10 vs 25 comparison


So we decided to take a peek at the 10-man side of raiding. The plan was to run a 25-man normal mode raid in tandem with the hc 10-man up to Ragnaros in order not to waste any legendary pieces and get the valor points.

We picked a balanced (performance-wise) raid comp that could deal with the first six bosses, made a slightly modified comp for Ragnaros, and went to beat some pixels to the ground.

Onwards to the bosses:

Beth'tilac

Our setup

The feel of the fight was very similar to 25. A lot less was happening in the first phase, making things clearer. The numbers seemed about ok, though we could have afforded to put much more dps upstairs from the start, easing the last phase a bit.

 

Alysrazor

Our setup

The boss was mostly a matter of not dying and then distributing loot, just like in 25. Not dying seemed to be a bit easier though, with less damage and less stuff going around. Not that you'd have enough combatresses here to handle the mass suicides happening in 25 anyway. 

 

Lord Rhyolith

Our setup

Not really any major differences here either. Incoming damage seemed to be a bit lower than in 25, especially from the avoidable stuff, since you can actually see something in the 10-man. Interestingly Liquid Obsidians still only restored one stack upon reaching the boss and the amount of spawns is lower than in 25-man. It probably doesn't make a lot of difference in practice though, since it won't be a problem if you do the boss properly.

 

Shannox

Our setup

More or less the same encounter, just with fewer people and easier and clearer positioning. Random deaths to dogs when healers are sleeping hurt slightly more on 10, since you can only alt-tab once (as opposed to three times on 25) without penalties. Bruteforced it all the way through like proper champs.

 

 

4/7 recap

It should be noted that the first four bosses all felt very similar between the different raid sizes, i.e. find a working tactic, do not die, collect loot. Not dying seemed to be easier across the board, simply because there is less stuff going on at any given time. Beth'tilac is the only one with any real throughput check, but it's lenient enough in both 10 and 25 not to be a problem if handled correctly. Frankly they are not different enough, and not hard enough, for there to be much point in debating the difficulty differences. 

 

  

 

Baleroc the Gatekeeper

Our setup (Rakez wanted loot...)

Here's the first boss with meaningful differences between the raid sizes. In 25 we ran with two tanks and four healers, careful torment + debuff positions, and an elaborate enrage plan. We just barely met the dps requirements for the fight. We saw most 10-man guilds doing it with one tank and two healers, so we figured we'd do that and have plenty of dps left over.

We had a few deaths with two healers (quite looked like four-healing in 25), and noticed that we actually had enough dps left over to do two bosses at the same time. We picked up a third healer, which completely trivialized the healing. After noticing no one was keeping up sunders we proceeded to loot the boss.

The main difference is that in 25-man you are short on dps and short on healing. You can't really compromise from either -- and if you do take five healers you need a hell of a plan for the enrage. In 10-man you can either run with three healers and only worry about dps, or run with two healers and only worry about healing. You also don't need to worry about the debuff positions for Tormented too much, since there's plenty of room to go around and only one crystal to soak.

Not only was this fight clearly easier in 10-man, it didn't really even have the same feel to it. Somehow forcing three healers and about 5% more health on the boss would have done wonders.

 

Majordomo Staghelm

Our setup

What happens when your tank forgets to turn on AD on the first scorpion slash and dies? You proceed to one-shot the boss and collect loot of course!

The fight plays (or rather, you should play it) much like the 25-man version. You maximize time on the damage/healing buff by not taking damage, which means Majordomo spends most of his time leaping around in cat form. The notable gameplay difference is that only three Burning Orbs spawn. They are an absolute pain to deal when they spawn in multiple clusters in 25-man, which simply cannot happen with only three.

The biggest problem though is that the boss has way too little health. With a completely failed pull, we still beat the enrage by about a minute and a half. It also felt like a two healer fight, and we were running with three. In all honesty, the boss could use a good +25-30% hp buff.

The fight feels more similar to the 25-man version than Baleroc, but because the numbers are so ridiculously off, Majordomo has to take the cake for being the boss with the largest 10/25 gap. You really should be able to do the 10-man version rather easily even if you dropped one healer plus one dps and went 8-man. That's just silly for the penultimate boss of a raid tier.

 

Ragnaros

Our setup

The dreaded Ragnaros. Without giving too much, the fight *feels* very much the same, as it should. On the surface it's seems like nearly the same encounter, but under the hood you see some differences.

It's unclear why, but for some reason the Magma Traps in p1 do less damage than in 25-man. Doesn't seem like a big deal unless you've clocked hundreds of deaths in p1 to traps that are synced poorly with Hand or Wrath of Ragnaros. It really isn't a huge issue even counting that, but immediately noticeable and rather peculiar. Maybe we're just doing it wrong.

Phase two is pretty similar. Aoeing the Molten Elementals down is possible with a reasonable comp and spreading really shouldn't be an issue with an acre of room to go around, and in all honesty should be about a million times easier than in 25. We like to blow stuff up though, so we just aoe'd through like in 25-man, with plenty of overkill.

Sons of Flame in the intermissions perform quite differently. They're made out of paper in 10-man, but boy are they fast without proper control. Eight spawn in both raid sizes. In 25-man and in the first intermission in 10-man the Sons are completely controllable. The second intermission in 10-man however has the tanks tied up with the Scions, and some guys occupied with Blazing Heat, which means that you'll have to figure some stuff out on the fly. Depending on the raid comp the difficulty can vary greatly with the spawn spots. If the Sons spawn in clusters, they'll die to aoe instantly (really). But if they have a good spread, this portion can be more challenging than in 25-man.

Without going too much into detail on p3 and p4, there's again a number problem. The boss has too little hp, and what's a nerve-cracking dps race on 25 is a walk in the park in 10 that doesn't even require Bloodlust/Heroism. Moreover, looking at the Dungeon Journal you could easily think that handling two meteors in 10-man should be equal to handling five meteors in 25-man -- after all, they both occupy 20% of the raid. In practice it simply does not work this way. The boss has proportionally so much less hp in 10-man that it more than makes up for lost dps time. Anyone close to killing Ragnaros will know how big of a role this plays, and how everything else ultimately turns out to be meaningless.

To be fair though, RNG does play a slightly bigger role in the 10-man version. And there aren't many things more annoying than RNG that you weren't good enough to handle.

 

      

 

Further thoughts

It's immediately obvious that there's a much greater degree of clarity and control in the 10-mans. Thinking logically, this should help quite a lot with the learning curve and avoiding mistakes, but that's not really something we could say our little skirmish 'proved' in practice. We already knew what the encounters were about and what the flame to avoid looked like -- relearning to accommodate differences is very different than learning from scratch.

A theme of more significance that you can clearly see in the three harder bosses for this tier is that the dps requirement is much too lenient in 10-man. This means that you don't really have to cut the amount of healers, which ensures relaxed gameplay for the healers while about half of their 25-man brethren are taking beta blockers just to be able to see clearly. The other half is naturally on the bench, sitting out for the extra dps. Perhaps this is a backlash from what we've been hearing about T11, but it really doesn't work as it is.

Proper tuning has repercussions though, since class balance has a huge impact when you're forced into two-heal and solo heal situations. And that's not even a stretch -- don't be surprised if you see a druid solo healing Ragnaros 10 hc before this tier is over. Might or might not happen, but at least it seemed plausible enough. Try doing that with a shaman. 

This leads us to the fact that the gap between an optimal setup and the wrong setup seems to be quite a bit larger in 10-man than in 25s. If the encounters are really hard, you'll need a proper setup. Guilds shooting for a world first should always be expected to come up with one, but those below, the ones without alt raids, will be left hanging. If the encounters are tuned for the 'average' setup, guilds who can afford the optimal one will steamroll through them.

If we were really playing 10-man, we *would* have a close to optimal setup. Even right now, scaled down from 25 to 10, we would have about 14 players and 30-ish fully raid-capable characters. The difficulty and tuning we're concerned about is for that scenario, not for the level where you're simply enjoying the game with the hand you've been dealt.

You should always keep this in mind when reading feedback from top guilds, whether they are playing 25s or 10s. The game is very likely quite different for you and your raiding group.

 

Now that you've read all that, come discuss the matter in this thread but remember to stay civil, trolling and flaming will not be tolerated.


Comments

@Fireslave : Be serious please, don't pretend that noxa or Hordlinge plays on the same field as the top 20 25-man guild. You are fooling yourself. 10-man Baleroc HM and Majodormo HM kills are not even remotely close from their 25-man version.

noxa ahead of Ensidia/For The Horde/Premonition on T12 progress ? Yeah Right BRO.(I love that their first 25-man Sinestra HM was done 30th of March, that's top 100 not top 10)

I think you didn't get my point there :)

I play in a 6/7 HC 25 Guild myself (Legends Never Die), but I would not call our Guild a world top guild by any means ... I personaly know 2 out of the world top ranked 10 Man guilds (they are german, one of them playing on my server), and without meaning to offend them ... of course they are good guilds with good players - really don't get this wrong, but to compare them with the level Paragon (and maybe 3-4 other 25 Player Guilds) is approaching the game would just be stupid.

moderated: keep it civil.

Ok,I am relativly new to this site(made up 2 mins ago),But I have very much enjoyed the insights that are provided,and have gleaned alot that I honestly believe has helped my guild with progresion.
That being said,I do have a question,Is there a particular reason why there not very many Resto shamans(zero this round I see) used for your healing make-ups? If so I would be interested in what the reasoning is. Also if there is someone I should be asking directly please let me know who.

I do not play this game at a high level (only 9/13H T11 and currently 1/7H T12), so feel free to ignore this comment if you think it ignorant on merit, but...

The argument that 10-man raids and 25-man raids are different is very real. However, what people are arguing are very simple things that anybody could remedy relatively easily. In no certain order or terms, here are what appears to be the "main points" of difficulty across the two platforms:

1) Gear -- The argument is that Paragon went in and defeated 10-man Ragnaros with a bunch of extra gear. Now, as someone else pointed out, their average item level is really not that impressive comparative to the others in the "race," and is actually lower than that of others in the "race."

2) Stacking -- The argument is that Paragon is stacking for this particular or any encounter because they have a larger roster. Truth told, they have 34 (136% of the required roster size) players identified as being on their roster, and we can say that most of them have a raid-capable alt. Fine. If a 10-man guild has even 14 (140% of the required roster size) players on their active roster, they have at least an equivalent number of players for the platform. Now, if you say that 90% of those players have a raid-capable alt, a 25-man roster would have 65 "raid-capable" players, or 260% of the required roster size, and a 10-man roster would have 27 "raid-capable" players, or 270% of the required roster size.

3) Time -- The argument is that Paragon is spending a lot more time on the encounters than other guilds. Well, they say they wiped 500+ times in 25-man (we will say 540) and 32 times in 10-man. If each pull took an average of 11 minutes (taken from Lolisa's tracking thread earlier in the race), Paragon spent 6292 minutes, or 105 hours wiping on Ragnaros. That is nearly 9 12-hour raid days, which seems about right. Most people that "lost" the race say that they did not spend that much time because they have to work, go outside, bathe, etc. Whatever.

Now, why is it so wrong that the best guild in the world has done everything that any other guild COULD have done, yet it is wrong that they DID? Just because a 10-man guild can run multiple gearing raids like Paragon, but chooses not to do so, makes Paragon's achievement less amazing. Just because a 10-man guild can have multiple raid-capable alts to bring in, but chooses not to do so, makes Paragon's achievement less amazing. Just because a 10-man guild can pour hours into attempts and strategies and addon development and class swaps, but chooses not to do so, makes Paragon's achievement less amazing. Where is the logic in this?

Whatever you want to call it -- class stacking, overgearing, or no-lifing -- they still do it better, faster, and more professionally than previous "Best Guilds in the World," and they choose to share those accomplishments with the community.

All I ask, and I am sure others may agree, is do as Thumper's father says...

(For reference: https://www.youtube.com/watch?v=oArDFU_IESQ)

Paragon, next week each one of you take off one piece of gear and then clear firelands 10H, just to show these guys that the gap in 10 to 25 is so significant that the gear thing doesn't even matter

Nah pallypower, I would rather see Paragon go on their alts in full heroic BWD/BOT gear and start from scratch on 10M-H. Granted I know it's not going to be the same because they do know all the fights already but it will still be completely different and be more of a challenge. Then you will encounter how much loot will be dropping for your 10-man runs and be like WTF? And week after week you get the same drops just to DE it and never progress in gear. So balanced ^_^

Tbh I'm actually curious if doing the "health too low" judgements someone actually took into account that 10-man guilds are farily often less balanced than 25-man ones in terms of melee/ranged. And as result for example the Staghelm fight that is "so very easy and low on hp" changes quite a bit if your group only has 1 ranged dps. And yes, I've known such guilds being in top 5 server.

Ok...so your hypothetical 1ranged dps group on Staghelm, a fight which heavily favours melee dps, would simply spend the entirety of the fight in cat, collapsing every 6 leaps before spread out again in order to reset adrenaline. I don't really see a problem with that one....

moderated: read the article.

Hey,

My point of view for 10 vs 25 man:

10 man advantages:
- It's a lot easier to find 10 great players than 25 great players. (equally skilled)
- There a lot of free space on 10 man which makes the fight a lot easier for those fights that requires spreading.
- Less adds on 10 man.
- The boss fights are shorter in 10 man.

10 man and 25 man advantages and disadvantages:
- Loot: 2 items in 10 man and 6 in 25 man which is the same drop ratio. About people saying the same item that no one needs drop lots of times, it's same on 25 man , the item that no one needs may drop twice or 3 times which is half of the loot went to DE. We are talking about RNG here.
- Raid setups: Both 10 man and 25 man raids can have a raid composition which have all the buffs and debuffs but most of the 10 man guilds just go without all the buffs cuz they can't wait for the specific class to join their guild. This also happens on 25 man in some guilds where the raid setup for some bosses is not the most optimal and they can't wait for the specific class to join their guild.You can do the same DPS/HPS in both difficulties if you have all the buffs.
I know that most of the 10 man guilds play with either ranged heavy team or melee heavy team and they have problems with some bosses just because they don't have the right raid composition for that boss.
- Mistakes: 1 death in 10 man and 3 in 25 man (or combat resses). If you lose 1 player in 10 man on a progress boss that requires some more healing or DPS you call a wipe. If you lose 3 people on 25 man you also call a wipe because the boss has specific healing / DPS requirements (most of the bosses in Tier 12 heroic are a DPS race). The difficulty doesn't matter because in both raid sizes you might need everyone alive to kill a boss (for the first time).
- Rotation of interrupts: you must have a rotation of interrupts for the boss in both raid sizes else it'll be chaos.
- Recruitment: You cannot always find the right people with the classes / specs your guild needs.

25 man disadvantages:
The space is just not enough for some bosses where you have to be spread and there's a higher chance that someone can wipe the raid if he/she make the wrong move.The positioning is a lot different than 10 man. You have to find a different tactics to solve this problem.
- It's harder to find 25 equally skilled players for your team.

25 man Advantages:
- The legendary quests can be done faster in 25 man (talking about Dragonwrath the staff) because of higher drop rate.

10 man will never be the same as 25 man.
According to Paragon's comparison, Firelands 10 man heroic looks easier ( not because they already knew the tactics from 25 man but because of the requirements.)
It's all about how Blizzard will tune the boss difficulty (T11 heroic was harder than 25 man at the start and after some time the nerfs came.)

All you need is the right people and the right setup to kill the boss, the difficulty doesn't matter.

NOTE: I might have missed a lot of things but these came first on my mind. Feel free to add some if you find any advantages or disadvantages.

I know a lot of people will agree / disagree with this but I think this is the truth!

Ruffles' Wall of Text hits you 999999999999 (1 Overkill) (Critical). You die!

So for a guild who's main goal is to get world firsts, and now professing 10man content is slightly 'less hard' than 25man content, why wouldn't you change to 10man?
It can only get you the kill quicker.

Also, you are risking to get beaten by a 10man guild in the end. Or at least, that is what will happen if you are right.

If you are in a 25 man guild , your guild is in the 25 man league.
If you are in a 10 man guild , your guild is in the 10 man league.

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