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+ | {{ood}} |
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{{Raid dungeons}} |
{{Raid dungeons}} |
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− | + | {{QuoteWiki|Leading a raid can be like herding cats, but by the graces, they're your cats.|[[Stylean Silversteel]]}} |
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− | :—Stylean Silversteel, TCG |
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'''Raids''' [[group]]s are a way to have [[parties]] of more than 5 and up to 40 people, divided into up to 8 groups of up to 5 players. The terms "raid" and "raiding" primarily and traditionally refer to [[PvE]] raid-specific instances. Raid instances require playing as a team, and are designed to be the most challenging and entertaining PvE content available in the game. |
'''Raids''' [[group]]s are a way to have [[parties]] of more than 5 and up to 40 people, divided into up to 8 groups of up to 5 players. The terms "raid" and "raiding" primarily and traditionally refer to [[PvE]] raid-specific instances. Raid instances require playing as a team, and are designed to be the most challenging and entertaining PvE content available in the game. |
||
− | As party [[leader]], a player can convert their group into a raid group by accessing the "Social" Panel, selecting "Raid", and choosing "Convert Group to Raid." You can do this also by right-clicking your character portrait and selecting "Convert Group to Raid" from the menu. From then on, any new players invited to the group will join the raid group (up to a maximum of 40). |
+ | As party [[leader]], a player can convert their group into a raid group by accessing the "Social" Panel, selecting "Raid", and choosing "Convert Group to Raid." You can do this also by right-clicking your character portrait and selecting "Convert Group to Raid" from the menu. From then on, any new players invited to the group will join the raid group (up to a maximum of 40). This requires at least 2 people (ie. a party). A person alone cannot form a raid group. |
While in a raid group, players do not receive credit for completing quest objectives unless the quest calls for a raid. Players also receive an experience reduction for any mob killed while in a raid group. These are to prevent players from creating very large groups in order to complete normal quests or other game content intended for parties of 5 or fewer. |
While in a raid group, players do not receive credit for completing quest objectives unless the quest calls for a raid. Players also receive an experience reduction for any mob killed while in a raid group. These are to prevent players from creating very large groups in order to complete normal quests or other game content intended for parties of 5 or fewer. |
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+ | |||
+ | Players need to be at least level 10 to join a raid group, though actual raids begin at level 60. |
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Instances requiring a raid are subject to a [[raid timer]], which means that defeated bosses within the instance will remain so until the instance is reset (typically once a week). |
Instances requiring a raid are subject to a [[raid timer]], which means that defeated bosses within the instance will remain so until the instance is reset (typically once a week). |
||
− | The intended number of players for a raid instance has varied greatly in the past, with the most extreme setup being 40-man raids, eg. [[Molten Core]] and others in [[vanilla|vanilla-era]] ''WoW''. Since ''[[Wrath of the Lich King]]'', all new raids have been introduced in a 10-player and a 25-player version. In [[Mists of Pandaria]], [[Flexible Raid]]ing was introduced with the [[Siege of Orgrimmar]], allowing anywhere between 10 and 25 players, and in [[Warlords of Draenor]], the flexible scaling technology expanded to all difficulties except Mythic, which is 20-man only. |
+ | The intended number of players for a raid instance has varied greatly in the past, with the most extreme setup being 40-man raids, eg. [[Molten Core]] and others in [[vanilla|vanilla-era]] ''WoW''. Since ''[[Wrath of the Lich King]]'', all new raids have been introduced in a 10-player and a 25-player version. In [[Mists of Pandaria]], [[Flexible Raid]]ing was introduced with the [[Siege of Orgrimmar (instance)|Siege of Orgrimmar]], allowing anywhere between 10 and 25 players, and in [[Warlords of Draenor]], the flexible scaling technology expanded to all difficulties except Mythic, which is 20-man only. |
== Raiding as end-game content == |
== Raiding as end-game content == |
||
Raids are designed as activities for people whose characters have reached the [[end-game|maximum level]]. As the game does not permit further increase of skills, or introduce new abilities, the only avenues remaining to enhance a character lay in better gear and other rewards only found in raid instances. |
Raids are designed as activities for people whose characters have reached the [[end-game|maximum level]]. As the game does not permit further increase of skills, or introduce new abilities, the only avenues remaining to enhance a character lay in better gear and other rewards only found in raid instances. |
||
− | Almost all raid events and bosses require that the raid members have particular levels of gear and skill, expressed as [[dps]], [[damage mitigation]], and/or [[healing]] ability. |
+ | Almost all raid events and bosses require that the raid members have particular levels of gear and skill, expressed as [[dps]], [[damage mitigation]], and/or [[healing]] ability. In addition, a majority of such bosses also require the group use particular, sometimes unique tactics. While occasionally those tactics mirror those used by smaller groups, they often require things that smaller groups simply don't have the diversity to do. |
− | Given these unique requirements, most raid boss encounters require some amount of practice to defeat. |
+ | Given these unique requirements, most raid boss encounters require some amount of practice to defeat. Sometimes the peculiarities of a boss encounter are such that being vastly overgeared/overlevel will not permit the raid to ignore the designed tactics. |
− | [[Raiding guild]]s are guilds that devote some or all of their collective time to playing in raid instances, defeating (or practicing to defeat) raid encounters. |
+ | [[Raiding guild]]s are guilds that devote some or all of their collective time to playing in raid instances, defeating (or practicing to defeat) raid encounters. They have the advantage of being able to get to know the abilities (or lack thereof) of their various members, and adjust their tactics accordingly. They also have a shared investment in the success of not just that raid, but future raids as well, a feature that "pick up raids" lack. |
− | Raiding guilds often use additional measures to enhance their chances of success, notably |
+ | Raiding guilds often use additional measures to enhance their chances of success, notably [[Voice over Internet Protocol]] (VoIP) software, and particular addons that provide timing, [[threat]], and other services not available in the base WoW client. |
=== Raiding guilds and time commitment === |
=== Raiding guilds and time commitment === |
||
− | There is some academic discussion about the concept of raids as they currently are designed in major graphical MMOs, primarily centered on how much of a player's time they consume. |
+ | There is some academic discussion about the concept of raids as they currently are designed in major graphical MMOs, primarily centered on how much of a player's time they consume. A typical World of Warcraft raid can take 3-4 hours once the group is able to complete it, and can take much more time over many sessions to get to that point. Basically, that it can take up as much of one's time as permitted. Generally, though, practical considerations (work/school schedules, fatigue, etc) will place limits on how much time a group spends raiding. |
− | One of the more extreme examples in the history of MMOs is a Final Fantasy XI raid that lasted 18 hours before the players decided to quit.<ref>[http://www.ripten.com/2008/08/14/final-fantasy-xi-guild-spends-18-hours-fighting-boss-suffers-physical-torment/ Final Fantasy XI Guild Spends 18 Hours Fighting Boss, Suffers Physical Torment]</ref>. |
+ | One of the more extreme examples in the history of MMOs is a Final Fantasy XI raid that lasted 18 hours before the players decided to quit.<ref>[http://www.ripten.com/2008/08/14/final-fantasy-xi-guild-spends-18-hours-fighting-boss-suffers-physical-torment/ Final Fantasy XI Guild Spends 18 Hours Fighting Boss, Suffers Physical Torment]</ref>. <!-- article does not support the earlier wiki editor's conclusion that "3-4 hour raids are inherently unhealthful". --> Many boss fights in ''World of Warcraft'' contain an [[Enrage (mechanic)|enrage]] timer to ensure that a single fight does not last too long. |
− | Given the amount of time involved to be successful, there are some game developers and academics that feel that raiding can be a focus for obsession, impacting a person's ability to care about real life goals and accomplishments.<ref>[http://www.frogdice.com/muckbeast/game_design/raiding-provides-a-false-deceptive-sense-of-real-accomplishment.html |
+ | Given the amount of time involved to be successful, there are some game developers and academics that feel that raiding can be a focus for obsession, impacting a person's ability to care about real life goals and accomplishments.<ref>[http://www.frogdice.com/muckbeast/game_design/raiding-provides-a-false-deceptive-sense-of-real-accomplishment.html Raiding Provides a False, Deceptive Sense of Real Accomplishment]</ref> Players should be aware of these factors when deciding if they want to get into raiding or to what extent they want to get into raiding. |
− | Players should be aware of these factors when deciding if they want to get into raiding or to |
||
− | what extent they want to get into raiding. |
||
== Starting a raid == |
== Starting a raid == |
||
− | The leader of a party can convert the group to a raid by clicking the "Convert to Raid" button in the Group window. |
+ | The leader of a party can convert the group to a raid by clicking the "Convert to Raid" button in the Group window. At this point it becomes a "group of parties" with up to 8 parties, each with 5 characters. The leader of the raid can drag characters between groups to move them to different parties; this was traditionally done to achieve some strategic goal such as distributing [[shamans]] and [[paladins]] to share [[totems]] and [[Paladins#Auras|auras]] or [[warriors]] with [[rogues]] for [[Battle Shout]] but Blizzard has phased out this strategy. The leader can promote other characters, which gives them the abilities to invite and kick from the raid and also use the broadcast raid warnings (using the "/rw" command). A good site to use to determine appropriate raid makeup is https://raidcomp.mmo-champion.com/. |
See [[Raiding for newbies]] for further details. |
See [[Raiding for newbies]] for further details. |
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==Raid instances== |
==Raid instances== |
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− | + | ===Kalimdor=== |
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10-player |
10-player |
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*[[Ruins of Ahn'Qiraj]] (Added as 20-man in [[1.9.0]], reduced to 10 in {{cata-inline}}) |
*[[Ruins of Ahn'Qiraj]] (Added as 20-man in [[1.9.0]], reduced to 10 in {{cata-inline}}) |
||
25-player |
25-player |
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− | *[[Battle for Mount Hyjal|Caverns of Time: Battle for Mount Hyjal]] {{bc-inline}} |
+ | *[[Battle for Mount Hyjal (instance)|Caverns of Time: Battle for Mount Hyjal]] {{bc-inline}} |
40-player |
40-player |
||
− | * |
+ | *{{replaced|Onyxia's Lair (Classic)|Onyxia's Lair}} (removed and replaced with a new, retuned version for 10-25 level 80 characters in 3.2.2) |
*[[Temple of Ahn'Qiraj]] ([[1.9.0]]) |
*[[Temple of Ahn'Qiraj]] ([[1.9.0]]) |
||
10 and 25-player |
10 and 25-player |
||
*[[Onyxia's Lair]] {{wotlk-inline}} ([[3.2.2]]) |
*[[Onyxia's Lair]] {{wotlk-inline}} ([[3.2.2]]) |
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− | *[[ |
+ | *[[Dragon Soul]] {{cata-inline}} ([[4.3.0]]) |
⚫ | |||
⚫ | |||
+ | *[[Ny'alotha, the Waking City]] {{bfa-inline}} (8.3.0) |
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+ | |||
⚫ | |||
10-player |
10-player |
||
− | * |
+ | *{{replaced|Lower Blackrock Spire}} (changed to 5 man dungeon in Cata) |
− | * |
+ | *{{replaced|Upper Blackrock Spire (Classic)|Upper Blackrock Spire}} (changed to 5 man dungeon in Cata, revamped and heroic mode added in WoD) |
*[[Karazhan (raid)|Karazhan]] {{bc-inline}} |
*[[Karazhan (raid)|Karazhan]] {{bc-inline}} |
||
− | * |
+ | *{{replaced|Zul'Aman (BC Classic)|Zul'Aman}} {{bc-inline}} ([[2.3.0]]) (changed to 5 man dungeon in Cata) |
20-player |
20-player |
||
− | * |
+ | *{{replaced|Zul'Gurub (Classic)|Zul'Gurub}} ([[1.7.0]]) (changed to 5 man dungeon in Cata) |
25-player |
25-player |
||
− | *[[Sunwell Plateau]] {{bc-inline}} |
+ | *[[Sunwell Plateau]] {{bc-inline}} ([[2.4.0]]) |
40-player |
40-player |
||
*[[Molten Core]] |
*[[Molten Core]] |
||
*[[Blackwing Lair]] ([[1.6.0]]) |
*[[Blackwing Lair]] ([[1.6.0]]) |
||
− | * |
+ | *{{replaced|Naxxramas (Classic)|Naxxramas}} ([[1.11.0]]) (removed in Wrath) |
10 and 25-player |
10 and 25-player |
||
+ | *[[Baradin Hold]] {{cata-inline}} (second and third boss added in 4.2 and 4.3) |
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*[[Blackwing Descent]] {{cata-inline}} |
*[[Blackwing Descent]] {{cata-inline}} |
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*[[Bastion of Twilight]] {{cata-inline}} |
*[[Bastion of Twilight]] {{cata-inline}} |
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− | + | ==={{bc-inline}} Outland=== |
|
+ | 25-player |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |||
⚫ | |||
10 and 25-player |
10 and 25-player |
||
*[[Naxxramas]] |
*[[Naxxramas]] |
||
− | *[[Vault of Archavon]] |
+ | *[[Vault of Archavon]] (second, third and fourth boss added in 3.1, 3.2 and 3.3.2) |
⚫ | |||
− | **[[Archavon the Stone Watcher]] |
||
⚫ | |||
⚫ | |||
− | **[[Koralon the Flame Watcher]] ([[3.2.0]]) |
||
− | **[[Toravon the Ice Watcher]] ([[3.3.2]]) |
||
− | *[[Chamber of Aspects]] |
||
⚫ | |||
⚫ | |||
⚫ | |||
*[[Ulduar (instance)|Ulduar]] ([[3.1.0]]) |
*[[Ulduar (instance)|Ulduar]] ([[3.1.0]]) |
||
− | *[[Trial of the Crusader]] ([[3.2.0]]) |
+ | *[[Trial of the Crusader]] and [[Trial of the Grand Crusader]] ([[3.2.0]]) |
⚫ | |||
*[[Icecrown Citadel]] ([[3.3.0]]) |
*[[Icecrown Citadel]] ([[3.3.0]]) |
||
⚫ | |||
− | + | ==={{cata-inline}} Elemental Plane=== |
|
10 and 25-player |
10 and 25-player |
||
*[[Firelands (instance)|Firelands]] ([[4.2.0]]) |
*[[Firelands (instance)|Firelands]] ([[4.2.0]]) |
||
*[[Throne of the Four Winds]] |
*[[Throne of the Four Winds]] |
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− | + | ==={{mop-inline}} Pandaria=== |
|
10 and 25-player |
10 and 25-player |
||
*[[Mogu'shan Vaults]] |
*[[Mogu'shan Vaults]] |
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Line 110: | Line 116: | ||
*[[Throne of Thunder]] ([[5.2.0]]) |
*[[Throne of Thunder]] ([[5.2.0]]) |
||
10-30/20-player |
10-30/20-player |
||
− | *[[Siege of Orgrimmar]] ([[5.4.0]]) |
+ | *[[Siege of Orgrimmar (instance)|Siege of Orgrimmar]] ([[5.4.0]]) |
⚫ | |||
10-30/20-player |
10-30/20-player |
||
+ | *[[Ny'alotha, the Waking City]] {{bfa-inline}} (8.3.0) |
||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
==={{wod-inline}} Draenor=== |
==={{wod-inline}} Draenor=== |
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*[[Highmaul]] |
*[[Highmaul]] |
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*[[Blackrock Foundry]] |
*[[Blackrock Foundry]] |
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− | * |
+ | *{{Au|Hellfire Citadel}} ([[6.2.0]]) |
+ | |||
⚫ | |||
+ | 10-30/20-player |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |||
+ | ==={{legion-inline}} Argus=== |
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+ | 10-30/20-player |
||
⚫ | |||
+ | |||
+ | ==={{bfa-inline}} Zandalar=== |
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+ | 10-30/20-player |
||
+ | *[[Uldir]] |
||
+ | *[[Battle of Dazar'alor]] ([[8.1.0]]) |
||
+ | |||
+ | ==={{bfa-inline}} Kul Tiras=== |
||
+ | 10-30/20-player |
||
+ | *[[Crucible of Storms]] ([[8.1.0]]) |
||
+ | |||
+ | ==={{bfa-inline}} Nazjatar=== |
||
+ | 10-30/20-player |
||
+ | *[[Eternal Palace|The Eternal Palace]] ([[8.2.0]]) |
||
+ | |||
+ | ==Patch changes== |
||
⚫ | |||
==See also== |
==See also== |
||
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* [[World boss]] for available and removed outdoor encounters |
* [[World boss]] for available and removed outdoor encounters |
||
− | == |
+ | ==References== |
+ | {{Reflist}} |
||
⚫ | |||
− | |||
− | == References == |
||
− | {{reflist}} |
||
==External links== |
==External links== |
||
− | <!-- |
+ | <!-- Please read https://wow.gamepedia.com/Wowpedia:External_links_policy before adding new links. --> |
+ | *{{Elink|type=wow|link=http://www.worldofwarcraft.com/info/basics/raidgroups.html|desc=Raid Group info{{dead link|https://web.archive.org/web/20070220040921/http://www.worldofwarcraft.com/info/basics/raidgroups.html}}}} |
||
− | Links that do not conform to the rules will be DELETED. |
||
+ | *{{Elink|type=wow|link=http://www.worldofwarcraft.com/pvp/raid-article.html|desc=Raid article{{dead link|https://web.archive.org/web/20070214135726/http://www.worldofwarcraft.com/pvp/raid-article.html}}}} |
||
− | Repeat violations may result in a BAN. |
||
⚫ | |||
− | Have a nice day. :) --> |
||
− | '''Info on the [http://www.worldofwarcraft.com/ official WoW site]:''' |
||
− | * [http://www.worldofwarcraft.com/info/basics/raidgroups.html Raid Group info] |
||
− | * [http://www.worldofwarcraft.com/pvp/raid-article.html Raid article] |
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⚫ | |||
⚫ | |||
− | [[ru:Рейд]] |
||
[[Category:Game terms]] |
[[Category:Game terms]] |
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[[Category:Gameplay]] |
[[Category:Gameplay]] |
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[[Category:Raids| ]] |
[[Category:Raids| ]] |
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+ | |||
⚫ |
Revision as of 12:41, 12 April 2021
“Leading a raid can be like herding cats, but by the graces, they're your cats.”
Raids groups are a way to have parties of more than 5 and up to 40 people, divided into up to 8 groups of up to 5 players. The terms "raid" and "raiding" primarily and traditionally refer to PvE raid-specific instances. Raid instances require playing as a team, and are designed to be the most challenging and entertaining PvE content available in the game.
As party leader, a player can convert their group into a raid group by accessing the "Social" Panel, selecting "Raid", and choosing "Convert Group to Raid." You can do this also by right-clicking your character portrait and selecting "Convert Group to Raid" from the menu. From then on, any new players invited to the group will join the raid group (up to a maximum of 40). This requires at least 2 people (ie. a party). A person alone cannot form a raid group.
While in a raid group, players do not receive credit for completing quest objectives unless the quest calls for a raid. Players also receive an experience reduction for any mob killed while in a raid group. These are to prevent players from creating very large groups in order to complete normal quests or other game content intended for parties of 5 or fewer.
Players need to be at least level 10 to join a raid group, though actual raids begin at level 60.
Instances requiring a raid are subject to a raid timer, which means that defeated bosses within the instance will remain so until the instance is reset (typically once a week).
The intended number of players for a raid instance has varied greatly in the past, with the most extreme setup being 40-man raids, eg. Molten Core and others in vanilla-era WoW. Since Wrath of the Lich King, all new raids have been introduced in a 10-player and a 25-player version. In Mists of Pandaria, Flexible Raiding was introduced with the Siege of Orgrimmar, allowing anywhere between 10 and 25 players, and in Warlords of Draenor, the flexible scaling technology expanded to all difficulties except Mythic, which is 20-man only.
Raiding as end-game content
Raids are designed as activities for people whose characters have reached the maximum level. As the game does not permit further increase of skills, or introduce new abilities, the only avenues remaining to enhance a character lay in better gear and other rewards only found in raid instances.
Almost all raid events and bosses require that the raid members have particular levels of gear and skill, expressed as dps, damage mitigation, and/or healing ability. In addition, a majority of such bosses also require the group use particular, sometimes unique tactics. While occasionally those tactics mirror those used by smaller groups, they often require things that smaller groups simply don't have the diversity to do.
Given these unique requirements, most raid boss encounters require some amount of practice to defeat. Sometimes the peculiarities of a boss encounter are such that being vastly overgeared/overlevel will not permit the raid to ignore the designed tactics.
Raiding guilds are guilds that devote some or all of their collective time to playing in raid instances, defeating (or practicing to defeat) raid encounters. They have the advantage of being able to get to know the abilities (or lack thereof) of their various members, and adjust their tactics accordingly. They also have a shared investment in the success of not just that raid, but future raids as well, a feature that "pick up raids" lack.
Raiding guilds often use additional measures to enhance their chances of success, notably Voice over Internet Protocol (VoIP) software, and particular addons that provide timing, threat, and other services not available in the base WoW client.
Raiding guilds and time commitment
There is some academic discussion about the concept of raids as they currently are designed in major graphical MMOs, primarily centered on how much of a player's time they consume. A typical World of Warcraft raid can take 3-4 hours once the group is able to complete it, and can take much more time over many sessions to get to that point. Basically, that it can take up as much of one's time as permitted. Generally, though, practical considerations (work/school schedules, fatigue, etc) will place limits on how much time a group spends raiding.
One of the more extreme examples in the history of MMOs is a Final Fantasy XI raid that lasted 18 hours before the players decided to quit.[1]. Many boss fights in World of Warcraft contain an enrage timer to ensure that a single fight does not last too long.
Given the amount of time involved to be successful, there are some game developers and academics that feel that raiding can be a focus for obsession, impacting a person's ability to care about real life goals and accomplishments.[2] Players should be aware of these factors when deciding if they want to get into raiding or to what extent they want to get into raiding.
Starting a raid
The leader of a party can convert the group to a raid by clicking the "Convert to Raid" button in the Group window. At this point it becomes a "group of parties" with up to 8 parties, each with 5 characters. The leader of the raid can drag characters between groups to move them to different parties; this was traditionally done to achieve some strategic goal such as distributing shamans and paladins to share totems and auras or warriors with rogues for [Battle Shout] but Blizzard has phased out this strategy. The leader can promote other characters, which gives them the abilities to invite and kick from the raid and also use the broadcast raid warnings (using the "/rw" command). A good site to use to determine appropriate raid makeup is https://raidcomp.mmo-champion.com/.
See Raiding for newbies for further details.
Raid mods
- Main article: Raid AddOns
There have been many mods produced specifically for raiding.
Raid instances
Kalimdor
10-player
- Ruins of Ahn'Qiraj (Added as 20-man in 1.9.0, reduced to 10 in )
25-player
40-player
- Onyxia's Lair (removed and replaced with a new, retuned version for 10-25 level 80 characters in 3.2.2)
- Temple of Ahn'Qiraj (1.9.0)
10 and 25-player
10-30/20-player
- Ny'alotha, the Waking City (8.3.0)
Eastern Kingdoms
10-player
- Lower Blackrock Spire (changed to 5 man dungeon in Cata)
- Upper Blackrock Spire (changed to 5 man dungeon in Cata, revamped and heroic mode added in WoD)
- Karazhan
- Zul'Aman (2.3.0) (changed to 5 man dungeon in Cata)
20-player
25-player
40-player
- Molten Core
- Blackwing Lair (1.6.0)
- Naxxramas (1.11.0) (removed in Wrath)
10 and 25-player
- Baradin Hold (second and third boss added in 4.2 and 4.3)
- Blackwing Descent
- Bastion of Twilight
Outland
25-player
Northrend
10 and 25-player
- Naxxramas
- Vault of Archavon (second, third and fourth boss added in 3.1, 3.2 and 3.3.2)
- The Obsidian Sanctum
- The Eye of Eternity
- Ulduar (3.1.0)
- Trial of the Crusader and Trial of the Grand Crusader (3.2.0)
- Icecrown Citadel (3.3.0)
- The Ruby Sanctum (3.3.5)
Elemental Plane
10 and 25-player
Pandaria
10 and 25-player
10-30/20-player
10-30/20-player
- Ny'alotha, the Waking City (8.3.0)
Draenor
10-30/20-player
Broken Isles
10-30/20-player
Argus
10-30/20-player
Zandalar
10-30/20-player
Kul Tiras
10-30/20-player
Nazjatar
10-30/20-player
Patch changes
- Patch 5.1.0 (2012-11-27): Raid groups are no longer necessary to enter pre-Mists of Pandaria raid dungeons. Enemies in these raids that previously required more than one player to defeat are now more easily dealt with by players battling alone.
See also
- Instances by level
- Raiding guild
- Raiding for newbies
- Raid AddOns
- World boss for available and removed outdoor encounters
References
External links
- World of Warcraft Community Site Raid Group info[dead link - archived copy]
- World of Warcraft Community Site Raid article[dead link - archived copy]
- YouTube Maximize Performance and Attitude while raiding