Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag 10-man-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.

Read more →

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.

Read more →

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)

Typhoon Struggle claims world first strict 10-man heroic Lich King kill

Big congratulations are in order for <Typhoon Struggle> of the Defias Brotherhood (EU) server, the first guild in the strict 10-man GuildOx rankings to kill the Lich King on heroic. GuildOx interviewed Sheeana, Typhoon Struggle's guild master, who shared some of the trials and tribulations of the kill, especially the brutal first phase of the encounter.

What are the 10-man strict rankings, you ask? GuildOx ranks the progression of guilds all across the different realms. The strict 10-man rankings are, essentially, 10-man raid groups that never have access to the 25-man versions of the instance. This means that a strict 10-man raiding group will never have gear or drops obtained through 25-man raiding.

To be considered and ranked on the GuildOx strict 10-man rankings, members of the 10-man raiding group can never earn an ICC-25 or ToGC-25 kill. Even though ICC-25 drops the same iLevel gear as ICC-10 heroic, GuildOx discourages the practice, as this allows strict 10-man raiding groups to gear up twice as fast. "Strict" means "strict." In addition, strict 10-man guilds usually only have a limited roster of between 10 to 12 people, since most others go on to the 25-man versions of the encounters.

According to Sheeana, the toughest phase was the first, as the Lich King's minions on heroic scale in power exponentially. These are raiders using, at the most, iLevel 264 gear.

For the full interview and announcement, including the criteria for the strict 10-man rankings, visit GuildOx. You can learn more about the criteria surrounding the strict 10-man rules here. Again, big congratulations to Typhoon Struggle!

Filed under: News items, Wrath of the Lich King

The shape of raids to come: Guild leaders look ahead

Now that we're past the initial shock of Blizzard's revelations about the balance and progression path of 10-man and 25-man raids in Cataclysm, it's time to saddle up and move forward again. We may not know exactly where the guild progression path ultimately leads -- but experienced guild leaders are already moving into position, planning for the journey ahead with insight and a steady hand. We tested the temperature of guild and raid leaders in guilds across Azeroth as they look ahead to the shape of guilds (and raids) to come.

Competition: A good thing

The issue my guild will be facing will be the unified lockout each week. While it makes sense to only kill each boss once per lockout, regardless of raid size, my guild has been running two or three 10-man raids in addition to our 25-man raid group. This allowed a higher flow of gear and emblems and allowed the 25-man raid group to gear up at a considerably faster rate than if we could only run one size of the raid each week.

This will most likely make us require our raiders to "put up or shut up," letting only the top 25 performers into the 25-man lockout for increased valor points and more chances at loot. The remaining raiders will be designated to the 10-man version, where they will most likely have to run more daily heroics in order to gear up at the same rate as the rest of the guild. Each week the rosters will churn a little bit, allowing players to experience both versions of the encounters amd also creating some healthy competition for the "more valuable" 25-man spots. -- Scott Carson

Read more →

Filed under: Guilds, Raiding, Cataclysm, Guest Posts

Call for submissions: The shape of guilds to come

How will Cataclysm's evolving raid progression plans shape your guild? We're betting that many of you raid leaders, guild officers and GMs are already making plans for what's ahead -- growing to accommodate an additional 10-man team, stretching to resize or reschedule your existing groups, maybe even shrinking down to become that tight-knit squad you've always dreamed of. Now's the time to begin considering the possibilities.

WoW.com is looking for submissions for a roundup article on how the changing face of raid progression will be affecting your guild. We're looking for thoughtful reflections, between 50 and 200 words, on the road that lies ahead for your particular guild or raiding group. Preferably, you're the GM or an officer of a guild or the leader of a regular raiding group (although we won't discount submissions from other types of players). No Chicken Little or QQ submissions, please; our comments runneth over with delicious tears already, thanks. As with all guest post call-outs, only the best submissions will be accepted.

Here's what to do: read up about the Seed program, sign up and then submit your article (you can't see the article page unless you have a Seed account). Unfortunately, we are currently only able to take submissions from individuals living in the United States; we hope to be able to accept international submissions in the future. We'll accept submissions for this call-out until 11:59 p.m. EST on Thursday, April 29 -- that's right, just a couple of days away. Good luck!

Filed under: WoW Insider Business, Guilds, Raiding, Cataclysm

The Queue: Grey guilds



Welcome back to The Queue, WoW.com's (almost) daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky be your host today.

I'm just going to let that video speak for itself today, and get started on the questions.

@sammagher asked...

"Why do grey items even exist, if only to be sold to vendors or occasionally used as RP gear?"

Read more →

Filed under: The Queue

Premonition gains A Tribute to Mad Skill achievement


Via GuildOx, we have another big raid achievement coming down the pipe for Premonition of the Senjin-US server, who probably needed a boost after that horrible wipe to Hogger at BlizzCon. They've just grabbed the 10-Man Tribute to Mad Skill achievement, which means they defeated the 10-man Coliseum raid on Hard Mode up through and including 10-man Anub'arak with less than 5 wipes over the entire time.

Premonition has established itself among the solid lead US guilds before, having also been the first US guild to get Heroic: Alone in the Darkness by killing 25-man Yogg-Saron with no watchers. It looks like they're poised to continue that streak now that all the bosses in the Coliseum are unlocked. Congratulations to them, and good luck in the future!

Update: We're attempting to verify this through other means at the moment. Hold onto your pants! -Alex
Update #2: Confirmed.

Filed under: Analysis / Opinion, News items, Instances, Raiding, Bosses, Achievements

Officers' Quarters: On the brink


Every Monday Scott Andrews contributes
Officers' Quarters, a column about the ins and outs of guild leadership.

A few weeks ago, I talked about the difficulty of maintaining an active raiding schedule all summer long -- and what you can do about it. This week's e-mail is from yet another victim of the summer raiding slump, but his guild has some other issues going on here, too.

Hey Scott,

I'm an officer of a relatively new raiding guild (3-4 months old). We formed a few weeks before 3.1 and built the guild up from almost nothing besides the group of friends we had. The core group started out almost in Best in Slot gear but most of the people we recruited were undergeared so we ended up having to run Naxx for almost a month after 3.1 before we had the gear to really push Ulduar. That being said we have done phenomenally well in the time we have spent in Ulduar. We have downed all the watchers[. . . .] We consider ourselves way ahead of where we should be for such a young guild.

However we seem to have numerous problems.

Read more →

Filed under: Officers' Quarters (Guild Leadership)

How will they do the loot in Trial of the Crusader?

For my money, the most interesting things they're doing in patch 3.2 are the changes to the badge system and the reimagining of the 10- vs. 25-man raiding paradigm. The new raid, Trial of the Crusader, will be available on both normal and heroic difficulty mode for both 10- and 25-man groups (the heroic mode is called Trial of the Grand Crusader). In other words, there are a total of four versions of the raid: 10-normal, 10-heroic, 25-normal, and 25-heroic. They're all on separate lockouts

Those of you who know certain past posts of mine could probably predict what my mind jumps to from that news: how will the loot be done? I see four three major possibilities.

  1. 10-normal and 25-normal drop the same gear, while 10-heroic and 25-heroic drop a tier above (10n = 25n < 10h = 25h).
  2. 10-normal drops one kind of gear, 10-heroic and 25-normal are equal to each other and better than that, and 25-heroic is best of all (10n < 10h = 25n < 25h).
  3. All four raids drop different levels of gear, 10n < 10h < 25n < 25h.

If you've read my past stuff, you could correctly guess that #1 would be my favorite option. I don't really want to argue it here (or in the comments), because I've had that conversation more than I care to already.

Read more →

Filed under: Patches, Items, Raiding

Gentlemens Club achieves Herald of the Titans world first (Edited)

Via Guildox, we've just gotten word that Gentlemens Club of Korgath-US, Hordeside, has just become the world-first achievers of Herald of the Titans. This achievement requires that you defeat Algalon on 10-man difficult with no gear above iLevel 226. In other words, they were not wearing a single piece of Hard-mode Ulduar 25-man gear (While we haven't looked closely at their armory, the achievement would allow for normal mode 25-man gear, though even normal mode 25-man weapons would be off limits). [EDIT: iLevel 226 is actually the item level of gear from Normal mode 25-man Ulduar, not Hard mode as previously stated. It is also the item level of gear that drops from Heroic or 25-man Malygos, Kel'thuzad, and Sartharion with at least 2 drakes up. Hard mode 10-man Ulduar also drop iLevel 226 items, which indicates that the Achievement is intended mostly for 10-man progression.]

While 10-man and 25-man raids were technically meant to be seperate tiers of progression, it seems like many raiders freely mix the two, and while that's certainly to be expected, and there's nothing wrong with it, it's cool to see at least a few guilds focus on mastering that path of progression and arguably challenging themselves to at least the 10-man Algalon fight as Blizzard meant it to be fought.

In short, they've managed to proclaim themselves Kings of the 10-man game in Patch 3.1, even if other guilds technically beat them to 10-man Algalon kill itself. Congratulations to everyone involved in the raid!

Filed under: Horde, Realm News, Analysis / Opinion, News items, Instances, Raiding, Bosses, Achievements

Ensidia gets 10-man Algalon world-first

Ensidia, the European super-guild that resulted from the merger of SK-Gaming and Nihilum last year, has just made the world first kill of the 10-man version of Algalon, Ulduar's true final boss. Algalon is only accessible after completing every other hard mode in Ulduar, and guilds are only given 60 minutes per week of attempts on him. 25-man Algalon has not yet been killed.

For details on the loot, see Ensidia's announcement; there's some great stuff there. Mek, from Ensidia, had this to say about the fight: "It's a pretty intense fight but not quite as hard as Blizzard made it out to be. The 1 hour timer is the real challenge since you must do a perfect attempt within it." Of course, I think "not quite as hard" for Ensidia is probably a pretty good challenge for the rest of us mortals. Congratulations, Ensidia!

[via MMO-Champion]

Filed under: Guilds, News items, Raiding

Around Azeroth

Around Azeroth

Featured Galleries

It came from the Blog: Pandamonium
The gaming artwork of Jessica Dinh
Mists of Pandaria Raid DPS Analysis
Mists of Pandaria Collector's Edition
Death Knight plague epidemic
Mega Bloks: Goblin Zeppelin Ambush
Mists of Pandaria Beta: Ruins beneath Scarlet Halls
Mists of Pandaria: New warlock pets
Female Pandaren Customization

 

Categories

Joystiq

Massively

Engadget