Raid Rx: Comparing 10- and 25-man raid healing in Cataclysm
I've been having a blast lately on the Cataclysm beta. I managed to sneak into a few raids on both 10- and 25-player raids. Even better? I got to do it as holy! While I was interested in seeing how I could cope with the new healing mechanics, my primary purpose was to evaluate what the overall healing game would be like in a raiding environment. It isn't enough for me to see the posts and see the numbers or the discussion. I myself need to be in there and do it. I figured while I was at it, I could record a video of a few encounters and do direct comparisons between 10s and 25s, along with detailing the challenges with both.
Before I get into the differences between 10- and 25-man healing, I want to mention something about our healing circles first.
Circle stacking
This is a tactic every healing team is going to want to master. The premise is that one healer lays down an initial healing circle (Holy Word: Sanctuary, Efflorescence, Healing Rain, or Holy Radiance). Once one is on the ground, the other healers unload their circles and overlap them in the same place. When all players in the raid stand on the circles, health just skyrockets.
Nerfs have been made to these spells so that if there are more than six players standing within them, the healing effect is reduced in potency. The more players standing on the circles, the less actual healing received per player. That doesn't mean the strategy of overlapping circles is any less effective.

The nerfs were necessary. The effects were that much better on 25-man than on 10s. Not only that, but on 25s, there were more players who could use cast a healing circle of some kind and more players who could benefit from standing on them. This made it slightly tougher to heal 10s -- at least, in theory.
10-man healing: Straightforward triage
I've done both Halfus Wyrmbreaker, Theralion and Variona on 10s and 25s. I've only done the Omnitron Defense system on 10s. I've made attempts on the Ascendant Council on 25s. I think I've spent a solid 12 hours of beta time healing raids. Heh, perhaps half of that time was spent on the floor eating dust. Either way, I've got a fair understanding of Cataclysm healing now.
Now, in a 10-man fight, a boss encounter would have maybe one add. It might also have one void zone somewhere. You might be asked to dispel a single player. Perhaps you need to heal a certain amount of damage to get rid of another debuff.
Now for me, wading through those types of mechanics is straightforward. The trick is to have to deal with them while maintaining raid health. As you can see from the video, not everyone gets topped off. They don't need to be. Players don't have to be at full health. They just need to be high enough to survive the next few seconds.
This is true triage at its finest. The challenge is the delicate balancing act between having enough mana to last and delivering enough healing to stay alive. If a player goes down, it feels fatal to the group, especially with the limited combat resurrection. Even with decent healers, we all had to work hard to ensure everyone stayed alive.
25-man healing: More action, less pressure
As one would expect, 25-man raids bring the challenge of simply having more stuff to deal with. I'll have to be aware of three possible void zones. There need to be additional tanks to pick up the three ads. There are debuffs on three players that need to be removed.
This is what I find a little peculiar. There isn't as much pressure to really sustain the raid as there is on 10s, because when I'm in a 10-man, I represent maybe 33 percent or 50 percent of the healing team. On 25s, I could be one of five or six healers. Since there are more of us, there are more healing spells that can fly off simultaneously. Keeping players alive isn't a big issue, especially when the team of healers is able to stack healing circles and get everyone to stand directly on them.
Instead, the challenges for me lie in making sure I'm able to handle the raid mechanics being thrown my way, since there is more to contend with. The healers were able to do their jobs and then some. The rest of the raid was doing what it could to minimize damage. Even then, the damage to the raid wasn't really what one could call extreme.
Striking a balance
You'll notice in 10-man that everyone was floating at about 60 percent to 90 percent health. In 25-man, perhaps six people other than the tank would be injured at any one time -- not to mention, unlike 10-man, not everyone is taking excessive damage. (However, these differences could be a byproduct of the group I was with.) Because of the differences, the game designers may compensate for the lack of overall damage by throwing more abilities that will test the awareness of players.
Balance isn't just a byproduct of classes or raid compositions. Raid encounters need to be tuned accordingly, as well, and I think more work is needed in this area to deliver a satisfying amount of challenge. Even though it is logistically easier to form a 10-man, 25-man encounters appear to have a slightly easier time with encounters simply due to the numbers of players available to them. Losing a body on 25-man isn't a big a deal as losing a body on 10-man.
When I have the time to raid again, I'm going to see if I can duck in and determine if there have been any recent changes, as this experience occurred before the Tuesday patch. Who knows? This post might be outdated already!
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to matticus@wow.com. For less healer-centric raiding advice, visit Ready Check, and don't miss our strategy guides to Icecrown Citadel and Halion/the Ruby Sanctum.Filed under: Druid, Paladin, Priest, Shaman, Raiding, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 2)
Powatodapeople Nov 12th 2010 5:09PM
at least they caught the healing circles thing early. we all have a problem with aoe damage dealing in wrath so it's kind of ironic that aoe healing became a problem in cata raids...
Elmouth Nov 12th 2010 6:59PM
What I'm getting from this is 25man = easymode WotlK healing
djwesche Nov 12th 2010 5:10PM
Interesting, thanks for the insight.
Stephen Nov 12th 2010 5:12PM
Very interesting, thanks Matt!
Can you expand on the limited combat rezzing a little though? Is that because of the size of the group or has something else happened to Druid BRez / Warlock SS? Last I heard, the BRez was back to 10min and was not a shared cooldown across the raid anymore.
Revynn Nov 12th 2010 5:24PM
They've been playing around with different options, but right now you're allowed 1 B-Rez or SS per fight. Shaman Ankh may or may not be included in that limitation.
Rakah Nov 12th 2010 5:28PM
you will have 10 minute CDs but only a max of 2 per 10 man fight or i think 4 per 25 man.
fatherland Nov 12th 2010 5:35PM
They work kind of like pots do now, but for the whole raid. One brez (druid or lock's SS) per boss attempt on 10 man, and 3 on 25 man. The spells have a 10 and 15 min CD respectively, but that's for wipe resets really.
source http://blue.mmo-champion.com/topic/124213/updated-combat-resurrection-design
Revynn Nov 12th 2010 5:38PM
I went back and double-checked since Rakah had said something different than what I'd last heard. Here's the article posted last week:
http://wow.joystiq.com/2010/11/05/blizzard-clarifies-combat-resurrections-for-cataclysm/
As far as I know the latest Beta build change anything.
1 per fight on 10
3 per fight on 25
10min CD on B-Rez
15min CD on SS
Regarding Ankh: "We'll get back to you on that"
SS may become usable on a player that is already dead in addition to it's current mechanics.
Stephen Nov 12th 2010 5:46PM
Gotcha. Looks like the "you Brez without permission and get an immediate gkick" rule is getting reinstated...
Revynn Nov 12th 2010 5:21PM
I agree with the needed nerf to healing circles. I remember seeing a few videos when raid testing opened up and the amount of green numbers flying around when a priest would drop Sanctuary or a Shaman would drop Rain on the entire raid was nothing short of ridiculous.
Very cool to watch, but admittedly overpowered.
As for the 10 vs 25 debate, while it may never be settled which one is "harder" I think that the amount of people who raid for the prestige of whatever raid size they feel is more difficult makes up a relatively small percentage of the playerbase. I feel that, over time and regardless of challenge balancing between the two, people will simply gravitate towards the raid size they enjoy more. I know, raiding for fun? Blasphemy!!
Personally, If I had my way, I'd do strictly 10s with my guild for the closer and more relaxed environment and 25s in pugs so I can just sit in the corner and pew pew like the wallflower I am. =)
Bith Nov 12th 2010 5:30PM
Personally love healing 10s because they have always felt more challenging (i.e. I as a player was more necessary and could turn the tide). Glad to see this won't be changing.
Murashu Nov 12th 2010 5:51PM
It might just be the video, but from what I can tell it looks like you are nonstop spamming heals. I thought Blizzard was moving away from heal spamming?
Matticus Nov 12th 2010 5:59PM
There's an animation bug on beta. My Priest looks like its always casting whenever a heal lands.
This means every Sanc Tick.
Every Renew tick.
Every Echo of light tick.
Etc.
Makes me look like I'm always doing something though ^^
Revynn Nov 12th 2010 6:03PM
The "heal spamming" they wanted to move away from was the idea of, for example, a Holy Paladin spamming Holy Light regardless of how much damage the tank was actually taking just to keep them topped off. What they want isnt to have healers standing around doing nothing for long periods of time, but to put more thought into which heal you use for which situation.
Murashu Nov 12th 2010 6:59PM
@Matticus,
Thanks for the explanation, I think the animation bug is what was throwing me off.
Farrel Nov 12th 2010 6:19PM
Thanks for the insights!
Have you found it's more beneficial to stack healing circles in general, or to space them out so that there is more constant coverage?
PS:The inner nazi in me is yelling that it's pronounced "tree-ahhj" not "Try-ajh"
Matticus Nov 12th 2010 6:33PM
Yeah, I goofed on the pronounciation part. I always thought it was pronounced tri-age like tri-force for like the past... ever. I was wrong.
Matticus, Butcher of Words
Wild Colors Nov 12th 2010 6:20PM
Hmm...my concern, just based on this article, is that we 10-man healers may not get to participate in some of the more interesting new aspects of the Cataclysm talent trees (like using damage spells to restore mana and/or health) simply because we won't be able to afford the time for it.
I've found that I get burnt out of 10-man healing in WotLK after about 2 hours of raiding, just because I need to be constantly clicking and scrambling. It does make me feel awesome and essential to the raid group. But it also makes me tired. Have to see if anything changes when we start raiding 85 content in December.
Necromann Nov 12th 2010 7:00PM
Those other mechanics are for when you outgear a place, like almost every instance. I just smite in my disc priest in heroics and attonment does all the heals I need.
Necromann Nov 12th 2010 7:04PM
Some how my "live" was taken out of my like almost every instance live.