Raid Leading 101: 10 vs 25

Probably as old as when Burning Crusade launched is the discussion of 10man vs 25man. The jump from 40man to 25man jolted a lot of raiders and caused the collapse of several teams. Raid teams started out in 10-man Karazhan, which geared them to enter the 25-mans until the end of the expansion (Gruul’s Lair, Magtheridon’s Lair, Serpentshrine Cavern, Tempest Keep, Black Temple, Sunwell Plateau), with a 10man Zul’Aman thrown in for flavor.

From what I saw, there was a stigma that 10mans were inferior to 25man. 25man Raid Leaders were thought of as more commanding and needed more control over their team, whereas 10man Raid Leaders didn’t have as much responsibility. The only way to get any decent gear in Burning Crusade was to run 25man raids. Legendaries were obtained only in the greater of the two. The end result was people preferring 25mans over 10mans, even lasting into Wrath of the Lich King. Anyone else remember needing to get into 25-man Trial of the Crusader to get a decent trinket at the time?

However, with Cataclysm, the tables have shifted toward more balance. With the changes that Blizzard implemented, there is less pressure on needing to raid a certain size. Let’s take a look at the pro’s and con’s (as I’ve seen it).

25-man

  • More likely to have every raid buff due to a larger raid.
  • Raiders of the same class can feel more free to tweak their specs.
  • More forgiving to players that may be a little “sub-par”.
  • Battles have a more “epic” feel with a bigger raid.
  • More players = wealth of opinions in strategizing fights.
  • Three in-combat resurrections allowed per fight.
  • Raid competition may not be as crucial (melee vs ranged).
  • ————————————
  • Maintaining control over a bigger group.
  • More standby’s may be needed.
  • More people may equal conflicting egos/personalities.
  • Possible to run into scheduling difficulties.
  • Harder to start up from scratch.
  • Easier for people to slightly slack at times.
  • More officers may be needed.

10-man

  • Usually tighter-knit group.
  • Easier to start up from scratch.
  • More responsibility on each player.
  • Possible to have one of each class (very little gear competition).
  • Fewer standby’s may be needed.
  • Fewer officers or leaders needed.
  • ——————————–
  • Less input for fight strategies.
  • With fewer people, the fights may feel “less epic”.
  • More responsibility on each player.
  • Less room for error.
  • One in-combat resurrection available per fight.
  • Possible to miss certain raid buffs because of limited raiders.
  • Less room for error because of fewer players.
  • Raid composition may matter more (melee vs ranged).

The Choice is Yours

When you’re deciding on which side to go with, keep all of these things in mind. Some of the pro’s and con’s are the same. “More responsibility for each player” may be a good thing for your team or it may not be. You and your team are going to weigh these points differently, and that’s perfectly fine. It all goes back to what you want out of your team. Maybe you want the “epic feel” of 25man and don’t mind dealing with more people/schedules. Perhaps you like less gear competition but don’t mind putting more responsibility on each individual raider.

Remember, the same ilevel gear drops off of 10man vs 25man, so that’s no longer a factor. More gear drops on 25-man than on 10-man to even the scale. Also, Blizzard is still working on balancing the difficulty of the raid sizes, so one doesn’t feel noticeably harder than the other. Personally, I feel this is hard to achieve, but I’m fine with them getting it as close as they can.

As for me, we’ve decided on 10-man since the beginning. I don’t want to put in the extra effort needed to wrangle 24 other players, and we like the greater responsibility placed on each raider. We may not have that “epic” feel because we prefer a more intimate raiding environment. It’s not that I don’t enjoy 25man raiding, but I prefer 10man.

What about you and your team? Have you already made a decision? Are you split? What other pro’s and con’s can you add to the above list?

 

10 Things I’d Rather do Than Heal PuGs

A great part of WoW’s healing base has foresworn the dungeon finder tool ever since Cataclysm, avoiding PuGs like the plague, running away and screaming in terror. And we all know why of course: a lot has changed in the mana business and also, heroic dungeons require a lot more cooperation, tactical approach and CC than they used to in Wrath of the Lich King. Blizzard’s promises in that department have come true.

Now I’m probably not your best candidate because I’ve been a PuG-misanthrope ever since… ever. Sometime through my late level 50ies of vanilla WoW, I did one sucky corpse run too many or heard a stupid comment too often from a random lol-DPS in Stratholme, Diremaul or Scholomance, to put me off anything public or pickup in WoW permanently. Which is probably good to highlight in this context: Yes, there was stupid back in the “good old days” too.

I’ve stuck to my own raid guilds for dungeons ever since then and I’ve been so fortunate to always have more competent groups of players at hand. Yes I’m a spoiled holy priest – but then, I’ve also done a great load in order to keep the guilds running I’ve been in. Nothing comes for free in the World of Warcraft.

I’ve still pugged a handful of 5man runs, especially in the later stages of WotLK as Blizzard was so cunning to make pugging an achievement that comes with a pet (ugly as it might be). You got me there! And it wasn’t even the worst experience; in fact it’s showed me that not all PuGs are completely horrid, even if I still considered them a waste of my time.

But that was in WotLK. You know, “I can get free badges while walking my dog puppy”-WotLK, the expansion of free rides and blissful matters-not-just-AoE-olol. The era of pretty dead party chats too, so dead in fact that exceptions of the rule almost felt outrageous.

That doesn’t work so well in Cataclysm: The new heroics make the best team of guild mates facepalm after 2 hours have passed. And you only really stick around for that long because you actually know these people and enjoy their company. Alternatively, you can be openly grumpy and abuse them in party chat for being blind as a bat, without them going into an emo-fit which makes up for a little at least. I still luv my tank mate despite the fact that he made me run heroic Deadmines for 3 hours on launch week.

Those saints among saints

Healing Cataclysm heroics is a challenge and having to do so in a group of complete strangers who are likely not nearly as vocal, cooperative or forgiving as guild mates , doesn’t make things easier. It has a good chance of making things hellishly frustrating, in fact.

Some healers however, are still bothering. They are still healing PuGs and going in fully prepared to supervise the party and make it succeed. They have the sort of patience that I’m not sure whether to call noble or slightly nutty, but in any case I have big respect for them to put up with the risk. It’s not just the whole coordination part after all: PuGs are time-consuming. The chance for these runs to take longer than usual is high, already due to limiting factors such as party chat. It is a lot of extra playtime to put into something that has a high risk to go wrong. And while in times of precious mana, DPS and CC have probably become more important than ever, the high pressure on healers and tanks is unchanged and so is the blame-factor. Not everyone has switched boat from WotLK yet.

In her most recent blog post, Ophelie tells us why healing PuGs can work out and how healers can contribute to that success. I’d never have the willingness or dedication (and I secretly suspect her to create her own WoW hard modes that way, things are not yet hard enough for Holydins it seems!) but it’s definitely a great guide if you’re a healer and looking to PuG heroics without wanting to throw yourself off a bridge after the first 30 minutes.

I raise my hat to all who try and risk their sanity and self-confidence in the progress. What many people do not know: a bad PuG can make any healer feel shitty. You can know that there was nothing you could have done differently – still: SHITTY!

Before you call me out for speaking without experience, I’ve in fact blundered into 2 PuGs in Cataclysm myself. Number one ended at the first boss, after approximately 10 wipes of the exact same fashion and loads of “GOGOGOGO!!!”. A chronic case of Speedius Nubicus. The second PuG lasted exactly 3 minutes before I pulled the plug – and you’d have done the same. Let’s just say it doesn’t bode well to enter a heroic Stonecore where the rest of the group is already in the process of corpse running, because their last healer fled in terror. Not the finest act to leave them mid-combat, but then…who among us to cast the first stonecore?

PuGs like these aren’t only plain painful, but I simply don’t have time for this. My gametime is more limited than ever these days and what I need in order to be ready for my guild’s raids asap, are efficient runs. I love the new dungeon difficulty, just so there are no misunderstandings here: challenging doesn’t have to equal mind-numbingly long though. I’m more than willing to admit that I don’t take the lead in PuGs usually and that’s probably a wrong perception of my role. It is certainly not by default the MT’s. Furthermore, I don’t actually make use of vote-kicking. Why not? I just CAN’T BE ARSED! If I need to kick and replace five people first before I can start a run, I rather go do something else. By the time we’ve finally found “teh perfect tank” the first person who got replaced is probably already so bored that he decides to bugger off by the time we look halfway ready.

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My contribution to a serious topic

I’d still like to contribute in a more productive or rather creative way to the whole PuG-healing thing and since I’m not a saint who can tell you how to make it happen, I’ll tell you what I’d rather do instead of making it happen!

When starting to think about this, the first spontaneous things come to mind, were:

· Running a screwdriver through my left eye. Real slow.

· Jumping off an airplane with no parachute on. Working as intended.

· Entering a den of rabid wolves in a meat skirt.

But….that’s not realistic, I know! So, I’ll be good and limit myself to things that are actually there in the game, painful and annoying and… still so much more preferable to healing PuGs right now!

10 things I’d rather do than heal PuGs

I would rather…

  • Get exalted with Silithus. Again.
  • Repeat the entire Argent Tournament daily jousting-grind to buy all available pets and mounts.
  • Travel from Bloodmyst Isle to Booty Bay. Via Northrend. By foot.
  • Give gold to every lvl 5 beggar in Elwynn Forest.
  • Run guild alts through Gnomeregan 5 times a day. Make that 10 times.
  • Re-skill both my professions up from zero.
  • Follow the public channels. Yes, that’s general and trade chat.
  • Change my holy priest to worgen female…./gasp. Okay, for one week.
  • Read the quest texts of all new Cataclysm quests. No word skipping.
  • Hang out with THIS GUY!

This list was originally a lot longer, but I forced myself to keep it short, just like the rest of this post. And with that, I’ll wish the saints among you who are still out there facing their PuGs good luck and hold on to that halo! You’ll need it.

Sylvara

Adrenaline, Stormrage EU

P.S. No random pugee was vote-kicked or otherwise harmed in the process of writing this article.

What You Should Know About Dark Intent

One of the burdens that comes along with being a healer is the unenviable task of buff management.  Druids have Mark of the Wild and can provide various buffs, depending on the form that they are in.  Paladins spent the last two expansions dealing with the constant bickering about which blessing each person in the raid wanted and coordinating that effectively.  Priests have Power Word: Fortitude and Shadow Protection.  Shamans have a similar responsibility to paladins, in terms of coordinating which shaman will drop what totem and which one doesn’t stack with which existing raid buff and so on.  Having people in your raid who are understanding and willing to communicate openly and amicably with you can certainly make this process much easier.

There are also buffs that can be provided to a raid that are not meant for the entire raid to have or to be able to enjoy.  Whereas the above mentioned buffs can be distributed pretty evenly to those in need, certain buffs can involve some amount of discussion and even competition for those resources.  These buffs can include, but are not limited to Power Infusion, Hysteria and Focus Magic.  One of the more highly coveted buffs, Focus Magic is a buff provided by arcane mages and works as follows:

In the past, the arcane tree was the clear choice for raiding mages and any mage worth their salt would carry around a Focus Magic macro, which would show who was going to receive each mage’s buff.  Sadly, it usually went a little something like this:

Mage 1 — >  Mage 2 — >  Mage 3 — >  Mage 1

Eventually, things changed and arcane was no longer the clear winner in the DPS race and was replaced by fire. Focus Magic was placed deep enough in the arcane tree where mages would not be able to spec fire and have enough points to reach down into the talent tree to take Focus Magic, too.  Despite a few mages clinging tightly to their arcane talents, due to believing the difference in DPS not being enough to completely rule the spec out, Focus Magic soon began to fall out of favor and its presence all but disappeared from raids.

In an attempt to homogenize classes and to ensure that certain buffs were not so class specific, Blizzard gave a similar spell to warlocks this expansion called Dark Intent and it looks a little something like this:

There are a number of immediately noticeable differences between the two abilities:

– Warlocks of all specs have access to Dark Intent, contrary to the tooltip that states Metamorphosis (a Demonology talent) is a pre-requisite.

– Only periodic damage or healing spells will trigger the effect.  Direct healing spells or direct damage that crits will not.

– Critical Periodic Damage can come from melee DPS, not just casters.

– The effects of Dark Intent can stack up to 3 times and increases overall periodic damage and healing done, not just the chance to crit.

So, warlocks have an amazing new buff to play with, that seems to appeal to a wider variety of classes and specs in the raid.  This undoubtedly brings up a number of questions.  Which classes or specs make the best choices to give Dark Intent to?  Should warlocks get to choose who they give their buff to?  Will Dark Intent really make that much of a difference in performance to make these questions relevant?  Let’s find out!

Who Should Get It?

One of my guildies linked a terrific guide found on MMO that shows the results of some theorycrafting that shows who the top choices are to receive Dark Intent.  The numbers are broken down, based on a number of criteria.  The results are separated based on overall raid DPS gain, depending on which spec the warlock in question is and then based on personal DPS gain.  The numbers showing personal DPS gain were not divided up, based on the warlock’s spec, because there was no difference in the results.

Regardless of spec, for both raid and personal DPS gains, shadow priests were the top target for this buff, followed by balance druids, fire mages and feral druids.  For raid DPS gains, typically a survival hunter would be your next best bet after that, regardless of the warlock’s spec.  For personal DPS gains, a frost mage would be the next best choice, due to their high crit rating and the DoT from Frostfire Bolt.  Interestingly, Dark Intent does not work to full capacity, when placed on another warlock.  The haste stacks, but the stacked increase to periodic damage and healing does not.  The two warlocks in question would receive 6% haste from each other and nothing else.  Therefore, they and the raid stand to gain much more from Dark Intent by casting it on someone else.

Since Dark Intent can also increase healing, there are situations where healers may make a better choice for the buff than DPS would.  Resto druids are the clear winners here, followed by raid healing holy priests, resto shaman and then tank or single target healing holy priests.  Discipline priests and holy paladins were found to be the least favorable healers to receive this buff, due to their minimal usage of heal over time effects (in the case of discipline priests) or the near absence of those effects (in the case of the holy paladins).

Who Gets To Decide?

The usage of Focus Magic was never something that was something that had to be controlled or watched over by an officer or anyone in charge in any guild I have ever been in.  Most people would roll their eyes and sigh when they saw mages spam their Focus Magic macro in raid chat and would think nothing more of it.  The truth of the matter is that the person giving the buff, be it a mage or a warlock, has a personal stake in who they give Dark Intent to.  If they give it to someone who has periodic damage or healing capabilities, but is not geared for or does not have enough crit to support the stacks that come with it, nobody wins.  They should have every right to make that call and decide who will give them and the raid the best bang for their buck.

The only time that I feel an officer should intervene is if they see the warlock using poor judgment in who they give Dark Intent to.  If you see a holy paladin receiving Dark Intent a half dozen times on a raid night, I would pull the warlock aside and give them a stern talking to.  If you see warlocks taking bids on who gets the buff and not considering what is the best thing for themselves or the raid, I would put my foot down on that.  Let the warlock use their best judgment, until you realize that maybe they aren’t.

Does It Make A Difference?

You betcha!  Taking into account that the theorycrafting was done using Tier 11 BiS gear (iLevel 372), thousands of DPS could be at stake here.  Thousands!  Affliction warlocks giving Dark Intent to shadow priests led to the highest increase of raid DPS at 4131 DPS, followed by moonkin at 3462 DPS gained.  Demonology warlocks posted the next highest increase in raid DPS by giving the buff to a shadow priest.  That combination led to an increase of 3270 raid DPS, with moonkin giving an increase of 2598 DPS.  Destruction warlocks showed noticeably lower numbers, with the highest raid DPS increase being 3076 DPS, again working in tandem with a shadow priest.  Each spec showed the highest personal DPS gain by working with a moonkin and showed an increase of 1999 DPS by doing so.

The bottom line, which has become a motto of sorts for this expansion is “Every little bit helps.” If using Dark Intent at the right time and on the right person is going to increase your chances to kill a boss faster or to heal through something with less stress and mana usage involved, I’m all for it.  I would not scoff at the increases you might see right now, just because they may not be as noticeable as the ones shown on the guide that I linked.  Encourage your warlocks to do the right thing and encourage those they decide to give Dark Intent to to use it to it’s fullest.  Having a buff that require two people to make the most of it only stands to increase the sense of teamwork and camaraderie that your raid as a whole should be experiencing towards each other.

It was always my understanding that warlocks were all about Fear and CorruptionWho would have thought such a class could be responsible for such warm, fuzzy feelings?

Which Cataclysm Raid Boss Should You Attempt First?

There’s no rush on shooting for raids at the moment. The holidays are over now and I know a number of guilds have scheduled their raids after New Years. While Conquest began informal raiding operations in December, I know that one question I struggled with was trying to decide what raid bosses to go after first. Each boss had it’s own set of challenges which made some easier than others. Raid composition also plays a role as some (Most?) encounters are ranged friendly compared to others.

You know you’re ready to raid

  1. You’re bored to tears of doing heroics repeatedly
  2. You’ve gotten all the epic gear you can get from reputations
  3. You paid an arm, a leg, and auctioned off the naming rights to your first born to buy epic quality gear
  4. Full set of augments including shoulder enchant, helm enchant, normal enchants and superior gems

You have 9 or 24 other people that are in the same boat as you are. It’s not enough that you are ready. You need to have a composition that looks like a competent raid group. Make sure you have enough tanks, healers and DPS players. If you’re serious about giving some of these bosses a shot, you don’t want to go in with 4 tanks, 4 healers and 2 DPS. While you might get certain fights down eventually, several of these encounters function as DPS checks with enrage timers.

Let’s take a look at what your raid leader need to figure out.

  • Can your raid group handle dynamic encounters? The Omnitron Defense System varies every attempt. You may not get the same sequence of Trons. Your raid group must be able to respond to different sets of abilities depending on which Trons are up. This is ideally suited for players who can pick up abilities quickly. It can be frustrating the first few times especially when your group is learning how to deal with poison clouds, ch ain lightnings, red lasers and so forth. But if you log enough hours on the encounter, you’ll eventually get a feel for the mechanics.
  • Does loot matter? Scout out the loot tables of the various bosses and see which one offers the greatest variety of loot which can be used. I wouldn’t worry about this too much though as this is the first tier of raid content. I guarantee at least someone will want something.
  • Is time of the essence? This may not be a big deal for some guilds, but others have extremely limited raid hours. Blackwing Descent only has one set of trash per boss. Bastion of Twilight has multiple pulls which involve up to 10 mobs on 25. Throne of the Four Winds has no trash at all. If you want to start throwing yourselves against a wall instead of grinding through the fun that is trash, then Throne of the Four Winds or Blackwing Descent will be the instances you’re looking for.

Great! So which boss should I aim for?

This is the order I would personally recommend and why.

Argaloth: I refer to him as Brutalus’ brother. This is a great DPS check for your raid composition to see how they do. If Argaloth repeatedly enters the berserk phase and your raid is unable to take him down without dying, it’s a good bet that some of the players need to acquire more gear somehow to meet the requirements. It also awards tier gear and PvP gear.

Magmaw: This boss will be easy to take down after a few attempts at it. Your raid will know what to watch for and expect during the two same phases.

Omnitron Defense System: A little tougher compared to Magmaw but the learning curve is steeper. Your raid group will need to make repeated pulls to cycle through all the Tron abilities and see for themselves what to do.

Halfus Wyrmbreaker: The trash leading up to him is a good check of DPS, tanking and healing. In the past 3 weeks we’ve taken him down, we’ve always gotten at least one epic item from trash. In fact, last night we received two Chelley’s Staff of Dark Mending. I grabbed one of them and we looted the other to a resident Resto Druid. I believe the heroic version of the staff is one of the best weapons out there for healing priests.

Conclave of Wind: The loot from this boss is an epic belt or epic ring which has a random enchantment on it. In other words, we don’t know what we’re getting when we take down the boss. I’d rather aim for the bosses where we do have an idea of what will drop. Conclave is also slightly more technical in the amount of coordination among the different groups that is required.

Regardless of what you choose, remember that you’ll experience all of them soon enough.

Raid Leading 101: What’s your motivation?

Welcome to Raid Leading 101! I’m Thespius, and I’ll be writing weekly about the in’s and out’s of what we see (or what you can expect to see) stepping into this coveted leadership role. I plan on covering a variety of individual topics: Tips, Lessons, Conflict, Loot Systems, Recruitment Systems, Scheduling, Add-ons, and whatever you feel needs to be covered. I am a new Raid Leader myself, so I look at this entire experience as a discovery. I’m certainly not perfect, but then again, no one really is.  If you have a topic you’d like covered on “Raid Leading 101”, email it to elder.thespius@gmail.com.

On your mark, get set, GO!

I don’t believe any of us woke up one morning thinking, “Wow, I think I’m gonna be in charge of 9/24+ people!” For the most part, our desire to lead has come from experience. You may have started raiding for the first time, and saw the command that the raid leader had. He/She knew the encounters inside and out and what everyone’s job needed to be. People listened to that “General” and obeyed orders.

OR, you had a horrible Raid Leader. Maybe you felt he/she didn’t have a good hold on the situation, using out-dated or unrealistic strategies. You just felt that the job wasn’t being done correctly, and you started to see all the things NOT to do. Therefore, you take it upon yourself to be a better and wiser Raid Leader.

In either scenario, you most likely learned from what you saw. Something in your past experience guided you to this position. You’re taking the lessons you learned and the stories you lived through, and you’re putting it towards your own system. You have a great trust in what you think is helpful and what is not. The question you have to ask yourself is, “Why?”

Meaning of Life My Leadership

I got my raiding feet wet in Karazhan, and I wanted more. My original guild <Sword Through the Horde> didn’t have the roster to do Serpentshrine Cavern or beyond. I joined <Rise of the Phoenix>. Drama on a low-population server tore it apart. I joined up with the newly-minted <Team Sport>, but the raiding was just too casual. I got cozy with <Concedo Nulli>, but drama crumbled that fun to the ground. I aligned myself with Lodur’s <Unpossible> and found a great home, but it was missing something.

I was missing the friends that I “grew up with” in the game. You’ll probably hear about them throughout this “column”. They’re near and dear to me, which is why I decided to go back to <Team Sport>. However, I knew (as they did) that we needed to implement a more solid structure. They all loved hearing the stories of our boss downings in <Unpossible>, and I would even invite my friend Jayme over to watch our Lich King kills. They were slightly jealous and wanted similar. It was at this point I started to tip-toe into the leadership position.

I’ve discovered that the most important thing to me is to progress through raid content with my friends that share the same mindset. There are 6-7 of us that share the similar belief of a light schedule but with solid progression. Hence, I’ve tasked myself with creating a Raid Team based around that. My closest in-game friends and I taking on 10-mans with force.

Your turn, Grasshopper

So you have to take an inward glance. If you’ve ever thought about taking the “Reins of the Raid”, you have to ask yourself, “Why?” It’s not an easy job, so you need to be passionate. Know what it is you want to accomplish, and stay true to what got you here in the first place. Maybe it’s friendship, maybe it’s hunger, maybe it’s adrenaline. Whatever it is, take some time to identify it. It’s going to be the backbone of your leadership.

What drives you to be the Raid Leader? What is it that convinced you to take on the role?