Molten Core and Beyond: A Druid's Guide to Raiding

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If you've clicked on this link, then you're probably getting close to or already at level 60 and you're wondering about things like 'How do I get into Molten Core?' and 'I really want to go but I don't want to seem like a noob.' Hopefully these questions and more will be answered here.

Molten Core - overview

If you're wanting to go to Molten Core, there are currently 2 groups going each week. MC1 is normally designed for more seasoned players and will kill up to Ragnaros each week. MC2 is more geared towards someone just entering MC and things will be explained more in detail on each boss, etc. There is currently no gear requirement to go but it will be expected that you have at least spent some time in Stratholme, Scholomance and Dire Maul getting your Wildheart/preferred stat equiment. Showing up for the MC raid in all greens will make for a quick death and a large repair bill.

Basin Raid Points

The Basin employs a loot system using Basin Raid Points, or BRP. When an item is looted in MC, it is worth a certain amount of BRP based on it's item level (not to be confused with level you need to be able to use it). When someone can use and wants that item they will call 'need' in /raid chat after the Loot Leader has displayed the item in /raid. The person with the most points that called 'need' will then win the item and the point total will be deducted from their BRP total, while at the same time the item point total will be divided among the remaining 39 players in the raid, thus making this a zero sum system (points awarded equals points deducted). While no one can force anyone else to spend their points on items, it's encouraged to call 'need' on class items that you don't have instead of letting them be disenchanted.

Fire Resist

Fire resists are not a large requirement in MC unless you plan on taking down Ragnaros. A druid should be aiming for around 120-130 Fire Resist for this encounter. You can never have too much Fire Resist as long as you aren't gimping your other stats. 200+ Fire Resist is obtainable after you've been going through MC for awhile. Here are some starter items.

Zul'Gurub - overview

Zul'Gurub (ZG) is billed as a stepping stone between UBRS and Molten Core by Blizzard. But ZG is something compltely different. Unlike UBRS, mobs in ZG require more than a concentrated DPS zerg and some CC to be taken down. Bosses require more than letting the tank get a few sunders. And unlike Molten Core, every single player in a ZG raid has to be on their toes at all times. As a Druid in ZG, you can and will be called on to do anything from Tanking to Healing to spamming Cure Poison untill your eyes bleed. Be ready to do it all, and be more ready than usual to switch roles mid-fight when Things Go Wrong™.

And unlike UBRS, you can't fudge a ZG run. Tanking in your healing gear is not going to give your healers a more exciting time in ZG, it's going to wipe the raid. Not having mana potions to keep you going in long fights can easily cause a wipe on a boss mob. Being prepared to do what is expected of you, and what's not expected of you, will make your run go that much more smoothly.

Unlike Molten Core, there is no single attribute that is essential to have. Make sure your gear is balanced for the role you play, and allows you to be flexible. If you're not locked into a specific role, equip yourself as if you're going PvPing - balance mana, attack power/mele crit (for Feral druids), +damage/+healing, and your HP pool.

(NOTE: This is a work in progress. Feel free to edit based on your own experiences)

Healing

DPS

Tanking

Blackwing Lair - overview

This is crunch time. Just having 1 person on the first 2 boss fights show up without their game face on will wipe the raid. 1 loose dragonkin will make havok on the shamans. 1 missed heal in your group or on the OT's will send someone in your group down 1-shot kill lane. This is not MC, where you can possibly eat a sandwich and watch TJ Hooker at the same time while spamming rejuvs on your emergency monitor. The strats here are tough to learn and listening to your class lead and raid lead is essential. Gearing up for BWL will require some time in MC and ZG. Having 3500 mana and using a 1500 Healing Touch just won't cut it when your tanks have 7k+ health. Broodlord will eat them up.

Fire Resist

Fire resist here will be nothing like what is needed in MC. Most of the druids going into the Razorgore fight have 150+ Fire Resist PLUS enough mana and +healing to make them effective healers during phase 2. It's also much easier to heal others on the rest of the boss fights if you are resisting the fire damage and not having to heal yourself all the time.

Ahn'Quiraj - overview

No idea! Not even open yet on our server but from the looks of it there are a ton of +nature resist stuff in there and rumour has it that druid tanking will be needed there! Personally I wouldn't go there without a full set or equivalent of tier 1 but we won't really know until we go there.



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