For that to work the health pools will have to be surprisingly big. Alternately, this change could reflect a different raid design philosophy. If a man raid has healers all focused on the two or three tanks, then the fight may be trivial.
But if you give all those healers something else to worry about…. Maybe raids in Cataclysm will have a lot more unavoidable raid damage. It might not be out of the question for a rogue or shaman to have to pick up an add and off-tank for a few seconds. If that is the case, then even in a man raid most of the healers are needed to handle the raid damage, so they can still only spare 2 or 3 healers to focus on the tanks. In the man encounter, maybe there is more chaos going on around the raid that requires the attention of the healers.
I think that the tank gear is going to be a main influence on raid encounter design. What are some other ways that Blizzard might handle the fact that and man tanks will have the same gear? I think its not that difficult. You just make sure that the 25 man encounter has a very short enrage or significant in fight distractions adds with very large health pools which could translate to lesser healers, add some additional splash damage that keeps the healers busy.
The boss hits are softer but the focus is to keep the raid alive and beat the enrage timer. In effect, this means 25 player hard modes, or 25 player normal modes for raids which really strive for progress. Very good gear can be obtained with comparative ease by completing the daily badge quest, farming the 10 player versions and the occasional 25 player run.
The remaining PvE challenge are the 25 player hardmodes. The motivation for trying this is not gear, but rather the wish to master something really difficult. It's about building and maintaining a team, a close-knit group of players who progress together. The most happy raid members are those who join a run because they like the challenge of the encounters, no matter whether it's a wipe night, a first kill or a farm run.
People with selfish goals, especially when it comes to loot, usually don't find much pleasure in raids. If some kind of formalized loot distribution system like DKP is not used, epic loot is normally distributed on the basis of what's best for the raid's future success, and not what's optimal for an individual player.
There is a fine line between personal goals "I want to have fun" and group goals "We want to kill that boss" , but as in many real life group environments , these goals don't need to be at odds.
If it's good for the group's success, even yielding some item or another advantage to somebody else can be fun. So be polite and don't put personal goals over those of the whole raid see the golden rule above. Only people willing to answer each of these questions with a loud and clear "yes" should seriously consider raiding. It takes a lot of effort, and the rewards are scarce. The most common and easiest method to start raiding is to find a raiding guild with an open spot. It's actually quite frequent that raiding guilds are looking for new members, because they lost some old hand.
Blizzards realm forums are a very good starting point. If no guilds are currently recruiting, it can't hurt to write a general application there, and all guilds also consider serious applications even when they're not actively looking for new members.
The alternative would be to try and start a new raiding guild. In order to have a good chance to get an invite to a raiding guild, the following technical aspects can help:. The last point is really important and works both ways. A dedicated, reliable and serious player should look for a serious raiding guild, while casual or fun oriented future raiders should look for a more casual guild. Matching player and guild character is actually not so much a question of gear, the more progressed guilds are usually aware that it's hard to gear up beyond a certain level without an opportunity to raid.
A somewhat related aspect is that of chosen role and spec. Progress oriented guilds used to have rather tight "job descriptions", when they wanted a healing druid, they were usually not interested in a holy paladin. Similarly, serious raid groups usually had only a limited number of "Off-spec" spots like elemental shaman, retribution paladin , some spec might not have been accepted at all.
And that brings me to another point, deaths! You are most likely just fine and on your way to finishing the encounter. We downed 4 bosses pretty quickly and after that we were ready for man. We went back and defeated the same 4 bosses in a much quicker fashion then we had defeated them for the first time in man, even though most of the team had never seen the encounters before.
Sure, us officers and the raid leader were a lot more sure about the tactics this time around but we had a fairly clear view of the tactics already from the start in man raiding. In man we hit enrage timers a few times and we had healers go oom, the performance requirement per person seemed to be a lot higher and I ended up with the impression that whenever there was one mistake everything went south.
In man we managed to down bosses with half the raid dead, or most of the raid dead even. Personally, I feel man is the new man. The encounters are designed to be less restrictive in terms of performance requirement and you are basically expected to see a few dead people here and there. If you want more difficulty and want your personal performance to matter more, then you should raid in man mode… and on that bomb shell, this post ends! Very interesting post. From a similar progression standpoint, My guild took a few raiders and officers and beat the first handful of bosses on 10 man before moving to 25 and repeating.
Same reason.. Some I would say are more difficult on 10 while others more difficult on We killed Artramedes before we were able to find time outside our normal 25 man raid schedule to even attempt him. We are now working on Chimaeron before we had time to attempt him on 10 man and hopefully will get the 25 man kill tonight. But you also generally have your best foot forward in 10 man. If you were given a random sample of players.
You took the best 25 to a 25 man raid and from those 25 you took the best 10 to a 10 man. The 5 people that die in your 25 man example leaving you 20 to finish the boss are probably not in your 10 man. Long live peer review! Putricide comes closest at 3. The original proposition was that bosses cannot deal more damage in Cataclysm since tanks will not have any more HP, avoidance or mitigation.
I think this is based on the false premise that stamina limits the damage output of bosses. I would argue that, on the contrary, once you get time-to-live above the hits mark the limiting factor on boss damage output becomes healer throughput, and the difficulty for both modes is not reaction time but throughput, based on spell rotation and casting rate.
This is entirely compatible with doubling the number of tank healers as you move from 10s to 25s, without necessarily changing the difficulty of the fight significantly. Watching a health bar creep inexorably downwards despite your best efforts, calling in for support from a fellow healer or blowing a cooldown is every bit as exciting as landing that 20k crit at the last second and saving a wipe.
It was my post originally about this. Now suppose that you take a 10 man raid, where 1 healer can be assigned to heal the MT. This is fairly straightforward to tune for Blizzard — they can assume a reasonable level of overall tank damage mitigation talents, mastery, avoidance, armour, block chance and a reasonable level of health, and can ensure that decent execution of the encounter provides sufficient tank damage to occupy 1 healer without letting him go OOM.
Now take exactly the same tank and stick him into a 25 man raid. In theory, and if your healers trust each other and can communicate, then this is doable. The alternative is that one healer will be able to keep a tank up in a 25 man with some support from a second healer, who has GCDs free to chuck some heals elsewhere in the raid. When the tank healers have time for raid healing, this means less requirement for healers in 25 man.
Thanks for the comment.
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