Posts Tagged ‘raiding guide’

There is a very interesting discussion going on over on the Guild Relations board yesterday morning while the servers are down - it spawned from a post that was a little off-topic for the forum itself, but turned into a very informational thread on the topic of Protecting your Guild’s RaidID from Hijack.

What Is A RaidID?

At a Heroics and Raiding level, Instances in the game will “lock” your character to that instance for a period of time that spans from a day to a week, depending on the difficulty of the instance. The “lock” itself is saved as a RaidID that is viewable through your Raid communication tab.

What Does A RaidID Do?

Extremely simplified, it is designed to allow for the completion of difficult instances over a longer period of time (a day to a week) than normal instances, giving guilds and players a chance to take a break and go back at the tough bosses they’re hung up on, later.

Its secondary function is to prevent players or groups from farming these difficult instances over and over in one day like can be done with the lower instances. Gear upgrades therefore take longer, and keep players and the guilds they join entertained for longer, hoping to make for a more stable social environment, I guess.

How Are RaidID’s Shared? How Can They Be Hijacked?

A whole heck of a lot of ways.

Check out the forum thread linked above as there’s some interesting discussion on the topic.

Another day I’ll summarize all that great information and write up a follow-up post.

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One of the many repeat topics of conversation regarding the World of Warcraft grouping dynamic is the question of whether there’s “enough” tanks and healers to support the number of DPS characters looking to complete the same content.

That is, are there enough players with proper skills, proper equipment and proper talent specializations (in that order) to handle the duties of Tank and Healer adequately in a group with three DPS players.

On Zul’jin, there are regularly times where it’s obvious some groups are having problems finding Healers and Tanks (could it be that some DPS folk have earned bad reputations?) and I’ve seen 6 DPS and 0 Tanks and Healers listed for Zul’Farrak in LFG as well as been in parties that disbanded after trying fruitlessly for a tank or healer, so I know our realm isn’t immune to this problem.

The topic itself deserves a family of entries dedicated to it (I wrote about a wee part of it back here, in the section labelled ‘What no LFG tool will ever fix’), and there are number of people who have already written mounds on the topic - one day I’ll link some of the ones I have found and my thoughts about the whole thing, but that’s not today.

Today, all I wish to do is show a wee bit of screenshot that I took in the past few days - I felt by looking at the LFG line output that I was living in an Alternate Universe where there were more Tanks and Healers than DPS toons about, because it seemed to me that there was actual competition for DPS classes to join dungeon parties.

Weird.


Early December 2007 in Zul’jin, tanks and healers full up!

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Yay!

My 69 Mage, in preparing for the final quest run push to 70, was bubbling up a number of Adept's Elixir for personal use when voila, I discovered a fifth Flask!

Discovery!  Flask of Relentless Assault

But I guess my question is, when is Flasking better than just Potting up? I mean, other than when you’re wiping over and over - Flasking is better then, in terms of cost factor, but is that the only real consideration?

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