Today I had the chance to finally put up some information I was able to get from a guild leader I’ve known for a while.  This will be part two of what will be a four part series on raid lockout.  Today I was able to track down a friend of mine who plays a horde character.  So never let it be said we don’t provide equal opportunity for Horde and Alliance over here!!!!

Today’s victim volunteer is GM of a small 10 man raiding guild located over on Thunderhorn.  They in many respects face the same issues I’ve seen many times over in my own guild, and we correspond quite a bit to just discuss strategy and tactics.  Without further ado, lets catch up with our next interview.

An Interview with Kasdingo

1. what’s your name and guild? (character name… blogger name etc..)

Kasdingo.  Currently I’m in the guild Skeleton Crew, on Thunderhorn in the US.

2. What’s your current role in your guild?

I am the Guild Leader and the Co-Main Tank.

3. Have you used the raid lockout extension feature?

yes

4. What did you think?

Since we have been farming the first half of Ulduar for quite some time now, it was nice to be able to extend the raid lock to be able to work on the last few bosses, and free up one of our raid nights to work on Trial of the Crusader.

5. Did it help you with downing any additional bosses?

Yes.  We took down Vezax and made several attempt at the Yogg-Saron fight.

6. Why did your group elect to use the lockout extension?

See my answer to number 4.

7. Was there anything you didn’t like about the raid extension feature?

I was under the impression that we would be able to remove the raid lock extension at anytime to basically reset the instance.  After we downed Vezax and spent a few hours on Yogg, we had hoped to remove the raid lock to be able to do a fast “farm run” on the first 10 bosses in Ulduar tonight.  Sadly, this is not the case.

8. What do you think is its strongest feature?

Once you have farmed most or even all of the upgrades from the first half of a raid instance, it is nice to be able to have more time to work on the later parts of an instance without having to dedicate one of our raid nights to a “farm run” to clear previously defeated encounters.

9. Do you think you’ll use it when Icecrown Citadel is released in 3.3?

I don’t think we will use it right away, as there will be many gear upgrades for us to glean from the early bosses (I hope).  But once we have the first half the instance on farm, it will be nice to be able to start with the later bosses in the instance.  I think it will greatly help with progression for smaller guild that don’t raid full time.

10. Are there any special uses of the raid lockout feature you are thinking of using it for?

Not at this time.

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