Raid Combat
The raid check
Whenever the raid must react — a pull, a mechanic, the enrage — the game rolls a check of the responsible raider's World Sense against a difficulty class. Higher World Sense relative to the difficulty means a better chance, floored at 5% and capped at 95% (there is always a chance, and never a certainty).
| Result | Meaning |
|---|---|
| Clean pass | Handled with room to spare, often with a bonus |
| Pass | Handled |
| Fail | The mechanic lands, and the raid pays for it |
Tip
Threat: tanks must dominate
Raid aggro is not a binary. The boss splits its attention based on how thoroughly the top threat holder dominates the threat table. A tank who is clearly ahead absorbs the great majority of the damage; a tank who is barely ahead lets the rest splash across the raid — onto people with a fraction of the health.
- Tanks generate threat from their Threat stat, heavily multiplied by role, plus their damage.
- Damage dealers generate threat from damage — but high World Sense reduces the threat they make, because a perceptive raider knows when to hold back.
- Healers generate threat from healing.
A skilled tank's World Sense also reduces incoming damage for the whole raid by up to about a third. See Threat & Aggro.
Trash segments: the pull matters
Between bosses, the raid clears waves of trash, and it starts with the puller:
- The pull check. A clean pull chains two waves for speed. A failed pull brings a train — several waves at once — and the worse the failure, the bigger the train.
- Crowd control. Your crowd-control seats check to lock part of the train out of the fight.
- Engagement discipline. Every damage-side raider checks not to engage early. Failing means a few rounds of an untanked enemy's undivided attention.
- The burn. The raid trades damage with what is left, healers keeping people up.
A segment can be cleared, run out of time (and continue next tick), or wipe.
Boss segments
Two gates are set once at the start of a boss attempt:
- Positioning — the main tank reads the room. Pass, and the tank eats the boss's big frontal attacks alone. Fail, and the entire raid eats them for the rest of the attempt.
- Triage — the main healer establishes who to watch. Fail, and the healer chases the loudest health bar instead of the person actually holding aggro.
Then each round runs: aggro, mechanics, damage, healing.
Mechanics
Bosses fire authored mechanics on a timer or at health thresholds. What they can do:
| Mechanic | Effect |
|---|---|
| Raid damage | Unavoidable damage to everyone |
| Targeted damage | Damage to each raider who failed the check |
| Healing lock | No healing at all for several rounds |
| Adds | Extra enemies pouring in damage for several rounds |
| Aggro reset | The threat table wipes; tanks must re-establish |
| Target down | A random non-tank is killed outright |
The caller role assists everyone else's mechanic checks, which is why a good caller is worth a seat.
Enrage
Below a boss's enrage threshold, every damage-side raider checks World Sense every round, and a failure is an instant death. This is the wall that stops rosters who out-gear the boss but cannot read it.
Endurance and wipes
Raiders burn endurance per wave and per boss, and a drained raider fights at reduced power. A wipe costs a tick but fully restores health and endurance, so wounds only persist within an attempt. A raid run lasts 3 hours, resolved over twelve 15-minute ticks.
Note
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