Most of our group was heroic geared, blues and purps. A couple had one or two 213s. Gear wasn't the problem. The problem was that these people weren't used to the complexity that comes with a 10-man fight, they weren't used to the higher boss lvl and longer duration fights that ensue. How exactly are you supposed to practice for that in heroics?
I've done all the content on 25-man, except never managed to get a success on Maly-25 yet. The content by and large is most definitely easier on 25, with the notable exception of Thaddius.I believed that too, until I actually did all the content on 25 man. Hi2u less whelps and elems in sarth. Wall hallo thar mc orbs. How's it going, people that aren't ever mind controlled @ KT. Supsupsup tank getting breathed on immediately upon landing after vortex. Etc, etc, etc.
Even where there are extra gimmicks, almost all of them are trivialized by the fact you can rely on so many more buffs, tanks, healers, etc.
Let's enumerate. Typical pug is 3 tanks, 6-7 healers in 25 man.
Anub'rekhan: not significantly different in 25; more resources in 25 means less issues if people are retarded and die, and a higher healer-to-damage ratio.
Faerlina: not significantly different in 25. More resources makes this fight easier, as more healers makes it easier to heal through rage; more tanks means that Faerlina flooring the MT isn't as big of an issue.
Maexxna: wraps 2 people instead of 1, but there are more dps available to cut people out. Virtually assured heroism for <35%. Guaranteed to have multiple cleansers and cleansing methods, including totems and abolish which are passive cleansing during web.
Noth: blinks during ground phase, curses more people. A single dedicated decurser can still clean the entire raid before the curse procs; in 25-man, likely to have many people able to decurse. Multiple tanks to pick up the adds helps. More resources means less issues if people are retarded and die, and a higher healer-to-damage ratio.
Heigen: More resources means less issues if people are retarded and die, and a higher healer-to-damage ratio. Multiple disease cleansers, and a good chance at an enh shaman, which ought to make disease a complete non-issue.
Loatheb: Higher healer-to-damage ratio makes this fight a lot easier in 25-man.
Raz: The only thing trickier about this in 25-man vs 10-man is you are virtually required to have 2 priests, whereas the 10-man can be done without any priests whatsoever. But Blizzard has commented that they regret requiring 2 priests for this fight.
Gothik: Easier to balance sides in 25-man, whereas often the best division in 10-man requires nonintuitive stacking (like 4:6 with the best 2 dps and healer on the live side). More resources means less issues if people are retarded and die, and a higher healer-to-damage ratio.
4H: In 25, virtually guaranteed heroism for bursting down the meteor horseman right off the bat. 6 healers mean it's easy to go 2-3 in the back with plenty for the front. In 10-man, 2-healing this in a pug is a challenge.
Patchwerk: same per-player dps target with a full array of buffs instead of a partial array. MT can still be solo-healed with ease, which means 5-6 healers on the 2 OTs rather than 1-2 on 1 OT. Also, PW picks the healthiest of the 2 OTs to pick on, so he will flip-flop targets if he fully lands consecutive attacks--gives your OTs a longer TTL. In 10-man, he will generally just repeatedly slam the OT.
Grobbulus: only 1/25th of your raid is running off to safely cleanse, instead of 1/10th. 2 tanks to deal with slimes. It's only harder when you account for the fact that 15 extra people almost surely includes a few retards.
Gluth: practically guaranteed to have multiple earthbind/frost traps for kiting, and a frost nova and holy wrath for decimate, and 3 tanks means one can be dedicated to kiting, whereas in 10-man both are generally used for clearing mortal wound stacks. Tighter enrage on 10man.
Thaddius: harder in 25 man due to the tighter enrage.
Sapphiron: 3 iceblocks instead of 2--easier to find an iceblock during the flight phase, and less likely to have 3/3 iceblock casualties which is an instant failure. I've often had to run a long way to a block in 10-man. Virtually guaranteed to have frost resistance aura or totem available. More decursers available. Higher healer:damage ratio helps combat the frost aura, and is less crippling if retards get themselves killed.
Kel'Thuzad: More healers for the same amount of iceblocks. Moderately harder to stay spread apart, due to room density. Mind control is not a very dangerous gimmick at all, easily offset by the higher density of healers and lots of available CC.
Sarth: more adds offset by the virtual guarantee of anesthetic fan of knives or other de-rage tactics. Usually there is an OT who can be dedicated to adds. Higher healer:damage ratio, etc.
Maly: higher healer:damage ratio helps a lot with vortex. Virtually guaranteed DG for manipulating sparks. Multiple tanks for the ground in phase 2. Since drake healing is primarly done with the AoE ability, 2 healer drakes can sustain a 25-man raid better than 1 healer drake can sustain a 10-man raid. Pretty sure they changed the Malygos re-engage time in both 25 and 10 so that he doesn't floor the tank right after vortex.
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