World of Warcraft features very creative raid encounters. It’s not only about different resists and minor strategy variations, but whole different encounters and playstyles. Accordingly you have to vary your strategies to fulfill your role to the best. Exact hints depend for the most part on your guild’s strategies, but a few factors are the same for everyone and will be described in the following chapters.
Zul’Gurub
Zul’Gurub is an excellent progression instance raid for guilds that are building towards MC (in members and in know-how). Due to enchants available in ZG it is even popular with some of the most advanced raid guilds.
Your Role
●Many beasts in ZG are sleepable and it's a good idea for you to hibernate one or two of the adds when pulling packs.
●Removing poison and curses is also essential, especially to Alliance raids (Horde has got shaman totems to take care of that).
Molten Core
The first and usually most well known raiding zone (I am counting Onyxia more as a single encounter than a raiding zone).
Your Role
●Remove curses when fighting Ancient Core Hounds, Lucifron, Gehennas, and Shazzrah
●Heal (surprise!)
●Offtank when asked to (e.g. when fighting Core Hound Packs, Garr, Sulfuron Harbinger and Majordomo Executus)
●DPS if you are not assigned to anything of the above
Onyxia
When fighting Onyxia Druids can shine with their in-combat rezzes – nothing else works here. This is a huge bonus and responsibility at the same time. Make sure you are in line with the raid lead who qualifies for your rezzes.
Your Role
●During phase one (standard fight Onyxia vs Main Tank) you won’t have much to do aside from doing standard ranged DPS (unless you are assigned to heal the main tank)
●In phase two (Onyxia flies and does ranged damage) you’ll be responsible for ranged DPS and especially DoTs (to keep her from casting her AoE). During this phase everyone heals themselves and unless someone in your group is in deep and serious trouble you are not supposed to take
your attention off of Onyxia.The alternative strategy is being placed close to the egg spawns to help out with heals to battle the adds.
●In phase three (Onyxia lands, casts area fear and lava comes out of the floor) things get serious for you. Keep a good eye on your assigned people and keep them close to you. It will be difficult for most of them to avoid damage and without the proper resists low hit point classes die very easily at this point.
●Save your rezzes for key classes. Druid rezzes are the only available ones, so be wary for whom you use them (in most cases you want to save them for the main tank and everyone who directly supports him).
Kazzak
●Remove Curses
●Watch your mana during the battle: If you drop below 20% mana there is a chance you will blow up the raid.
●Keep people alive – everyone that dies heals Kazzak
Blackwing Lair
BWL is about endurance fights, meaning that your raid group will have to last a long time. There is little chance that you will have resources left for DPS or off-tanking, so healing will be your primary task 95% of the time. There are a few other things you have to do however:
Your Role
●Since a lot of the Dragonkin are hibernateable, you will often be assigned to keep one specific mob locked down.
●Use innervate on those raid members that can use it to the greatest benefit of the raid
●Safe your rezzes and talk to the raid lead who qualifies for them
●Due to the long fights you might draw heal agro at some point. Change into cat form and cower every now and then to avoid this.
●In BWL it is important to be as efficient as possible – so you need to learn not to overheal your assigned targets. Your mana is precious and with fights that last 20 minutes and longer you can’t really waste any.
●Tank Nefarion if time permits ? (http://riseandshine.cjb.net/upload/Classes/Druid/Cepton/Cepton_vs_Nefarian.rar)
●Play around with feral builds ? (http://files.filefront.com/Azoth_AQ_Feralwmv/;4914507;;/fileinfo.html)
Naxxramas
You gain access to Naxxramas through the Argent Dawn – either for free or by handing in items and gold – the more the lower your faction standing with them is (minimum is honored).
The dungeon is divided into four wings (in increasing difficulty): the Spider Wing, the Deathknight Wing, the Plague Wing, and the Abomination Wing. Each of them holds different types of creatures including cryptlords and cryptfiends, death knights, abominations and risen dead, as well as your old friends the necromancers and liches. There are 15 boss encounters and if you count the four horsemen as four different bosses you have 18 different boss mobs – more than MC and BWL combined. Kel'Thuzad can drop 16 epic quality items, eight of them are weapons. Among them is the ring piece of the Tier 3 armor sets available in the instance (Tier 3 sets contain 9 items).
Map (tactical):
http://www.anikki.com/share/wow/naxxramas_latest.png
Bosses
Abomination Wing
●Patchwerk (Shoulder)
●Grobbulus (Shoulder)
●Gluth (Shoulder/Belt/Wrist/feet)
●Thaddius (Headx2)
●Feugen (Unique named non boss monster)
●Stalagg (Unique named non boss monster)
Deathknight Wing
●Instructor Razuvious (Feet)
●Gothik the Harvester (Feet)
●The Four Horsemen: (Chestx2)
●Highlord Mograine
●Thane Korthazz
●Lady Blaumeux
●Sir Zeliek
Plague Wing
●Noth The Plaguebringer (Belt)
●Heigan the Unclean (Belt)
●Loatheb (Leggingx2)
Spider Wing
●Anub'Rekhan (Wrist)
●Grand Widow Faerlina (Wrist)
●Maexxna (Handx2)
Frostwyrm Lair
●Sapphiron (Drops materials for AD shoulder enchantings)
Kel'Thuzad Chamber
●Kel'Thuzad (Ringx2)
Karazhan
In the raids introduced in the Burning Crusades expansion, a properly geared and specced druid can be a main tank, a healer or a DPS machine.
Kara is your first Burning Crusades raiding stop. To expect to do a good job, you'll need half-way decent gear. PVP gear (arena gear and gear bought with honor from your factions PVP quartermaster) is a good place to start.
Gear that drops in heroic instances is also, for the most part, good enough for Kara.
Gear you purchase with Badges of Justice is very good gear, but if you're running Kara on badge gear, its pretty much a step backwards.
If you expect to be the main tank, you'll need the gear discussed in this document in the Raiding Gear section.
To main tank Kara, you'll need at least:
●415 Defense
●20,000 to 25,000 Armor
●30% Dodge
●12,000 to 14,000 Hit Points
Gruul's Lair and Zul'Aman
To tank Gruuls and ZA, you're going to need Kara gear and Badge of Justice gear.
Stats to shoot for now are:
●At least 14500 Health
●30332 Armor
●327 Agility
●500 Defense
●43% Dodge
Healers and DPS should also now be equipped with Kara and badge gear.
Serpentshrine Cavern and Magtheridon's Lair
If you are tanking/healing/DPSing in ZA and Gruul, you are ready to step up to Serpentshrine Cavern and Magtheridon's Lair.
By now, you should have nearly a full set of Malorne armor, the Druid Tier 4 set. You can supplement piece of badge gear and arena gear for holes in your armor set, but the full T4 complimented with badges is what the well-dressed raider will be wearing at this stage. In fact, you're now starting in SSC in order to begin collecting your Tier 5 gear, the Nordrassil set. Three pieces of Nordrassil drop in SSC, so you're going to spend a lot of time here. You'll have to get to Tempest Keep to complete your Nordrassil set.
Tempest Keep
The shoulders and chest pieces for Nordrassil drop here, so you're going to have to do this raid. There is no attunement for TK, so you can go in at any time after you've hit 70. However, you'll be slaughtered if you aren't in all T5, high-end raid drop, and badges gear.
If you get this far, congratulations. A very small percentage of the WOW player base makes it this far. But you're now done yet – now it's time to work on your Tier 6 set, the Thunderheart!
Battle for Mount Hyjal
This raid no longer requires attunement. Two pieces of your Thunderheart set drop here.
Some of the cool lore in WOW is played out here, it's a lot of fun.
Black Temple
Three pieces of T6 drop here. There is no attunement for the Black Temple.
Sunwell Plateau
The reminder of the T6 Thunderheart drops in the Sunwell Plateau.