There will be many more Raids to come 5-20 man perhaps even 40-man if we can recruit and gather willing justifiable players able to overcome serious encounters both capable and skilled in combat/healing (here) on these forums we enable everyone the ability to discuss, plan, apply to events and submit pointers and advice to defeat monsters and bosses and to conquer the largest and most difficult raid encounters in the game : Naxxramas, Eye of Eternity, Obsidian Sanctum (also pre-WotLK : Serpentshrine Cavern, The Eye, Mount Hyjal, Black Temple and pre-BC : Molten Core, Onyxia, Blackwing Lair,Ahn'Qiraj, Naxxramas) and outdoor bosses. Raidsgroups are a way to have parties of more than 5 and up to 40 people, divided into up to 8 groups of up to 5 players. The terms "raid" and "raiding" primarily and traditionally refer to PVE raid-specific instances and zones.
While in a raid group, players do not receive credit for completing quest objectives unless the quest calls for a raid. Players also receive an experience reduction for any mob killed while in a raid group. These are to prevent players from creating very large groups in order to complete normal quests or other game content intended for parties of 5 or fewer. This experience reduction is simply that the usual "group XP bonus" is not applied while in a raid group.
Many instances requiring a raid are also subject to a raid timer.
A typical World of Warcraft raid can take 3-4 hours once the group is able to complete it, and can take much more time over many sessions to get to that point. Basically, that it can take up as much of one's time as permitted. Generally, though, practical considerations (work/school schedules, fatigue, etc) will place limits on how much time a group spends raiding.
There are, of course, extreme examples, such as a Final Fantasy XI raid that lasted 18 hours before they decided to quit. World of Warcraft mitigates such long boss fights by adding enrage timers to bosses to ensure that a single fight does not last too long.
Given the amount of time involved to be successful, there are some game developers and academics that feel that raiding can be a focus for obsession, impacting a person's ability to care about real life goals and accomplishments.Players should be aware of these factors when deciding if they want to get into raiding or to what extent they want to get into raiding.
Typically we contain at least 50 to 100 members, most of whom are at the current level cap, and ranging from moderate to high in skill level.
Founders and core members tend to be hardcore players and casual players are rarely allowed, but we do our best to accommodate players of all types.
We tend to be strict in our recruitment practices, having limited periods of time in which we search for more of certain classes (usually to replace members who have left).
We also have detailed systems for distributing loot acquired from raids, often some variant of Dragon kill points. Sometimes this leads to "loot drama" in which we do our best to avoid.
We often tend to have insensitive attitudes towards members who don't participate in raids frequently enough or that are unskilled or (noob-ish).
There will be many more Raids to come 5-20 man perhaps even 40-man if we can recruit and gather willing justifiable players able to overcome serious encounters both capable and skilled in combat/healing (here) on these forums we enable everyone the ability to discuss, plan, apply to events and submit pointers and advice to defeat monsters and bosses and to conquer the largest and most difficult raid encounters in the game : Naxxramas, Eye of Eternity, Obsidian Sanctum (also pre-WotLK : Serpentshrine Cavern, The Eye, Mount Hyjal, Black Temple and pre-BC : Molten Core, Onyxia, Blackwing Lair,Ahn'Qiraj, Naxxramas) and outdoor bosses. Raids groups are a way to have parties of more than 5 and up to 40 people, divided into up to 8 groups of up to 5 players. The terms "raid" and "raiding" primarily and traditionally refer to PVE raid-specific instances and zones.
While in a raid group, players do not receive credit for completing quest objectives unless the quest calls for a raid. Players also receive an experience reduction for any mob killed while in a raid group. These are to prevent players from creating very large groups in order to complete normal quests or other game content intended for parties of 5 or fewer. This experience reduction is simply that the usual "group XP bonus" is not applied while in a raid group.
Many instances requiring a raid are also subject to a raid timer.
A typical World of Warcraft raid can take 3-4 hours once the group is able to complete it, and can take much more time over many sessions to get to that point. Basically, that it can take up as much of one's time as permitted. Generally, though, practical considerations (work/school schedules, fatigue, etc) will place limits on how much time a group spends raiding.
There are, of course, extreme examples, such as a Final Fantasy XI raid that lasted 18 hours before they decided to quit. World of Warcraft mitigates such long boss fights by adding enrage timers to bosses to ensure that a single fight does not last too long.
Given the amount of time involved to be successful, there are some game developers and academics that feel that raiding can be a focus for obsession, impacting a person's ability to care about real life goals and accomplishments. Players should be aware of these factors when deciding if they want to get into raiding or to what extent they want to get into raiding.
Raid mods
Main article: Raid AddOns
There have been many mods produced specifically for raiding.
Raid instances
20-playerLevel 60- Ruins of Ahn'Qiraj (1.9.0)
25-playerLevel 70- Caverns of Time: Battle for Mount Hyjal

40-playerLevel 60- Onyxia's Lair
- Temple of Ahn'Qiraj (1.9.0)
10 and 25-playerLevel 80- Onyxia's Lair
(3.2.2)
10 and 25-playerLevel 85Eastern Kingdoms
10-playerLevel 60- Lower Blackrock Spire
- Upper Blackrock Spire
Level 70- Karazhan

- Zul'Aman
(2.3.0)
- Planned to return as a level 85 5-man Heroic in
Patch 4.1
20-playerLevel 70- Zul'Gurub (1.7.0)
- Planned to return as level 85 5-man Heroic in
Patch 4.1
25-playerLevel 70- Sunwell Plateau
(2.4.0)
40-playerLevel 60- Molten Core
- Blackwing Lair (1.6.0)
- Naxxramas (1.11.0)
10 and 25-playerLevel 85
Northrend 
10 and 25-playerLevel 80
Elemental Plane 
10 and 25-playerLevel 85
Outland 
25-playerLevel 70Raid outdoor
Azeroth
OutdoorLevel 60Kalimdor
OutdoorEastern Kingdoms
OutdoorLevel 60
Outland 
OutdoorLevel 70