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  1. #1

    List of each new raid mechanic tech per expansion

    List of raid mechanics by expansion: (updated 5/28)

    Vanilla:

    (Only including mechanics that weren't typically encountered while leveling)

    Player Knockback (Onyxia)

    Clickable items to control (Razorgore, later on Chess and Razuvious 10 adds)

    Buff / Debuff lets you see invisible things (Jin'Do)

    Damage split between all people soaking (Meteor)

    Shared Health Pool (Twin Emperors)

    Dynamic Line of Sight (Sapphiron)

    Chain Lightning that gets stronger for every person it hits (C'Thun, Thorim)


    Debuffs limited to 8 at launch, raised to 16 in patch 1.7

    Crushing Blows (causing warriors to be the only real tanks)

    Parry haste

    Execute abilities

    Weapon Skill used for parry / glancing blows

    Five second rule for spirit-based mana regeneration

    MP5 as a stat

    Spells have a 1% chance to miss regardless of hit chance

    Taunt counts as a spell and have a baseline 17% chance to miss raid bosses



    Potions could be chugged every 2 minutes (regardless of being in combat)

    Tier Tokens (AQ)

    Weapon Stones / Oils

    Flasks were considered absurdly expensive to make at the time, typically main tank only

    Certain enchantments very expensive to make

    World Buffs work in raids and are enormously powerful



    Significant attunement questlines

    Raid teleporter



    Burning Crusade:


    Do damage to nearby players (Gruul)

    Soak the beam (Netherspite)
    Fire follows the player (Archimonde)

    Pinned until someone frees you (Warlord Naj'entus)

    Phased Fights (Kalecgos, later on Herald Volazj, Algalon, Mythic Denathrius P3, Scalecommander Sarkareth)

    (generally I'm not mentioning things that were just in one fight, but I think Lady Vashj and Kael'Thas get special mention for the ball throwing and legendaries)

    Heroic Dungeons

    Ratings for stats

    Haste

    Armor penetration as a stat

    Spell penetration

    Debuff limit raised to 32

    Expertise added in patch 2.3

    Arenas

    Shamans for Alliance

    Paladins for Horde

    Notable new abilities: Mass Dispel (Priests), Spell Reflect (Warriors), Seed of Corruption (Warlock), Lifebloom (Druid), Tree of Life (Resto Druid), Bloodlust/Heroism (Shamans), Spellsteal (Mages), Cloak of Shadows (Rogue), Devastate (Prot Warrior)

    Stackable HoTs (Lifebloom)

    Drums

    Crushing Blows disabled for some raid bosses (Archimonde)



    Flight

    Daily quests

    Badges

    Flasks slightly less expensive




    Wrath of the Lich King:

    Collapsing Floor / Dynamic fight arena (Malygos, Lich King)

    Lasers follow the player (Kologarn)

    Healing Absorb (Jaraxxus)

    Orbs / Interacting with AoEs not from a mob (Twin Val'kyr)

    Faction-specific fights (Deathbringer Saurfang)

    Heal the boss (Valithria)

    Vehicles and vehicle fights (Malygos, Flame Leviathan)


    Extending Lockouts (3.2.0, Trial)

    Debuff limit removed

    Maximum spell hit % raised to 100 from 99

    Spell Hit and Melee Hit merged in to one stat

    Potion cooldown no longer starts until exiting combat

    Trinkets that increase the higher of two stats (Death's Choice/Verdict)

    Death Knights

    Ability to move mobs (Typhoon, Thunderstorm, Death Grip)

    Shamans can drop totems all at once

    Spells can reset the duration of DoTs / HoTs (Shadow bolt refreshes Corruption, etc.)

    Dual Spec

    Achievements

    Inscription / Glyphs / Darkmoon Cards

    Raid attunements removed

    Heirlooms / Items that change stats dynamically

    Attempt limited bosses

    Multiple raid sizes

    Multiple raid difficulties (started with Sartharion)

    Cinematic after killing boss (Lich King)

    All tanks get a taunt

    Replenishment

    Most bosses become tauntable

    All healers get a resurrect

    Some weapon speed corrections

    Raid wide buffs and lots of them and they made a huge impact on DPS

    Feasts

    Heroism/Bloodlust raid wide…err wait was that Cata but changed for classic?

    Discipline priest becomes a viable PvE raid spec

    Phasing

    Most legendaries become shard based

    Parry haste removed from most bosses

    Attack power also scaling spell power

    Paladins get Beacon of Light

    Dungeon Finder

    Smart Heals (Prayer of Mending)

    More thought was also put in to what/how abilities were dispelled (gradual)

    Notable new abilities (TBD, Shield Slam dispelled a magic effect, Chaos Bolt)

    Flasks and potions no longer a significant expense

    Weapon stones and oils removed



    Cataclysm:

    Special Action Button (Ultraxion)

    Casting while moving (Spiritwalker's Grace)

    Special "Meter" (Lord Rhyolith, Deathwing's roll meter)

    Raid elements spawning on the ground (Alysrazor's feathers)

    "Form a Chain" mechanic (Hagara, later Mythic Jailer)

    Wind pushes you in a direction (Altair in Vortex Pinnacle, probably others)

    Jumping Platforms (Al'Akir or Conclave of Wind)

    Something does less damage the further you are away from it (Ragnaros Seeds)

    Ragnaros Meteors / Knockback

    Room fills with lava (Nefarian, don't think this was ever re-used)



    Mastery Stat

    Reforging

    Talent tree overhaul, had to pick a spec then put 31 talents in it.

    LFR (Dragon Soul) Heh and personal loot didn't exist yet, I think the randomly appointed raid lead could even select master loot.

    Spirit no longer increases health regeneration

    MP5 removed

    Resistance fights removed

    All healers get dispel magic

    Every type of weapon has its own designated weapon speed

    Mass Rez

    Hybrid tax removed

    Healing power of hybrids in DPS spec reduced

    Hunter resource changed to Focus

    Paladins get Holy Power as a resource

    Warlocks get soulstones as a resource?

    Shamans can move totems with one GCD

    Discipline Priests get Atonement

    Holy Priests get Chakras

    Priests get "Life Grip" aka Leap of Faith

    Interrupts go off the GCD

    Interrupts don't cost resources?


    Patch 4.1:

    Interrupts off the GCD no longer miss

    Soulstone and Raise Ally become Battle Rezzes

    ZA and ZG become 5 mans

    Transmog





    Mists of Pandaria:

    Removed talent trees

    Raids reduced to 20 people

    Specific "Active Mitigation" abilities for tanks (coulda sworn it was Cataclysm)

    Bosses "Shield" from a certain direction (source?)

    Tanks have much more control over their own health, less of a distinction between tank healers and raid healers, although this was a gradual change over many years

    Expertise gives spell hit (I don't remember this at all)

    Flex raid sizes (Siege of Orgrimmar or earlier?)

    Personal Loot

    Speed Run dungeons for transmog

    Leaderboards?

    wowarmory?

    Monks

    Legendaries for everyone

    Symbiosis (druid ability)

    All warrior abilities could be used in any stance

    DKs had Gorefiend's Grasp by Lei Shen for sure, although it might have been Cataclysm





    Warlords of Draenor:

    Pushback waves

    Get your soul back (Nhallish second boss of Shadowmoon Burial Grounds)

    Trample the flowers / worms (Yalnu in Everbloom, Cragmaw in Underrot)

    Take cover behind barricade (Skulloc in Iron Docks, Viz'aduum the Watcher in Return to Karazhan)

    Falling through the floor between stages (Rend Blackhand)

    Hands come from the earth and hold you in place (Kromog)

    The Floor Moves (Hans'gar and Franzok)

    Dispel an ability that doesn't show on the raid UI (Shadow Lord Iskar, Attumen in Mythic+ Lower Kara)

    Trains!

    I think Warlords is when raid mechanics started having arrows and pointers showing you what to do

    Legendary ring...first item that other items your raid members are wearing affects how it works

    Multi-strike

    Versatility

    Avoidance

    Leech

    Speed

    Indestructible

    Expertise removed completely

    Hit removed completely

    Pandemic effect becomes baseline

    DoT effects now dynamically scale / removal of snapshotting (think WoD is correct)

    Dodge and parry no longer itemized, but old items continued to have it

    Spirit changed to a secondary stat

    Agility and Intellect no longer add to crit %

    Several raid buffs / debuffs removed

    Warrior rage generation changed so they weren’t always weak in the first patch and completely off the charts by the last patch

    Gladiator stance added, Berserker Stance removed

    Reforging removed

    Marksmanship hunters get a bonus to damage for standing still for 3 seconds

    Abilities that do bonus damage to high health targets (Aimed Shot, Evokers later on)

    Mission Tables



    Legion:

    Mythic+

    Orbs move faster or slower (Grand Magistrix Elisande, Manifested Timeways, Chrono Lord Deios)

    Ability to hide some raid elements (Kil’jaeden)

    Triple cast tank swaps (Aggramar, later Skolex & Rashok)


    Icons above the players head (possibly earlier) (Odyn, Star Augur Etraeus)

    Spirit removed as a stat

    Spellpower removed as a stat

    Bonus Armor removed

    Multistrike removed

    Change spec any time out of combat

    Glyphs removed

    Cloaks and rings no longer itemized with a primary stat

    Legendaries functioning like a talent / like Diablo 3

    I think the middle of Legion is when items changed their primary stat

    Battle Rezzes on timers

    Removal of most raid buffs

    Legendary weapon system / Artifact Power

    Demon Hunters

    Combat spec replaced by Outlaw for rogues

    Survival hunter becomes a melee spec

    Druids get Displacer Beast (this always made me laugh, they were always so mobile to begin with and then they get a Blink on top of it)

    Druid tanks get multiple stacks of Ironfur

    Gladiator Stance removed



    Dynamic mob level in patch 7.3.5



    Battle for Azeroth:

    One person sees the "correct" thing to do (High Tinker Mekkatorque, later Hylbrande in Taza'vesh, Lords of Dread / Among Us. This is possibly the same thing as either Jin'Do or Shadow Lord Iskar)

    Casting while channeling (Mind Blast during Mind Flay, Vivify during Soothing Mist)

    Master loot removed?

    Specific abilities for "Active Mitigation" removed

    Stat Squish




    Shadowlands:

    Instant raid teleportation (Xy'mox, Denathrius, So'leah)

    Remornia 1-2-3 attack indicated by arrows on the ground (also Failed Experiments in Aberrus)

    First bosses that moved an enormous amount during the fight (Sylvanas, Halondrus)

    Torghast and the Tarragrue in Sanctum of Domination

    Raid buffs re-added

    Covenant trees

    Ability to melt laptops (Blood Price Denathrius P1)

    Level squish



    Dragonflight:

    Empowering abilities (Fire Breath)

    "Recording" spellcasts (Stasis for preservation Evoker, Empowered Tyrstone)

    Trip the mob (Neltharus)

    Mobs climb up walls (Assault of the Zaqali)

    Standing under an orb makes it go slower (Chrono Lord Deios...this might not be new though)

    Dragonriding

    Return of talent trees

    Evokers

    Bards aka the Evoker support spec in development


    Unanswered question: First boss where you squished bugs / something on the ground
    And first boss where you hide behind the barricade aka Skulloc of Iron Docks or final boss of Return to Karazhan


    And of course, the number 1 ability of all time:

    SASHAY LEFT
    Last edited by garicasha; 2023-08-06 at 08:15 PM.
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  2. #2
    A large chunk of your list is general mechanics not raid mechanics. Anyways I think it was MoP that started the trend of arrows on the floor indicating something is coming from that direction though I'm not sure. Was it Cataclysm or WotLK that first had Extra Action Button in raid fights?
    Last edited by Woobels; 2023-05-29 at 02:14 PM.

  3. #3
    The Patient
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    Hunters gained focus as their resource in 4.0.1 not 6.0.

  4. #4
    Armor penetration as a stat <- wasnt it comming with wotlk?

    Shamans for Alliance <- nope they wehre horde only

    Paladins for Horde <- alliance only

  5. #5
    First floors that got destroyed were on Malygos in T7, not Blackhand in T17.
    We had phased fights before Denathrius. First one that comes to mind is Kalecgos in T6.

    I'd add
    - the hand mechanic they used a lot since Kromog
    - moving floor on Hans'gar and Franzok
    - heal the "boss" on Valithria
    - hardmodes on Sartharion

  6. #6
    raid mechanics tech is misleading since most of them are not raid mechanics

    also: - typhoon was added in LK
    - titles for all were a thing in vanilla since there were pvp titles
    - you also had limited duration items for the atiesh questline
    Last edited by kranur; 2023-05-28 at 11:53 AM.

  7. #7
    The extra action button was Ultraxion for sure...my macro for it is still called "Ultraxion" after all these years.

    Hunter focus moved to Cata.

    Infrag is well-intentioned.

    Malygos I don't really count although that is a smart thing to say. The reason it's not quite the same is because in Malygos the arena basically gets removed, whereas in Rend there was probably different behind-the-scenes tech that allowed us to fight on the same x and y coordinates but with a different z. Although I could be completely wrong.

    Added your suggestions.

    Moved knockbacks back to Wrath, someone told me they were in BC but I was actually originally right.

    Removed my references to titles and limited duration items.

    Also added Warcraft's supreme raid mechanic at the bottom.
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  8. #8
    Moved knockbacks back to Wrath, someone told me they were in BC but I was actually originally right.
    What do you consider The Lurker Below's Water Spout?

  9. #9
    Herald of the Titans czarek's Avatar
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    Quote Originally Posted by Infragtes90 View Post
    Armor penetration as a stat <- wasnt it comming with wotlk?
    Nope. It was TBC.

    Oh the taunt resist That was so much fun. Ahhhh classic WoW.

  10. #10
    Quote Originally Posted by Infragtes90 View Post
    Armor penetration as a stat <- wasnt it comming with wotlk?

    Shamans for Alliance <- nope they wehre horde only

    Paladins for Horde <- alliance only
    Unless the original post was edited, they're currently listed in the BC category, which is correct. Alliance got Shamans in BC and Horde got Paladins in BC.

  11. #11
    The Patient
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    With your post saying denathrius is the first phased fight what about garrosh hellscream and his legit different forms through out the fight and having to go through 3 different health bars? lol and before that Ragnaros from firelands had a heroic only "phase". Phased fights have been in existence for a looooong time before denathrius.

  12. #12
    Quote Originally Posted by Phob View Post
    With your post saying denathrius is the first phased fight what about garrosh hellscream and his legit different forms through out the fight and having to go through 3 different health bars? lol and before that Ragnaros from firelands had a heroic only "phase". Phased fights have been in existence for a looooong time before denathrius.
    Yeah, list is completely inconsistent in details - Denarius was not so much a "phased fight" - but "mirror phase" which is very different from the likes of lets say first phased fight - Kalecgos in Sunwell or Algalon in Ulduar (third, if you count OS with drakes). The whole list might as well be "notable mechanics and changes"

    Also it doesn't mention Tazavesh from SL - the Music boss, the market event, mailman - tho that one is debatably just a modified mechanic of "click and drop". Doesn't mention random torghast powers in second raid either. I am sure if I looked at every boss in the last few expansions - there will be a lot of stuff missing here.

  13. #13
    weapon oils existed in vanilla

  14. #14
    The Patient
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    Yea I started in cata, I believe if a list like this is to be created it should have at least done a bit more research and compiled more correct information

  15. #15
    When I dreamt up the idea for this thread bored at work, I thought this was gonna be like a 2-3 item thing per expansion. But then I started including changes to itemization, and it just kept going.

    But like the sheer size of the game with how old some of this stuff is...plus the fact that like in BC I didn't raid hardcore...or in Pandaria, sort of in WoD, not at all in BfA...so I know like half the game super well but there's all these gaps.

    I updated Kalecgos to being the first phased fight but forgot to remove it from Denathrius.

    I need to add Torghast, that was definitely new tech.

    I don't really feel that Taza'vesh had new tech, although some of the mechanics were...well even those were probably from earlier fights.

    What's the first fight with dynamic walls, like Neltharion in Aberrus? Sapphiron's ice blocks were sort of that but I have a hunch that internally the two are completely different.


    Ok here's a possible toughie....

    When did absorbs start getting reported to the client correctly?
    Last edited by garicasha; 2023-06-01 at 09:48 AM.
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  16. #16
    Good job. Almost nothing in that huge wall of text are actual raid mechanics.

  17. #17
    Quote Originally Posted by garicasha View Post
    When I dreamt up the idea for this thread bored at work, I thought this was gonna be like a 2-3 item thing per expansion. But then I started including changes to itemization, and it just kept going.
    Certainly an Interesting list, but I would recommend on Formatting it and add Categories, right now its just a Mess sadly.

  18. #18
    Quote Originally Posted by garicasha View Post

    Chain Lightning that gets stronger for every person it hits (Thorim)
    C'thun P1 not counting?

  19. #19
    Quote Originally Posted by Thalanos View Post
    C'thun P1 not counting?
    Heh funny you say that, as I was falling asleep last night I was like...wait a minute C'Thun had that
    Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.

  20. #20
    Two for MoP:

    -Shields that prevent you attacking an enemy from a certain angle.
    -Forces that act to push a player in a specific direction - e.g. Lei Shi, Lei Shen.

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