WoW Forever raids: Tier 1 split over three raids

Article by Kami

To complete the WoW Forever Tier 1 set, you will have to run all three WoW Forever raids on December 9: the 10-player one, the 20-player one and the 40-player one. The detail comes from an interview that two members of the game team gave to Crix, a content creator behind the Crix Forever channel, in a 29:56 video posted on November 6, 2026 at 6:28 a.m. Paris time.

The interview was recorded about 22 hours after the game opened (0:31). The video’s captions are automatic and do not say who is speaking, so we write “the team” rather than a developer’s name, and the English quotes below are kept as the captions wrote them. We had already published the list of the three raids announced on the end-of-beta podcast and the Hyjal raid outfits found in the beta files. This article covers what the interview adds about the WoW Forever raids, with timestamps to find each passage.

WoW Forever raids: a Tier 1 split across three raids, and raid groups that stack less

At 11:43, the question is how rewards are balanced across the 10, 20 and 40-player raids. The answer fits in two sentences: “The tier one set is split across all three. If you want to finish your set, you’re going to have to go to all three”. A group that only runs the WoW Forever 10-player raid still progresses, but it will miss some pieces. The team compares it with a The Burning Crusade group that would stop at Karazhan, unable to field enough players to kill Magtheridon and Gruul: it never completes its set, and the urge to push on stays strong.

Three-person video call in Crix's video: a gray-bearded man, bottom left, speaks with his head down during the explanation of how rewards are split
Crix Forever, video of November 6, 2026, at 13:20: the team explains why raid size does not change the reward level.

Item level for the rewards is “pretty level across all of the different difficulties”: a 20-player raid gives no clear power advantage over the 10-player raid alone. Around 13:00, the team explains why: “The raid size difference doesn’t really change how hard encounters are for the players in the raid. It changes how hard it is for the raid leader and the organizers”. It therefore wants “equivalent ways to progress” and for you to run all three. The interview does not say which pieces drop in which raid.

At 13:15, Crix asks how to avoid forcing a 10-player raid to bring certain classes. The team answers that it did “a lot of work” on this, and lists four changes.

ChangeWhat the team saysTimestamp
Shaman totemsNow valid for the whole raid, no longer just the party.13:30
Raid buff durationOne hour for all raid buffs, paladin blessings included, to make them easier to manage.13:30
Blessing of SalvationRemoved; the extra threat it provided is built directly into tanks.13:46
Blessing of LightRemoved as a blessing; becomes a talent at the very bottom of the Holy tree, which gives its effect to the chosen target.13:46

Target outcome, around 14:01: “The first Paladin is really, really good. The second Paladin is nice to have, but not as critical”. The same goes for the shaman. The team wants to avoid filling a 10-player raid with three paladins and two shamans, half the group, and applies the same logic to every class. In a 20-player raid, ten players are enough to get every required buff; the other ten spots go to whoever you like (14:17).

WoW Forever raid roadmap: one 10-player raid and one 20-player raid per update

The roadmap includes “two big content updates each about 4 months out from each other”, the team says at 25:14. Each will bring a 10-player raid and a 20-player raid, with outdoor zones and quests. The 40-player raid will not return every time. The interview gives no date and does not say whether the first of these updates matches the December 9 raids.

Three-person video call in Crix's video: the man at the top raises a hand while talking, the one at bottom left looks down, during the answer about the raid entrances
Crix Forever, video of November 6, 2026, at 25:50: the answer about the Hyjal paths and the Barrow Deeps entrances.
RaidWhat the interview saysTimestamp
Barrow Deeps, 10 playersThree entrances: Winterspring, Hyjal and one of the dungeons. Each leads to a different section of the raid, and every section can be reached through any entrance.25:44
Hyjal Summit, 20 playersAfter the first boss, three paths open up; all three wings must be completed to reach the final part. The team describes the structure as “pretty open-ended”.25:44

In his question, Crix mentions 13 bosses at Hyjal. The team neither confirms nor corrects that number, and does not want to say more: “I won’t spoil too much”.

The original raids come after the all-new WoW Forever raids. The team wants to bring them in “in a meaningful way” without replaying them identically: it names Molten Core, Blackwing Lair, Ahn’Qiraj, Zul’Gurub and Naxxramas (23:41), and is looking for ways to surprise players, including on the physical layout of the dungeon. It gives no detail, saying “not yet” (24:28), but confirms there will be “definitely more” new raids than original raids (24:58). Its argument: Molten Core is “basically elementals non-stop”, a bit monotonous. The new WoW Forever raids vary the enemies, which lets more classes shine.

Target difficulty of WoW Forever raids: Era Naxxramas, not Season of Discovery

Asked about encounter complexity, the team sets the bar at two precise points. Season of Discovery (the Classic season with all-new content) is judged to have gone too far; Naxxramas as it existed on Classic Era servers (the original servers) and Season of Mastery are the target.

TopicWhat the team saysTimestamp
Target complexity levelThat of Era Naxxramas or Season of Mastery.21:33
What goes too far“Season of Discovery probably represents a step too far towards modern encounter design and complexity”.21:01
What a prepared group can expectPreparation gear (the “pre-bis”), friends gathered, a vague idea of the bosses: “a moderate amount of success” without too much stress. Ambitious encounters, secrets and legendary quests are still planned.22:37
Attunements“Karazhan’s kind of the upper limit of what you should do for that”.27:03

An attunement is the quest chain to complete to gain access to a raid. Asked about keeping them, the team answers “intermittently, not too heavily” (26:46). One of the two speakers starts naming the ones for Tempest Keep and Mount Hyjal from The Burning Crusade; the other cuts in, laughing: “You’ve gone too far”. The first agrees: Karazhan marks the limit.

PvP: catching up through Honor, battlegrounds at the center

At 28:38, someone asks whether there will be a catch-up for players who arrive after a PvP season has started. The team answers that for Honor gear, “all you have to do is earn a bunch of honor to buy those pieces. They’re fairly easy to access”. The season grind for higher-rank gear is what favors those who started earlier. To move up to epic, you then have to convert the Honor piece (29:09). These two counters, Honor and rank points, are described in Blizzard’s October 7 article ; we covered them in detail in our article on PvP progression.

Top of the official worldofwarcraft.blizzard.com page, article "How PvP Progression in World of Warcraft: Forever Works" dated October 7, 2026, which explains Honor and rank points
SourceBlizzard Entertainment, October 7, 2026: the article on WoW Forever PvP progression, which the team points to for the catch-up.

On balance, the team gives a historical reminder at 28:06: “PvP balance started to get really tight and narrow once we had rated arenas”. Before that, it was “a lot looser” and centered on what each player brings to the battleground team. Hence the line announced at 28:22: “as long as you keep focusing on battlegrounds as the centerpiece of PvP, not the smaller scale stuff like arenas or duels, we can keep classes in a very non-homogenized place where some are stronger at certain things than others, but they’re still fair and they’re still fun to fight”.

That sentence describes a balancing priority. The interview does not say whether rated arenas will arrive.

For classes designed first for PvE (fighting the environment, meaning monsters), the example given at 27:20 is the Frost mage. A 31-point talent adds frost damage when the mage uses the active ability of their Ice Armor: +20% for now. This effect “is going to be dispellable” (an opponent will be able to remove it with a spell), which gives PvP a counter. According to the team, Frost mages were already strong enough in PvP, but not in PvE.

Auction house, shamans, pets: what is on the way

At 8:24, Crix relays a player request about the auction house minimum deposit, and the team answers: “we’re changing it back to one copper as a minimum deposit. That’s coming. Not yet, but coming”. No date is given. The 1 silver floor was already drawing player reactions on Blizzard’s official forum as early as November 5; another thread from November 6 cites a fish sold for about 60 copper with 1 silver of deposit at risk. Two other topics come up, each with its own article.

TopicWhat the interview saysTimestamp
ShamansSome grievances are partly legitimate, with Enhancement under close examination. On talents: “I wouldn’t be surprised if early next year we revisit the Shaman talents”, a lead rather than a commitment. Details: Blizzard answers the shamans.14:33
PetsHunter and Warlock pet health has been lowered; the team compares it with 1.15 and will have someone look at the Voidwalker. Details: the November 10 balance changes.17:24