Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 5, 2007 15:28:07 GMT
Hello Everyone, I'm gonna make a 'small' summary about the Information in the Dungeon and Raidings in our Expansion Pack called : The Burning Crusade!I think it will be an advance for us all, at least our Guild members who Check the Guild site enough ;D. All the tactics I'm writing down here are not my personal Experience, cause if I'd have to write them it would take a bit longer. I'll update it as far as I'm able too and if you got anything to add at my explanation , please go ahead ! ( And please if I have any writing mistakes, Aid me then ) My Best Regards - Denduvel ! |
Name | Level | |
Auchindoun: Auchenai Crypts | 65-67 | |
Auchindoun: Mana-Tombs | 64-66 | |
Auchindoun: Sethekk Halls | 67-69 | |
Auchindoun: Shadow Labyrinth | 70 | |
Caverns of Time: Old Hillsbrad Foothills | 66-68 | |
Caverns of Time: The Black Morass | 70 | |
Coilfang Reservoir: The Slave Pens | 62-64 | |
Coilfang Reservoir: The Steamvault | 70 | |
Coilfang Reservoir: The Underbog | 63-65 | |
Hellfire Citadel: Hellfire Ramparts | 60-62 | |
Hellfire Citadel: The Blood Furnace | 61-63 | |
Hellfire Citadel: The Shattered Halls | 70 | |
Tempest Keep: The Arcatraz | 70 | |
Tempest Keep: The Botanica | 70 | |
Tempest Keep: The Mechanar | 70 |
|
Name | Level | Instance Type | |
Black Temple | 70 | Raid (25-man) | |
Caverns of Time: Hyjal Summit | 70 | Raid (25-man) | |
Coilfang Reservoir: Serpentshrine Cavern | 70 | Raid (25-man) | |
Gruul's Lair | 70 | Raid (25-man) | |
Hellfire Citadel: Magtheridon's Lair | 70 | Raid (25-man) | |
Karazhan | 70 | Raid (10-man) | |
Tempest Keep: The Eye | 70 | Raid (25-man) |
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 12:32:59 GMT
[shadow=red,left,300] Auchindoun: Auchenai Crypts[/shadow] Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for Draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, Arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth. Auchenai Crypts is a wing of the Auchindoun instance. Its entrance can be found to the west of the Ring of Observance. The mobs in the Auchenai Crypts are mostly humanoid and undead draenei and skeletons. An average pull will consist of two or three draenei, with two to four undead non-elites joining the fight. There are many wandering non-elite undead in this instance, which in many cases can be avoided. Be aware that extra undead mobs may spawn at practically any time. Up to 2 [Spirit Shard] can be collected from this instance if your faction is currently in control of the Bone Wastes. This is denoted by the presence of the Blessing of Auchindoun buff, which also grants +5% to all damage. HeroicHeroic difficulty for Auchenai Crypts is available once you reach revered with Lower City, and purchase the [Auchenai Key] from Nakodu. ReputationKilling mobs in Auchenai Crypts grants Lower City reputation up to Honored status in normal mode, and up to Exalted status in heroic mode. -Trash mobs: 8-10 reputation -Bosses: 90 reputation -Full clear: about 750 reputation [glow=red,2,300]Tactic[/glow]It's a short instance that takes about 2hrs to complete at a normal pace with pauses for drinking and all that. It's not hard and pretty intuitive although there are some tricks to it: Elites spawn non-elite undeads that can be shackled by priests. Most of their damage is shadow damage and all kinds of shadow spells such as Mind Blast, Mind Flay that deal quite a lot of damage. The spawned mobs are either melee/ranged/casters. The Posessors are the worst kind, they will posess a party member until he is at 50% or less (meaning start hitting him remorseless), when he will regain his lost HP and break the spell.I think it strikes the person first on aggro list as the tank been mind controlled through most fights against Auchenai Soulpriests (they are the ones that spawn them) Whenever you think you're safe, there will be something in the shadows. Phasing Clerics, Phasing Soldiers, Phasing Sorcerers or Phasing Stalkers. They can be killed solo if you died and had to run back inside but obviously, there's a catch. Shirrak the Dead Watcher ( www.wowhead.com/?npc=18371): Is the first boss you meet. He's on top of some stairs and should remain there when you engage him. The bridge before him has Raging Souls which explode and knockback if you're near. You don't want to be anywhere near these nor do you want to die pushed off the bridge. Tank him right where he is and let the rest of the party stay spread out between them and far away from him as he does Inhibit Magic, working like a Curse of Tongues which stacks. Your heals and spells will have their cast time increased up to 10 seconds if you're too near. He has a Carnivorous Bite, a wound dot that ticks for up to 1000, will tick whenever he pulls players towards him. His Focus Fire is a sort of meteorite that comes with a special emote, ZG-style : "Shirrak sets his eyes on ... " and you know it will hit you, decimating your HP almost. It's fire damage hence it can be mitigated by fire res gear or pots/totems/auras. Generally use heals over time and shield up and you should be fine. The rooms before Exarch Maladaar require a priest. Packs of up to 6 Raging and Angered Skeletons need crowd control of any sort : shackling, traps, novas, offtanking if all else fails. They do about 500dps, 450 on average and have 18,000HP The last room with skeletons is a simple AOE matter while the tank handles the elite warlock mobs. If you're lucky, two people can AoE them as they go down slooowly and have quite some HP that can bring mages to oom status. The boss, Exarch Maladaar ( www.wowhead.com/?npc=18373): Is a rather easy fight. Your warrior is supposed to tank him. His abilities include creating a duplicate of a character, called 'Dark Side'. It will deal a LOT of damage, over 2000 when he does so and your clone is a lot weaker than you are but it has to be killed fast. I've noticed mine going around unarmed but priest clones do a mind flay and aoe fear, mages do fireballs/frostbolts and druids moonfire. At 20% he spawns an Avatar of the Martyred. Your Exarch should be at 15% or so, moment when you have to kill him first and then pick up the Avatar that does 1600-ish mortal strikes. Cloth wearers can go through serious pains, involving death too.The avatar is low on HP, 30,000 while the boss has 81,000. And that's it, you're done!
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 12:48:59 GMT
[shadow=red,left,300]Auchindoun: Mana-Tombs[/shadow]Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for Draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, Arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth. The inhabitants of the Mana-Tombs are mostly ethereals opposing The Consortium. Players can help the Consortium by entering the Mana-Tombs (the ethereals of the Consortium themselves can't enter it, because Nexus-Prince Shaffar built anti-ethereals fields on it) and killing the opposing ethereal. According to the Consortium, the ethereals in the Mana-Tombs are robbing it blind and if you wish to do business with them, you'll have to aid in taking out the competition. Up to 3 [Spirit Shard] can be collected from this instance if your faction is currently in control of the Bone Wastes. This is denoted by the presence of the Blessing of Auchindoun buff, which also grants +5% to all damage. HeroicHeroic difficulty for Mana-Tombs is available once you reach revered with Lower City, and purchase the [Auchenai Key] from Nakodu. ReputationKilling mobs in the Mana-Tombs grants Consortium reputation up to Honored status in normal mode, and up to Exalted status in heroic mode. -Trash mobs: 7 reputation -Bosses: 70 reputation -Full clear: about 1200 reputation [glow=red,2,300]Tactic[/glow]1. Location & Party Setup Mana Tombs are located in the North side of Auchindoun, as you wait near the meeting stone. You can't miss it. As for the party, get a warrior. Shadow resistance on him is nice but you can do it without. Get two healers, a priest (you shall need a Shadow Protection) and a backup healer. Some people are good and some others - I won't argue shamans over druids, just promise them they can dps on whatever else they want but heal on bosses. Besides these, crowd control is appreciated. Any kind. Mage is ideal! The mobs are humanoids and sometimes demons. 2. Mobs, trash pulls and such The trick to killing trash with no headaches is waiting for the right moment. You can easily pick up two groups or a group and a patrol. Patience and understanding, they hit VERY hard and their movements are crazy. Overall, there are : Apprentices, arcanists, Crypt Raiders, Darkcasters, Priests, Scavangers, Sorcerers, Spellbinders and Theurgists, in no particular order and Nexus Stalkers/Terrors. Whenever you see a group with a priest, kill it first. Abilities for the trash include a wide range of spells/skills such as : Gouge, Immolate (theurgists/spellbinders I think), Polymorph (Theurgists), Charge (Scavangers), Holy Nova and Flash Heal (Priests), Arcane Missiles (Sorcerers) and some elemental fiend summoning from caster mobs. Anyhow. First boss is in order! Pandemonius ( www.wowhead.com/?npc=18341): Is close to the entrance. He is a very decisive fight. You either make it or not! No way of skipping, no resetting, nothing. He is very hard for lower level groups with not enough healing. It's a mana-heavy fight and requires anything that might help you. I don't want to make it sound harder than it is, but I'm a tank and I've seen the good and the bad of it so it will always be extra caution first for me. As you enter the room, notice a purple flame and some boxes on the right. Tank him there with the wall behind you and let the rest of the party stay on the skeleton pile in the back. Void Blast does 800-1800 AoE Bolts, deals physical damage to everyone in his 30-36 yard range, damage reduction from armor, does a knockback multiple times. Shadow Shield reflects all spells and deals 750-900 damage on melee. It is a green shield at his 'feet'. Get a macro for it and spam it or keep detect magic up. Melee is shadow damage 100%. You decide what to do Tavarok is 2nd ( www.wowhead.com/?npc=18343): If you could kill Pandemonius, this should be cake. Melee deals 250-500 damage, Earthquake stuns, deals 750-1000 damage and has a 36 yard range or less and Crystal Prison selects a target at random, dealing damage equal to 10% of his HP every second for 5 seconds. In other words, half your HP! Nexus Prince Shaffar ( www.wowhead.com/?npc=18344): Is the last. He has 3 Ethereal Beacons surrounding him. They cannot be crowd controlled, kill them right away and get any pet/felguard/player available to offtank them. Shaffar himself does so many things I don't know where to start. He has Frostbolt, Frost Nova. He Blinks after he does his Frost Nova sometimes. Not far, doesn't wipe aggro, it's just annoying. As people should be busy with adds, there is no such thing as losing aggro. Your newly learnt Spell Reflection at 64 makes you reflect up to half his spells. Use it wisely and time it well.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 12:59:55 GMT
[shadow=red,left,300]Auchindoun: Sethekk Halls[/shadow]
Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for Draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, Arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth.
Sethekk Halls is a wing of the Auchindoun instance. The entrance is on the east side of the Ring of Observance. It is populated by renegade arakkoa and led by the insane Talon King Ikiss, who also carries the [Shadow Labyrinth Key] for the Shadow Labyrinth.
Up to 4 [Spirit Shard] can be collected from this instance if your faction is currently in control of the Bone Wastes. This is denoted by the presence of the Blessing of Auchindoun buff, which also grants +5% to all damage.
Heroic
Heroic difficulty for the Sethekk Halls is available once you reach revered with Lower City, and purchase the [Auchenai Key] from Nakodu.
Reputation
Killing mobs in the Sethekk Halls grants Lower City reputation up to Honored status in Normal mode, and up to Exalted status in Heroic mode.
-Trash mobs: 9 reputation -Bosses: 90 reputation -Full clear: about 1250 reputation
[glow=red,2,300]Tactic[/glow]
Heroic mode.
The pulls you will encounter before the first boss are mostly 3 mob pulls sometimes with a bird add. The undead Time-Lost mobs will use a mind control totem that can cause problems, so we would kill those last (shackled) on each pull. With typical crowd control it was pretty easy to get to the first boss. Several of the groups until the first boss can be skipped. In heroic mode, the Sethekk Guards cannot be crowd-controlled. They're not bad as long as your healer has some threat reduction unless you have a well geared tank. Then you shouldn't have to worry at all.
Darkweaver Syth:
He does not have a lot of HP, but you should start out slow on DPS. A wave of elementals will spawn when you get him to 90%, which everyone should DPS down, then return to normal DPS on Syth. At 55% his second wave will spawn - that's when you should fear and all-out DPS on the boss. If you do not have fear, just DPS them down. Note that the "Air" elemental is immune to arcane, not nature. At 10% his third wave will spawn but he should be dead before any of them aggro you- and then all the adds will despawn.
On the pulls before the second boss the biggest danger is the Prophets which are priests that will fear. So just be smart when you pull. There are also a couple of nasty Cobalt Serpents which have an AoE that can halve the health of those who are hit. And there are a couple of pulls of many birds which are handled easily by AoE, even holy nova on heroic mode. In heroic mode, one of the biggest problems is the fact that the Ravenguards hit like a truck and cannot be crowd controlled. I've had it work two ways- mage or hunter kite one all the way back as necessary while the first is DPS'd down, or if your tank is very well geared (epic), focused fire while he tanks both. Kiting is usually preferred to avoid catastrophic crits to the tank and subsequently aggro to the healer- since most groups dont have an epiced tank.
Talon King Ikiss:
He does an Arcane Volley and will sometimes do a 5 second Polymorph (which may be beneficial to the player - it was not significant enough to dispel for my attempts). Though in Heroic the arcane volley causes a lot of damage, that is not the challenging part. Ikiss has a special attack that begins with him blinking to the 2nd person on the aggro table. (It is not a fixed blink spell like that which mages get, he will blink to the second person wherever they are.) He will then emote that he is channeling - but you should already be running out of line of sight immediately because he will do 5000-6000 damage Arcane Explosion. (Worse in Heroic) So his blinking is your cue to run. Keeping up heals and DPS in between it is otherwise simple - Tank him against the wall or a pillar so everyone can see when he blinks. He drops 2 items from his loot table. In heroic mode, it is very good to have a mage spellsteal his mana shield. But more importantly, the placement of the battle is much easier if his tanking spot is alternated on either side of the doorway - for instance: the tank has him where the last pull of trash was standing, and all the ranged DPS is on the opposite side of the doorway, in the previous room. When he blinks, everyone runs into his room and hides in the nook of the doorway avoiding LOS. Then positions reverse. In heroic he drops an epic and two items from his loot table as well as the nether.
Anzu (Druid Summonable Boss):
When you summoned him he’ll appear and go in battle, He’ll spawn adds in battle, he’ll go in a’banish’ form this means, hes immuun to every kind of damage and doesn’t do any damage himeslf, untill the adds are killed. The adds are several birds he called for aid.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:00:16 GMT
[shadow=red,left,300]Auchindoun: Shadow Labyrinth[/shadow]Auchindoun is a former draenei holy site and Horde fortress in the middle of the Bone Wastes, in Outland's Terokkar Forest. It was a holy ground for Draenei burial until the Shadow Council took over, summoned an extremely powerful demon as old as time itself, and destroyed half of Terokkar Forest in the process. Different factions now vie for power in this magical spot: Ethereals suck the arcane energy from the Mana-Tombs, the Burning Legion harvests souls inside the Auchenai Crypts, Arakkoa zealots work dark magic in the Sethekk Halls, and the Shadow Council plots its domination of Outland from within the Shadow Labyrinth. Shadow Labyrinth is the southern wing of Auchindoun, made for five level 70 players. It can be accessed either via a player opening the door with the Shadow Labyrinth Key or 350 lockpicking skill. This instance is home to the sinister Murmur, a being comprised of the primordial essence of sound. The Codex of Blood contains information on the creature's "life" and destruction of reality itself. Up to 8 [Spirit Shard] can be collected from this instance if your faction is currently in control of the Bone Wastes. This is denoted by the presence of the Blessing of Auchindoun buff, which also grants +5% to all damage. HeroicHeroic difficulty for the Shadow Labyrinth is available once you reach revered with Lower City, and purchase the [Auchenai Key] from Nakodu. ReputationKilling mobs in the Shadow Labyrinth grants Lower City reputation up to Exalted status. -Trash mobs: 12-24 reputation -Bosses: 120 reputation (Murmur: 240 reputation) -Full clear: about 2000 reputation [glow=red,2,300]Tactic[/glow]#1: Shadow Labyrinth isn't hard. #2: You WILL run this a lot for Sonic Spear. A) Located in the S of Auchindoun, needs key from Sethekk Halls/350 lockpicking to enter. You have 2 quests in here and a conveniently placed vendor outside. B) Requires Mages, Warlocks, Rogues, Hunters. I found the ideal setup in a warrior, a priest, a mage, a hunter and warlock. There's always an alternative. Don't favour DPS over CC!. C) Trash and such: You can skip most of the mobs in the 1st room by clearing the left side. The 2nd room has alternative pulls of groups of 3 with some Fel Overseers. The mobs aren't a problem, they're typical caster mobs, except they have a stun spell, 'Addle Humanoid'. It's channeled and looks like a mind flay but should be interrupted. The Fel Overseers can't be proper tanked as they have a total aggro reset when they AOE fear. Pull them way back and do whatever you can to protect the cloth wearers, they hit hard and rumour has it in Heroic mode they do about 3,000 damage on cloth. And no, stance dance or fear ward won't help. Ambasador Hellmaw ( www.wowhead.com/?npc=18731): Will 'activate' himself when you kill the last mob from the two packs right in front of him. That means you will have to kill the last mob somewhere far away from him in order to get ready. Has a corrosive acid frontal cone, not much damage, BUT does an AOE fear after the breath. If anyone avoids the fear or resists it he will aggro him and charge, then return to the tank usually. Trash room: #1: If you can kill them one by one, do so. Shadow priests 1st #2: The room is crawling with Assassins. I don't know where they're located or if they just spawn at random but they cheap shot and can bring a clothie down to 50% in no time. #3: Imps and Succubi should be put down fast (obvious reasons) #4: Don't rush, the Malicious Instructors need time to patrol. You can't take one of these + a group. #5: Yes, you need to clear the whole room. Blackheart the Inciter ( www.wowhead.com/?npc=18667): Is a crazy fight, being close to impossible to tank him properly. He does is an 'Incite Chaos' that will MC all the party members to fight against each other. Use all your cooldowns before he does. If anything bad can happen, it will and it will deal a lot more damage. It's a total aggro reset and he will run to people at random and War Stomp if not taunted. That also wipes aggro, making it even harder. So /pray and hope you'll live, it's pretty much luck/dps based. Grandmaster Vorpil ( www.wowhead.com/?npc=18732): Is tricky! Has a shadowbolt volley, a teleport ability which takes people to his initial location and does a rain of fire on them, moment when you have to run out of it. He summons 3 portals through which Void Travellers come through - non elites that move slowly to him, exploding and dealing damage to party members and healing him. I tank him close to the N portal with a hunter and a trap ready, far less come out through N. With each teleport, he summons at faster rates so kill him before the 3rd or else you will be overwhelmed. Murmur ( www.wowhead.com/?npc=18708): Starts at 40%. You will tank him till 'Murmur draws energy from the air…' and does Sonic Boom, an AoE blast around him for ~8500 nature dmg, debuffing with nature dmg every 3 seconds, movement speed reduced by 90%. In simple terms, melee runs back out of the circle. The tank should be 1st to pick him up. If you almost ran out, you'll be too slow to go back and take him and he will do 'Resonance' :debuff everyone increasing Nature dmg taken by 2000, renewed every 5 seconds and the party taking as much damage as Resonance adds extra nature dmg. People will randomly get Murmur’s Touch, lasting for 15 seconds, each member blowing up for ~3000 aoe damage with a shockwave-silencing debuff. Spread out, don't be in the way of melee when they want to run out or you will either blow them up or slow them and make it a lot harder.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:00:33 GMT
[shadow=red,left,300]Caverns of Time: Old Hillsbrad Foothills[/shadow]
Located in the eastern part of Tanaris, the Caverns of Time contain various portals to different key time periods and events in Warcraft history. The caverns act as a crossroads for the various timelines, and through them one can travel back and forth along the ebb and flow of time. The Caverns of Time are home to the Brood of Nozdormu and the bronze dragonflight. It is their sacred charge to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. The bronze dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were.
Old Hillsbrad Foothills is one of the timeways ("wings") accessible in the Caverns of Time. The setting is seven years before WoW's present, to when the future Warchief Thrall was a slave of Aedelas Blackmoore, master of Durnholde Keep. The questing involves helping Thrall escape. The instance area in question spans from Southshore (where familiar personalities of WoW present can be found) to Tarren Mill. History In the original timeline, Taretha Foxton set off a diversion that allowed the young Thrall to escape Durnholde and start his journey. Meddling agents of the mysterious Infinite Dragonflight, however, have kidnapped Taretha. Since she is unable to create a diversion, the Bronze Dragonflight asks players to set incendiary devices in the five buildings of the Durnholde Internment Camp. Once all the explosives are set, players can choose to fight Lieutenant Drake. To continue, the party must then free Thrall from his cell in the basement of the keep and escort him out of Durnholde.
On the way to Tarren Mill, players will encounter Captain Skarloc and two bodyguards, whom they have to slay to proceed to Taretha's prison. After freeing her, they must face the Epoch Hunter himself. Once he is dead, the original timeline is restored and the agent of the Bronze Dragonflight who sent you will remove the memory of your interference from Thrall and Taretha. Though Taretha's sad fate is unavoidable, Thrall goes off to meet his destiny - and the flow of time is preserved.
Completing this quest will allow the player to enter the second instance in the Caverns of Time, which is set prior to the events of Warcraft I in the Black Morass: The Opening of the Dark Portal, featuring the Guardian, Medivh.
Heroic
Heroic difficulty for Old Hillsbrad Foothills is available once you reach revered with Keepers of Time, and purchase the [Key of Time] from Alurmi.
Reputation
Killing elite mobs in Old Hillsbrad Foothills grants Keepers of Time reputation up to Exalted status.
-Trash mobs: 8 reputation -Bosses: 80 reputation -Full clear: about 900 reputation
[glow=red,2,300]Tactic[/glow]
Step 1: Blow up the interment camp.
One person needs to grab the explosives off the dragons at the beginning. Clear out the 5 lodges and then click the barrels inside. The first boss comes after you set them on fire so make sure you drink up and buff up before setting the last explosive. He is a warrior so melee DPS, watch for the whirlwind and run away (strafe, not back peddle) from it so you don't take a 2k hit. Priests, watch for the mortal strike and be ready on those shields if it brings your tank low on hp. If he fears and goes after a caster, drag him to your tank who will be immobilized.
Step 2: Rescue Thrall.
Go into the keep at the top of the hill and clear into the basement. Everyone turn in your first quest and take his second. Once you have buffed Thrall and everyone has his quest, talk to him again and start the escort. BEWARE, once you start Thrall doesn't stop. During each fight, casters, position yourselves between the mobs you are killing, and the ones you will be killing next and do NOT loot after the fight. Immediately start drinking when the last mob goes down. Melee, bandage up cause those casters aren't getting much of a break at all and need to drink. After about 4 waves, you will get to the gates and the next boss will come in. Enjoy your first break while he and Thrall chat, but its a short one. He comes with 2 adds that need to be killed first. The boss is a pally so watch for the stuns and heals.
Step 3: Go to Tarren Mill.
NOBODY TALK TO THRALL. Rebuff and heal and mana up before talking to Thrall. He will hop on the horse and ride off to Tarren Mill. He will first stop in the barn, then the chapel and finnaly the inn. You will have to fight a wave of mobs at each place. Remember, Thrall doesn't like to stop so casters again position yourselves between the stuff you are fighting and where you are heading so you can drink and not have nearly as far to run. Once you clear the inn, you will find Taretha. Again, NOBODY TALK TO THRALL OR TARETHA until you are all buffed, healed, and full mana. Talk to Taretha and start the final event
Step 4: The Infinity Dragon Flight.
Run back outside and in front of the chapel. You will have 3 waves of dragonkin and then the last boss. The first wave has 2 melee and 1 caster dragonkin. They come from in front of the chapel. The next wave will come from the left (facing away from the chapel). This will be an identical wave. Once the last one dies, you will get a wave of 4 from where the first wave spawned (3 melee and 1 caster). The Melee will mortal strike so priests, have those shields ready for when they get MSed. THe casters will cast corruption, shadow bolt, and a curse that increases damage taken. Druids and Mages need to decurse that ASAP. Hunters, you will want to be proactive in your traps to get one that is incoming. Go to where the mobs will be coming from and drop the trap before that wave even spawns. Priests, drop shields on your tanks just before the last thing dies in that wave. You will have little time to drink between these waves. Druids, you will most likely want to hibernate the caster mobs. Also if you aren't tanking, you need to go back by the chapel steps between waves. And finaly, fear is your friend here. Priests/Locks, you AE fear will be really nice when your tank is trying to pick up those 3 melee on the last wave. Do them a favor and fear them off so you can get a chance to get them under control.
The boss is also kinda tough. He has Garr's anti magic pulse that will eat your buffs, he has an Dot that deals shadow damage. He has a knock back so tank him up against a wall. And finally, like all dragons, he has a breath weapon, but since you are tanking him against the wall, nobody but the tank should be getting hit. I would highly recomend a warrior or druid tank over a paladin. Pallies will suffer from their righteous fury constantly being dispelled and so they will have a harder time holding aggro.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:01:01 GMT
[shadow=red,left,300]Caverns of Time: The Black Morass[/shadow]
Located in the eastern part of Tanaris, the Caverns of Time contain various portals to different key time periods and events in Warcraft history. The caverns act as a crossroads for the various timelines, and through them one can travel back and forth along the ebb and flow of time. The Caverns of Time are home to the Brood of Nozdormu and the bronze dragonflight. It is their sacred charge to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. The bronze dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were.
The Black Morass is one of the timeways ("wings") accessible in the Caverns of Time. In this wing, a group of players must defend the last Guardian Medivh, in a swamp known as The Black Morass. The Guardian Medivh, possessed by Sargeras, attempts to open the Dark Portal to Draenor, while wave upon wave of dragonkin of the Infinite Dragonflight attempt to defeat Medivh in order to alter time and halt the invasion of Azeroth from Draenor. Attunement In order to enter the Black Morass, each player must have completed Caverns of Time: Escape from Durnholde Keep in Old Hillsbrad Foothills and the corresponding quest series, starting with Old Hillsbrad.
Heroic
Heroic difficulty for Old Hillsbrad Foothills is available once you reach revered with Keepers of Time, and purchase the [Key of Time] from Alurmi.
Reputation
Killing elite mobs in Old Hillsbrad Foothills grants Keepers of Time reputation up to Exalted status.
-Rift Lords: 50 reputation -Bosses: 120 reputation -Full clear: about 1000 reputation
[glow=red,2,300]Tactic[/glow]
As you enter the instance you will encounter three types of mobs (Spiders, Crocs, and Stealthed Cats) and all of these mobs are non-elites. As you move forward in the instance you will see Medivh surrounded by a red casting effect. The event will start the minute you get near Medivh, so avoid him until your group has cleared a good distance around Medivh of all three types of mobs. This gives you and your party room to move safely about during the event.
Once cleared of crocs, spiders, and cats make sure you are full-buffed and have your consumeables ready. Move close to Medivh to start the event. On the top center of your screen you will see a percentage of remaining shield left on Medivh and a Rift Status Counter. Your objective is to keep Medivh's shield from reaching zero percent and destroy what comes through each of the 18 Rifts.
Rift 1/18 will spawn somewhere in the woods surrounding Medivh. First, an elite Rift Keeper will come out and channel a spell near the Rift to keep it open. As long as the Rift Keeper is alive, the Rift stays open. As long as the rift stays open, more non-elite dragonflight will spawn from the Rift and head towards Medivh. One person in your party is to crowd control the non-elites and prevent them from hitting Medivh. Your main tank is always on the Rift Keeper until it dies. The Rift Keeper is channeling, mind you, so your party moves to each Rift as they spawn and tanks them there. Slay the Rift Keeper and finish the non-elites. There is time to drink between each Rift if you do this efficiently and quickly.
Each Rift will spawn somewhere in the woods surrounding Medivh. Rinse repeat with the elite Rift Keeper and non-elites.
However, there will be Bosses on Rift number 6, 12, and finally Rift 18. Non-elites will continue to spawn from the rifts as these are open so continue preventing them from reaching Medivh. After each boss kill there is a significantly longer time to res dead, drink, or prepare.
Boss explanation
1st Boss - Casts a magical slowing debuff (dispellable). Aoe knockback. Spank and tank.
2nd Boss - Puts a debuff on your main tank (much like Kurinaxx) that reduces healing effects by 10% each stack. Obviously, this is a very heavy dps fight so you burn him as fast as possible. This is the only time when your crowdcontrol does not crowdcontrol and instead does damage to the boss. 3rd Boss - Hits like a truck and uses Time Stop (Much like Chromaggus). If you are a healer, you will get time-stopped and your tank will drop health fast. Shielding when time-stop wears off is efficient and as are HoT's (Heal over Time [renew, rejuv, regrowth]). No non-elites come out of the 18th Rift so your crowdcontrol should be dps'ing.
After the 3rd boss is down, you are done with Black Morass. Talk to Medivh, complete your quest, and get your Karazhan key.
Good luck !
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:01:19 GMT
[shadow=red,left,300]Coilfang Reservoir: The Slave Pens[/shadow]Coilfang Reservoir is an instance located in Zangarmarsh. The structure itself is a subterranean pumping station, operated by the sinister Naga. The dungeon is made up of gigantic caverns with huge pipes descending from the ceiling powered by titanic crystal capacitors. While the entrance to the Reservoir is underwater, the instance itself is only partially submerged, similar to the Blackfathom Deeps. The Slave Pens are the first 5-man wing within the Coilfang Reservoir. The instance is harder than both the Blood Furnace and the Hellfire Ramparts, but the loot drops are of much greater quality. Killing mobs and bosses grant Cenarion Expedition reputation, capped to Honored in normal mode. HeroicHeroic difficulty for The Slave Pens is available once you reach revered with Cenarion Expedition, and purchase the [Reservoir Key] from Fedryen Swiftspear. In Heroic Mode, the Slave Pens holds Skar'this the Heretic prisoner. He begins and ends the quest The Cudgel of Kar'desh, which allows players to enter the Serpentshrine Cavern. The quest involves killing Gruul the Dragonkiller and Nightbane in Karazhan [glow=red,2,300]Tactic[/glow]1. How to get to the Slave Pens While in Zangarmarsh, you can't miss Coilfang Reservoir on the map. Dive in and you will see a tube to swim through. Every other class that can't breathe underwater can get a pot or good ol' Hydrocane (if you can use it) or this pot (http://www.wowhead.com/?item=25539) for free (almost). Swim up the tube and you'll find yourself in a big cave. Head to the left and you can't miss it. 2. Party setup Your usual tank and 2 healers, suggested you bring a priest and back-up healer for some bosses. Any poison-curing class is fine. I found my perfect setup in a Priest, Hunter, Druid and Warlock/Mage+Warrior for the crowd control and other nice features which will be quite useful! 3. Mobs, trash pulls and such There are groups of naga-like mobs called Slave Handlers and obviously 2-3 slaves (which are neutral at first). When you attack Slave handlers the slaves turn hostile BUT they will flee once the handler is down and thanking you for freeing them. The 4-mob groups containing Scale-Healers and rays are the most dangerous. The rays do a Psychic Horror which is a horror-like fear, except you run with warp speed. The Scale-Healers and these are #1 and #2 on priority list for killing. Before you find yourself in the cave, take out the last two neutral slaves, you will most likely aggro them. Work your way up and to the left, through a tunnel. Another group awaits on the left and then you will notice the first boss on the ramp, patrolling up and down. Take out the mobs at the base of the ramp and get ready for Mennu The Betrayer. Mennu The Betrayer ( www.wowhead.com/?npc=17941): Is an easy fight. He can put up totems which need to be eliminated quickly. Healing Totem:Heals him by something that looks liket 5% HP per second Nova Totem:Deals AOE Damage up to 2500 Earthgrab Totem:Entangling roots for anyone in range. Stoneskin Totem:Increases Mennu's armor, I have no clue for how much You jump in the pool and you have to take out the patrol on the ramp. Up there you will find one of the guys for the quest Lost in Action (http://www.wowhead.com/?quest=9738). You don't have to kill them as stated here but find their bodies. Facing the wall, you're supposed to go left. The next cave contains another Scale-Healer kind of group with 2 Defenders and a ray, same tactics as before. And on the left, moving around is Rokmar the Crackler, a giant lobster. Rokmar the Crackler ( www.wowhead.com/?npc=17991): What a tank! He has 95437HP and hits like one. Has a Water Spit for 1300-ish Frost Damage. AOE that cannot be avoided by LOS but you can run out if you want to conserve mana. Hits for 1000 normal hits and crits up to 2000. A wound effect called Grievous Wound which does about 800 damage per tick and _will not disappear until fully healed_. Tank him facing his cave preferably. He will debuff with ensnare (target moves, attacks and casts spells at half speed) The trash up to Quagmirran is easy to handle but the Soothsayers have to be taken down really fast. Fight the mobs in front of the cage and you will find Naturalist Bite for your quest earlier. That's all there is in Slave Pens, half a quest. Open his cage and 2 more naga will come, attracted by the noise. Naturalist Bite will buff you with 110 Nature Resistance and 5% to all stats if you talk to him. It's not an AOE buff so make everyone get it. Quagmirran ( www.wowhead.com/?npc=17942): Another tank, this guy has 101820HP, an AOE Poison Nova for 2500 nature damage and another dot that ticks. This is where druids/shamans come in. And Aspect of the Wild from hunters and you don't need any nature protection pots. Sweeping Strikes is another 'special' ability so any melee dps class should be on a different side from where your tank is positioned. If you have a druid, for the love of god, you want him to dispel and heal, not tank, as good as he can be.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:01:49 GMT
[shadow=red,left,300]Coilfang Reservoir: The Steamvault[/shadow]
Coilfang Reservoir is an instance located in Zangarmarsh. The structure itself is a subterranean pumping station, operated by the sinister Naga. The dungeon is made up of gigantic caverns with huge pipes descending from the ceiling powered by titanic crystal capacitors. While the entrance to the Reservoir is underwater, the instance itself is only partially submerged, similar to the Blackfathom Deeps.
The Steamvault is the third 5-man wing within the Coilfang Reservoir.
Heroic
Heroic difficulty for The Steamvault is available once you reach revered with Cenarion Expedition, and purchase the [Reservoir Key] from Fedryen Swiftspear.
Reputation
Killing elite mobs in The Underbog grants Cenarion Expedition reputation up to Exalted status.
-Elite trash mobs: 12 reputation -Non-elite trash mobs: 2 reputation -Bosses: 120 reputation -Full clear: 1,662 reputation
[glow=red,2,300]Tactic[/glow]
There are 3 bosses in the Steamvault, Hydromancer Thespia, Mekgineer Steamrigger, and Warlord Kalithresh. To get to Warlord Kalithresh, you must first engage the access panels located behind Thespia and Steamrigger.
As you enter the instance, you go down a flight of stairs and hit your first mobs. Watch the casters as they fear. Pull the Boglord on the right, and give yourself the corner to clear up to the main passageway. From here, you will be able to see that there is a ramp far in front of you, and also a doorway off to the right. You will want to go straight to the ramp at the far end of the cavern, as that is where Hydromancer Thespia is located with one of the access panels. There will be several groups of Naga casters and melee, and 3 packs of water elementals. The water elemental packs consist of one elite elemental, with 4 guards that are lvl 70. AE is recommended (not of the frost variety) and healers be sure to watch for the water spouts as they do massive damage. Burning down Hydromancer Thespia’s adds is the key to this fight, as is staying out of the lightening cloud. Note that the cloud does not always spawn right over top of her location. Be sure to engage the access panel before back-tracking to the doorway you passed.
Go back to the door and clear your way up the ramp. Once on top, you should see a T section with the locked doors to Warlord Kalithresh in front of you. First, however, you will need to clear to the right. The right-side of the T ends in room/hall, this one with slavemasters, and slaves, similar to the slave pens.
Clearing through this section leads you to a cavern where Mekgineer Steamrigger (and the second access panel) awaits. Clear the packs of leper gnomes with any AE available to you – some of them are ranged. Mekgineer Steamrigger - We found it hard to move out of the way of the razorblades, as it is a fast cast time, and the direction in which you tank him has no affect(he swivels.) Extra healing is what it took for us to combat this ability. It fortunately did not seem to happen too often. At 75,50,25% he will call out “Tune em up Boys!” at which point 3-4 leper gnomes come out and randomly start to heal him. The heal appears as a green line, and you can interrupt it while killing the gnomes. Steady dps the rest of the way, and be sure to click that access panel.
Path back to the now open doorway that leads up to Warlord Kalithresh. You will have about 5 packs to pull before being able to engage him. This fight was tricky – we had read that you must focus dps on the tanks from which he is channeling, but had no idea how hard this might actually be. As the tank, I drug Warlord Kalithresh over to the nearest container (I went clockwise around the room.) Be sure to be within dps range, and to leave space for your melee friends also in-between him and the tank. When he gets ready to channel a tank, he will shout “This is not over” or something to that affect, and you will see the red line shoot out from him. ALL people in your party must IMMEDIATLEY tab target over to the tank and give it everything they have. You have 8 seconds (as noted by the wow casting bar) to nuke the tank before his cast is done, he enrages - his attack speed increases 100% and damage increases 75%. This ability stacks for each tank he finishes channeling and is NOT dispel-able - and you have one heck of a time trying to kill him. Save up your energy/rage bars, and then use specials, etc on the tank and not on the boss. He didn’t seem to have a ton of hit points, didn’t hit that hard if not enraged, and was totally manageable but ONLY IF THE TANKS BLEW. Can’t stress it enough. You aren’t fighting him – you are fighting those silly tanks. Keep that in mind and focus all your energy there. You can’t dps a tank before he starts channeling, so you must stay very aware. Do so, and may your Dungeon Set 3 drop for you!!
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:02:04 GMT
[shadow=red,left,300]Coilfang Reservoir: The Underbog[/shadow]
Coilfang Reservoir is an instance located in Zangarmarsh. The structure itself is a subterranean pumping station, operated by the sinister Naga. The dungeon is made up of gigantic caverns with huge pipes descending from the ceiling powered by titanic crystal capacitors. While the entrance to the Reservoir is underwater, the instance itself is only partially submerged, similar to the Blackfathom Deeps.
The Underbog is the second 5-man wing, home to the last vestiges of natural life left within Coilfang Reservoir that has not been completely stamped out by the Naga incursion. The only Naga presence in this section defends the structure they built to house their hydra god, Ghaz'an. The rest of the Underbog is a natural habitat, home to the most powerful species of animal life in Zangarmarsh.
Killing mobs and bosses grant Cenarion Expedition reputation, capped to Honored in normal mode.
Heroic
Heroic difficulty for The Underbog is available once you reach revered with Cenarion Expedition, and purchase the [Reservoir Key] from Fedryen Swiftspear.
[glow=red,2,300]Tactic[/glow]
1) The first boss is a simple fight. Have the MT tank him where he satnds and inform him of mushrooms that grow from the ground. Th way you can tell is pressing "V" on your keyboard and makes the musrooms name and healthbar apear when they grow. When the mushrooms come up move away and keep the dps on him. At or near 20% he will root himself becoming a ort of "shield" that absrbs any dmg taken and uses it to reflect it at people in a 8-10yd radius and use the dmg taken to heal himself. So no dps while he is rooted. Not to fear, because after 10-15seconds he will de-root himself and you can finsih him off. Make sure you saty away from the mushrooms and keep your MT up d the fight is simple.
2) The Second boss is actually hard to kill without dealing with yur third boss. The Overseer is supposed to be the second boss, however a large Three-Headed Hydra type monster eats him and if your there in the middle, it wont be a petty site. The best plan of action is to let Gaz'zhan (the hydra), eat the boss and take on Gaz when he is set on his platform over looking the water. Now the fight is a major usage of nature dmg and a hunter with aspect of the wild and nature pots will com in handy. The MT will be taken mad dmg so haveing 2-healers will help immensly. the MT needs to tank Gaz with his back faceing the raid and the raid needs to stay in range of dpsad healing range, but do not get close to his tail or he will pull an Onyixa tail whip and smack u into the water below the platform.Do your best to get out of the water, which ha lvl 63 elite fish that will eat you up in a second. While fighting the three-headed montr does a 180degree aoe type nature dmg that hurts like something so all heals need to keep the MT up. Gaz will occationally do a love tap but if you stay in your postions you will have no to ittle knock into water hppenings and give your healers the chance only need to heal the MT. After you kick Gaz into submission, jump into the water, don't worry by killing Gaz the fish die with him, and travel to the north of the room and exit to fight the third boss.
3) Th thrid boss is a type of Hunter,named Swamp Lord Musel'ek, that controls a 65 elite bear, which is actually a druid needed for quest. Haveing your MT and a off-tank comes in handy in this fight. Put your MT on the tswamp lord and the offtank on the bear. The Bear is immune to polymorph/sheepng and does simple but heavy dps. The Musel'ek will do an occational Aimed shot that can not be silenced or stopped. After defeatting the swamp lord, the Bar is realesed from his control and transforms into his human form, and the fight is over. Simple fight, just keep both tanks up and for you hunters at this moment, dismiss your freindly pet otherwise he/she will be mindcontrolled and will make the fight a little more difficult.
4) Around the next corner is a giant wannabe War of the Worlds creature called the Black Stalker. He is big but don't let his size intimidate you. he key to this fight is be aware. The big bad Fe strider will do a chain lightning that can be avoide by the raid group if they stay at max rae for healing and dps and are spread ut from eachother. The MT may be thrown into the air, another tactic by the Stalker, and will be frozen in the air for 20seconds. However, this is here being alert comes into play. If your the MT you can still hit, Taunt, Sunnder and hod aggro, and can still reieve healing. Now, the MTmay not be the only one thrown into the air, the Healer throwing ajor heals and the high dps people can be thrown into the air aswel. Now like I said, if your stuck, enjoy the view continue your dps or healing roll an when you fall back to earth, get back into your position and keep up the fight. Now people day he has allot of life, true in the since he has life, but his life is the same to that athe other bosses, and te Black Stalkers moves make it sem like he has allot life.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:02:22 GMT
[shadow=red,left,300]Hellfire Citadel: Hellfire Ramparts[/shadow]
Hellfire Citadel is the headquarters of the Fel Orcs of Outland, a nearly impenetrable bastion that once served as the base of operations for the orcs throughout the First and Second Wars. Kargath Bladefist and his Fel orcs now make their home in the citadel.
The Hellfire Ramparts (often known as just "The Ramparts") are the first wing of the Hellfire Citadel instance in Hellfire Peninsula, Outland. The citadel itself sits in the center of the zone, in the middle of a broken-up wall that divided the zone before the conflict began. The Ramparts takes place atop this wall along the sides of the citadel. This is the first instance available to players of the Burning Crusade, and can be done immediately using dungeon set items. It gives exceptional rewards that are on par with Molten Core gear.
This instance has three boss encounters and four bosses. The first boss you will fight is Watchkeeper Gargolmar. Some time after you fight him, the path splits. Taking the right path will take you to Omor the Unscarred. Taking the left path leads to Vazruden and Nazan, who you fight in the same encounter. While you can fight Omor and Vazruden in either order, Omor is generally considered to be an easier fight.
Heroic difficulty for Hellfire Ramparts is available once you reach revered with Honor Hold or Thrallmar, and purchase the [Flamewrought Key] from the faction's quartermaster.
Reputation
Killing mobs in Hellfire Ramparts grants Honor Hold or Thrallmar reputation up to Honored status in normal mode, and up to Exalted status in heroic mode.
-Trash mobs: 5 reputation (Orcs), 2-3 reputation (Wolves) -Bosses: 50 reputation -Full clear: 633 reputation
[glow=red,2,300]Tactic[/glow]
Difficulty: Easy Length: Hour-Hour and a half with a good group What class makes this dungeon easy: Mage/Feral Druid. CC, de-cursing for second boss fight, and OT for some of the bigger pulls. Bringing either one of these two classes makes it alot easier.
Hellfire Ramparts is one of four dungeons located in Hellfire Citadel. It is a 5 person dungeon aimed at lvl's 60-61 and is the very first instance that most of you will end up seeing as soon as this goes live. It is doable as soon as you walk through the Dark Portal and is good transition into future Burning Crusade Dungeons. If I had to give this a numerical rating on how easy it is, i would probably give it a 2, with one being easy and 10 being hard.
Before you start the instance make sure you pick up the quest Weaken the Ramparts. The instance mainly takes place across many bridges etc, and the instance is semi-linear in design.
The first boss of this zone is Watchkeeper Gargolmar:
He's an incredibly easy fight, with about 10 pulls leading up to him. He comes with two healer adds that try to heal themselves or the Watchkeeper, and a SW:P. Basically, kill the adds, kill watchkeeper, loot and move on. This fight gets a 1 on the easy scale. If you wipe to the Watchkeeper please delete your character, go uninstall wow, and return to Hello Kitty Island Adventure.
Next you will come across an annoying trash pull which consists of about 4-5 warlocks and a normal melee mob. The pull is extremely annoying because the warlocks each do a 2-3 second fear which makes healing a bitch. Focus on interruption more than nuking as the fear has a cast timer.
From here you can take two paths, the right path goes to Omor the Unscarred and the left takes you to Vazruden and Nazan, which in my mind is the real finale. So, lets assume you go right to:
Omor the Unscarred:
This boss, is also a simple tank and spank. He does a curse that does damage to people around them,...so you can either get a druid or a mage to decurse, or if you dont just have the cursed people move to away from the group. The curse itself doesn't do any damage to the cursed target, just to the others in the group.
He also summons fel hounds (roughly 2k hp) throughout the fight, which go straight for the healers. They're pussies and can be dealt with easily. Finally, he does a Shadow Whip, which basically tosses the MT up in the air, kicks him around a bit and causes the MT to plummet back down. This is where the most healing will be needed due to the fall damage. Besides that, just nuke him down, he doesn't have a whole lot of hp.
The next (final) boss is a two stage event. Its basically a dragon and a rider, you will fight the rider first,
Vazruden the Herald:
This guy is a chump and doesn't do anything. Only thing to note is that are two sentries and the boss fight will start as soon as the two sentries before him are killed. So make sure you mana up before that. After you kill Vazruden, his neterdrake Azan comes down.
Nazan:
Does a cone fire breath so he needs to be positioned extremely quickly away from the group as he likes to start off with that. Besides that, just tank and spank.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:02:41 GMT
[shadow=red,left,300]Hellfire Citadel: The Blood Furnace[/shadow]
Hellfire Citadel is the headquarters of the Fel Orcs of Outland, a nearly impenetrable bastion that once served as the base of operations for the orcs throughout the First and Second Wars. Kargath Bladefist and his Fel orcs now make their home in the citadel.
The Blood Furnace is the second wing of the Hellfire Citadel, commonly abbreviated BF. It is located above Hellfire Ramparts, inside of the tower that overlooks the ramparts themselves. The entrance is on the Alliance (Southern) side of the Citadel, up a ramp that starts at map coordinates 45,61. You come to find out, in the course of the instance, that it is Magtheridon that is entrapped by the Fel Orcs' sorcery, and they're using his blood to manufacture a new Fel Horde, infused with his demonic energy. The guiding force in this plan is Illidan Stormrage, who is now the supreme ruler of Outland, after his usurping of Magtheridon.
The instance is around one and a half times to twice as long as Hellfire Ramparts, and has the same number of bosses. Like Hellfire Ramparts, it can be finished by a party of level 60 characters, though it will take a more balanced group and/or better geared and skilled players.
Heroic difficulty for The Blood Furnace is available once you reach revered with Honor Hold or Thrallmar, and purchase the [Flamewrought Key] from the faction's quartermaster.
Reputation
Killing mobs in the Blood Furnace grants Honor Hold or Thrallmar reputation up to Honored status in normal mode, and up to Exalted status in heroic mode.
-Trash mobs: 1 reputation -Bosses: 50 reputation -Full clear: about 750 reputation
[glow=red,2,300]Tactic[/glow]
The instance isn't hard done the right way and with a decent setup. It could benefit from a classical tank and healer combo, a mage for some crowd control which can be quite important, perhaps a warlock for a few banishes and another support healing class and an offtank in case things get complicated. The first pulls are relatively easy, I believe there were harder pulls in Scholomance in terms of mechanics and class usefulness but maybe it's just me. Chances that someone will pull extra mobs and wipe the party are medium, depending on how you decide to do the pull.
The first set of stairs is deceiving, there are Laughing Skull rogues lurking in the shadows so let the tank first and warn everyone else about them. They cheap shot and can bring any clothie down easily so ranged AoE spells are not very smart either if you don't have fast reflexes.
The summoner mobs are quite tricky. They summon succubus-type pets which do the obvious: seduce you. The seduce can be broken by abilities such as Will of the Forsaken but to prevent this, you can decide to sheep the summoners from the start or banish their summons and do whatever you can to interrupt them. They're 3-mob pulls so a safe bet would be taking out these summoners first.
There are 3 main bosses, in this order:
-The Maker (62 Elite) -Broggok (63 Elite) -Keli'dan the Breaker (63 Elite)
A tip for the Maker's room: pull out the left group, followed by middle one when the patrol is in the NE area so it won't aggro then take out the patrol circling around the room and whatever's left. Have no fear of his aggro range, it's not that big.
The Maker:
Is an easy fight, 'tank and spank', only thing he does is a mind control and a sort of knock-back (more like knock into the air). If your healer gets MC-ed, it's not all lost, pot or try and nuke him down as fast as possible.
The mobs in between, especially the technicians, throw dynamites and lay explosive traps which trigger if you're close to them, dealing about 1600-1800 damage to you and people around you. They scale with level so as much HP as you would have, they will hurt. Timing your pulls and noticing the mines around you is crucial as you might have unpleasant 4-man pulls instead of 2!
Broggok:
Fight starts by pulling the lever. Mobs will start coming out from each room, first two are 3 non elite orcs while the other two, from where you came from include 2 elite fel orcs. Slow them, fear them, sheep them, bring them down one by one. There isn't any chance to drink up right after they die so do anything to regain mana. Broggok himself does some nature damage but most importantly he will spawn a poison cloud. He needs to be moved so no one stands in this. In other words, MOVE AWAY OR YOU DIE (a slow and painful death)
The mobs after are easy 2 or 3 pulls, felguards can and should be banished in the ideal party. Rogues still lurk around, usually 2 in the 3rd and 2nd (I think) rooms before the last boss.
Keli'dan the Breaker:
Has summoners channelling around him -they're 61-62 elites and you have to assist your tank for kill efficiency. Control and keep them away as much as you can. Keli'dan does a very nasty Blast Wave. He will kneel and say "Closer... come closer... and burn!" which is your cue to run away. Don't wander around and ask yourself if you're far enough, just run. It hurts. If your DPS is right he only does it once or twice.
The tunnel right after is safe, it's your way out of the instance.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:02:57 GMT
[shadow=red,left,300]Hellfire Citadel: The Shattered Halls[/shadow]
Hellfire Citadel is the headquarters of the Fel Orcs of Outland, a nearly impenetrable bastion that once served as the base of operations for the orcs throughout the First and Second Wars. Kargath Bladefist and his Fel orcs now make their home in the citadel.
The Shattered Halls is a level 70 instance in Hellfire Peninsula, serving as the third wing of Hellfire Citadel, with Kargath Bladefist as the final boss. The instance is one of the first endgame instances in The Burning Crusade players will encounter.
In order to be allowed to access, players must get the [Shattered Halls Key] (or bring a skill 350 lockpicking rogue). The quest to make it begins in Shadowmoon Valley with a drop from Smith Gorlunk.
Heroic difficulty for The Shattered Halls is available once you reach revered with Honor Hold or Thrallmar, and purchase the [Flamewrought Key] from the faction's quartermaster.
Reputation
Killing mobs in the Shattered Halls grants Honor Hold or Thrallmar reputation up to Exalted status.
-Trash mobs: 6 to 12 reputation -Bosses: 150 reputation -Full clear: about 1,600 reputation
[glow=red,2,300]Tactic[/glow]
In many of the trash pulls there is a Legionnaire who should be killed first. The reason for this will be discovered very quickly during the first few pulls. Simply the Legionnaire will replace any units killed while he is still alive.
There are some big pulls later in the instance including one with as many as five elite and two non-elite humanoids, so crowd control and focus fire are extremely important.
There is a "suppression room" type area after the first boss that requires moving up quickly and avoiding the fire from the cannons. The non elite humanoids that move up in twos will stop spawning after you kill the mobs at the end of the hallway.
Directly after the "suppression tunnel" you will find packs of mobs on either side of the room headed up by a Champion. When you pull these groups, wait until the mobs are in combat. They take each other down to 30% health then stop fighting. Try to pull the groups when they are around 31-32% health so that they have already done 2/3 of your work for you.
Later on in the instance there are rogues with impressive AI that will sap one player and attack/stunlock another
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:03:12 GMT
[shadow=red,left,300]Tempest Keep: The Arcatraz[/shadow]
Tempest Keep is a former Naaru fortress in the Netherstorm in Outland. This crystalline fortress is now ruled by Kael'thas Sunstrider, the lord of the blood elves, and dominated by scores of his brethren. The structure is divided into three wings - satellites of the gigantic structure - with the fourth wing, the Exodar, now in the world of Azeroth as the Draenei capital.
The Arcatraz is the red, high-altitude satellite of the Tempest Keep, and is an old Naaru prison. The prisoners, however, are breaking free... Boss Locations
Access into the Arcatraz is obtained through one of two methods: Using the [Key to the Arcatraz]: This requires completing a quest chain that includes completion of both the Mechanar and the Botanica, and a quest chain that begins with Consortium Crystal Collection from Nether-Stalker Khay'ji in Area 52. Lockpicking by a Rogue with a skill of at least 350. Note: Only one member of your group needs the key. The entrance portal is high above the other Tempest Keep instances.
Heroic difficulty for The Arcatraz is available once you reach revered with Sha'tar and purchase the [Warpforged Key] from Almaador.
Reputation
Killing mobs in the Arcatraz grants Sha'tar reputation up to Exalted status.
-Bosses: 120 reputation -Full clear: about 1800 reputation
[glow=red,2,300]Tactic[/glow]
Group setup: You *must* have 2 full healers for the final boss. Because you will only have 2 dps they need to be able to crank out the dammage, as there are mobs with time limits in the isntance. Also, because of some of the mob's and boss's abilities, a paladin tank would be preferable (for the ranged taunt). Everyone in the group should have great gear, and over 8000 hp buffed. Fire resist gear is an asset.
Mobs of note: - Protien Nightmare: They do heavy physical dammage and spawn adds that give an armor reducing buff. If any of the adds are on the tank, they need to die asap or the tank will be taking too much dammage to heal.
- Death watcher:
Once they reach ~50% they start a countdown in the form of a de-buff on the group. You must kill them before the countdown reaches 3 seconds, or everyone takes ~10k dammage. Paladins can bubble out of the de-buff.
- Arcatraz Sentinal:
They work the same as on normal. Very easy with a Paladin tank, as they can taunt as soon as it de-agros without chasing after it. Also, the one act of mercy blizzard showed players in this instance is that in heroic, there is no double Arcatraz Sentinal pull.
So you've cleared through the instance, feeling prety good about yourselves, and you're ready to start the last room. The degree of dificulty between the rest of the instance and the last room is stagering.
- Gargantuan Abysal:
They have a strong melee attack, an imolation aura and a meteor attack. Have the whole group stand directly behind the tank and they should avoid the imolation aura but be close enough to share the dammage from meteor. If you have hunters they need to watch for the meteor cast and run in close enough to take meteor with everyone else. FR gear is very useful here as it doesn't seem to be all that hard to resist the immolation or meteor dammage with ~200 FR. There are 2 of these.
The Final Boss sequence. 3 random bosses followed by Harbinger Skyriss (king face melter). The three random bosses are all takes on various mobs and bosses from WoW. We got:
Phase-Hunter:
A warp stalker with lots of HP and average dammage. He blinks behind his target and dumps a small amount of agro when he does so. Once again ranged taunt was very useful here when he lost agro on the tank (will probably happen several times). Alternatly have everyone stand near the tank, as he does no AoE dammage.
Sulfuron Magma-Thrower:
Exactly like Gehenas in Molten Core. He does rain or fire, random shadow bolts, and a curse that reduces healing by 50% that lasts for 1 minute. We did it fairly easily without a de-curse, simply healed through.
Twilight Drakonaar:
A drakonid with all 5 brood powers from the Nefarian event in Blackwing Lair. Several of the powers can be dispelled (magic) and none of them seemed to be a problem.
King Face Melter:
Mind Flays for 8000 damage over 4 seconds, stuning the person who is flayed. If you resist/break the stun, you still take dammage. 2 Healers is a must so they can heal eachother if they get flayed. Everyone must be kept at 100%. You probably don't need a tank here, as he simply spams Mind Flay, fear and charm, meleeing only very briefly for small dammage. Twice during the fight at 66% and 33% he will spawn a copy that does a weaker mind flay and has less HP. To quickly identify and kill the copy, start the fight with a raid icon on the boss, when he splits kill the one without the icon first. The key to this fight is healing, as you must heal people very quickly for a lot of hp, and keep everyone toped off at 100%. If you are here for the trial of the naruu you must keep Millhouse Manastorm alive, and he gets charmed/flayed/feared just like everyone else. It helps to make a macro to target him, or put a raid symbol on him when he spawns.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:03:29 GMT
[shadow=red,left,300]Tempest Keep: The Botanica[/shadow]Tempest Keep is a former Naaru fortress in the Netherstorm in Outland. This crystalline fortress is now ruled by Kael'thas Sunstrider, the lord of the blood elves, and dominated by scores of his brethren. The structure is divided into three wings - satellites of the gigantic structure - with the fourth wing, the Exodar, now in the world of Azeroth as the Draenei capital. The Botanica is the blue, far left satellite of Tempest Keep. It houses many Outland herbs and plant-themed bosses. [Terocone], [Netherbloom], [Dreaming Glory], and [Felweed], can be found in some of the small terraria scattered throughout the instance. Heroic difficulty for The Botanica is available once you reach revered with Sha'tar and purchase the [Warpforged Key] from Almaador. ReputationKilling mobs in the The Botanica grants Sha'tar reputation up to Exalted status. -Bosses: 120 reputation -Full clear: 2300 reputation [glow=red,2,300]Tactics[/glow]The Botanica, the blood elf experiment gone horribly wrong! Home of mutated plants, it's on the left hand side facing Tempest Keep, only accessible by flying mount and no, you can't get summons outside. When you release spirit you have to fly back. With a lot of humanoids, you need a lot of CC and GOOD dps and dps boosts maybe. It will be a good time-eater. Two hours is the least a moderate party is going to spend in here so think well about setup. It takes more at first till you learn every encounter. The pulls are easy if you know what to kill first. Always Stewards or else you'll have arcane missile whirlwind that hits random targets for 1000+ arcane damage, Menders - if mind controlled or if used spellsteal on, these give a 300 spell damage increase buff. Pull carefully before Sarannis - three at a time. Commander Sarannis ( www.wowhead.com/?npc=17976): does a blast wave at 60% and yells 'You are no longer dealing with an underling', summoning about 3 humanoids to her aid, menders (elite) and two normal. She debuffs to increase arcane damage taken by 1200 and will, obviously, do an arcane blast. Sometimes drops two items. Pull slowly but surely up to the second boss. Researchers do shocks : mind shock, frost shock, flame shock, virulent poisons and poison shield. Mind Shock is ~ 1000 Nature damage. Botanists are healers most of them, Chemists dropping a cloud of poison and having some flame breath and the vines should be dealt with quickly. High Botanist Freywinn ( www.wowhead.com/?npc=17975): Is a special fight. It's complicated to explain but : you need to tank him at the start of the bridge that leads to his corner. He has a lot of abilities which make him difficult. He plants seeds of 3 colours that freeze, root or melee the closest target. Careful with overaggroing. At ~30s, he turns into a tree and casts tranquility. EVERYONE should move out of his LoS and kill the 3 vines which before he heals for too much. He channelstill the lashers are dead. Nuke tactic works. Nethervine Inciters are a pain. Pull them when they're rid of the buff (you'll notice them big and red) - kidney shots and poisons aren't nice. Thorngrin the Tender ( www.wowhead.com/?npc=17978): Has been long disputed. Tank here, tank there, tank like Firemaw etc. He sacrifices people in his LoS (remember DM) on his starting platform and resets aggro by doing so. Fire resistance is needed although a stamina overkill might help you outlive the hellfire chanelled at his feet:1600-1800 fire damage. Don't be tricked by the ledge unless you've done this before : if your healer can't reach you when sacrificed, you're as good as dead. Next trash up to Laz makes Botanica ...the Botanica. Mutated fleshlings that accompany the blood elves or that already ate some of them. Laj ( www.wowhead.com/?npc=17980): Himself is an endurance fight - he spawns 2 adds from the two pedestals in front of him and teleports himself in his original position so don't move him. Switches immunity to schools of magic from time to time by change of colour - Blue is frost, Red is fire, Green is nature and Black is shadow. Warp Splinter ( www.wowhead.com/?npc=17977): Is a long fight. He yells and calls tiny trees that run towards party members. Kill these as he will heal for the total remaining health of treants still alive. I've tanked him while having a MS build too. Don't bother much... Also does an Arcane Volley, a cone frontal nature damage thing of about ~1600 nature damage so don't face him to the party. You can loot the First part of your Arcatraz key off him.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:03:46 GMT
[shadow=red,left,300]Tempest Keep: The Mechanar[/shadow]
Tempest Keep is a former Naaru fortress in the Netherstorm in Outland. This crystalline fortress is now ruled by Kael'thas Sunstrider, the lord of the blood elves, and dominated by scores of his brethren. The structure is divided into three wings - satellites of the gigantic structure - with the fourth wing, the Exodar, now in the world of Azeroth as the Draenei capital.
The Mechanar is the first wing of the Tempest Keep instance. This is the purple crystal building south of the main palace.
Layout
The Mechanar consists of two levels joined by an elevator. The first level houses the two gatewatchers, Gyro-Kill and Iron-Hand. Both must be killed to access the elevator. Additionally, each gatekeeper drops a half of the key to the Cache of the Legion. The first optional boss, Mechano-Lord Capacitus, has a decent loot table of his own (and he's the easiest boss in this instance).
Nethermancer Sepethrea and Pathaleon the Calculator reside on the upper floor of the Mechanar, after the elevator.
Heroic difficulty for Mechanar is available once you reach revered with Sha'tar and purchase the [Warpforged Key] from Almaador.
Reputation
Killing mobs in the Mechanar grants Sha'tar reputation up to Exalted status. Bosses: 120 reputation Full clear: about 1500 reputation
[glow=red,2,300]Tactic[/glow]
Mechanar Heroic mode:
Group setup: Tank(Warrior in my case), 2 Priests( Shadow + Holy ), 1 Warlock, 1 Dps( Mage / Rogue )
1) Mechano-Lord Capacitus ( Tauntable ):
Ability: Gives Polarity shifts with a debuff (+) and (-) on players. Players with(-)(-) and (+)(+) gives 100% extra damage whilst (-)(+) gives a nasty DoT
Strategy: Spread out. When Polarity Shift comes, make sure the same debuffed players are grouped together for optimised dps.
2) Nethermancer Sepethrea ( Tauntable ):
Ability: Spawned elementals are now faster and hits harder. Cannot be crowd controlled. Elementals will stop at times to do hellfire which hurts.
Strategy: Kill Pathaleon first to clear the exit dome. Upon pulling, make sure at max range. Tank whilst kiting her to the exit at Pathaleon. Keep DoTs up all the time. Should by the time you are at dome and she's still alive, kite her to the starting point. Repeat above steps if necessary.
Note: Make sure she's far away from elemental spawns or you will get hellfire which will most likely wipe your members. Also be aware that this fight is a very long fight depending on the damage output.
3) Pathaleon the Calculator ( Tauntable ):
Ability: Mind Control (7-10secs )the closest party member to him. Tank can be Mind Controlled. Arcane explosion, summon spirits who shoots arcane bolts for 1k+ dmg.
Waves before boss: Chain fear the mobs. Set rotation on the fear. Mages(if u have one) sheep a target, which will be used by priest to MC, and rest/regen. The other priest take over MC, and the other priest rest.
Wave before boss 2: Mechanical will spawn. Stunlock as much as possible when it charges it's fist. Most damage receive is from here.
Wave before boss 3: Same as step 1, chain fear, Mind control the last mob so your group could rest/regen.
Strategy on boss: Fear the adds, make a rotation on those. Mages sheep MC'd party member / Locks deathcoil should there are no mages. Boss himself doesnt hit hard, it's the adds that does the wipings.
There're many other ways to do this boss / party setup but this is probably 1 of the best that works, at least in my case.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:04:13 GMT
[shadow=red,left,300]-----------------------------------------------------------------------------------------------------------------------------------------------[/shadow]So far the Dungeons, lets go inside these Raids ! But, before you get to exited, I'll do my very best to find any tactics on these raids, but I think it might be a bit too hard to find any - I'll see. I wish you all the best of luck in here, and may every drop be an Epic one. I hope you Like it. [shadow=red,left,300]-----------------------------------------------------------------------------------------------------------------------------------------------[/shadow]
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:04:39 GMT
[shadow=red,left,300]Black Temple[/shadow]
Having changed hands many times over the generations, the Black Temple is now the fortress-citadel of Illidan Stormrage, Lord of Outland. The non-linear 25-man raid dungeon in Shadowmoon Valley contains more than a hundred new rare and epic items.
History
Long before the creation of the Horde, the Black Temple was once the Temple of Karabor, a sacred site for the draenei, which also served as a refuge for the draenei prophet, Velen. Shortly after the formation of the Horde, Gul'dan ordered the temple conquered, who then transformed it into the headquarters for the Shadow Council. The temple was then renamed the Black Temple. During the Second War and Gul'dan's absence from the temple, it was used by the then-mortal Ner'zhul as his fortress.
Some time after the destruction of Draenor, the Temple was possessed by the Burning Legion. It came to be named the Black Citadel during this time period, ruled over by the powerful pit lord, Magtheridon. The temple was used as a prime staging ground for the Burning Legion's campaign of destruction. During the Third War, Illidan Stormrage, during his conquest of Outland, took the Black Temple for his own.
Following his defeat at the hands of Arthas, Illidan returned to the Black Temple, where he currently resides. Neither his activities nor his mental state are certain at this time.
Attunement
-Complete the Tablets of Baa'ri (Aldor / Scryers) quest line which is a fairly lengthly questline in Shadowmoon Valley which also requires you to find an NPC in Tempest Keep: The Arcatraz. -Venture into Serpentshrine Cavern and speak to Seer Olum who is located in Fathom-Lord Karathress’s room and accept The Secret Compromised. You must kill Fathom-Lord Karathress for him to come out. -Return to Akama in Shadowmoon Valley. -Complete Ruse of the Ashtongue by killing Al'ar in Tempest Keep: The Eye. -Complete attunement for Hyjal Summit. -Enter Hyjal Summit and kill Rage Winterchill and loot [Time-Phased Phylactery] for An Artifact From the Past. -Turn in the linking quests to A'dal in Shattrath City and then to Xi'ri outside the Black Temple. -Xi'ri will give you A Distraction for Akama which rewards you with [Medallion of Karabor].
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:04:59 GMT
[shadow=red,left,300]Caverns of Time: Hyjal Summit [/shadow] Hyjal is the site of Nordrassil, the first World Tree created from an acorn of G'Hanir, the Mother Tree. The area, a region of northern Kalimdor, located south-west of Winterspring, east of Felwood, north-east of Ashenvale, and north-west of Azshara, was devastated in the battle of Mount Hyjal, but is slowly recovering. That legendary battle was fought six years ago, and heroes are now given a chance to relive that major event in Warcraft history as a 25-man raid instance accessible through the Caverns of Time. The battle of Mount Hyjal takes place at the denouement of Warcraft III: Reign of Chaos, the seventh chapter of the Night Elf campaign, Twilight of the Gods. Archimonde advances the mountain just as he will in the raid instance, along with his lieutenants, Kaz'rogal the Doom Lord, Azgalor the Pit Lord, Rage Winterchill the Lich, and Anetheron the Dreadlord. Kaz'rogal is not present in the Warcraft III campaign mission.
Background
After being guided to Kalimdor by Medivh, the Horde forces led by Thrall and the Alliance forces led by Jaina Proudmoore had come into conflict with each other and with the night elves of Ashenvale, led by Malfurion Stormrage and Tyrande Whisperwind. Acting as a peace broker, Medivh was able to unite the warring factions to defend the World Tree, Nordrassil, from the Legion's assault. Although unable to stop Archimonde's ascent to the summit of Hyjal, the three armies were able to delay him long enough for Malfurion Stormrage to put his plan into effect. Empowered by the very strength of the world, Malfurion succeeded in unleashing Nordrassil's primal fury, utterly destroying Archimonde and severing the Legion's anchor to the Well of Eternity. Unable to draw power from the Well itself, the Burning Legion crumbled under the combined might of the mortal armies.
Attunement
-Upon reaching level 70, talk to Soridormi, the consort of Nozdormu in the Caverns of Time. She will give you a quest named The Vials of Eternity. -Slay Lady Vashj, the last boss in Serpentshrine Cavern, and loot [Vashj's Vial Remnant]. -Slay Kael'thas, the last boss in Tempest Keep: The Eye, and loot [Kael's Vial Remnant]. -Return to Soridormi in Caverns of Time.
|
|
Denduvel
Lieutenant
I'll Live 4 Evah !!
Posts: 36
|
Post by Denduvel on Oct 6, 2007 13:05:20 GMT
[shadow=red,left,300]Coilfang Reservoir: Serpentshrine Cavern[/shadow]
Serpentshrine Cavern is the final wing of Coilfang Reservoir, where Lady Vashj has made her lair. It is a 25-man raid instance with six bosses, culminating with Vashj herself. For most raids, Serpentshrine Cavern will come only after the raid has been farming Karazhan as well as Gruul's Lair. This instance is considered to be the stepping stone to Magtheridon's Lair in Hellfire Citadel, where Magtheridon resides.
Optional Attunement
Note: As of June 19, 2007 there is no longer an attunement for Serpentshrine Cavern. The quests have been kept in the game for lore and challenge of the quest line.
-Enter the Slave Pens in Heroic Mode and locate Skar'this the Heretic, who is being held captive in a cage shortly after defeating the first boss. -Complete the quest line he offers. The final quest, The Cudgel of Kar'desh, requires that you slay Gruul the Dragonkiller in Gruul's Lair and Nightbane in Karazhan. -Take the Signets you find on their corpses, the [Earthen Signet] and the [Blazing Signet] respectively, and return them to Skar'this. He will then cast The Mark of Vashj on you, which will allow you to enter Serpentshrine Cavern.
|
|