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  • trogdor7
  • Member Since Jul 20th, 2008

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Recent Comments:

Raid Rx: Healing indecision {WoW}

Jun 3rd 2010 8:51PM I was joking, I do play a paladin as Ryck implied.

Raid Rx: Healing indecision {WoW}

Jun 3rd 2010 4:54PM What's an AOE heal?

Insider Trader: 7 things that should stay in Cataclysm {WoW}

Apr 26th 2010 4:33PM If you want to be able to roll on ore, herbs and leather like we roll on disenchanted materials now, fine. But disenchanting would need to be its own profession, separate from enchanting, or have mining skinning and herbalism rolled into their related crafting professions.

Win a pony from WoW.com {WoW}

Apr 15th 2010 7:03PM Heck yes!

Maintenance day loot from WoW.com {WoW}

Mar 16th 2010 7:41AM TINY

The Light and How to Swing It: The truth about Lightsworn Garb {WoW}

Mar 7th 2010 11:13PM As a 10 man raider, I find myself going for the four piece. That might just be me though, or my relatively poor luck with drops.

15 Minutes of Fame: Getting strict about 10-man content {WoW}

Feb 23rd 2010 10:00AM The other side of your comment, nyctef, is that with only 10 people in 10 man gear, no one is expendable. On Festergut, if someone dies, it's more than likely a wipe. That's just one example, the same applies to other bosses (Putricide or BQL for example). I raid 10 mans myself with a "strict" mentality, but we don't keep it THAT strict; I've pugged up to Rotface on 25 man (without getting any gear drops :( ) and cleared everything but Sindragosa and the LK on 10 man. Rotface in particular took much longer for my static 10 man guild to learn and perfect (with our gear we can't afford deaths) than it did for a 25 man PUG to learn and down (not perfectly, there were at least 3 or 4 deaths and it didn't make a difference).

A perfect example is Saurfang. On 25 man, a common strategy is to just let the first marked target die. It makes the fight easy as anything. On 10 man, at least when he was the hardest fight in the instance (i.e. before Plagueworks came out) you couldn't afford any deaths.

I'm not saying that 10 mans are harder, I'm just saying they're different. As a healer (holy paladin), I enjoy 10 mans VASTLY more than 25 mans. In 25 mans, I feel like I just get lost in the mix, and when someone dies (which I hate as a 10 man raider where everyone is essential to success) I feel like there was nothing I could have done about it. On 10 man, I feel like there's always something I could have done to avoid that death. I can take that and learn from it. It's just one step on the way to perfecting the encounter.

TL:DR - 10 mans aren't harder or easier than 25 mans; they're different.

Icecrown Citadel raid weeklies activated {WoW}

Feb 2nd 2010 9:59PM Does anyone know if these show up in 10 man as well?

Thoughts on Icecrown Citadel and gating {WoW}

Jan 28th 2010 4:58PM One angle I haven't seen taken on this issue is the relatively new system of raid lockout extension. If limited attempts didn't exist, you'd see raids, casual and hardcore alike, extending their lockouts indefinitely to kill, say, Arthas. (as long as they felt their gear was there, of course). Blizzard doesn't want that, so, voila, you have limited attempts.