Naxx came and went so fast. In a week and a day since we started, Kel'Thuzad fell. And it's weird. We never stopped because there was a boss we just couldn't beat because we needed to gear up more. Every time we stopped it was because it was getting late.
We knocked out the Obsidian Sanctum too. It was cake.
All that's left for 10-man is Malygos in the Eye of Eternity, though from what I'm hearing he should be a tough one.
We're a few short of starting 25s still, but most of that will be made up when the rest of us who aren't 80 yet finally ding. In the meantime, we're starting to bench people, mostly melee dps, for the 10-mans. Last night was the first night we actually had a roll-off to prevent too many melee for joining the raid. (Our winning KT attempt actually ended up with a feral druid doing nothing but dancing on the sideline because we couldn't use him for anything other than his LotP aura.)
There's some talk about starting a second 10-man group while we recruit for the last few for 25s, and we have the tanks (and soon the healers) for that. I don't think many other guilds are running two 10-mans and it shouldn't be too hard to pug dps to fill out whatever we're short for 25s, but it's an idea and I think it's a good team builder as long as we can avoid the perception that there's the "good raid group" and the "other raid group."
Personally I like the 10-mans because of accountability. Individual death is more forgiving in 25-mans because each individual contributes a smaller portion of the dps or healing (only tank death is really as bad in 25s as 10s), but 25s is where the loot is.
And since we're finishing off the 10s so easily I guess 25s is really the next step until the next patch comes out. I hope Ulduar will be a good challenge. At this rate I'll probably be geared to the gills by the time 3.1 lands.
The third generation of pay to win
3 hours ago