balance.

Currently, only full-time positions are available, and employees will be required to live in Irvine, California, home of the Blizzard headquarters. As Bashiok points out, the Blizzard campus offers amenities like a library, volleyball and basketball courts, a gym, multiple arcades and a movie theatre -- something you're not going to find with an everyday desk job.

Check after the break for the full post from Bashiok -- and check Blizzard's jobs directory to see just what it takes to put in an application.

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Filed under: Blizzard, News items

Watch Paragon tackle Lady Sinestra

<Paragon> was the first guild to successfully defeat Sinestra, the heroic-only boss of Bastion of Twilight. After what amounted to a difficult and sometimes buggy encounter, <Paragon> was victorious against Deathwing's consort. Be warned: There are spoilers for the encounter in the video.

The encounter itself looks hectic and challenging, with constant streams of adds and a pretty epic confrontation between Sinestra and an interesting lore figure from Twilight Highlands. <Method>, the second guild to down Sinestra, has also released their video, which can be seen here.

World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

Filed under: Guilds, Cataclysm

Officers' Quarters: Normal raiders are people, too


Every Monday Scott Andrews contributes
Officers' Quarters, a column about the ins and outs of guild leadership.

"Normal" mode sounds so dull, doesn't it? Who would want to be "Normal" when you can be "Heroic" -- particularly when being Heroic garners better loot and, for healers specifically, a chance at the ultimate healing mace, Val'anyr. Most guilds on my server prefer the larger raids, and who can blame them? Normal mode is often seen as a fun distraction. Something for raiders to pass the time with, or gear up their alts in, when their guild isn't tackling the "real" version of the instance.

Sometimes Normal mode is easier. There's no question that fights like Vezax are much less complicated when you're only dealing with 10 players. It's certainly nice not having to worry about switching tanks on Kologarn or interrupting Auriaya's Sentinel Blast. But sometimes Normal is not easier. The margin of error is a lot thinner when one death means you've lost half your tanks, a half or a third of your healers, or 15-20% of your DPS. And it could be that your raid doesn't have a single battle rez, let alone three or four. Maybe that's why players prefer Heroic raids: Unless you're going after the more difficult hard-mode encounters, it's not the end of the world when you screw up and die.

This week, one guild leader asks, when most serious raiders only want to run Heroic raids, how can someone recruit for a Normal raiding guild?

Hi Scott,

I'm the GM of a reasonably-successful 10-man raiding guild (we're ranked in the top 90 US guilds according to GuildOx's "Strict 10-man" filter). Like many other guilds, we're seeing a decline in attendance lately (as per your most recent column, "Surviving summer"), and it's become obvious that we need to recruit 4-5 more people of various classes/specs so we can reliably run our scheduled raids without depending on 100% perfect attendance from anyone.

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Filed under: Officers' Quarters (Guild Leadership)

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