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Posts with tag 25-man-raiding

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?

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Filed under: Analysis / Opinion, Raiding

Breakfast Topic: Is DKP starting to become obsolete?

I was trundling through Wowpedia the other day for some background reading on loot systems (I'm writing a follow-up to Robert's not-so-original WoW miscellany) when I was struck by a sudden thought: I literally cannot remember the last time I saw a guild on my server advertising a DKP system or common variant like Suicide Kings. They advertise what level they are and what type of players they're looking for, the kind of raid content they do if they're raiders, if they do Rated Battlegrounds, and all that good stuff. But only very rarely is DKP ever mentioned, rarer still with a 10-man raiding guild.

I trawled through the guild recruitment forums to see if this was actually part of a wider trend, but don't know what to think. The 25-man raiding guilds are the most likely to say they use a DKP system or variant; 10-man raiding guilds nearly all use loot councils, at least from my (admittedly brief) survey of the current advertisements.

Is this also happening on your realms, or have I gotten this wrong? We all know that every DKP system has its issues and that administrating them is one of the larger headaches for guild leaders. 10-man raiding is also more popular than 25-man raiding right now, and it probably doesn't make sense for a guild to obsessively track DKP for a 10-man where most players probably aren't rolling on the same stuff. Is DKP dying, or is it just a sign of the popularity of the 10-man model?

Filed under: Breakfast Topics

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

Officers' Quarters: The plight of 25-man raiding guilds

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 from No Starch Press.

With today's column, I'd like to illustrate a point by getting personal. Normally I don't like to do that very often, but my guild's own experience is dovetailing too neatly with an overall trend.

In reviewing the guild experience in Cataclysm and in looking forward to improvements we might see in Mists of Pandaria, I've mentioned how hard it's been for 25-man raiding guilds to survive in the current environment. I've noticed people voicing the opinion that if you like 25-man raiding, you can go find 24 other people who do and make it happen. I can understand how someone might believe that -- and in an ideal world, it should be that easy. Finding those players isn't easy these days, but that is in fact the easy part.

The hard part is finding people who want to lead said group.

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Filed under: Raiding, Officers' Quarters (Guild Leadership)

Exclusive: Watch "Race to World First" documentary free through Feb. 3

In a game where tools like the Raid Finder have democratized raiding, how does the mindset of players in top-echelon guilds pushing for world firsts differ from yours and mine? How much time do bleeding-edge guilds really put in? What tricks help them push past wipes and overcome raid challenges? How do they make up time and nudge past other guilds to claim world firsts? And why do other WoW players love to follow the action?

The whole sprawling scene plays out onscreen in the feature-length documentary Race to World First -- and you can watch it free right here at WoW Insider now through Feb. 3. (The film is also available at RacetoWorldFirst.com for a small fee.)

The Looking for Group Productions film, begun back in the day when clawing to a top spot on raiding progression charts was perhaps at its cut-throat peak, follows a handful of top-tier WoW guilds in their sprint to the top. Producers John Keating and Zachary Henderson conducted some of the early interviews for Race two years ago at BlizzCon 2010's WoW Insider reader meetup, including familiar faces like WI Editor Adam Holisky and GM/actress/huntress extraordinaire Michele Morrow.

Get a peek at this film for free while you can right here at WoW Insider. Who knows what in-game challenges you might feel up to tackling after seeing that much fiery motivation in action?

Filed under: WoW Insider Business, Raiding

Race to World First documentary releasing soon

Looking for Group Productions has been hard at work on its documentary Race to World First for a good long while now, capturing many top-tier World of Warcraft guilds' attempts at claiming coveted world firsts in the raiding game as well as following Blood Legion's race to a top spot. Set to release in a few weeks, Race to World First looks like it's going to be an introspective look at the time and energy that many of these guilds put into the raiding game, as well as an examination of the multicultural nature of the game and the general excitement that goes along with MMO accomplishments.

Each week, Race to World First looks at clips from players in guilds that have been fighting for or actually achieved world firsts. Looking back a bit, this clip with Narilka of Ensidia chronicles her time spent with the guild downing Kil'jaeden at the end of The Burning Crusade when she was still just 16 years old.

We loved having the Race to World First production team at the WoW Insider reader meetup at BlizzCon in 2010 -- they were some of the nicest guys and had a blast talking to real players and real fans. I am excited to see this documentary. Check out the trailer -- you might even see some familiar faces!

Filed under: 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.

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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.

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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?

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Filed under: Officers' Quarters (Guild Leadership)

Cataclysm Beta: Select guild raid achievement requirements reduced

I admit it. I'm an achievement-holic. I'll repeat the most idiotic, mind-numbing task for hours on end just to earn a handful of achievement points. It doesn't matter that I can't do anything with those points. I want them. I need them. And I know I'm not alone in my obsession -- some people play World of Warcraft just for the achievements. (You know who you are.)

Once Cataclysm launches, there will be a whole new set of achievements just for guilds, only compounding my poor, crippling obsession. A metric ton of them are for completing old instances and raids as a guild, and grabbing those points requires 80 percent guild participation. Under the guidelines laid out earlier in September, that meant you'd need to take along at least 20 guildies to conquer Serpentshrine Cavern (a BC 25-man), even if you could easily complete it with fewer.

Well, for those of us who are obsessed with collecting achievement points, there's good news -- Blizzard just cut the required participation rate for all the old school Burning Crusade raids. On the official forums, blue poster Mumper confirmed that they're treating all old 25-man raids as 10-mans -- instead of needing 20 guildies to take on Lady Vashj and Kil'jaeden, you will now only need 8.

The full blue post is after the break.

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Filed under: Raiding, The Burning Crusade, Cataclysm

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

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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

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