How WildStar's dungeons, raids, and events challenge entire guilds
WildStar has big plans for its dungeons and raids. Dungeons will embrace the 'holy trinity' style, while Raids and Post Cap Playspace events add in a cerebral element that will challenge entire 40-person guilds to work as a unit.
Boss battles will require more than brute force in raids
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Ozzie Mejia posted a new article, How WildStar's dungeons, raids, and events challenge entire guilds.
WildStar has big plans for its dungeons and raids. Dungeons will embrace the 'holy trinity' style, while Raids and Post Cap Playspace events add in a cerebral element that will challenge entire 40-person guilds to work as a unit.-
"massive 8.5+ million HP"
I had to laugh when I read that, remembering the old EQ bosses. At one point, I think it was in the 2nd year, they put in one of the gods out in a field and the uber guilds swarmed it. I can't remember how long it took to take it down, but it was a hella long time. I totally can't remember which god it was or how long it took, but it basically required to just zerg it down. Google is failing me from finding a reference since I can't remember the name. -