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(Undo revision 2353136 by Joshwilko1 (talk) 1) link flawed. 2) link too close to advertisement for guild.)
 
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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.
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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.
   
   
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* 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.
   
An example of a Raiding guild is [[Tribute | An Horde Raiding Guild On the European Sever: Aszune]]
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[[Category:Game terms]]
 
[[Category:Game terms]]

Latest revision as of 22:21, August 11, 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.

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