Guild Goals: Deciding Between Normal Raids and Heroic Raids

10s-raiding-25s-raiding

A number of guilds are beginning to have their members approach level 80. Now they’re stuck at a cross roads. Do I raid 10s or 25s? Setting a raid to Normal difficulty allows only 10 players to enter. Toggling it to Heroic allows 25.

First question GMs need to answer is what kind of raiding guild are you? I’m not referring to casual or hardcore or anything like that. I’m not interested in your style. I’m referring to your end game goals and intentions. When I formed Conquest a few weeks ago, this was the first question that popped into my head. I felt that it was important for a GM to define what their end game is so that steps can be taken towards achieving it.

I basically had 3 options when it came to guild endgame objectives:

  • Strictly 10 mans
  • Strictly 25 mans
  • Both 10s and 25 mans

Not only that, I had to make a choice for myself as a player. If you think about it in terms of BC, this would’ve been tantamount to running SSC, TK, Karazhan, and 2 or 3 resets of Zul’Aman per week. I wanted to commit to no more than 12 hours of raiding per week because a lot of players have other things to do.

Looking at that list, I crossed 10 mans off the list. I am far too ambitious for that.

This left me with the option of either 25s or guild sanctioned 10s and 25s. I had to deliberate this a bit more. Having to organize both 10s and 25s meant extra organizational and logistical work on my part. Since most drops from 10s will be replaced anyway, it made much more sense to me as the GM to stick the guild into the 25s.

Factors

Organizational and logistical: I’d have to plan out raid days for 25s and I’d have to plan out raid days for 10s. I would have to run 2 separate raid groups which would involves its own unique set of challenges. I have to pick out the days for the right group. I have to ensure there’s enough tanks and healers. What happens if someone can’t make it? I’d have to scramble to find replacements. That’s too overwhelming for me to do.

Time: 12 hours of mandatory raiding per week is all I ask for. My experience in beta taught me that 12 is the right amount of time to spend in order to clear out all of the raid instances. To ask them to do more would tax their stamina and increase burnout which is something I want to avoid. Throw in 10s and I could be looking at 20 hours a week of raiding. I won’t even consider that.

Increased freedom and autonomy: By not making mandatory 10 mans, I give them the option of participating in it on their own. From a personal standpoint, I have almost no innate desire to run Naxx 10’s. I suppose that was a side effect of the beta. The 10 man instances are nice, but they’re just not my cup of tea. Between blogging and school, it’s difficult for me to find the time to run 10s on top of the 25s. If players have friends in different guilds, they don’t have to feel obligated to turn down runs with their friends for the sake of guild runs. I make it known that they are on their own. There’s always a few people in guild that feel otherwise and I’m sure they’re capable enough of organizing runs on their own.

Besides, I prefer Earl Grey.

At the end of the day, I decided to give my guys the choice. They can run whatever 10 man they like on their own time with whoever they want, however they want. Loot Council won’t be responsible for how the drops are done.

And it becomes one less burden. This belief plays into the concept of the path of least resistance assuming 25s are the primary objective.

My Love/Hate Relationship with Heroic Naxxramas

naxx-kel

Last night, I had the pleasure of working with some of the most skilled players in beta and we were able to clear out Heroic Naxxramas (otherwise known as 25 man Naxx). Let me tell you about my initial impressions, what I love, and what I hate.

I love…

the fact that the number of tanks needed for Naxx don’t seem to have changed. Our main tank was a Warrior. No fusses about class here. The reason he was the MT was because he was the most geared (he ran Naxx, Obsidian Sanctum, etc. every day). Prot Paladin was the second tank for any massive AoE related pulls. Feral Druid was third although he would switch up with the Prot Pally depending on what the job was. Didn’t have the pleasure of working with a Death Knight. I’m happy to say that I had no problems healing any of them on the various bosses or mobs. Druid tank had the most with 34k while the Paladin and Warrior clocked in at about ~31k. I made sure to address this first, due to a question I got from Twitter:

@honorshammer Are you seeing much disparity in healing tanks of various classes?

Hope the above question helps! Love your blog by the way ;).

I hate…

my mana regen. I took a look at one of the other Resto Druids and he was sporting a jaw dropping 1500 mana regen while not casting. In my PvP gear plus other assorted PvE epic items, I hit around 600+.

I love…

how Priests will be virtual requirements for Heroic Naxx. You can get away without having other classes at all, but you need Priests for 2 of the encounters because we have to Mind Control certain mobs in order to successfully do them.

I hate…

Sapphiron. He’s the 2nd to last boss in Naxx and he’s going to be a huge headache.

I love…

how the bosses drop between 4 – 6 pieces of loot (some of them are tier bosses).

I hate…

how people complain about not getting the loot they want because its freakin’ beta and you don’t get to keep it anyway!

I love…

that while most players were still wearing blue PvP gear to raid, we were still able to 1 shot almost every boss in the instance. We didn’t over gear it. All of us were on par with or were what could be considered slightly undergeared. This proves to me that if you have a large number of skilled players going in, you won’t have a lot of difficulty. There are a few exceptions:

Instructor Raz: 2 shot
4 Horsemen : 4 shot
Sapphiron: 5 Shot
Kel’Thuzad: 1 shot

I hate

the fact that it took us a little over 7 hours to clear. But there are a few important factors to keep in mind:

  1. Pickup raid
  2. Boss explanations are complicated
  3. Some people had to leave and we had to pull in replacements

If it’s a Guild run, I can see the time knocked down to about 6 hours or maybe even 5. Obviously if you over gear the place, then I wouldn’t be surprised to see it drop down to even 4 and a half. But suffice it to say, I suspect most guilds will take at least 2 days to clear the instance and learn it.

I love

Death Knights. Look at this screenshot below:

op-dks
The top 5 players are all Death Knights. Number 6 is a Rogue. The numbers ARE slightly inflated since Thaddius has a little mechanic about him that increases DPS. Here’s a slightly better representation:

naxx-dps1 naxx-dps2

DPS order by class on Noth:

  1. Death Knight
  2. Hunter
  3. Death Knight
  4. Death Knight
  5. Ret Paladin
  6. Ret Paladin
  7. Mage
  8. Death Knight
  9. Death Knight
  10. Rogue
  11. Boomkin
  12. Feral Druid
  13. Boomkin
  14. Mage

Your mileage may vary. We only had 1 Rogue and 1 Warlock. Our raid was stacked with an abundance of Death Knights as you can see above and all of them made up the top 10.

I love

the DPS averages. Again, scroll back up and look at the DPS on the side, not the damage done. You should be pushing over 2000 DPS when you enter Naxx. Of course, I might take that statement back later. Who knows? But I’m just going by what I’ve seen thus far.

I love

these crits:

heal-crits

Repeat after me: MASS OH PEE. That’s a Resto Shaman above me there and my own Prayer of Mending.

I hate

this whole loot homegenization thing but I understand it. I started a discussion on Plusheal about how to tell whether or not you should roll on certain cloth gear or to pass on them. Wyn will be exploring this topic at some point later on, as well. It feels weird for casters to roll on gear. But I accept it and I understand it will be better in the long run.

Over the coming weeks, I’ll be doing detailed healing guides for the normal and heroic versions of Naxx and Obsidian Sanctum. You’ve seen a sample of them earlier when I published a few of the 10 man ones. They’re not designed to replace WoWWiki or Bosskillers guides. What they’re meant for is to provide you (the healer) with the knowledge that is relevant to you in order to keep your raid alive. I’m most likely going to miss out on a few abilities but I’ll be sure to nail all of the ones that are important including all major boss mechanics.

Yesterday night, I took a boat load of screenshots, recorded vent when the raid leader was delivering explanations, and I have a plethora of notes all across my desk with diagrams, and post-its scattered all over the place.

By all means, if you’d like to savor the learning experience yourself, go for it. I’ll be here if you need a quick pointer or two to help you out.

Which is what this blog is for.

Questions? Comments? What else would you like to see? Will the Canucks make the playoffs this season? Will Brady get usurped? Do you require more Vespene gas? Are you, in fact, a hollahback girl? Will I ever stop beating myself up over the 7 questions I know I for sure got wrong out of 50?

Big shout out to Totodile for having to put up with the various morons in the raid, as well as organizing and quarterbacking the whole show!

Guest Post: Heroic Pugs are Not Heroic

Matticus’ Note: This is a guest post from a friend of who has no blogging experience whatsoever but still did a great job nonetheless. I have another exam in about an hour. Thanks Brendan! Post has been edited for clarity and such.

First off, let me say I’m not a writer/blogger in any way, shape or form. I’m writing this because an idea popped into my head, and I’m tired of studying for finals. This blogging stuff is a nice change from the 17 credits of math I have this semester that engineers are supposed to know.

I don’t know about the rest of you, but my view of PUGs (Pick-Up Groups) has gone downhill since BC came out. It started out fine, pugging some people to get some experience while exploring the new instances in outlands. As a druid, and usually feral to boot, I wanted to get exalted with Cenarion Expedition ASAP to pick up my Earthwarden (best tanking weapon until SSC trash). I was in a small guild at the time and there were only a handful of us hitting 70 at the same time. It wasn’t easy to get a group to grind out Steam Vaults a dozen times a day for the required rep. I would turn to PUGs to accomplish this. For the most part, this went the same way to get revered with most of the factions. Even with quested items and random greens in most people’s gear, normal mode was still fairly easy. Subsequently, after doing countless runs of instances for rep, people would replace their greens with decent blues and fill out their dungeon 3 sets. More importantly, people would learn the instances, know what bosses/mobs did what, who to CC, where to go and such. By the time the rep was obtained to be able to hit up the heroics, people had knowledge/gear to stand a chance, and knew how to play their class.

This is all well and good, but then comes 2.3 and heroic keys only require honored. With pretty much any faction, you can obtain honored by doing their quests and 1-2 clears of each of their instances (sometimes even less than that!). What does that mean? People try to get into heroics still wearing their quested blues/greens, and not knowing what the heck is going on. It used to be a reasonable bet that when you pugged for a heroic, the people you got were somewhat decent, because they had done the run on normal at least a dozen or so times, and had decent gear. Now, you don’t get that confidence.

I’ve heard many stories (and experienced a few) in guild chat, of people pugging a couple slots for whatever heroic when there weren’t quite enough people online from the guild to do it with. There have been melee hunters that shoot their own traps, priests that only used flash heal (“lol greater heal takes too long”), tanks that can’t hold aggro on a single mob, mages who don’t know what a sheep is, pally tanks who consecrate on top of all the CC, and multitudes of other things. Even if you don’t get these kinds of people, there are simply people that don’t have the gear and they will get destroyed by the trash. In some instances, groups will not have enough DPS to burn down adds on bosses, making heroics all but impossible. Then there’s the issues of ninjas, people leaving unexpectedly, “know-it-alls” saying that their strat works and that t4/t5 group leader doesn’t know what he’s talking about… but those are just general PUG rarities that can happen anytime.

Now, this may sound like just a gripe with the heroic key rep change. It’s great for people trying to gear alts who don’t want to grind out the reputation to do the instances, and usually can be carried through by decent guildies. But that’s an entirely different story. The issues mentioned are more adamant to happen with PUG groups. And at least with people you know, usually there is some sort of voice communication being used, which lessens the pain of inexperience in one or two group members.

All in all, I tend to stay away from PUGs. For the most part, it’s just a repair bill waiting to happen. One of my friends who would accept a PUG invite on his main to anything from RFK to heroic Shattered Halls (one of my least favorite instances w/o a well geared Paly tank, or 2 Druid tanks), now thinks twice before pugging anything past normal difficulty. I refuse to do them, and I get at least a couple of tells a day asking to tank or heal PUGs. I usually let them down nicely, saying I’m not the spec they want (people go away so fast when I tell them I’m balance), or that I’m logging soon (which is usually the case).

This wasn’t really an informative post, just my personal gripes with heroic PUGs, which I’m sure more than a few people can relate to. Hopefully at least a couple of you agree with what I wrote, and it wasn’t an entire waste of time reading. But if not, I’ll go back to my horrendous amounts of number crunching engineering stuff and leave the blogging to the bloggers.

When Brendan’s not busy crunching numbers, he plays a horde Feral druid on… some server. I can’t remember. But thanks for the heroic insight!

Heroic Dungeon Daily Quests

Honestly, what a brilliant idea by Blizzard. I stepped into Heroic Botanica yesterday for the first time (and probably the last). I never would have gone in there otherwise if it weren’t for the daily quest. After a few bumps and bruises in the beginning, we managed to clear it with some minor difficulty. Reward? 40G. After repairs? 33G. Not a bad haul.

I’m feeling sick right now so I’m not quite at school yet (2:30 class). At the moment, I’m sitting at home and about to get underway in Heroic Black Morass. Of course, the Hunter just HAS to open fire on Horde near the summoning stone and my group gets picked apart with our corpses being camped. Damnit Hunters, stop being so trigger happy!

Does the Zul’Aman bear boss have a reset bug? I was in there yesterday, and we wiped for a few times while our tanks were adjusting to his debuff. Before we knew it, he reset himself appearing at the beginning of the instance. He was not able to be aggro’d. In fact, he just stood there. Is that the way it’s supposed to be? My group had JUST gotten a handle on things, and if we had another few shots I know we could’ve killed him. At least the instance will reset quickly.

EDIT: Forgot to mention that I wasn’t referring to reseting the encounter. After a few tries, the Bear boss will despawn and move to his first position where he stands on top of a ledge overlooking the area. Problem here is that he won’t aggro onto the group. He’s targetable but invulnerable. He doesn’t move and the script doesn’t seem to trigger. We tried running out and back in to see if that did anything, but to no avail.