#Raids
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Gold bids, service fees and free tanks: where players draw the line on paid raid services
An EU forum thread asks where GDKP ends: is selling reserved items for an organizer's gold different, and what about a fixed tanking fee? Players' answers differ and Blizzard hasn't replied in it. An earlier Reddit debate asks what a tank owes a group at all.
Raids, dungeons and guilds

Raid-wide buffs and class stacking: players disagree over which incentive is worse
A 31 October US forum post warned that raid-wide buffs leave no reason to bring a second of any class. Replies argued that party-limited buffs cause stacking too and that small raids needed the change, while an EU thread asked what that leaves for Elemental and Balance.
Raids, dungeons and guilds

Blizzard’s final racial pass: what changed for Humans, Dwarves, Tauren, Orcs, Trolls, Undead and Skyborne
A 26 October staff update, completed in two corrections on 27 October, rolls back some generic racials, cuts Read Leyline’s base bonus in half, shortens the Blood Fury and Touch of the Grave cooldowns, lengthens Troll Berserking to 15 seconds and removes Plainsrunning’s mounted bonus. Blizzard also clarified that Attuned and Charged are removed upon entering a raid. These are announced changes, not yet seen in a game client. Early player reactions question names and which classes benefit.
Classes, races and leveling

Blizzard halves Read Leyline’s base bonus. What that settles in the mana debate, and what it doesn’t
Beta healers called the Skyborne racial overpowered. Blizzard’s 26 October notes cut its base regeneration bonus to 50% for 15 seconds, keep 100% for players Attuned at a Ley Line and rule it out while Innervate is active. On 27 October Blizzard added that Attuned is removed upon entering a raid; whether it survives entering a dungeon is not stated. We have not measured the new version.
Classes, races and leveling

Settle loot rules before the first raid: a decision guide for small guilds
A player's open letter asks for automated raid loot that leaders and officers cannot manipulate. It is a request, not an announced system; these are the policy decisions a guild can agree before raid night.
Raids, dungeons and guilds

Approachable, not easy: how Blizzard’s 22 October podcast described Forever’s raid design
The End of Beta Special covered friends and preparation, boss fantasy, class tools, consumables, playtesting, and a mistake that kills one player versus one that wipes the raid. Design intent on that date, not launch difficulty.
Raids, dungeons and guilds

Raiding without voice chat: the pings and speech tools Blizzard’s 22 October podcast discussed
Asked whether every raid would be doable without voice or chat, the answer on Blizzard’s End of Beta Special pointed to pings and speech tools for accessibility, said communication is still preferable, and called it a question that could go either way.
Raids, dungeons and guilds

Forever’s 10-, 20- and 40-player raids: what a guild needs to plan before 9 December
Blizzard’s 20 October raid overview sets the sizes, the unlock date, the Onyxia attunement and a planned weekly reset. What each raid asks of a guild’s roster and calendar.
Raids, dungeons and guilds

City of Dalaran: where each faction’s attunement begins
Dalaran’s barrier has fallen, and Forever’s dungeon for levels 28 to 33 sends groups through the sewers into a city in arcane chaos. Both factions’ starting quests, and what the preview leaves out of the attunement.
Raids, dungeons and guilds

Blackmaw Hold: a furbolg city behind a sealed gate, and a way farther down
Beyond a long-sealed gate in Azshara, the Blackmaw furbolgs are fighting a spreading corruption. Blizzard’s preview of this 55 to 60 dungeon hints at a path deeper below Azeroth, and the raid overview names the hold as connected to Barrow Deeps.
Raids, dungeons and guilds

Barrow Deeps: a 10-player raid into the prison that held Illidan
Barrow Deeps opens on 9 December as a level 60 raid for 10 players with eight bosses, in the prison beneath Kalimdor that held Illidan for ten thousand years. Its three connected entrances are the most unusual confirmed detail.
Raids, dungeons and guilds

Hyjal Summit: 13 bosses, 20 players and a choice of routes
Forever’s 20-player raid, opening on 9 December at Mount Hyjal’s peak, has 13 bosses and branching paths after an opening fight with an ancient guardian. Nothing in Blizzard’s overview ties it to The Burning Crusade’s Hyjal raid.
Raids, dungeons and guilds

Onyxia attunement for the Alliance, stage by stage
Every Alliance raider needs the Drakefire Amulet for Onyxia’s Lair. Blizzard’s official chain, grouped into its four stops: Burning Steppes, Blackrock Depths, Stormwind and Upper Blackrock Spire.
Raids, dungeons and guilds

Onyxia attunement for the Horde: Rexxar, Emberstrife and the Test of Skulls
The Horde’s twelve-step chain to the Drakefire Amulet runs from Kargath to Orgrimmar, Desolace, the Western Plaguelands, Dustwallow Marsh and two parts of Blackrock Spire. Here it is by destination.
Raids, dungeons and guilds

Salvation is no longer a Blessing, and Revoke takes it back
Forever separates Salvation from Paladin Blessings, so one Paladin can give the same player both, and adds Revoke to remove Salvation or Mass Salvation from one player, such as a tank. Planned on 15 October, patched on 16 October.
Classes, races and leveling

Light’s Vigil turns Holy Shock into a group heal you set up in advance
Holy’s new 31-point talent marks an ally to heal their whole party on the next Holy Shock, or an enemy for extra damage and a mana refund. Blizzard’s own framing: strong with preparation, awkward in a panic.
Classes, races and leveling

Sacred Arbiter lets Retribution keep every Paladin’s Judgements up
Retribution’s new 16-point talent adds 20% to Holy Strike and makes it refresh all Judgements on the target, including other Paladins’. A raid-support talent hiding in a damage tree.
Classes, races and leveling

Battleground rewards for raiders, raid gear in battlegrounds: the overlap Forever’s 15 October podcast said it wants
Blizzard’s PvP episode used historical examples to describe wanting rewards to stay useful across PvP and PvE, and called siloing players into one mode a pitfall. A design direction, not an item list.
PvP
