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Posts with tag 10-man-raiding

Ghostcrawler on Vengeance and patch 5.4

Ghostcrawler on Vengeance and patch 54
Yes, patch 5.3 isn't even out yet, and we're already looking towards patch 5.4. Thanks to Ghostcrawler, we have this to think about for the future, namely that Vengeance is getting capped at a significantly lower threshold in raids in the future. If you remember back at August of last year, Vengeance saw some significant changes that increased how fast it could ramp up in raids and also gave it a far larger maximum potential. It's been adjusted over time, but in general what GC said back last August has held true -- tank DPS in raiding really did go up. To the point where on some pulls it's not unusual to see tanks leading the DPS, sometimes by extremely large numbers.

Since this is a big change that will drastically lower tank damage output (25-man tanks with their 600,000 or more health buffed will lose roughly 300,000 AP on fights where Vengeance was capping at 100% of their health) I'm not surprise it won't be coming in 5.3 -- I am a little surprised it's happening at all, because we all knew Vengeance and tank damage would do exactly what it has done when it was changed. Still, I wait to observe if it has much practical difference since aside from AoE tanking where a multitude of hits can roll in a short window of time (that 20 second ramp up period) and the tanks can make effective use of all that AP I'm not sure it will matter. 5-mans and scenarios were not mentioned, so for now I'm assuming this is only for the raids mentioned.

Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Raiding, Death Knight, Monk, Mists of Pandaria

25-mans have higher Thunderforged drop rate than 10-mans

25mans have higher Thunderforged drop rate than 10mans
The new Thunderforged loot designation -- much like the affix Raid Finder -- was introduced into Patch 5.2 for a number of reasons by Blizzard. While the affix does stay certain pieces from disenchantable execution on farm bosses, players largely regarded Thunderforged items as another attempt to help 25-man raiding guilds stay afloat. The developers didn't want to go back to late Wrath of the Lich King model of completely higher loot in 25mans, so instead Thunderforged items can drop in both sized raids. However, the drop rate in 25-mans would be higher than that of 10-mans.

"How frequent is more frequent?" players would ask, especially when given the chance to chat with the developers about patch 5.2. Ghostcrawler deflected the question on TotemSpot's interview, preferring to let players figure out the drop rates themselves.

Fortunately for us, WoWProgress has analyzed the loot drops using its database of characters, guilds, and bosses killed this first week of Patch 5.2. Looking at loot gains from Jin'rokh the Breaker, specifically:
  • 11.7% of the 10-man loot equipped by characters was Thunderforged
  • 25.7% of the 25-man loot equipped by characters was Thunderforged
Even figuring in disenchanted items, WoWProgress figures the drop rates to be approximately 10% for 10-man and 25% for 25-man. From personal anecdote, my 25-man raiding guild saw usually one but sometimes two Thunderforged drops per boss in addition to four to five regular mode drops. Tier pieces, of course, will never drop as Thunderforged.

Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

Filed under: Raiding, Mists of Pandaria

The Illusion of Logistics: Elitist Jerks' Hamlet on 10 vs. 25 man raiding

You may remember Hamlet from Elitist Jerks, or you may not. Whether or not you do, he's written an interesting post over on his personal blog discussing the 10 man vs. 25 man raiding issue. I addressed my own thoughts on this issue this week, but Hamlet's take is far more analytical (which is to be expected) and also somewhat epistolary, taking the form of feedback on the issue and expanding from there.

Frankly, I'd do the post a disservice by attempting to summarize it, but I'd also be doing it a disservice by carving it up piecemeal here and commenting on it. One aspect of the post of note, that I really found both interesting and a trifle challenging to my own preconceptions, is his deconstruction of the notion that 25 man raiding is logistically harder than 10 man raiding. His points about how 10 man raids can often be far more difficult to run if even one player misses a night is valid, and he goes through all the ways 10 mans are limited by their smaller pool of players in a thorough and convincing manner.

This is in service of the main point of the piece, which again I think deserves your full attention. He makes the case that the problem isn't logistics at all, but rather that due to group composition constraints 10 man raiding simply can't be as complex, strategic or difficult as 25 man raiding, and so it's not an issue of logistical difficulty, but rather purely inequality of design. In other words, 25 man raids are generally harder than 10 man raids because they can be, they don't have to be designed to be completed with limited group compositions. There are 34 specs in the game, and 25 mans have more room for more options than 10.

Again, this is summarizing a really well thought out piece. You may or may not agree with it, but please go read his argument and don't just rely on my brief on it -- by necessity I'm missing a lot of subtleties here.


It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Analysis / Opinion, Raiding, Mists of Pandaria

25 man raiding and the tolling of the bell

It is time to kill 25 man raiding
I have primarily run in 25 man raiding for the entirety of Cataclysm, and I raided all through Wrath of the Lich King and even Burning Crusade in 25 man raids. 25 man raiding is where I have the most fun. I like it for a variety of reasons. I enjoy having a wider selection of classes and specs available, I generally feel like a larger raid makes a fight feel more dramatic, I dislike how empty some raids feel with a smaller group. To me, a 10 man feels like a UBRS run. These are all personal reasons, I accept that they're not universal. I also wasn't impressed the few times I went into 10 man raids this expansion - the fights always seemed much easier, we blew through bosses we struggled with on 25, clearing 10 with undergeared alts due to the extremely forgiving space mechanics of raids like Firelands and Dragon Soul on 10 man.

So please understand, I am not a partisan of 10 man raiding. I don't like 10 mans. I find that their elevation to the top form of raiding was destructive to the game, to guilds, and to raiding itself. But they are and have been for some time the primary way that people raid. I hate 10 man raids. But the time has come to accept that we have killed the 25 man raid in all but name. It's not a question of should they be removed. They effectively have been removed. You see a lot of debate on what can be done to save the 25 man raid, and the developers have addressed the issue repeatedly in the Reddit AMA and Best Buy Q&A. But you'll notice that they address the issue by acknowledging it and highlighting the issues facing 25 man raids (difficulty of logistics, higher churn rates, higher recruitment needs, difficulty of encounter movement) but that no solutions are forthcoming.

Read more →

Filed under: Guilds, Raiding, Cataclysm, Mists of Pandaria

Paragon switching to 10 man raiding in Mists of Pandaria

Even the mightiest among us are not immune to the decline of 25 man raiding. Paragon, who you may remember as one of the world's leading 25 man raiding guilds, is switching to a 10 man raid with the release of Mists of Pandaria. Reasons given include raider burnout during Dragon Soul, difficulty of recruiting players to fill those gaps (and I can attest to that one in a general sense, even far less progression oriented 25 mans are struggling to recruit right now) and player schedules changing.

It should be interesting to see how Paragon does as a 10 man in Mists of Pandaria. Some guilds thrive after the switch, others rebuild and re-enter 25 mans. I personally can't help but think this is a symptom of the gradual erosion of 25 man raiding, myself, but we'll see.


It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Guilds, News items, Raiding, Mists of Pandaria

Would playing on sheer vanity work as raiding incentive?

I have a confession to make. There were a few reason why, back in vanilla, I decided to get into raiding. First, I discovered after hitting 60 on my druid that there was really very, very little to do once you'd hit level 60. Second, I had some friends who told me I would have a spot in their raids if I managed to get a Horde alt to 60. But the third reason was the secret reason, one I kept to myself and didn't tell anyone, even though it was pretty much the most important reason of all, to me.

I really, really, really wanted the pretty gear.

I didn't really like the look of the Devout set; I thought it was kind of boring. I didn't really care for most of the green gear while leveling. But the first time I saw a priest running around in full Prophecy, I knew that I wanted that because it was pretty. The first time I saw Benediction, I wanted it more than anything else in the world -- not because of the stats, not because of the set bonuses, not because it would make me super-powerful, but because it would make my character look really neat.

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Filed under: Analysis / Opinion, Raiding, Transmogrification

Mists of Pandaria Beta: 25-man raid testing starts tomorrow

Mists of Pandaria beta 25man raid testing today and tomorrow
10-man raid testing on the Mists of Pandaria beta has been under way for quite some time now, but if you've been wanting to give 25-man testing a try, it starts tomorrow. Watcher made the following scheduling post late last weekend.

Raid Testing Schedule - July 30-31
After the weekend, we will be testing a number of raid encounters, including 25-player encounters. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Monday, July 30th

Blade Lord Ta'yak (Heart of Fear) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

Tuesday, July 31st

Stone Guard (Mogu'shan Vaults) - 25 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Imperial Vizier Zor'lok (Heart of Fear) - 25 Player Normal
12:00 PDT (15:00 EDT, 21:00 CEST)

Protectors of the Endless (Terrace of Endless Spring) - 25 Player Normal
13:30 PDT (16:30 EDT, 22:30 CEST)

Feng the Accursed (Mogu'shan Vaults) - 25 Player Normal
15:00 PDT (18:00 EDT, 24:00 CEST)

Blade Lord Ta'yak (Heart of Fear) - 25 Player Normal
16:30 PDT (19:30 EDT, 01:30 CEST)

Tsulong (Terrace of Endless Spring) - 25 Player Normal
18:00 PDT (21:00 EDT, 03:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.


As you can see, there is still some 10-man testing left, but it's going on right now, so log onto beta servers quickly if you want to participate.

If you're wondering how on earth you'll be able to get a group together on beta tomorrow to do a 25-man raid, I can assure you there have been plenty of trade chat groups thus far that you can join. Many of the groups are guilds who don't have their entire roster on beta, so they have to pug additional players to fill their raid groups.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Mists of Pandaria

How do you feel about warming the bench?

You know how raid nights go. Sometimes you have the bare minimum of people showing up, and you're desperately trying to fill spots. And on some occasions, everyone inexplicably shows up at the same time. When you go from barely scraping by with eight or 22 to suddenly dealing with a glut of 15 to 25, obviously somebody's not making it into the mix. So how do you decide who?

Some guilds simply go by attendance numbers; if you've shown up consistently, you're in. If you just happen to be making an appearance for farm night, you're out. Some guilds pick based solely on performance in the raid itself; if you're consistently pulling high DPS and not standing in fire, you're in. If you can't find your way out of a poison cloud with a map and GPS system showing you the way, you're out.

But what do you do when you're the one being sat?

Read more →

Filed under: Analysis / Opinion, Raiding

The last gasp of 25-man raiding

Imagine you have been placed in front of two hedge mazes, both leading to the same wonderful prize at the end. It could be a car, money, a trip to an exotic location -- whatever you really want, for the purpose of this imaginary exercise, OK? So there are two mazes, each leading to the awesome prize, but as you look at those mazes, you realize one of them is twistier, longer, and has potentially more hazards in it. The other is difficult, to be sure -- but side by side, it's slightly less hazardous than the other. And they both lead to the exact same thing.

So which maze do you take?

Most people would much rather take that shorter, slightly less hazardous maze. I mean, if you've got two choices that get you to the same fabulous prize, you'd be out of your mind to take the difficult path, wouldn't you? Welcome to the debate of 10-man vs. 25-man raiding -- and the main reason why 25-man raids are slowly dying out.

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Filed under: Analysis / Opinion, Raiding

Ask the Devs Round 8 answers your Firelands questions

The Ask the Devs question and answer series continues with Round 8, where Blizzard devs answered user-submitted questions about patch 4.2's raid content, the Firelands. Players are anxiously awaiting the next tier of raid content, and Blizzard has had a lot to answer for due to the changing nature of patches in the months to come.

Blizzard answers some pretty good questions this time around and even addresses the melee DPS problem in many of the tier 11 raid fights. Some answers are a bit cryptic, however. When discussing the planned Abyssal Maw dungeon (we thought it would be a 5-man, but apparently, raid fights would have taken place there as well), Blizzard says that it believes that the Neptulon story is wrapped up fine with Throne of the Tides but doesn't make mention of the Abyssal Maw dungeons making a return. They only mention "for now," so hopefully the complete Neptulon story will be told in the depths of Vashj'ir.

Another interesting point that the devs make is that they don't really understand the complaint that some aspects of the raid game are too easy, when they look at the number of people who have completed the 25-man heroic encounters in relation to the normal content modes. Also, the devs wanted to stress that they were not trying to turn 25-man raiding guilds into 10-man raiding guilds and actively tried to make the 10- and 25-man versions of encounters similar in order to stress that point.

I am very excited for a new Lady Vashj bridge in the Firelands, though. WoW always has the coolest bridges. Read the full Q&A after the jump.

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Filed under: Blizzard, Raiding, Cataclysm

Officers' Quarters: Be careful what you promise


Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Promises, promises. Politicians make them all the time. In fact, many of them get elected based on those promises. No one seems surprised anymore when a politician fails to deliver on a campaign promise, yet our guild members usually expect us to do what we say we will. Could it be that guild officers are actually held to a higher standard? Let's look at this week's email to find out!
Hello I am an officer (well one of 2) in a medium sized semi raiding guild We also have a large number of "casual" players in our guild.

During LK era, we had 2 different 10 man raiding teams going on. Both groups I took the time to rotate different players out each given week so everyone had a chance to raid.The second group was also made up of some of the first group's alts. This was very stressful on me due to I would take all week to get the groups ready only to have someone say at the last minute would say oh I can't make it 5 minutes before raid started, then I would have to rework the "group composition" in a flurry to be able to start the raid on time. Well during Cata we all agreed we did not want to do rotations and only wanted to do 10 man raids and wanted two solid 10 man groups with the same people every week ( with a stand by if needed), so we could work as a "family" unit and mesh well together.

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Filed under: Officers' Quarters (Guild Leadership)

Breakfast Topic: The changing face of raid group sizes

This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

Sweat was beading on my face, and the pain just kept coming; it would not cease. I stood and could only gaze at my friends as they slowly fell one by one. As they dropped, that is when I snapped into action, for I was the harbinger of more repair bills. I was the out-of-combat rezzer.

This is what I imagine my priest felt as I ran him through the Molten Core. I am glad that spot went the way of the dodo. Indeed, there are a lot of things that I do not miss from raiding, and there are a lot that I do. One of the new changes, 10s and 25s sharing raid lockouts, made me think of the changes that we have seen at each expansion. As the game seems to gear itself towards the more casual raider, I find many things much more to my liking. Yet I do remember that feel of fighting a 40-man raid boss, and that is one of the epic feelings I miss.

The problem I have found with casuals, whether we were running 10/20s or alliance-guild 25s/40s: We almost always came up too crowded or short-handed, depending on the week. Either people had to be cut, or people had to be pugged. This also got me thinking, why not 15s? If we had too many for a 25, we could get two 15s; too few, one 15. Then I thought, why not just have instances scale? The more folks, the more gear, the tougher the fights -- from eight to 40 and anything between. It probably is too complicated for the programmers, but fun to think about nonetheless.

What do you miss and what don't you miss about the older raid group sizes? If you could have one WoW raid group size wish come true, what would it be?

Filed under: Breakfast Topics, Raiding, Guest Posts

Officers' Quarters: The great raid-size debate, part 3


Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Welcome to the third and final column exploring the various pros and cons of raid size in WoW's upcoming Cataclysm expansion. Before we talk about the final category, let's recap.

In part 1, I examined the various gameplay considerations that come along with the different sizes.

Gameplay
  • We can only speculate about relative difficulty.
  • 10-man raids offer fewer options for dealing with specific boss abilities and/or adds.
  • Position-based abilities are easier to deal with in 10s.
  • Player deaths are not as crippling in 25-mans.
  • It's easier to cover for someone else's mistake with 25 players.
In part 2, I talked about the logistics involved in running each size and the rewards you can obtain from them.

Logistics
  • A 25-man raid requires an intense recruiting effort.
  • "Cat herding" is flat-out easier in 10-man raids.
  • More raiders mean more attendance issues and technical issues.
  • Subbing is easier in a larger raid.
  • Scheduling difficulties are easier to manage with more players.
  • Loot is easier to distribute in 10-man.

Read more →

Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: The great raid size debate, part 2


Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Last week, I received an email asking me for my thoughts on raid size in Cataclysm. As it turns out, I have quite a few thoughts -- three columns' worth, in fact, covering four different categories: gameplay, logistics, rewards and intangibles. My goal is to help officers and their guild members to choose which raid size is best suited for their guild. A week ago, I wrote about the gameplay category.

This week's column will cover two topics that have been linked together throughout the history of the game. From the very beginning of WoW, Blizzard has made a connection between more difficult logistics and greater rewards. Molten Core, Onyxia, and later 40-man raids rewarded the best available gear in their respective heydays. Throughout The Burning Crusade and Wrath, 25-man content yielded the best items. For Cataclysm, this paradigm is shifting.

Let's take a look at the logistics involved with the two raid sizes and the rewards that each size offers.

Read more →

Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: The great raid size debate


Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Cataclysm, as you are probably already aware, brings with it massive changes to the raiding scene in World of Warcraft. Certainly the most controversial change is Blizzard's desire, announced in April, to balance and separate 10- and 25-man raids -- namely, both sizes will share the same lockout and loot tables. The 10-man scene, widely regarded as inferior throughout WoW's history, will be designed to have approximately the same difficulty as its 25-man counterpart. Reports from the beta dungeon forums indicate that 10-man bosses are currently much easier to bring down than their 25-man versions, but we can only assume that Blizzard will take steps to even out the difficulty according to its stated goal.

In the weeks following the expansion's launch, it will be extremely interesting to see how this whole situation shakes out. These changes will force most guilds to choose one size or the other as their primary raiding focus. As I've previously stated, this is a good thing. Many officers right now, including the one who wrote this week's email, are wondering which size to choose. Officers' Quarters is here to help!
Hail Scott,

What is your take on 10-man versus 25-man raiding in Cataclysm? Our guild would like to continue raiding 25-mans, but several of the other raid guilds on our server have apparently decided to switch to 10s. Are they jumping to conclusions, or are they on to something? Is this the end of 25-man raiding, and are we in for a repeat of the guild implosions and massive raider unemployment we saw when 40s were dropped to 25s?

Read more →

Filed under: Officers' Quarters (Guild Leadership)

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