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Posts with tag lock-out

Cataclysm raid progression refinements

Today Blizzard released some stunning new standards for raids in the upcoming Cataclysm expansion. Chief amongst these changes, which every WoW player should be aware of, is the combining of 10- and 25-man loot tables, 10- and 25-man raid lockouts, and the continuation of gated content.

No longer will 25-man raids provide better gear than 10-man raids (although they will drop more of the gear), and no longer will players be able to farm both the 10-man and 25-man version of a raid dungeon each week.

The following are the bullet points of this announcement:
  • 10- and 25- man raids in Cataclysm will share the same lockout
  • Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel
  • 10- and 25- man bosses will be close in difficulty
  • 10- and 25- man bosses will drop the exact same items
  • 25-man bosses will drop a higher quantity of loot, but not quality
  • For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid.
  • Content will continue to be gated
  • First Cataclysm raids will be tuned for players in dungeons blues and crafted items
The full statement after the break.

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Filed under: Cataclysm

We Have a Tabard: It's not cheating if...


Looking for a guild? Well, you can join ours! We have a tabard and everything! Check back for Amanda Dean talking about guilds and guild leadership in We Have a Tabard.

As I've mentioned before I'm not totally against PUGging raids. I find its actually an excellent way to get to know people on the server and sometimes a handy recruiting tool. Depending on your guild rules, there are some raids to PUG and some raids to save your lockout for your guild.

I had a guildie today all distraught because he was saved to Naxx 10 helping a guildie out. He apologized profusely when someone was putting together a "Badge Run Blitz" but couldn't heal it. At this point Naxx 10 is like running an extended heroic with more gold and shards. We've progressed beyond it, so lockouts are fair game.

I get a wee bit crabbier when folks get locked out of our current progression. We're actually still working on Ulduar 10, and need to draw upon any available resources to move forward. Guildies can feel free to run Naxx, Vault, and Obsidian Sanctum to their heart's content. Usually when someone asks for my blessing to run with another group, I give it if they have to miss guild times or we're unable to get into the group.

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Filed under: Analysis / Opinion, Guilds, Features, Raiding, (Guild Leadership) We Have a Tabard

In the category of "finally": Raid ID confirmation windows in 3.1

The 3.1 PTR has brought a lot of wonderful quality of life improvements, but here's one that players and GMs alike will undoubtedly appreciate more than a lot of them: you finally, finally get a confirmation window when you enter an instance that would lock you to it. You get the option to accept the lockout and stay in the instance or leave the instance and save your ID for later. You have 15 seconds to make said choice.

This means no more getting screwed out of heroics by some idiot who forgot he already ran Violet Hold today or any other of the myriad ways you can lose your ID for the day (or week). It's about time.

Our good friend BRK found this feature without even realizing it, as WI reader Brandon Tilley discovered it in BRK's screenshots of a PTR raid last night. Thanks for the heads-up on this exciting change, Brandon, and way to miss the boat, BRK!


Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.

Filed under: Patches, News items

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