04-28-2009, 05:41 PM
(This post was last modified: 04-28-2009, 05:43 PM by Swiss Mercenary.)
A good place to tank Deconstructor is on the stairs behind him. Also, the key for the enrage is having healers DPS the heart, and 100% of the DPS' attention focused on it. Clean up the bots after the phase ends - in the meantime, Shaamns, Mages, and Hunters can Earthbind/Frost Nova/Frost Trap the bots.
I'm going to go ahead and say, however, that 10-man will punish you for having a "bad" raid composition. Take, say Mimiron 10. That fight's going to be a nightmare (Four hours of wipes, after we beat him on 25-man) if your hunter's a keyboard turner, and is unable to hold aggro while kiting Assault bots, and you have a 100% caster group (No Crippling Poison, no Kidney Shot, no Hammer of Justice, even).
Likewise, Thorim will give you a run for your money if you don't have enough beefy melees.
I haven't seen 10-man General or Yogg, but I'm expecting that neither will be particularly bad, anthough you'll again probably wish you had melee on Yogg.
Otherwise, most of the bosses are easier then on 25-man.
Hodir, Freya, Kologorn, Ignis, Razorscale, XT-Deconstructor are significantly easier on 10-man, due to either reduced raid damage in small groups, reduced DPS requirements, or both. The rest of the pre-General bosses pretty much the same, but I'll say that Mimiron 10 is probably harder.
On the subject of 25-man, I am extremely dissapointed by nerfs to Ignis, Razorscale, and Kologorn. The latter's now a loot pinata, and I think the problems most guilds had with Razorscale have to do with the strategies they use (As well as failing to understand important mechanics of the fight.)
Quote:Update: my 10 man group just beat Yogg. It's not a bad fight but not too hard on 10.
It's not a gear thing. Entire fight elements are missing from 10 man versions in order to make them easier. Moreover, many of the remaining mechanics punish you for not spreading out or for having too many people close together, and the rooms are the same size on 10 or 25. That means 10 man groups can often counter these abilities without even trying, whereas 25 man groups take multiple casualties and can potentially fail the enrage timer.
I'm going to go ahead and say, however, that 10-man will punish you for having a "bad" raid composition. Take, say Mimiron 10. That fight's going to be a nightmare (Four hours of wipes, after we beat him on 25-man) if your hunter's a keyboard turner, and is unable to hold aggro while kiting Assault bots, and you have a 100% caster group (No Crippling Poison, no Kidney Shot, no Hammer of Justice, even).
Likewise, Thorim will give you a run for your money if you don't have enough beefy melees.
I haven't seen 10-man General or Yogg, but I'm expecting that neither will be particularly bad, anthough you'll again probably wish you had melee on Yogg.
Otherwise, most of the bosses are easier then on 25-man.
Hodir, Freya, Kologorn, Ignis, Razorscale, XT-Deconstructor are significantly easier on 10-man, due to either reduced raid damage in small groups, reduced DPS requirements, or both. The rest of the pre-General bosses pretty much the same, but I'll say that Mimiron 10 is probably harder.
On the subject of 25-man, I am extremely dissapointed by nerfs to Ignis, Razorscale, and Kologorn. The latter's now a loot pinata, and I think the problems most guilds had with Razorscale have to do with the strategies they use (As well as failing to understand important mechanics of the fight.)