A little more details about raids:

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MMO raids remain the top of the pile when it comes to bringing dozens of players together and letting them coordinate and invent sophisticated strategies to defeat huge bosses. A raid is a type of mission in a video game in which you try to defeat some boss monster or series of bosses. It comes from the military definition of a seizure of some objective or sudden attack. Raiding originated from DikuMUD, which influenced the game Ever Quest and brought the raiding concept into modern 3D MMORPG.

Players: Raiding is often done by clans who maintain a consistent roster and schedule the players are also known as guilds. These brings us to the two types of players or guilds which includes, Hardcore guilds, Defined as spending as less as four to seven days per week on average and casual guilds’ Defined as spending less than 3 days a week. MMORPG games can be played by both one player and many players at a time this depends on your favorite game

Raiding Tactics: The players as members of a team through the combat encounters comprising a raid are expected to coordinate with one another while performing particular roles. The holy trinity of MMORPG group composition is the roles of a Healer, Tank and Damage Dealer. Other functions include Buffing, Pulling and crowd control. To the complexities of keeping many players working well together, A raid leader is often needed to direct the group efficiently.

Raid loot: in as much as raids can be very rewarding in terms of virtual treasure and items that grant exceptional stats and abilities, thus giving players an incentive to participate. Players have invented various systems to distribute loot fairly since there are not enough treasures to individually reward every player participating. These systems include Dragon kill points.

Bosses: when it comes to bosses everyone loves a good fight with great bosses and MMO gives the best of this. Even though not all raids are created the same, The following list contains of the biggest raid bosses of all time: Ragnaros,the Fire Lord(world of Warcraft), Nolan(rift), Thaurlach(Lord of the rings online), Yakhmar(Age of Conan) and Sea,the infernal one(Star Wars: The old Republic) among others.The important thing to get note is that it is impossible to experience the vast majority of the bosses listed above in their original states which makes it a one drawback of the MMORPG genre.

Healthwise: a study was done on 2003 shows that playing MMORPGs for more than 20 hours a week leads to obesity, increased propensity for muscle atrophy and bone loss. So in as much as raids require multiple consecutive hours of constant gameplay you should know that it may lead to being an unhealthy physical activity. With this said China have stated some national limits on the duration people can play MMORPGs. Failure to follow these measures penalties on players who play for more than 3 hours a day will apply.

MMORPGs gaming should be enjoyable and should hold a special place in the hearts of all players. I only hope you will find some of the interesting parts of playing the games maybe get to know who the boss you would want to play with is.

A brief overview of World of Warcraft Raids


Since World of Warcraft came out all the way back in 2004, raids have been a cornerstone of the in-game experience. In fact, many players consider end-game wow raiding to be the central focus of the game. Since the vanilla WoW days, blizzard has expanded on raiding significantly, and now offers a wide variety of end-game raids that are available in varying levels of difficulty and number of players, and give players the opportunity to battle against a diverse range of bosses that call for a variety of different tactics in order to defeat, making each encounter unique and challenging.

In vanilla World of Warcraft, there were only a handful of end-game raids available that came at a fixed difficulty setting and a fixed number of players. Major raids such as The Molten Core and Blackwing Lair required 40 players to run, and two minor ones – Zul-Gurub and The Ruins of Ahn’Qiraj – required 25 players. It was often difficult to round up such a large number of players for these raids, and even when a guild was lucky enough to have 40 well-geared players online at a given time, some of these raids proved to be prohibitively difficult and could take multiple attempts over multiple weeks of game play in order to defeat the bosses found in them.

Subsequent expansion packs saw an improvement in the WoW raid system by adding a certain degree of flexibility. The Burning Crusade dropped the player requirement for WoW raids to 25 people, and the Wrath of the Lich King expansion pack introduced Normal and Heroic modes in WoW raids for both 10 and 25 players. This allowed players to chose their level of difficulty, and the option to run a raid with a smaller number of players – effectively granting smaller, less experienced guilds the opportunity to see the same content as larger guilds with more seasoned players. Warlords of Draenor expanded on this flexibility by adding four categories for WoW raids – Raid Finder, Normal, Heroic, and Mythic – allowing a much wider range of players to experience raid content and fight end-game bosses without putting in too much time. Most WoW raid bosses have a set of tactics required to fight them that is unique to the particular boss, but they can be generalized into three main types:

“Tank-and-Spank” – This is usually the easiest type of boss encounter in a WoW raid, and the tactics are very simple. As the name implies, the Tank-and-Spank encounter involves having one or more tanks continuously hold aggro while all the damage dealers do their job with little or no interruption.

“Race against the clock” – This is a type of boss encounter in a WoW raid where the boss has to be killed within a certain amount of time, which, if exceeded, will lead to some catastrophic event that will wipe out the raid group. This type of boss requires well-geared, experienced damage dealers.

“Endurance/Survival” – This type of boss encounter doesn’t depend as much on doing damage or holding aggro as much as it does on simply ensuring the survival of the raid group for a certain period of time.