Originally Posted by
Sengiratolom
Damage of abilities in 25man, as well as relative health pools of adds and bosses have always been higher, hence why many 25m guilds killed rag hc on 10man way before they did so on 25, because the add hp difference allowed 1 person to kill 2 adds, while you needed 2-3 to kill 1 add on 25, resulting in adds being down faster= less chance on the 2nd meteor to spawn= last phase was considerably easyer.
Besides, 10man is build around the wrong asumption that you dont have every relevant (de)buff, hence why tank dmg is halved and hps and dps number requirement, per person, are way lower then the 25man ones. Allowing ppl to cheese mechanics, domo hc solo tanking scythe 1 more time, full dps gear dk tank on ultraxion, being kept up by a single hpala, turning a 2/2/6 into a 0/1/9. The current Dark animus heroic zerg tactic has a 60k dps per person lower requirement in 10man then it has in 25.
Several bosses that have a "does more dmg the longer the fight lasts" mechanic also were 1st killed 30 sec faster then the 25man versions, that were actual dps races and close to enrage kills.
One of our members (lock now, used to play prot pala) started in 10man and was suprised by the tank dmg on bosses in 25 on the same difficulty (heroic compared to heroic, comparing raid sizes is done in the rest of the topic), and i recall him saying "i actually need to use cooldowns here"
Number wise, 10mans require you to perform less then 25mans, altho you are more likely to be targeted by random abilities.
Besides the pure game side requirements, 25 also puts more requirements on your own pc, as it has to work with more spell effects, combat log entries and what not, before i bought a new pc i had to play on "fair" graphics in DS 25 to avoid lagging, while i could set them to "good" in 10man alt raids and had no lag @ all.
Add the fact that it is easyer to organize 10 ppl then it is to organize 25, and you need little explaination why the number of 25man guilds are declining as loads chose the path of least resistance.
About the gear thing, thunderforged items have a 1% chance per person to drop, 10mans= 10% TF, 25mans= 25%, which equals out because a single TF drop boosts the raids ilvl more in 10man then it does in 25man.
Only fair they seperate the FoS for 10 and 25man (not the actual achievements as they are merged) so that guilds get credit for a realm 1st heroic clear (in that raidsize), as 10man and 25balance in this game is nothing more then a druid spec and variations thereof.