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A '''[[raid]] [[guild]]''' is one known for frequently taking on the largest and most difficult raid encounters in the game: [[Serpentshrine Cavern]], [[The Eye]], [[Black Temple]], [[Mount Hyjal]], (also pre-BC: [[Molten Core]], [[Onyxia]], [[Blackwing Lair]], [[Ahn'Qiraj]], [[Naxxramas]],) and [[Raid bosses/World bosses|outdoor boss]]es.
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A '''[[raid]] [[guild]]''' is one known for frequently taking on the largest and most difficult raid encounters in the game : [[Naxxramas]], [[Eye of Eternity]], [[Obsidian Sanctum]] (also pre-WotLK : [[Serpentshrine Cavern]], [[The Eye]], [[Mount Hyjal]], [[Black Temple]] and pre-BC : [[Molten Core]], [[Onyxia]], [[Blackwing Lair]], [[Ahn'Qiraj]], [[Naxxramas_(original)|Naxxramas]]) and [[Raid bosses/World bosses|outdoor boss]]es.
   
   
 
;Characteristics of raid guilds:
 
;Characteristics of raid guilds:
* Typically contain at least 50 to 100 members, most of whom are level 70, and ranging from moderate to high in skill level.
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* Typically contain at least 50 to 100 members, most of whom are at the current [[level cap]], and ranging from moderate to high in skill level.
 
* Founders and core members tend to be [[hardcore]] players and [[casual]] players are rarely allowed, but some of the very large (200+) raiding guilds accommodate players of all types.
 
* Founders and core members tend to be [[hardcore]] players and [[casual]] players are rarely allowed, but some of the very large (200+) raiding guilds accommodate players of all types.
 
* They tend to be strict in their recruitment practices, having limited periods of time in which they search for more of certain [[classes]] (usually to replace members who have left).
 
* They tend to be strict in their recruitment practices, having limited periods of time in which they search for more of certain [[classes]] (usually to replace members who have left).
* They also tend to have detailed systems for distributing loot acquired from [[raid]]s, often some variant of [[DKP]]. Sometimes this leads to "[[loot drama]]".
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* They also tend to have detailed systems for distributing loot acquired from [[raid]]s, often some variant of [[Dragon kill points]]. Sometimes this leads to "[[loot drama]]".
 
* They often have insensitive attitudes towards members who don't participate in raids frequently enough.
 
* They often have insensitive attitudes towards members who don't participate in raids frequently enough.
   
   
[[Category:Game Terms]]
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[[Category:Game terms]]

Revision as of 22:21, 11 August 2010

A raid guild is one known for frequently taking on the largest and most difficult raid encounters in the game : Naxxramas, Eye of Eternity, Obsidian Sanctum (also pre-WotLK : Serpentshrine Cavern, The Eye, Mount Hyjal, Black Temple and pre-BC : Molten Core, Onyxia, Blackwing Lair, Ahn'Qiraj, Naxxramas) and outdoor bosses.


Characteristics of raid guilds
  • Typically contain at least 50 to 100 members, most of whom are at the current level cap, and ranging from moderate to high in skill level.
  • Founders and core members tend to be hardcore players and casual players are rarely allowed, but some of the very large (200+) raiding guilds accommodate players of all types.
  • They tend to be strict in their recruitment practices, having limited periods of time in which they search for more of certain classes (usually to replace members who have left).
  • They also tend to have detailed systems for distributing loot acquired from raids, often some variant of Dragon kill points. Sometimes this leads to "loot drama".
  • They often have insensitive attitudes towards members who don't participate in raids frequently enough.