Forty-player raids: preparation is half the fight
In Classic, the raid is decided before the first pull. Attunements, resistances and consumables separate a group that clears in one night from one that wipes on the same boss for a month.
01Forty people, one plan
A Classic raid is forty players, and most of them will never see the whole fight on their screen. That is why raids run on assignments: who tanks which add, which healer covers which group, who decurses, who dispels. Molten Core is forgiving enough to learn this, and it is where a guild finds out whether people read their assignment before the pull or after the wipe.

02Consumables are part of your gear
Flasks, elixirs, food buffs and protection potions are not optional extras in Classic; they are a big share of your power, and they cost gold and farming time. Some fights also ask for specific items: without an Onyxia Scale Cloak, the Shadow Flame in Blackwing Lair's final encounter kills you outright. Coming to the raid unprepared does not just hurt your numbers — it makes the fight harder for the other thirty-nine.

- Check what each boss asks for before raid night.
- Farm or buy consumables during the week, not an hour before.
- Resistance gear is not a trap when a boss deals that school of damage.
03Attunements and resistances
Several raids ask for something before they let you in: Onyxia's Lair needs the Drakefire Amulet, and Blackwing Lair needs the Blackhand's Command attunement. Later raids lean on resistances — nature resistance for some encounters in the Temple of Ahn'Qiraj, fire resistance for Ragnaros in Molten Core. Planning those quest chains and resistance sets as a guild, weeks ahead, is what lets a raid move on to the next tier on time.

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