10-man-raiding

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  • WoW Archivist: The curse of Karazhan

    by 
    Scott Andrews
    Scott Andrews
    01.03.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Something has been afoot in Karazhan of late. First, dataminers noticed that Karazhan had been renamed Medivh's Big Birthday Bash on the PTR. In the rechristened raid, objects such as cobwebs and skeletons had disappeared. Then a later build renamed it Karazhan 2: Eclectic Boogaloo. Senior game designer Jonathan Craft tweeted that fellow designer Dave Maldonado was responsible. Maldonado later said that nothing is happening. It turned out to be a test to see if a phased quest could be set there, but sadly it didn't work. Many players would be excited to return to Karazhan, and it would make sense to do this in Warlords of Draenor. After all, Karazhan is from the same expansion that took us to the shattered remnants of Draenor back in 2007. Hopefully Blizzard will find a way to feature some Karazhan-based content during the next expansion. Karazhan remains one of Blizzard's most popular raid zones, and for good reason. But did it succeed too well for WoW's own good? Let's look back at what Karazhan offered us in its prime and how it impacted raid design in future expansions.

  • Asia first Garrosh Hellscream heroic kill goes to Tianqi

    by 
    Adam Koebel
    Adam Koebel
    09.29.2013

    Congratulations to Chinese guild 天 啟 (Tianqi) for their Garrosh Hellscream kill in 10-man heroic mode! If you're wondering why this isn't visible on WoWProgress as a world first kill, it's because they have certain advantages over players in other regions. To start, there are separate weekly lockouts for 10-man and 25-man, allowing a guild in Asia to run both in the same week. Secondly, the loot in 25-man is 8 ilevels higher and the boss health and damage is also 8% higher. This allowed Tianqi to acquire higher ilevel loot in 25-man before going into 10-man to achieve their Garrosh kill. At least one of the players participating in the kill had a average ilevel of 575 along with a ilevel 588 weapon. These circumstances should in no way detract from their achievement, but the traditional world first race is still very much on for both 10-man and 25-man.

  • From 25 to 10, a Lodur Story

    by 
    Joe Perez
    Joe Perez
    09.20.2013

    I feel like it's been a pretty big debate since the inception of the concept, whether 25-man or 10-man raiding is the end all be all. Which is "real" raiding? Which is more difficult? Which offers you the most rewards? These questions have almost been a plague on raiding discussion since the option first became available. To be honest, I've never much cared for the debate. I'm the type of person that is a live and let live when it comes to personal preferences in video games. For me, I've always just been a raider. It has been a huge part of my enjoyment with the game, second only to the story and lore of Warcraft. I've also always been a large group raider from Classic World of Warcraft right up to Mists, but I did always run with a 10-man group right up until the point where 10 and 25 started to share a lockout, just so I could keep raiding and so I knew how to handle both situations. Recently, due to personal scheduling reasons, I've had to make some changes to my World of Warcraft playtime that has resulted in not only me re-joining the Horde, but also having shifted from 25-man raiding to full time 10-man healing on Lodur. This post is just my opinions and observations based on my own change from 25-man raiding to 10-man raiding. Your mileage may vary.

  • Patch 5.4, flexible raids, dailies and more with Tom Chilton

    by 
    Anne Stickney
    Anne Stickney
    08.16.2013

    Patch 5.4 is nearing completion, and soon we'll see the Siege of Orgrimmar and the fate of Garrosh Hellscream on live servers. But 5.4 has much more to offer than the raid itself -- we'll have plenty of other content to play through as well. Featuring new pets, new mounts, a new raid difficulty and much, much more, patch 5.4 is shaping up to be a substantial addition to an already massive expansion. We had the opportunity to chat with Lead Game Designer Tom Chilton regarding all of the above, as well as plenty of other topics of contention in regards to both patch 5.4 and Mists of Pandaria as an expansion. Read on to hear what he had to say about Flexible raiding, the upcoming Connected Realms feature, the future of daily quests and the challenges of creating a raid out of a capital city.

  • Why Flex Raiding will change everything

    by 
    Matthew Rossi
    Matthew Rossi
    06.21.2013

    Ever since 10 and 25 man raiding were both equally supported in Wrath of the Lich King it's been a struggle to balance these two sizes of raiding groups. In Wrath, the balancing act was accompanied with gear inequity - the smaller size got lesser gear. Many 10 man guilds felt marginalized, and many 25 man guilds would split up to run the 10 mans for additional loot since the two sizes did not share a lockout. We're of course all aware of how that ended up working out - people complained about feeling forced to run raids twice or even four times on certain difficulties, leading to the current system of shared lockouts and the heroic difficulty toggle. The current system, with 10 and 25 man raids sharing a lockout and gear has endured since Cataclysm, and it's one of the contributing factors to the death of 25 man raiding. Simply put, it's easier to set up and run a 10 man. Each raid size has its own quirks of difficulty (the difficulty in setting up a proper raid comp for 10s and the feeling of added responsibility per player vs. the often grueling mechanical difficulty ramp up for 25's and the sense of having less space to use to avoid more damage) but all things being equal, a 10 man raid is a lot easier to get off of the ground. It does bring its own problems... it's easier to keep a bench going and rotate players in 25's than it can be in 10s - but a lot of players have opted for 10 man. Patch 5.4 threw a wrinkle into this whole balancing act with the introduction of flexible raiding. And it is this which has me convinced that flex raiding will replace both 10 and 25 man sizes for raids in the expansion to come. Having a flexible raid size with scaling damage will bring its own design challenges, to be sure, but it will also mean that once your guild hits the minimum raid size (currently 10 players) until it hits the maximum, it will never have to sit a player again. And at the maximum size, it will never have to cancel a raid because 22 people showed up instead of 25. It will change raiding, it will change guilds, but it is probably inevitable and necessary change.

  • Patch 5.3 and more with Ghostcrawler

    by 
    Anne Stickney
    Anne Stickney
    05.20.2013

    In case you hadn't heard the news, patch 5.3 is set to hit live servers tomorrow. While 5.3 doesn't include a new raid, there are a host of different new activities, including four new scenarios, heroic scenarios, a ton of pet battle changes, and of course the advancement of Mists of Pandaria's storyline as the heat ramps up between Alliance, Horde, and an outlier faction of Horde rebels. It's back to the Barrens again -- and this time, Crossroads isn't the area of contention. But on top of all of the new content comes a ton of different class and content changes as well. We sat down to chat with Greg "Ghostcrawler" Street about patch 5.3's changes, as well as some upcoming changes for patch 5.4, response to subscription losses, Vengeance changes, that big unannounced feature we've all been dying to hear more about, and much more.

  • Ghostcrawler on Vengeance and patch 5.4

    by 
    Matthew Rossi
    Matthew Rossi
    05.17.2013

    Yes, patch 5.3 isn't even out yet, and we're already looking towards patch 5.4. Thanks to Ghostcrawler, we have this to think about for the future, namely that Vengeance is getting capped at a significantly lower threshold in raids in the future. If you remember back at August of last year, Vengeance saw some significant changes that increased how fast it could ramp up in raids and also gave it a far larger maximum potential. It's been adjusted over time, but in general what GC said back last August has held true -- tank DPS in raiding really did go up. To the point where on some pulls it's not unusual to see tanks leading the DPS, sometimes by extremely large numbers. Since this is a big change that will drastically lower tank damage output (25-man tanks with their 600,000 or more health buffed will lose roughly 300,000 AP on fights where Vengeance was capping at 100% of their health) I'm not surprise it won't be coming in 5.3 -- I am a little surprised it's happening at all, because we all knew Vengeance and tank damage would do exactly what it has done when it was changed. Still, I wait to observe if it has much practical difference since aside from AoE tanking where a multitude of hits can roll in a short window of time (that 20 second ramp up period) and the tanks can make effective use of all that AP I'm not sure it will matter. 5-mans and scenarios were not mentioned, so for now I'm assuming this is only for the raids mentioned.

  • 25-mans have higher Thunderforged drop rate than 10-mans

    by 
    Megan O'Neill
    Megan O'Neill
    03.11.2013

    The new Thunderforged loot designation -- much like the affix Raid Finder -- was introduced into Patch 5.2 for a number of reasons by Blizzard. While the affix does stay certain pieces from disenchantable execution on farm bosses, players largely regarded Thunderforged items as another attempt to help 25-man raiding guilds stay afloat. The developers didn't want to go back to late Wrath of the Lich King model of completely higher loot in 25mans, so instead Thunderforged items can drop in both sized raids. However, the drop rate in 25-mans would be higher than that of 10-mans. "How frequent is more frequent?" players would ask, especially when given the chance to chat with the developers about patch 5.2. Ghostcrawler deflected the question on TotemSpot's interview, preferring to let players figure out the drop rates themselves. Fortunately for us, WoWProgress has analyzed the loot drops using its database of characters, guilds, and bosses killed this first week of Patch 5.2. Looking at loot gains from Jin'rokh the Breaker, specifically: 11.7% of the 10-man loot equipped by characters was Thunderforged 25.7% of the 25-man loot equipped by characters was Thunderforged Even figuring in disenchanted items, WoWProgress figures the drop rates to be approximately 10% for 10-man and 25% for 25-man. From personal anecdote, my 25-man raiding guild saw usually one but sometimes two Thunderforged drops per boss in addition to four to five regular mode drops. Tier pieces, of course, will never drop as Thunderforged. Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • The Illusion of Logistics: Elitist Jerks' Hamlet on 10 vs. 25 man raiding

    by 
    Matthew Rossi
    Matthew Rossi
    09.21.2012

    You may remember Hamlet from Elitist Jerks, or you may not. Whether or not you do, he's written an interesting post over on his personal blog discussing the 10 man vs. 25 man raiding issue. I addressed my own thoughts on this issue this week, but Hamlet's take is far more analytical (which is to be expected) and also somewhat epistolary, taking the form of feedback on the issue and expanding from there. Frankly, I'd do the post a disservice by attempting to summarize it, but I'd also be doing it a disservice by carving it up piecemeal here and commenting on it. One aspect of the post of note, that I really found both interesting and a trifle challenging to my own preconceptions, is his deconstruction of the notion that 25 man raiding is logistically harder than 10 man raiding. His points about how 10 man raids can often be far more difficult to run if even one player misses a night is valid, and he goes through all the ways 10 mans are limited by their smaller pool of players in a thorough and convincing manner. This is in service of the main point of the piece, which again I think deserves your full attention. He makes the case that the problem isn't logistics at all, but rather that due to group composition constraints 10 man raiding simply can't be as complex, strategic or difficult as 25 man raiding, and so it's not an issue of logistical difficulty, but rather purely inequality of design. In other words, 25 man raids are generally harder than 10 man raids because they can be, they don't have to be designed to be completed with limited group compositions. There are 34 specs in the game, and 25 mans have more room for more options than 10. Again, this is summarizing a really well thought out piece. You may or may not agree with it, but please go read his argument and don't just rely on my brief on it -- by necessity I'm missing a lot of subtleties here. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • 25 man raiding and the tolling of the bell

    by 
    Matthew Rossi
    Matthew Rossi
    09.19.2012

    I have primarily run in 25 man raiding for the entirety of Cataclysm, and I raided all through Wrath of the Lich King and even Burning Crusade in 25 man raids. 25 man raiding is where I have the most fun. I like it for a variety of reasons. I enjoy having a wider selection of classes and specs available, I generally feel like a larger raid makes a fight feel more dramatic, I dislike how empty some raids feel with a smaller group. To me, a 10 man feels like a UBRS run. These are all personal reasons, I accept that they're not universal. I also wasn't impressed the few times I went into 10 man raids this expansion - the fights always seemed much easier, we blew through bosses we struggled with on 25, clearing 10 with undergeared alts due to the extremely forgiving space mechanics of raids like Firelands and Dragon Soul on 10 man. So please understand, I am not a partisan of 10 man raiding. I don't like 10 mans. I find that their elevation to the top form of raiding was destructive to the game, to guilds, and to raiding itself. But they are and have been for some time the primary way that people raid. I hate 10 man raids. But the time has come to accept that we have killed the 25 man raid in all but name. It's not a question of should they be removed. They effectively have been removed. You see a lot of debate on what can be done to save the 25 man raid, and the developers have addressed the issue repeatedly in the Reddit AMA and Best Buy Q&A. But you'll notice that they address the issue by acknowledging it and highlighting the issues facing 25 man raids (difficulty of logistics, higher churn rates, higher recruitment needs, difficulty of encounter movement) but that no solutions are forthcoming.

  • Paragon switching to 10 man raiding in Mists of Pandaria

    by 
    Matthew Rossi
    Matthew Rossi
    09.11.2012

    Even the mightiest among us are not immune to the decline of 25 man raiding. Paragon, who you may remember as one of the world's leading 25 man raiding guilds, is switching to a 10 man raid with the release of Mists of Pandaria. Reasons given include raider burnout during Dragon Soul, difficulty of recruiting players to fill those gaps (and I can attest to that one in a general sense, even far less progression oriented 25 mans are struggling to recruit right now) and player schedules changing. It should be interesting to see how Paragon does as a 10 man in Mists of Pandaria. Some guilds thrive after the switch, others rebuild and re-enter 25 mans. I personally can't help but think this is a symptom of the gradual erosion of 25 man raiding, myself, but we'll see. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • Would playing on sheer vanity work as raiding incentive?

    by 
    Anne Stickney
    Anne Stickney
    08.01.2012

    I have a confession to make. There were a few reason why, back in vanilla, I decided to get into raiding. First, I discovered after hitting 60 on my druid that there was really very, very little to do once you'd hit level 60. Second, I had some friends who told me I would have a spot in their raids if I managed to get a Horde alt to 60. But the third reason was the secret reason, one I kept to myself and didn't tell anyone, even though it was pretty much the most important reason of all, to me. I really, really, really wanted the pretty gear. I didn't really like the look of the Devout set; I thought it was kind of boring. I didn't really care for most of the green gear while leveling. But the first time I saw a priest running around in full Prophecy, I knew that I wanted that because it was pretty. The first time I saw Benediction, I wanted it more than anything else in the world -- not because of the stats, not because of the set bonuses, not because it would make me super-powerful, but because it would make my character look really neat.

  • Mists of Pandaria Beta: 25-man raid testing starts tomorrow

    by 
    Dawn Moore
    Dawn Moore
    07.30.2012

    10-man raid testing on the Mists of Pandaria beta has been under way for quite some time now, but if you've been wanting to give 25-man testing a try, it starts tomorrow. Watcher made the following scheduling post late last weekend. Raid Testing Schedule - July 30-31 After the weekend, we will be testing a number of raid encounters, including 25-player encounters. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning. Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region. Monday, July 30th Blade Lord Ta'yak (Heart of Fear) - 10 Player Heroic 10:30 PDT (13:30 EDT, 19:30 CEST) Gara'jal the Spiritbinder (Mogu'shan Vaults) - 10 Player Normal 16:00 PDT (19:00 EDT, 01:00 CEST) Tuesday, July 31st Stone Guard (Mogu'shan Vaults) - 25 Player Normal 10:30 PDT (13:30 EDT, 19:30 CEST) Imperial Vizier Zor'lok (Heart of Fear) - 25 Player Normal 12:00 PDT (15:00 EDT, 21:00 CEST) Protectors of the Endless (Terrace of Endless Spring) - 25 Player Normal 13:30 PDT (16:30 EDT, 22:30 CEST) Feng the Accursed (Mogu'shan Vaults) - 25 Player Normal 15:00 PDT (18:00 EDT, 24:00 CEST) Blade Lord Ta'yak (Heart of Fear) - 25 Player Normal 16:30 PDT (19:30 EDT, 01:30 CEST) Tsulong (Terrace of Endless Spring) - 25 Player Normal 18:00 PDT (21:00 EDT, 03:00 CEST) As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback. source As you can see, there is still some 10-man testing left, but it's going on right now, so log onto beta servers quickly if you want to participate. If you're wondering how on earth you'll be able to get a group together on beta tomorrow to do a 25-man raid, I can assure you there have been plenty of trade chat groups thus far that you can join. Many of the groups are guilds who don't have their entire roster on beta, so they have to pug additional players to fill their raid groups. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • How do you feel about warming the bench?

    by 
    Anne Stickney
    Anne Stickney
    05.04.2012

    You know how raid nights go. Sometimes you have the bare minimum of people showing up, and you're desperately trying to fill spots. And on some occasions, everyone inexplicably shows up at the same time. When you go from barely scraping by with eight or 22 to suddenly dealing with a glut of 15 to 25, obviously somebody's not making it into the mix. So how do you decide who? Some guilds simply go by attendance numbers; if you've shown up consistently, you're in. If you just happen to be making an appearance for farm night, you're out. Some guilds pick based solely on performance in the raid itself; if you're consistently pulling high DPS and not standing in fire, you're in. If you can't find your way out of a poison cloud with a map and GPS system showing you the way, you're out. But what do you do when you're the one being sat?

  • The last gasp of 25-man raiding

    by 
    Anne Stickney
    Anne Stickney
    02.24.2012

    Imagine you have been placed in front of two hedge mazes, both leading to the same wonderful prize at the end. It could be a car, money, a trip to an exotic location -- whatever you really want, for the purpose of this imaginary exercise, OK? So there are two mazes, each leading to the awesome prize, but as you look at those mazes, you realize one of them is twistier, longer, and has potentially more hazards in it. The other is difficult, to be sure -- but side by side, it's slightly less hazardous than the other. And they both lead to the exact same thing. So which maze do you take? Most people would much rather take that shorter, slightly less hazardous maze. I mean, if you've got two choices that get you to the same fabulous prize, you'd be out of your mind to take the difficult path, wouldn't you? Welcome to the debate of 10-man vs. 25-man raiding -- and the main reason why 25-man raids are slowly dying out.

  • Ask the Devs Round 8 answers your Firelands questions

    by 
    Mathew McCurley
    Mathew McCurley
    05.25.2011

    The Ask the Devs question and answer series continues with Round 8, where Blizzard devs answered user-submitted questions about patch 4.2's raid content, the Firelands. Players are anxiously awaiting the next tier of raid content, and Blizzard has had a lot to answer for due to the changing nature of patches in the months to come. Blizzard answers some pretty good questions this time around and even addresses the melee DPS problem in many of the tier 11 raid fights. Some answers are a bit cryptic, however. When discussing the planned Abyssal Maw dungeon (we thought it would be a 5-man, but apparently, raid fights would have taken place there as well), Blizzard says that it believes that the Neptulon story is wrapped up fine with Throne of the Tides but doesn't make mention of the Abyssal Maw dungeons making a return. They only mention "for now," so hopefully the complete Neptulon story will be told in the depths of Vashj'ir. Another interesting point that the devs make is that they don't really understand the complaint that some aspects of the raid game are too easy, when they look at the number of people who have completed the 25-man heroic encounters in relation to the normal content modes. Also, the devs wanted to stress that they were not trying to turn 25-man raiding guilds into 10-man raiding guilds and actively tried to make the 10- and 25-man versions of encounters similar in order to stress that point. I am very excited for a new Lady Vashj bridge in the Firelands, though. WoW always has the coolest bridges. Read the full Q&A after the jump.

  • Officers' Quarters: Be careful what you promise

    by 
    Scott Andrews
    Scott Andrews
    02.21.2011

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. Promises, promises. Politicians make them all the time. In fact, many of them get elected based on those promises. No one seems surprised anymore when a politician fails to deliver on a campaign promise, yet our guild members usually expect us to do what we say we will. Could it be that guild officers are actually held to a higher standard? Let's look at this week's email to find out! Hello I am an officer (well one of 2) in a medium sized semi raiding guild We also have a large number of "casual" players in our guild. During LK era, we had 2 different 10 man raiding teams going on. Both groups I took the time to rotate different players out each given week so everyone had a chance to raid.The second group was also made up of some of the first group's alts. This was very stressful on me due to I would take all week to get the groups ready only to have someone say at the last minute would say oh I can't make it 5 minutes before raid started, then I would have to rework the "group composition" in a flurry to be able to start the raid on time. Well during Cata we all agreed we did not want to do rotations and only wanted to do 10 man raids and wanted two solid 10 man groups with the same people every week ( with a stand by if needed), so we could work as a "family" unit and mesh well together.

  • Breakfast Topic: The changing face of raid group sizes

    by 
    Alex Ziebart
    Alex Ziebart
    12.16.2010

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. Sweat was beading on my face, and the pain just kept coming; it would not cease. I stood and could only gaze at my friends as they slowly fell one by one. As they dropped, that is when I snapped into action, for I was the harbinger of more repair bills. I was the out-of-combat rezzer. This is what I imagine my priest felt as I ran him through the Molten Core. I am glad that spot went the way of the dodo. Indeed, there are a lot of things that I do not miss from raiding, and there are a lot that I do. One of the new changes, 10s and 25s sharing raid lockouts, made me think of the changes that we have seen at each expansion. As the game seems to gear itself towards the more casual raider, I find many things much more to my liking. Yet I do remember that feel of fighting a 40-man raid boss, and that is one of the epic feelings I miss. The problem I have found with casuals, whether we were running 10/20s or alliance-guild 25s/40s: We almost always came up too crowded or short-handed, depending on the week. Either people had to be cut, or people had to be pugged. This also got me thinking, why not 15s? If we had too many for a 25, we could get two 15s; too few, one 15. Then I thought, why not just have instances scale? The more folks, the more gear, the tougher the fights -- from eight to 40 and anything between. It probably is too complicated for the programmers, but fun to think about nonetheless. What do you miss and what don't you miss about the older raid group sizes? If you could have one WoW raid group size wish come true, what would it be?

  • Officers' Quarters: The great raid-size debate, part 3

    by 
    Scott Andrews
    Scott Andrews
    11.15.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. Welcome to the third and final column exploring the various pros and cons of raid size in WoW's upcoming Cataclysm expansion. Before we talk about the final category, let's recap. In part 1, I examined the various gameplay considerations that come along with the different sizes. Gameplay We can only speculate about relative difficulty. 10-man raids offer fewer options for dealing with specific boss abilities and/or adds. Position-based abilities are easier to deal with in 10s. Player deaths are not as crippling in 25-mans. It's easier to cover for someone else's mistake with 25 players. In part 2, I talked about the logistics involved in running each size and the rewards you can obtain from them. Logistics A 25-man raid requires an intense recruiting effort. "Cat herding" is flat-out easier in 10-man raids. More raiders mean more attendance issues and technical issues. Subbing is easier in a larger raid. Scheduling difficulties are easier to manage with more players. Loot is easier to distribute in 10-man.

  • Officers' Quarters: The great raid size debate, part 2

    by 
    Scott Andrews
    Scott Andrews
    11.08.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. Last week, I received an email asking me for my thoughts on raid size in Cataclysm. As it turns out, I have quite a few thoughts -- three columns' worth, in fact, covering four different categories: gameplay, logistics, rewards and intangibles. My goal is to help officers and their guild members to choose which raid size is best suited for their guild. A week ago, I wrote about the gameplay category. This week's column will cover two topics that have been linked together throughout the history of the game. From the very beginning of WoW, Blizzard has made a connection between more difficult logistics and greater rewards. Molten Core, Onyxia, and later 40-man raids rewarded the best available gear in their respective heydays. Throughout The Burning Crusade and Wrath, 25-man content yielded the best items. For Cataclysm, this paradigm is shifting. Let's take a look at the logistics involved with the two raid sizes and the rewards that each size offers.