Because why would you go 10 man only? People doing H Arch gotta do mythic next which require 20 people. So of course groups are around that size
Because why would you go 10 man only? People doing H Arch gotta do mythic next which require 20 people. So of course groups are around that size
Dropndestroy | i7-3770k 4.6Ghz | EVGA GTX 680 SC Signature+ SLI | ASUS Maximus V Formula | G.Skill 16gb 2400 | AX850
p1 is easier with fewer people, p2 is about the same, p3-4 is harder with fewer people. Ends up about even.
Like many others, we bring friends+family to our heroic clears to generate more loot. They get to coin on bosses they otherwise wouldn't be able to kill (and get a decent amount of loot that our main raid doesn't need), we get more drops to choose from. Win-win.
You are not "on" HC archimonde though. He means that for those groups where this fight is currently progression for them.
This is definitely another fight where it's easier to faceroll the last phase with more people/healers, much like the vast majority of the instance. I think we took like 29 to our kill. If you're a guild that's just hitting heroic Arch then this fight can definitely be extremely difficult for you with <15 players until you farm up some more gear/get more rings. Perhaps that's the design, but the imbalance between having 15 people (which I imagine describes many heroic guilds playing WoW) and 30 (i.e., mythic guilds stuffing their raids) is ridiculous.
http://us.battle.net/wow/en/characte...ennoyer/simple | 9hr/wk 25 man
10man is probably 2x more difficult than 30man.. I just did a 30man normal mode Archi kill pug, we had a few players under 30k dps, 7 under 40k dps, we had 4 dps above 50k dps (myself, a rogue from Rapid Eye Movement, some random hunter and a Shaman from some 9/13 mythic guild, tank was from same 9/13 mythic guild but the 2nd tank was a shitty geared alt).. We faceroll killed it on the 2nd try, boosting shitloads of players.
I've done a low man Archi normal kill with my own guild and it's harder than 11/13 bosses on HC, in a 30man group it's near enough a faceroll fight.. Heroic is the same situationm, It's not even remotely comparable. The difficulty of Archi HC with a 10man is on a completely different level to running 30man.
It might as well be classified as a different difficulty, though Blackhand was no different either.
Last edited by Bigbazz; 2015-07-27 at 03:03 AM.
Probably running on a Pentium 4
Last edited by overdose; 2015-07-27 at 08:11 AM.
Eh, not really, Blackhand had two separate points where balconies became much more deadly. As long as you were below certain raid size, it was ok, adding one more person increased the difficulty by more than it should and it eventually got hotfixed. Nothing like that happens here.
We are a 2/13 M guild. Due to vacation and some people moving we had some setup issues for the last 2 IDs and were going for archi hc with 15 to 17 people.
We had no problems until the last phase and then we simply got overrun by living shadow dying slowly to all the damage incoming running out of healing cds. We only had one hunter (me, dealing with the living shadows) and were rather melee heavy. Our best try was something just under 10%. We got rekt in the last phase again and again, barely improving at all.
Yesterday we had some trials with us, resulting in a raidsize of 24 (3 hunters), but still pretty melee-heavy.
The result was: we finally killed it in the first pull of the evening. That felt really ridiculous and underwhelming after banging our head against a wall for 2 evenings. The boss is so much easier with more people (especially with 2 hunters able to deal with the living shadows) and imho the tuning for smaller raidsizes is totally broken.
The entire difficulty of the fight comes in the last phase. We got it to 40% on our first ever pull. And what you said about phases 1 and 2 being easier with a smaller group just isn't true anyway. Larger group = smaller % of raid effected by wrought chaos, more CD's, more interrupts & a smaller % of your raid are tanks and healers. And no a larger group doesn't mean more fire. That's based off of doomfire spirits which you kill more easily with a large raid.
But that's all irrelevant because phases 1 and 2 are a 1 shot to any guild that's killed it on normal.
That's what we did even when progressing om the fight our raid was filled with friends and family. Not saying the tuning is right for 10-15 player raids, but it's doable, last phase is chaotic for any raid sizes and demonic feedback favors smaller raid group due to easier spread