RAID 1 arrays consist of two drives. In this configuration one disk drive is a mirror of the other, meaning they both have the same data on them. The upside of this array is an increase in performance, boasting 2x the read rate of a single disks.
Raid 10 arrays consist of two or more equally sized RAID 1 arrays. The data in a RAID 10 array is both striped and mirrored. This gives you both an boost in performance as well as data protection. The main downside of a RAID 10 array is that any drive segment is limited to the smallest drive in the array.
RAID 5 arrays require a minimum of three disk drives. For redundancy this array uses data striping and parity which also provides data protection and a performance boost. The upside of this is that parity data is error-correcting redundancy that is designed to re-create data if a drive fails. The downside of RAID 5 is that the drive segment size is limited to the smallest disk drive. This configuration stripes stored data and parity across all disk drives on both RAID 5 arrays.
The upside of this configuration is parity data provides data protection while the striping provides a performance boost. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. By choosing I Accept , you consent to our use of cookies and other tracking technologies. Gaming PlayStation Xbox Nintendo. Movies TV Comics.
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Progress oriented guilds used to have rather tight "job descriptions", when they wanted a healing druid, they were usually not interested in a holy paladin. Similarly, serious raid groups usually had only a limited number of "Off-spec" spots like elemental shaman, retribution paladin , some spec might not have been accepted at all.
These rules were rather strict in vanilla where each class usually had exactly one raid-capable spec , became softer in TBC when most classes had 2 or 3 raid specs , and have all but vanished with WLK. Since 3. Only the best of the top guilds, those competing for first kills, are still concerned about class and spec. The only challenge which remains when composing a raid is to find the appropriate numbers of tanks, healers and damage dealers the "default" being tanks, healers and damage dealers.
Individual players' capabilities are nowadays much more important than class or spec. Knowledge of boss fights is paramount, as is the players' ability to get the maximum threat, healing, or DPS possible with their current equipment for tanks, healers, and DPS respectively.
This is particularly important in fights where one player's ignorance can easily lead to a wipe - encounters such as Thaddius or Kel'Thuzad are particularly notable examples of this. In 5- or man groups, a single leader can do all the management necessary - one person can organize healing, tanking and target assignment without there being much danger that something is forgotten or out of sync.
In a raid the tasks are much more complicated and specialized, and sometimes require detailed knowledge of class or build capabilities, so that actually quite a lot of the management tasks get delegated to "officers", and the raid leader himself mainly focuses on keeping things synchronized.
As all hierarchies, this structure can either be maintained out of necessity, because it makes things easier and better organized, or it can be used as a means of suppression. For beginning raiders it's sometimes hard to distinguish these two forms. Normally there are a few extra chat channels set up, for example one channel for healers, one for warlocks and mages, another for hunters, and one for all melee classes.
Each of these channels should have one leader, and these leaders join the officer channel where they discuss together with the raid leader overall strategy and synchronization. Unless the task at hand is totally routine e. Raids are not a good place to get to know the other members.
There are too many people, and there's too little time. When it comes to tactics, beginners should really be careful and first try to understand how this particular raid works. Although on many bosses there are widely accepted "standard" strategies, some raids may do things differently and still have success. It is not a good idea to try to teach things to long term raid members, justified as it may be.
Discussions should not take place during a raid. Good methods to annoy other raid members and the leader in particular are to predict doom and failure before the pull even begins or to declare "wipe" when just a few people are dead. It is important for the success of the raid to stay positive, especially when learning new content.
A good mantra is "Wiping is fun" meditate about that - it really helps. So whenever anger about a bad run wells up, just think of how fun wiping is! For mana users, endurance may be important, particularly for healers. Every mana user must be able to sustain a 10 minute fight. Tanks and to a lesser extent everybody else may need many different sets of armor to adapt to different situations e.
A Wipe happens when all members of the raid are dead. Part of the challenge of raiding is to recover from this and get moving again quickly. Quick and efficient wipe recovery helps to increase the raids success. While learning a new encounter, wipes usually happen every 15—20 minutes, thus in a 3-hour raid assuming 15 minutes a raid that takes only 5 minutes to recover gets 9 tries at the encounter, whereas a raid that needs 15 minutes only gets 6 tries.
For this reason, new members should quickly find out under which circumstances they are supposed to release, when they should self-rez, and when not.
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