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Race to World First - Glossary of Popular Terms
Moderna
Publicado
26/07/2019 a las 15:11
por
Ketsuki
The Race to World First has become a popular streaming event since the release of Battle for Azeroth. Since then, new viewers have become interested in the race and are unfamiliar with the terms used by raiders and casters.
We have compiled a few popular terms in this glossary to help players who have friends watching the race that may not understand some of the terms frequently used during the race.
Race to World First or World First Race
An event in World of Warcraft when a new raid is released and the top guilds usually race by region to see who what guild can defeat the final boss first on the hardest difficulty settings.
Mains and Alts
Many players tend to use multiple characters, typically defining one as their "main" or primary character which they prioritize the most, and others as "alts" or secondary characters which are typically played for fun or to help advance their main in some way. Due to the fluid state of balance within the game, many high end raiders (such as those participating in the Race to World First) typically have multiple raid-ready alts that they can swap between in order to play the best class each encounter and maximize their chances of success.
Splits or Split Raids
Split raiding is a common strategy in which a guild will setup create multiple raid groups using alts or players who might not normally be part of the raiding roster. By creating two raid groups made up of a mix of main raiders and alts or other players, the groups get more overall loot, which is ideally funneled to main raiders that the group knows will be used for certain bosses. For example: Should Warlocks be in high demand, then the guild may try to create a raid group mainly made up of cloth armor classes in order to maximize cloth loot drops in order to trade gear to said Warlocks. This is often repeated several times depending on how much time the guild wants to invest, with higher end guilds running several splits made up of different armor or class types.
Tanks
One of the three player roles within
World of Warcraft
, Tanks are players who typically control bosses and take their attacks. Often goes hand in hand with the terms "aggro" and "threat" which refers to the current target of the boss. Raid encounters typically require two tanks, with encounter mechanics that force them to occasionally swap between which is currently being attacked by the boss, though they often have a variety of other jobs such as controlling small groups of additional targets, soaking damage mechanics, and so on. Occasionally an encounter will benefit from a third tank, usually covering one of those supplementary tasks so the main tanks don't need to, or rarely dropping down to one tank who will do everything on their own in order to allow the raid to bring an extra DPS or Healer.
Tanking Specializations are Blood Death Knights, Vengeance Demon Hunters, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
Healers
Another of the three player roles, Healers quite simply heal other players. Healers are responsible for keeping other players alive (often despite their best efforts) throughout an encounter, and typically have a range of other responsibilities, such as dispelling (removing) important debuffs, and rarely even healing non-player characters or bosses in order to win an encounter. They typically bring several personal and raid-wide cooldowns to help deal with bursts of damage, and a typical raid of 20 players will utilize anywhere from 2 to 5 healers.
Healing Specializations are Restoration Druid, Mistweaver Monk, Holy Paladin, Discipline Priest, Holy Priest, and Restoration Shaman.
DPS
The third player role, also rarely referred to as Damage Dealers. They are the primary source of damage, responsible for defeating targets and ending the fight. While healers and tanks also contribute damage, they typically don't deal as much. DPS make up the majority of any raid group, typically anywhere from 13-17 out of a 20 player group, and have a wide range of toolkits; some excel at single target damage, others cleave two or three close range targets, some multi-dot several targets spread out at range from one another, and so on.
DPS Specializations are Frost Death Knight, Unholy Death Knight, Havoc Demon Hunter, Balance Druid, Feral Druid, Beast Mastery Hunter, Marksmanship Hunter, Survival Hunter, Arcane Mage, Fire Mage, Frost Mage, Windwalker Monk, Retribution Paladin, Shadow Priest, Assassination Rogue, Outlaw Rogue, Subtlety Rogue, Elemental Shaman, Enhancement Shaman, Affliction Warlock, Demonology Warlock, Destruction Warlock, Arms Warrior, and Fury Warrior.
Addons
Modifications for
World of Warcraft
which can do anything from rearranging the user interface, to creating alerts and reminders to help with gameplay, coordination, or other quality of life measures. There are several thousand modifications available for the game, all fan made. Here are a few examples:
Deadly Boss Mods
(DBM) and
BigWigs
- Often used interchangeably, these are two separate but similar "Boss Mods" which assist with boss, dungeon, and raid encounters. They provide timers for players to keep track of when spellcasts or events will occur, warnings for important mechanics, and raid markers such as putting a colored mark over a player or targets model. Both mods are dynamic and highly customizable with sounds, shouts, range radars, and other functionality to help keep track of what is happening within an encounter.
Exorsus Raid Tools
(EXRT) - Another "Boss Mod", but with more generic functionality. Rather than timers and warnings for specific encounters, it provides separate tools such as keeping track of raid cooldowns, writing notes for each encounter which can be sent to other players, keeping track of raid attendance, automated inviting of players into raid, and several other statistical functions.
WeakAuras
- An extremely powerful addon which allows players to create various UI elements. Typically used to create a pop up reminder when a player has an important buff or debuff, far more complicated Auras can replicate virtually any UI element, including boss alerts, timers, reminders, automation, rotation helpers, and much, much, more.
ElvUI
- User interface overhaul, which customizes nearly every aspect of what players see in the game, including their unit frames, action bars, cast bars, and so on. This is merely one of several comprehensive overhaul addons, though some players also choose to use individual addons to customize each piece of the interface on their own.
RC Loot Council
- assists with trading loot, allowing players to indicate what items they would like or use, with advanced options to allow group leadership to vote on and assign items to members of the group.
Details
and
Skada
- Damage meter addons create specialized panels within the player interface which record damage, dps, healing, buffs, and several other numerical aspects done during an encounter. Often used as a "quick look" at performance within an encounter, before doing more detailed analysis using logs.
Logs
Referring to
Warcraft Logs
. A "log" is a file created by the game which records all of the events that happens, such as every spell cast, buff or debuff gained, resources generated and spent, how much damage and healing was done, where players or targets were positioned and moving to within the game world, when combat started and stopped, and much more for players and NPCs within the game. Warcraft Logs uses those files to create in-depth analytics, which can be used to see what, how, and why things happened within an encounter.
Rotation and Cooldowns (CDs)
A player's rotation refers to the sequence of spells and abilities used throughout an encounter; these abilities typically have no or very short cooldowns of only a few seconds, allowing them to be used very frequently, the order or priority in which they are used defines the "rotation". Cooldowns are a generic term for personal and group-wide player spells and abilities which take noticeably longer to recharge, generally anywhere from 30 seconds to 5 minutes, and can cover a variety of effects, such as
increasing damage
or healing done,
decreasing damage taken
, giving players additional
temporary health
,
immunities
, and other
powerful effects
. While damage dealers typically use their cooldowns at the start of an encounter and as often as possible afterward, a common part of raid strategy is to coordinate and time cooldowns in order to overcome a particular part of an encounter. Therefore, you will often hear raid leaders remind players to "Save your CDs" or "Use 2 minutes here".
Bloodlust and Heroism
An important
raid-wide cooldown
, which is often used at the start of an encounter or to cover a particularly important part of a fight. It can be referred to by a wide range of names, but they all refer to essentially the same thing - Bloodlust (Horde), Heroism (Alliance), Time Warp (Mage), Ancient Hysteria (Hunter Pets), Drums (Leatheworking consumable). Unlike moste other cooldowns, it inflicts a raid-wide debuff which prevents players from benefiting from the buff for 10 minutes, making it a once per encounter ability on anything but the longest of boss fights. As high end raiding guilds are predominantly of the Horde faction, you will generally hear it called Bloodlust or simply "Lust".
Potions, Pots, and Prepots
Potions are consumable items used to increase damage, healing, restore health, or mana during an encounter. They incur a 1 minute cooldown timer, but that timer will only begin if the player is not in combat, so "prepotting" or using a potion shortly before combat begins in order to start the cooldown timer is a common strategy to allow players to use two potions during a raid encounter (e.g. using a potion 3 seconds before combat starts will start its 1 minute cooldown, allowing a second potion to then be used during the encounter, whereas if the first potion was used after the pull, the timer would not begin until after combat ended).
Line of Sight (LoS)
Refers to positioning your character in such a way that a piece of physical geometry (a pillar, wall, or other immovable part of the game world) separates it from something else (usually other players or the boss), thereby breaking the "line of sight" or direct visibility of one another. An important part of the
Queen Azshara
encounter, as she has two separate mechanics which deal damage to all players within line of sight of either her, or another player which has a specific debuff placed on them, requiring the pillars to be used to break line of sight in order to avoid the mechanics.
Bosses, Mini-bosses, & Adds
Every encounter has as boss, typically the titular NPC such as
Lady Ashvane
, and some "Council" style fights even have two or more bosses as seen in
The Queen's Court
, but several encounters also have a number of additional enemies throughout the fight. Cyranus & Aethanel at the very beginning of the
Queen Azshara
encounter are an example of mini-bosses - important enemies, but only present in a single phase and not really a defining part of the encounter. Adds are periodic enemies that typically spawn in waves throughout an encounter, such as the Zoatroids that spawn every 35 seconds on
Orgozoa
; they're typically not the hardest part of any fight, but important to defeat quickly with area of effect abilities.
Enrage
Enrage or Berserk is a timed mechanic in nearly all encounters which causes the boss to gain a very large buff capable of killing players quickly, or simply instantly kills the raid outright. While enrage mechanics vary in form and function, they're mainly there as a safeguard against attrition, to prevent lopsided groups with 5 tanks, 10 healers, and only 5 dps intended to outheal and outlast the boss mechanics.
Soft Enrages
are typically a byproduct of the encounter - the longer you take on
Lady Ashvane
, the more of her room is covered in Razor Coral, reducing the amount of free space. Other soft enrages might buff by bosses damage output below a certain health threshold, but not by so much that it instantly kills players. These types of enrages are designed as an part of an encounter that players are meant to face and overcome; they make the encounter more difficult in one way or another, but aren't meant to be insurmountable.
Hard Enrages
are set time limits (usually 10-20 minutes, though it varies depending on the intended length of the encounter), after which point the boss will typically gain a very large damage buff which allows it to instantly kill players, or a similarly punishing mechanic. Hard enrages are designed to kill the raid quickly, punishing them for taking too long to defeat the encounter, though players can sometimes survive these mechanics for a few seconds either by kiting (running away from) the boss or using immunity spells to avoid damage for a short time in order to defeat the boss before being overrun. While hard enrages are typically unavoidable and occur near the end of an encounter,
Queen Azshara
has a unique enrage during the third phase which will trigger if all three mini-bosses are not defeated before 3 minutes in that phase or Azshara is pushed below 50% health. Presumably she also has a hard enrage if the total encounter length goes beyond a certain point, but no groups have managed to get far enough to find out yet!
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