Where should i be raiding




















The culture around raiding is one of the more wholesome things on the internet. The other part, which I think is important, is that it goes against the competitive nature of streaming. A raid is an act of generosity. After that, he sent the remainder to another pal. A rising tide lifts all streams, etc. I always go on raids now, even if I can only stay for a little while. But the best thing about raids is just how excited people get when they happen because excitement is infectious.

It can transmute a normal night into something worth remembering. Subscribe to get the best Verge-approved tech deals of the week. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. By choosing I Accept , you consent to our use of cookies and other tracking technologies. Cybersecurity Mobile Policy Privacy Scooters.

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Reddit Pocket Flipboard Email. What is a raid? How do remote raids work? What are Mega Raids? How to use a Remote Raid Pass Articuno raid guide Azelf, Mesprit, and Uxie raid guide Cobalion raid guide Dialga raid guide Entei raid guide Genesect raid guide Giratina raid guide Groudon raid guide Heatran raid guide Ho-oh raid guide Kyogre raid guide Kyurem raid guide Landorus raid guide Latias raid guide Latios raid guide Mewtwo raid guide Moltres raid guide Palkia raid guide Raikou raid guide Regice raid guide Regirock raid guide Registeel raid guide Rayquaza raid guide Regigigas raid guide Reshiram raid guide Terrakion raid guide Thundurus raid guide Virizion raid guide Xerneas raid guide Yveltal raid guide Zacian raid guide Zamazenta raid guide Zapdos raid guide Zekrom raid guide.

Technically a group of 10 constitutes a raid too, but needs much less organization, devotion and discipline than the bigger raids. For this reason, 10 player raids can be mastered by pickup groups with "normal" gear, while pickup groups in larger instances usually need a few highly skilled and over-geared members.

At start, new players usually spend a lot of time playing alone or questing in small groups of fewer than five players. Sooner or later, the next step is to run small instances with groups of five the Instance grouping guide helps mastering this style of play.

Upon reaching the maximum level, many choices are open. The world of PvP can be explored, it's possible to continue playing solo, and there are many options available for group PvE. For small groups there are the heroic five-man instances, and groups of 10 can enter the world of raids. The culmination of the PvE endgame is the 25 player raids.

With the changes in WLK, hardmodes now are the pinnacle of raiding. All other content has become very accessible and is regularly cleared by pickup groups. Due to this development raiding has become much more commonplace, and the following rules have lost much of their exclusivity and some of their importance.

During vanilla and TBC, successful raiding depended on a dedicated player base, because progress was only possible with well-practised tactics and a good organized raid. Since WLK, raids rather face problems like gear elitism " minimum gearscore xx, link achievement" , which basically amounts to beating the encounters by outgearing them, not by proper tactics. The following text is about progress raiding, that is with a group which does not outgear the instance.

In effect, this means 25 player hard modes, or 25 player normal modes for raids which really strive for progress. Very good gear can be obtained with comparative ease by completing the daily badge quest, farming the 10 player versions and the occasional 25 player run. The remaining PvE challenge are the 25 player hardmodes.

The motivation for trying this is not gear, but rather the wish to master something really difficult. It's about building and maintaining a team, a close-knit group of players who progress together. The most happy raid members are those who join a run because they like the challenge of the encounters, no matter whether it's a wipe night, a first kill or a farm run. People with selfish goals, especially when it comes to loot, usually don't find much pleasure in raids.

If some kind of formalized loot distribution system like DKP is not used, epic loot is normally distributed on the basis of what's best for the raid's future success, and not what's optimal for an individual player.

There is a fine line between personal goals "I want to have fun" and group goals "We want to kill that boss" , but as in many real life group environments , these goals don't need to be at odds. If it's good for the group's success, even yielding some item or another advantage to somebody else can be fun. So be polite and don't put personal goals over those of the whole raid see the golden rule above. Only people willing to answer each of these questions with a loud and clear "yes" should seriously consider raiding.

It takes a lot of effort, and the rewards are scarce. The most common and easiest method to start raiding is to find a raiding guild with an open spot. It's actually quite frequent that raiding guilds are looking for new members, because they lost some old hand. Blizzards realm forums are a very good starting point. If no guilds are currently recruiting, it can't hurt to write a general application there, and all guilds also consider serious applications even when they're not actively looking for new members.

The alternative would be to try and start a new raiding guild. In order to have a good chance to get an invite to a raiding guild, the following technical aspects can help:. The last point is really important and works both ways.



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