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differences between 10s and 25s

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differences between 10s and 25s

Postby daemonym » Mon Feb 23, 2009 10:08 am

wanting to put together a full list of the differences between naxx 10 and 25. not including -ability X hits harder- because that's a given. unless it is notably more dangerous it should just be assumed. let me know if i've missed anything or if something is incorrect. i've yet to tank in 25s so forgive me if i'm way off.

Anub'Rekhan:
[10] no adds at the start
[25] starts with 2 adds already in

Grand Widow Faerlina:
[10] adds need to be killed to end the enrage.
[25] the 2 followers must be killed first. the worshipers must be mind controlled and use their sacrifice ability to end an enrage.

Maexxna:
[10] cocoons 1 person
[25] cocoons 2 people

---------------------


Instructor Razuvious:
[10] two adds and 2 mind control crystals.
[25] 4 adds and zero crystals. 2 tanked by raid tanks, the other 2 are MC'd.

Gothik the Harvester:
more mobs per wave spawn + therefore other/additional spawning points

Four Horsemen of the Apocalypse:
[25] a single healer cannot solo heal the back, or at least is not recommended.

---------------------

Noth the Plaguebringer:
[10] Curses 3 people. 2 Skeletons per wave in phase 2.
[25] Curses 10 people. 4 Skeletons per wave in phase 2. drops aggro after teleporting.

Heigan the Unclean:
more bodies to mark the dance zones.

Loatheb:
dps needs to coordinate who gets the spore buff rather than 'ok go get it.'

---------------------

Patchwerk:
[10] hateful hits second on threat and health
[25] hateful hits second and third on threat with highest health.

Grobbulus:
no changes.

Gluth:
[10] 1 zombie, coming from center grate
[25] 2 zombies, 1 each coming from both of the side grates

Thaddius:
no changes.

---------------------

Sapphiron:
[10] Ice Blocks 2 people
[25] Ice Blocks 3 people

---------------------

Kel'Thuzad:
[10] 2 Guardian of Icecrowns
[25] 4 Guardian of Icecrowns, randomly MCs 3 people in the raid. drops aggro after casting MC. recommended to set up interrupt rotations for the frost bolts.
Last edited by daemonym on Tue Feb 24, 2009 10:08 am, edited 3 times in total.
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Postby Rehlachs- » Mon Feb 23, 2009 10:24 am

what I would have to add .. i will ignore stuff like *ability x does more damage* or similar trivial stuff.

faerlina
- number of adds, additional mob type (able to charge+silence or something like this)
- silence mechanism works differently: you have to mc and sacrifice (special ability of those mobs) the worshippers instead of killing them

maexxna
- more victims on her web

instructor
- mc mechanism, blablabla
- 4 adds instead of 2

gothik
- more mobs per wave spawn + therefore other/additional spawning points

noth
- more adds & adds spawn at other locations compared to the 10man version
- more players afflicted by the curse and cripple
- blink

gluth
- doubled amount of zombies, spawning on the outer grates instead of the middle grate

sapphiron
- more iceblocks, more players afflicted by the curse, more blizzards
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Postby Jasari » Mon Feb 23, 2009 10:45 am

Might be worth noting that KT's icebolts hit considerably harder in 25man than in 10man. For 10man, it's kind of like "interrupt if you feel like it" whereas 25man it's worth organizing some kind of rotation for stopping them.
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Postby majiben » Mon Feb 23, 2009 10:52 am

If the add tank is a paladin they are capable of tanking most if not all adds. a well timed holy wrath can help them do so.
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Postby dmok » Mon Feb 23, 2009 11:05 am

Anub'rekhan
[10] No adds present at start
[25] 2 Crypt Guards at start

Grand Widow Faerlina
[10] 4 Worshippers present. Worshippers must be killed to activate "Widow's Embrace", preventing enrages
[25] 4 Worshippers, 2 Followers present. Followers should be killed (charge). Worshippers must be MC to activate "Widow's Embrace" (worshipper ability)

Maexxna:
[10] Web Wraps 1 person
[25] Web Wraps 2 people



Noth the Plaguebringer
[10] Curses 3 people. 2 Skeletons per wave in phase 2.
[25] Curses 10 people. 4 Skeletons per wave in phase 2.

Heigan the Unclean
- no changes

Loetheb
- no changes



Instructor Razuvious
[10] 2 Understudies. Orbs used to control them
[25] 4 Understudies. MC must be used to control them

Gothik the Harvester
- no change

The Four Horsemen
- no change



Patchwerk
[10] Hateful Strike's 2nd highest threat target in melee (or highest if no others present)
[25] Hateful Strike's 2nd AND 3rd highest threat target in melee (whichever has a higher current health total)

Grobulus
- no change

Gluth
[10] 1 zombie, coming from center grate
[25] 2 zombies, 1 each coming from both of the side grates

Thaddius
- no change



Sapphirin
[10] Ice Blocks 2 people
[25] Ice Blocks 3 people

Kel'Thuzad
[10] 2 Guardian of Icecrowns
[25] 4 Guardian of Icecrowns, randomly MCs 3 people in the raid
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Postby majiben » Mon Feb 23, 2009 11:10 am

25 man noth and KT have aggro drops following blink and MC respectively.
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Postby xstrykr » Mon Feb 23, 2009 11:13 am

Majiben wrote:25 man noth and KT have aggro drops following blink and MC respectively.


Gah, I didn't know KT drops aggro. No wonder I kept losing him. :?
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Postby daemonym » Mon Feb 23, 2009 12:53 pm

ty all for the help, OP has been edited with everything posted in here so far. anything else?
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Postby Belloc » Mon Feb 23, 2009 1:49 pm

While this thread has made a point to ignore the obvious damage increases, I feel strongly enough that the damage increase on 4HM should be noted. In 10-man, a single healer can heal the "back" portion of the fight (the casters). In 25-man, I never put less than 4 healers in the back.

From a numbers perspective, this doesn't seem like a big deal, but it's huge in execution.


Just thought I'd add that.
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Postby dmok » Mon Feb 23, 2009 1:52 pm

Belloc wrote:In 25-man, I never put less than 4 healers in the back.

We've never done it with more than 2 healers in the back (plus 2 "soaks" for damage)
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Postby Belloc » Tue Feb 24, 2009 10:41 am

dmok wrote:
Belloc wrote:In 25-man, I never put less than 4 healers in the back.

We've never done it with more than 2 healers in the back (plus 2 "soaks" for damage)

If those healers are paladins, fine.

If they aren't paladins, I can't imagine they enjoy that set up.
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Postby Panzerdin » Tue Feb 24, 2009 11:21 am

If a healer is enjoying their job, they aren't working hard enough. Put simply, a healer not healing almost all the time is a healer too many. I've had the pleasure of solo healing 25 man raid tanks on high tank output encounters, just so we can fit another DPS in.
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Postby dmok » Tue Feb 24, 2009 11:30 am

Belloc wrote:If those healers are paladins, fine.

If they aren't paladins, I can't imagine they enjoy that set up.

We usually roll with a druid and a priest back there. Seems to work out pretty well.
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