Wednesday, July 30, 2008

Zu' Gurub

We went to ZG just for fun, to try and see if we could gt the epic mounts.
When i was there i only had more bars till 70, we didn't bother taking down Hakkar, because most of us had to go an it was getting pretty late

Monday, July 28, 2008

Shethekk Halls


Hey guys, This is a screenie of me and my mates in SH, that is one very hard instance we had an awsome tank but still got wiped many times i am planning on leveling in Mt (Mana tombs) and then face this cracker of an instance again.
P.S >>>> I am level 68 going on 68. :)

Im the cat :)

Monday, July 7, 2008

Instances

Hey guys, i am going to stop posting about my runs through insatances for a while, as it is getting in the way of other things i do, i will still be posting here but about other things.

Saturday, July 5, 2008

How To: >> Go Through >> Scarlet Monestary >> Cathedral

The Chapel

I would recommend your group having an average of lvl 40+ for this last part of the instance. Simply because the last fight includes fighting Mograine and Whitemane at the same time. And they are both boss mobs, and both lvl 42 Elite. If you are lvl 39 or lower, they will be Orange to you, you will hit them less often, less hard. They will hit you more and harder. This is why lvl 40 or higher is a big advantage here.

Bestiary

New mobs:

  1. Scarlet Centurion - Melee type, casts Battle Shout.
  2. Scarlet Wizard - Casts Arcane Explosion (Instant AE) and Fire Shield III - Kill them fast.
  3. Scarlet Champion - Melee type, hits hard - Special High damage attack: Holy Strike.
  4. Scarlet Abbot - Priest type, casts Renew and Heal. Must be interrupted and killed fast.

On Your Way to The Chapel

You will first have to go through a garden with a pool in the middle. The fastest way through it seems to be clearing a straight path to the pool, then move your whole group there. Then when your whole group is safely sitting in the middle of the pool, you can start pulling either left or right, towards the stairs to the upper level of the gardens.

Once you have cleared a path safe enough to move up, tell your group to do so, and establish your new camp on the upper level pool, right next to the fountain. It's safe spot, nothing aggros there.

Now start pulling towards the Chapel's gate. Pull the mobs carefully, there are lots of roamers here, and fight them inside the pool, in the middle of it.

Warning: Be extremely careful with runners here, as you don't have much room for mistakes.

Once the path to the gate is open, call your group to move up the stairs, but don't move inside the chapel yet.

You will first clear the beginning of the Chapel by pulling it outside, to the stairs. When you feel that you have cleared enough inside so it is safe enough to move in, do so.

At the end of the chapel is Scarlet Commander Mograine. There is one thing you need to know about him before you go further: when you attack Mograine, he calls for help, and the WHOLE Chapel will come to his aid. So before you aggro Commander mograine, clear EVERYTHING that is inside the chapel, including the back rooms to the side. Check every little corner before you attack him, because the next fight is quite something.

Scarlet Commander Mograine & High Inquisitor Whitemane

Engage Mograine when your group is fully ready, and warn them about a few things:

  1. Mograine is a paladin type mob - He uses Hammer of Justice (3 sec stun), Crusader Strike (increases holy dmg on target), and Divine Shield (invulnerable for 10 seconds). He hits hard and can take a lot of pain. Thanks god though, he doesn't heal.
  2. When Mograine dies, High inquisitor Whitemane comes and attack your group - Whitemane isn't much of a threat - she doesn't hit hard, casts Holy Smite mainly, until she pulls out her ''special''.
  3. At some point, Whitemane will cast Area Effect Sleep, putting the whole party to sleep for about 10 seconds, and there is nothing you can do about it, it is part of the script. While your party is sleeping, she goes and Ressurects Scarlet Commander Mograine, and fully heals him.
  4. Don't panic, send your warrior on Mograine to offtank him, and the rest of the group on Whitemane. Kill Whitemane fast, she doesn't have much hit points, she is a caster type boss. When Whitemane is down, jump on Scarlet Commander Mograine and this time kill him for good.
Good Luck :)

How To: >> Go Through >> Scarlet Monestary >> Armoury

The Armory

So you just entered the Armory. Now things get a bit more tough. First off, mobs are a bit higher level (highest being lvl 40, Herod himself). So I recommend your group is majorly lvl 36+
Secondly, most pulls are gonna be two or three mobs at a time. And there is also a few patrols, and of course, mobs have that annoying tendency to run away in fear. Things can get ugly quickly.

A few rules:

  1. Naturally, use every Humanoid crowd control spells / abilities your group has at disposal.
  2. Decide who is gonna be pulling (preferably the warrior, working together with the rogue (sap), if there is a rogue.)
  3. Pull WAY back, this is important, you need time to finish off mobs when they run away. People sometimes forget to snare on top...
  4. Decide who everybody will be Assisting (preferably not the warrior who will sometimes need to switch targets to taunt mobs off people)
  5. Kill casters first, they hurt the most. Scarlet conjurors have annoying Fire elemental as pets. They hurt but got low hit points. So if you don't have a warlock in the group (who could banish them), kill them first right after the caster is dead.
  6. If there is no caster, kill Scarlet Myrmidons first, they do high damage, and they enrage when low on health, which turns them into killing machine, so finish them off quick when they enrage. The cool thing about them, is that they never run in fear.
  7. Scarlet Protectors are no harm, they are Paladins and can heal, but ONLY themselves, for some reason, they don't heal other mobs. They have low dps, aren't much of a threat, but take long to kill because of the self healing. So, save them for last.
  8. Be careful, there is about 4-5 patrols on the way to herod. You can pull every of those patrols solo if you are careful enough. So take your time and watch out for those.
  9. Respawn is fast, but still you have enough time to do everything carefully, so don't be too hasty and wipe.

At the end of the armory is a big circle room, where Herod awaits his challengers.

Herod, The Scarlet Champion

Herod is tough, looks cool, and is a fun fight.
He hits pretty hard, and has a load of HPs. And some nasty abilities:

  1. Cleave - Hits an additional nearby target. This can be avoided if nobody else but the warrior is in close melee range.
    Note: A Rogue can still be meleeing and avoid most cleaves if he is fighting Herod from behind, and at max possible melee range.
  2. Whirlwind - Herod starts to spin, and every nearby player gets hurt every 3 second for about 200dmg+ , this lasts about 9 seconds.
    When this happens, whoever is in melee range, must back off fast, even the warrior. When he is done spinning, you can go back at him immediatly.
    Note: Herod is immune to magic while he is doing Whirlwind.
  3. Immune to stun, silence, etc.
  4. When he is below 20% hit points, he enrages, and this is when he really hurts. So save up some mana / energy for this moment, and finish him off quickly.
  5. When Herod dies, about 20 Scarlet Trainees come into the room and try to avenge their fallen Hero. They are only lvl 30 and non-elite though. use AE to kill them all fast.

Congratulations, you cleared the Armory, and got your main quest 2/4 completed. Now only Scarlet Commander Mograine and High Inquisitor Whitemane are left on your kill list.

Goodluck :)

Friday, July 4, 2008

How To >> Go Through >> Scarlet Monestary --> Library


Scarlet Monestary: The Library

Scarlet Monastery is many people's favorite instance. You will get to love it yourself too. One of the reasons people love it is because it is divided in 4 Mini instances instead a single big one. The advantages of that feature are numerous. The 4 mini-instances of Scarlet Monastery are The Graveyard, The Library, The Armory and The Chapel.

The Library

The only real danger of this instance:

Runners. Every single mob (besides the hounds) in this instance runs away in fear when getting low on health. This is almost the only reason why parties can wipe there. So two things:

  1. Have someone on snare duty (by snare I mean movement slow effects such as Hamstring, concussive shot, etc, or even better, warlock's curse of recklessness).
  2. Always pull way back, so you have room for errors.

The first corridor is a mix of Scarlet Gallants, Scarlet Adepts (priest type, so be ready to interupt their heals), and Scarlet Beastmasters (+Hound pet).

It's easy if you follow the rules above. After clearing first corridor you will reach the Huntsman's Cloister. Clear it entirely, then go south to the room where Houndmaster Loksey awaits you.

Houndmaster Loksey

Houndmaster Loksey deals quite a lot of damage for his level, so if your party is rather 35- than 35+, I suggest you take this fight seriously.
He is guarded by 3 hounds, which don't do nearly as much damage as Loksey does. If you have a druid, put one dog to sleep, if you have mage, sheep one, as for the last one it's up to you. Send the warlock or hunter pet on it, or even, ask the warlock to cast fear the whole fight. (if you cleared the previous room entirely, there's no risk in doing that)

Kill Loksey first, and then finish the easy dogs. Congratulations, you just finished 1/4 of the main quest.

Get moving fast though, because respawn rate is quite fast in Scarlet Monastery.

On the way toward the final boss of this part of the instance, you will meet new mobs, a bit higher in level than the rest: Scarlet Chaplain (priest type), Scarlet Monk (deals high melee damage, but low defense), Scarlet Diviner (casts fireball a lot, interrupt it).
You will finally reach the Athenaeum, where you will find the books you need to complete the Test of lore and Compendium of the fallen (Horde) and Mythology of the Titans (Alliance) as well as the mage quest Rituals of Power. Check the shelves at the spot shown on map. Also, if you have the quest Test of Lore, you will have to clear one of the little side rooms before reaching the Athenaeum, the book is on a table inside of it. (see map)

Arcanist Doan

At the end of the library, you will find Arcanist Doan(lvl 37 Elite), he casts the following spells:

  1. Arcane Explosion, it's an Area Effect spell, and he casts it a lot, so if you are not supposed to be meleeing him, stand away from it.
  2. AE Silence, he casts it from time to time, so make sure your casters are far away from him.
  3. Polymorph, sometimes he turns a group member into a sheep. If you have a Priest he can remove it with Dispel Magic, if you have a warlock, his Felhunter pet can remove it as well.
  4. Arcane Shield, he casts it once in the fight when you get a good chunk of his health down. He is immune to everything while this Shield is up, and it lasts about 10 seconds.

He is Immune to Stun, Silence, Shield bash, etc. But he is a caster and therefore doesn't have much Hitpoints, even though he is a boss.

He can drop one of the following items:


As well as the Mantle of Doan or the Robe of Doan, so-so green items.

In the back of Arcanist Doan's room, you will find a treasure box on the floor, open it, and you will aquire the key to the 2 last instance parts of the Scarlet Monastery.


How To >> Go Through >> BlackFantom Deeps


BlackFantom Deeps
This is a instance that i have not done very much, and well this is like the 5th time i have gone through it.

The Instance:
The instance isn’t that bad of a place for a level 21-29 player with a decent group. The only thing I don’t like about this instance is the constant disarm I get from 95% of the monsters you fight up to the temple at the end. Other than that its an easy and fun instance to run though and get some decent drops while your at it.


Instance First Stage:

This is a basic instance and no real threat at any time of a huge mob unless someone pulls a huge mob to you. Keep that in mind when pulling in this instance. As soon as you enter the instance there is a Blindlight Murloc and a Murkshallow Snapclaw in your path. You will encounter these all over the instance and for the most part sheep the murloc and kill the snapclaw first. This entrance area is loaded with these in the water and it is a good idea for lower level groups to clear this area before trying to cross the water.

Crossing the water can be done two ways. One is to clear the water on the left side and swim to the other side, kill the snapclaw and go up a hidden path along the wall to cross over. The other is to clear the water and then swim to the other side and jump along the raised stones to the other side. Jumping is just something I don’t intend to do in an instance and I would rather lead my group along the wall.

Ghamoo-ra:

Instance boss number one level 25 elite Turtle; high attack rating, high defense, high damage. Need I say more? He is a tuff cookie but drops really decent items for the level. As you come across the wall you will see a couple snapclaw or a couple murloc depending on the instance reset etc. Once you deal with those you will be facing the island of Ghamoo-ra. He has 12 minions that are non-aggressive, but he is very aggressive. Using area of effect attacks in this are is a very bad idea. His minions have a slightly lower def and just as much attack and damage as Ghamoo-ra does. Have your tank pull Ghamoo-ra back to the entrance of the area before you start to attack him. There are other monsters in the water and you don’t need interference or adds from others while dealing with Ghamoo-ra. Make sure your party knows to use every skill they have to lower the defense of Ghamoo-ra to make it a faster fight to bring him down. Once he is dead collect the loot and proceed to the west side of the island.

Alliance Quest:
In Search of Thaelrid -- This quest is in the northern tunnel under the water. Clear a path to the area and when you come up on the far side you will need to clear the monsters in the room. He is laying on the floor dead but still blinks at you. 0_o

Knowledge in the Deeps -- The box for this note is in the water on the north-west end of the island. You will need to pull each of the Witches and Myrmidon out of the water or away from the adds to deal with them due to the fact that they will run and get more to come help. The chest is slightly hidden behind some plants etc and is guarded by three Myrmidon. Once you clear the area open the chest and return back to the Island.

Lady Sarevess:

Lady Sarevess is a level 25 elite humanoid monster that is in a hidden tunnel under the water on the west side of the island. Two reasons to kill her: One she can drop nice gloves for an agi based char, Two she can drop a nice one hand sword. With that said lets see what it takes to kill the old hag. You should have this area 98% clear after doing the Alliance quest for the chest. Horde chars will need to start here clearing the area slowly to get to the tunnel to get to her. Once you have the area cleared, swim under the water and then back up on the far side. Make sure that you are on the far right side of the tunnel as when you come up there will be several monsters around you. It is possible to get on the shore on the far right without pulling agro if you are a high enough level. Either way, deal with the Myrmidon and the Witches as needed in this room pulling each one by one.

*!WARNING!*

Lady Sarevess wanders out of her cave on the far side from time to time to inspect the troops or what-not. Make sure you keep an eye out for her as she looks like the witches and may be pulled at a time when you are not ready for her yet.

Once the area is cleared, wait in this room for her to wander back out. She has a guardian in her cave with her and both at one time on a low level group may be too much to handle. She likes to frost nova you in place and run to an area to cast frost bolt on you. Just deal with her as she doesn’t do that much damage and just has a large life bar.

Instance Second Stage:

After you have Lady Sarevess dead and you are back on the island, head to the east side of the island where you can start clearing the Myrmidon and the Witches as needed to cross over the water. When your reach the other side you will see a tunnel to your left. There are 2 things to note here, one is that you need to clear the 4-5 monsters in front of this area before going into the tunnel, two is that there are two patrols that wander in and out of that tunnel entrance that will add on your group while you are fighting the mobs in front.

Once all those have been dealt with, follow the tunnel all the way to the far end killing the mobs along the way. There are 2 bosses at the end of the tunnel. One is in front of you where the murloc are. The other is to your right and the back in the left covey. First we will dispose of the murloc boss as he drops some fairly nice items.

Gelihast:

Level 26 elite murloc class monster, VERY fast attack speed and high damage to boot. This boss is unlike any you will find in BFD, in that he will beat on you repeatedly and kill your tank very fast at low levels. Dispose of all his minion murloc before agroing the main boss. Pull them by 1 or 2 at a time as you move back into the area where Gelihast is. After all his minions are dead, have the tank agro Gelihast and just keep sunder armor and gouge on him as much as you can. He will knock you down a few times and has an unbelievable speed for a low level elite. But in the end his drops are well worth it. Touch the Blackfathom Alter for a Blackfathom Deep blessing and then move back out into the area before this section.

Instance Third Stage:

Pull the few monsters that are to your left as you exit the section from Gelihast and proceed to the area behind them. There is a small tunnel that will lead to Lorgus Jett. As far as I can remember this is a horde only quest for BFD in that you are to kill the sorry alliance guy... (MU HA HA HA) He isn’t PvP so you don’t have to worry about that (dang). He is a straight up mage class humanoid type, fairly easy to beat. No loot other than standard stuff, which makes killing him other than for the quest pretty worthless. Move back into the main tunnel and head further into the deep. Kill the mobs as you encounter them pretty standard stuff until you reach the temple.

Temple of Kelris:

In this area the pulls are tricky and the monsters are tuff. Most monster levels are in the range of 26-27. I don’t recommend that low level parties try this area although I have completed this entire instance with a level 23 - 24 party. Twilight Loreseeker in this area will be the biggest problem in that they have a voidwalker minion with them. Also the fact that they are seldom alone until you get into the temple. If you need the quest for the core of Blackfathom Deep, it is located under the bridge in the water on your right side looking at the temple just as you exit the tunnels. Lets get that first.

After disposing of the 4 guards at the steps of the temple you can now enter the water on the right side. Swim down to under the bridge for the core of Blackfathom. Be careful as all monsters in the water in this area are hostile. Once the first party member gets the core, stop and kill Baron Aquanis that has now spawned to stop you from leaving Blackfathom with it. He is a level 28 elite and rather ruff to handle at low levels. But at level 28-29 should be your standard kill and loot. He has a large drop list and most isn’t worth more than a fast disenchant. Once you have the core you have two choices, you can swim farther in and kill Old Serra'kis or you can go back to killing twilight minions.

If you chose to kill Old Serra'kis, then swim farther into the deep under the bridges making sure you kill all the monsters along the way so that you don’t get adds when you start your boss fight. Old Serra'kis hits pretty hard for a water/beast type if you ask me, but manageable all the same for a good defensive warrior class. Kill him loot is decent for him, then get back to the twilights.

Make your way down the stairs pulling the patrol then the ones behind him etc. to the next set of steps going up. As you start up the steps there is a tricky pull of two twilight humanoid. Get those to your party then move forward while you party stays back at the stairs. The next pull is a ruff one and if you have a mage and a warlock with you, you are luckier than I am. It’s a four monster pull with a minion, so that’s 5 you have to deal with and one of the hardest pulls in this area. Sheep one, seduce one if possible and tank the others best you can. Sorry to say there is no way around this part and the best you can do is to pull them back to your party and give them room to run around. Next pull is a standard three pull and so on. Once you have that area cleared you can move to the inner temple steps.

The Inner Temple:

Starting from the ramp going into the temple keep your party back and let your tank get the agro as the temple is crowded at first. Pull the first two from the temple front and dispose of them. Then as you enter the door on either side is a monster that will need to be pulled out of the temple to deal with them. Simplest way to accomplish this is to shoot/agro the monster then run back out of the temple to your party. Once you have the monster on either side cleared take the party into the temple and move to the right side. Pull each of the warlock based monsters to you by agro then run behind the wall where they can’t see you. As they run to find you your party ambushes them and so forth. Clear all the monsters in this room before agroing Lord Kelris. He also is a warlock based monster level 27 elite, and will put your tank to sleep repeatedly in a trance called “Kelris Nightmare” the spell can be debuffed/removed to get your tank back into the fight as fast as you can. His drops are really nice for the level and worth the effort to kill him.

After the Battle What Now?:

The alter of Kelris has four trays that can be lit to summon the four elements. Light each one by clicking it then waiting for the monsters to spawn. Deal with each wave as efficient as you can. You will be dealing with two level 27 elite water elemental, four level 27 elite turtles, six level 26 elite crabs, and twelve level 26 non-elite snapclaws.

After you light all four of the trays the doors at the back of the room will open allowing you to access the area where Aku'mai resides.

Aku'mai:

Pull each of the turtles in the inner area into the temple, and dispose of them. Make your way into the inner area along the right hand wall. Be careful that you don’t agro Aku'mai in that he roams back and forth along a path in the inner area. Pull the remaining three turtles as Aku'mai walks back to the back of the area so that you have no adds while attacking him.

Description of Aku'mai: Hits like a tank, Does insane damage for his level, Impossible to hold agro on him. (based on a level 27-29 group)

Once you have the area clear let your tank pull Aku'mai to your party, which better be close as he will re-agro the next in line very fast. Use taunt to keep agro on you as you start tanking Aku'mai to keep him from taking out your priest or mage. Mages should hit him with as much cold damage as possible to slow him down, same for shaman. Shadow spells do little to Aku'mai for some reason and its better for the priest to be healing the main tank than to be worried about doing damage at this point. Aku'mai has a huge life bar and a huge defense, this alone will make him hard to beat at low levels. Once he is dead loot him for drops and then move to the back of the room where there is an alter. Clicking this alter will transport you back to the area before the instance where you jumped off into the water. Makes for a speedy reset for those doing the instance for drops.


Gratz, have completed the instance.

How To: >> Go Through >> ShadowFang Keep

ShadowFang Keep
This is an instance that i have done very few times but i have run my friends through it many times, so i have not exactly ran through this at the required level.

Walkthrough
Opening the Door to the Courtyard
As you enter the instance your only way is to go directly right into a building. You will encounter pulls of level 18 Shadowfang Whitescalps and Bleak Wolves, nothing special about these, keep on killing them to penetrate further into the building. Once you climb up the second pair of stairs you'll get to a platform with a door that leads to the courtyard, however you can't open it yet, that's normal, just continue killing to the left, towards position 1 of the map.
After turning left you'll see two more wolves and werewolves in front of you, kill those before moving on to Rethilgore.

Now when you look down to the prison cells where Rethilgore stands. You see that you'll have to deal with 2 wolves, one werewolf and Rethilgore himself. Let your rogue sap the werewolf and your mage sheep one of the wolves. Let your warrior get aggro on the last wolf and Rethilgore and burn down both as fast as possible, Rethilgore is just a simple melee mob, nothing special. Then deal with the other mobs that were sheeped/sapped/hibernated.
Now if you take a look at the cells you will see one with Sorcerer Ashcrombe inside - and one with Deathstalker Adamant. Sorcerer Ashcrombe is the NPC that will open the door to the Courtyard for Alliance characters (as Paladins and Warlocks need to do quests here too) and Adamant is the equivalent for Horde. Use the lever next to the cell that corresponds to your faction. Enter the cell and talk to the NPC.
You can ask him to open the Courtyard door for you that was looked before.

Clearing the Courtyard
After he opens the door make sure not to run down fast, stay on the top of the stairs and carefully pull to there. The Shadowfang Moonwalkers cast a nasty immune-magic shield, so have your casters melee him. You will see when this happens as there is a green aura that appears around the werewolves.TURN IN QUEST HERE: After taking a look to the right you will notice Deathstalker Vincent lying dead on the floor. Clear around him by pulling to the stairs up until the way is safe so your group can run to the NPC and finish [25] Deathstalkers in Shadowfang (Elite).
Mobs here are still lower level (between 18 and 20) but have your mage/druid/rogue crowd control anyway if you happen to get too many.From the place where the Deathstalker is lying you have a safe spot to pull to. Always watch out with the Haunted Servitors, those wander around like patrols and cast a nasty curse:
GENERAL INFO: Haunted Servitors cast a debuff on you that is called "Haunting Spirits". This is a 5 minute curse, which periodically and randomly will spawn ghosts called "haunting spirit" that have very low HPs but hurt a lot. As you don't want those to add in fights, have your mage or your druid remove this curse asap
Now after the CY is clear you will see stables to the left with one werewolf guarding them. This is an optional target, you don't have to kill the Steeds, but if you do you have 3 times a 20% chance of receiving a 10 slot bag.
PALADIN NOTE: 'Jordan's Smithing Hammer' for your quest is here in the stables, you can loot it after the way is clear.
If you decide to go for these you should first pull out and eliminate the Werewolf inside the stables.Now you'll be standing in front of three horses which are not aggro yet, have your druid and/or mage crowd control one and kill off the other two. (Once you attack one of the steeds, the other two will become aggro too) Make sure that your warrior taunts these well off your healer as they hit fairly hard. After killing the horses step out of the stables. You have two ways now.
Through the Dining Room into the Fortress
One way leads upstairs and one, to the left that leads into a building. I suggest you to take the way through the building as this way includes two extra bosses that can drop nice loot. When you step into the building you need to kill two Haunted Servitors first then you can see a room with more of these servitors along with our second boss mob Razorclaw the Butcher. Stay in the room where you are and pull the Haunted servitors to you.Now you can step into the Butchers room and kill him carefully. Be careful to kill him close or inside the room where you come from because on the other side of the Butchers room there is a werewolf patrol that sometimes enters and can aggro.The Butcher is a fairly easy fight, the only thing to keep in mind is that he casts a spell called "Butcher Drain" which drains 350 mana. Else it's just tank, heal and dps. He can drop this:

After the Butcher you will be able to access the 'dining' room which is full of mobs. Werewolves as well as Haunted Servitors. The Shadowfang Gluttons drain life. Have someone carefully pull mobs from the dining room into the room before, where your group is standing. Pull out all the mobs that stand around the table until there is none left in the dining room anymore beside Baron Silverlain at the other end.Wait until the Shadowfang Wolfguard patrol roams down into the room and eliminate this one as well before proceeding to Baron Silverlaine.This fight is very easy if you know the trick. Right at the start the Baron casts a curse that is called 'Veil of Shadows". This curse reduces all healing effects by 75%. So let your warrior charge the Baron and as he gets cursed let your mage or druid remove the curse as fast as possible. The rest of the fight is pretty easy, tank heal and dps. He can drop this:

Now getting up the stairs is tricky, because there are Shadowfang Darksouls patroling on top of the stairs behind walls. But as those werewolves move around a lot you can get them solo. Make your rogue hunter or warrior climb the stairs behind the Baron's spawn location and scout for the Shadowfang Darksouls. When they move away and when there is only one standing on the left pair of stairs you quickly pull them down to your group which still stands at the barons spawn location. Rinse and repeat until all three Shadowfang Darksouls are dead that roam these two sets of stairs. NOTE FOR WARLOCKS: Shadowfang Darksouls are the mobs that drop the Large Soran Fragments that you need, be careful these are immune to shadow magic.
Commander Springvale

Now that the way is clear you can go up left or right, go left... as there is nothing particular waiting on the right, just more mobs to clear.In front you'll find Shadowfang Darksouls. They are pretty easy, the only special thing about them is an occasional Shadow Word: Pain that can be removed by your priest with remove magic. Just clear the way into the next room.
Now up the little stairs in the next room waits a new type of monster: Wailing Guardsmen. These are particularly annoying because they cast "Screams of the Past" which is an area silence. This means: have your casters and especially your priest stand back at max casting range while the melees fight the Guardsmen. Taunt them well and keep them at one spot so that the silence only hits the melees, this is vital, else you might die without even recieving a single heal.IF your mage for example gets hit by the silence nonetheless, your priest can remove this debuff with "Remove Magic". Pull out the Wailing Guardsmen carefully one by one out of the room to empty it. It might be that at some point you get 2 or even 3 if unlucky, should this happen have your priest stand back far away and shackle undead one. If you have a hunter he can freeze trap one as well... etc. Really make sure you are full mana before the second and third pull out of that room and that your casters stand back far enough. Clear everything beside Commander Springvale and his two Guardians that stand on the left side of the room on a platform. Carefully move into the room with your group.

Next fight is tough as it is three undeads. Make your priest stand in the back of the room and let your warrior charge one Wailing Guardsman. While all three are on him the priest needs to shackle one of the Wailing Guardsmen fast (already start casting the shackle while your Warrior runs to the mob). The Commander is a Paladin and doeasn't hurt that much, he should be offtanked by either a druid in bear form, a hunter pet or a rogue with dodge disc - just make sure that they stay in front of the room and don't get close to your healer.Now burn down the Guardsman as fast as possible while keeping the other one shackled, then kill the Captain, he is annoying and heals himself, or uses invulnerability disc, just keep on hitting him until he finally drops. Recover a bit if needed while your priest keeps the last guardsman shackled and when you are ready kill it and enjoy the loot:

Attention: Commander Springvale's death spawns a two mob Shadowfang Wolfguard patrol which roams from the stairs to Baron Silverlaine all the way up, past the room where you are in currently. Have your puller pull this patrol to your group and take it out before moving on.

To the Battower
Now after drinking etc, move on down the stairs. At the bottom of the stairs you'll find two more Wailing Guardsman that patrol from there over the outside wall and back. Clear those safely before moving outside on the wall. Move out over the Wall and carefully kill the Wailing Guardsmen. At the end of the wall lies the entrance to the bat tower.
In this tower you have two bats and Odo the Blindwatcher. The two bats will forcefully aggro at the same time as Odo, so have your Mage sheep one bat and your druid hibernate the other. If you only have either druid or mage, offtank Odo while fast killing one bat and keeping the other one sheeped/hibernated. The bats don't have any special ability (Someone told me that one disarms and one silences, I am not sure as this didn't happen when I was there, so if someone can confirm this, please drop a post) just a minor physical damage increase debuff. Now proceed quickly to kill Odo, be very carefull as he might not hurt much at the start but while his hitpoints decrease he gains several stages of 'Howling Rage' where he grows and deals more damage - burn him down as fast as possible. Recover if needed and kill the last bat. Possible loot:
First Level of Arugal's Tower
From the bat tower you can access the second wall. Heal up and cross that wall by carefully pulling the Tormented Officers to you. Beware, these patrol and roam, so you might want to wait in the batroom and split patrols with a puller from there. Tormented Officers randomly cast curses that decrease weapon skill, skills in general, spell damage etc. Very annoying curses but can easily be removed by a mage or a druid.
After crossing the wall you will get into a tower. At this spot you will sometimes find a rare spawn called Deathsworn Captain. Inside the tower there is a Shadowfang Ragetooth that patrols, pull that one first before stepping inside. These aren't special, they just enrage towards the end of the battle, so finish them off fast. At the bottom of the stairs you'll find another one of these, kill it and move your group to the bottomof the stairs. Now inside the next room you will have one Son of Arugal (he is no boss mob) and a Shadowfang Ragetooth close to you, try to pull it out solo. Then pull the Son of Arugal. These hit fairly hard and cast a spell called "Arugal's Gift". This is a curse that inflicts 175 to 225 Shadow damage to an enemy every 60 sec. for 5 min. So make sure to remove curse that one.

There is a Lupin Horror (a ghost wolf) on the left side of that room. Let a rogue or someone else carefully pull it. On the stairs there is another Shadowfang Ragetooth with a Lupine Horror, pull that one too if you didn't get it as add already, remember those are humanoids and can be sheeped/sapped. The horrors are undeads and can be shackled. It would be good to shackle the wolf because he spawns 'Lupine Delusions' as his guardians which are non elite level 25 mobs. They dies in one hit, make sure to hit it fast before it damages you any further, then continue hitting the wolf. Either that or kill the ghost wolf as fast as possible so he cant spawn more Delusions.

Climb up the stairs, and wait infront of the upper room for a Shadowfang Ragetooth that will roam outside. After killing this one make your Mage cast Polymorph on the Son of Arugal. Two undead Wolves will run out, shackle one and kill the other.After finishing off this pull proceed in the same way with next pull, sheep/sap/shackle what you can and then kill off slowly. Now move onto the stairs leading to the next level of the tower you come from. You will see another Son of Arugal. At the bottom of the stairs, pull it and kill it before moving inside. On the stairs you'll find another Shadowfang Ragetooth that you must kill.
Second Level of Arugal's Tower

Now after climbing the stairs you will be infront of Fenrus the Devourer. Make sure that you are full mana and then rush into the room to kill him. He is a pretty easy kill, only casts some poison. However after you kill him be careful as there will be 4 Voidwalkers that will spawn right after the death of Fenrus. Those are level 24 non-elite demons, just kill them by using AE skills.
QUEST ITEM HERE: On the left side of the door where you entered the room you can find "The book of Ur" to finish your quest, in a shelf.
Now move out of Fenrus' Room. On the stairs you'll encounter a Shadowfang Ragetooth, kill it and move up the stairs. You will find yourself directly above Fenrus room. From this platform pull the Son of Arugal that is roaming behind the door that you must pass to move on.
Third Level of Arugal's Tower
After moving through that door and running up the stairs you will be in front of Wolf Master Nandos' room.
Some info:Bleak Worgs cast "Worg's Weavering Will" that will last 60 seconds, and reduce your attack speed by 20%, your casting speed by 20% and your movement speed will be reduced to 80%. This is magic and can be dispelled.
Apparently while pulling the worg to the close left or right side, the four worgs that are in the room will run to you and attack you. Sheep a worg and shackle an undead wolf then kill off the rest. When these are dead, Wolf Master Nandos will rush to you and attack you. Kill him while shackling his undead wolf guardian. This is a pretty hard fight but with some organisation and eventual offtanking it can work. Some very nice loot:
After he is dead the door behind him opens and you can access Arugal's room. From the top of the stairs where you are, carefully pull the sons of Arugal one by one to you and kill them. After clearing the three sons you will have to face Arugal himself.
Some infos: he is a mage and casts 300 damage shadow bolts which hurt a lot. He has a big mana pool so mana drain doesn't quite work on him. Also he likes to blink around between three or four spots and nuke the heck out of you. What you have to do is keep the aggro with your warrior on Arugal. This way he will be the only target of bolts and the priest can heal him while others continue damaging him. If you have a Shaman let him set up a purge totem to dispell Arugal's shield. He will immediately recast his shield, every time it wears off, so this prevents him from shadow bolting and makes him empty his mana pool fairly quick.
He also sometimes turns one of your party members into a werewolf that will attack your group, in this case sheep the werewolf or immobilize it.
Arugal likes to Thundershock as well in order to stun you so he can move away and nuke you. Everything will be fine as long as your Warrior keeps the aggro well on him, if you have a support healer, he should help on healing the warrior. Also when he blinks, your warrior will most likely lose aggro and the closest person to Arugal will get it, so be sure to position yourself well so your warrior is always the closest one to Arugal. Sometimes this wont be possible (depends on where Arugal blinks to). If this should be the case just run out of his line of sight and give your Warrior time to get aggro back.This is by far the hardest fight, keep your long time abilities for this fight and burn down the mage as fast as possible.
Goodluck :)
Rep

Thursday, July 3, 2008

How To: >> Go Through >> Wailing Caverns

Wailing Caverns
As part of the Alliance i have not got myself familiar with this Horde instance, so i have had to make lots of notes as i had gone through it. It is a level 18+20 instance, and i don't suggest that you go through this instance if you do not have a strong group.

The Instance
Crowd control
The most important key to surviving any instance is crowd control. Read this part and learn your duty before you even begin. If you are a mage the mobs inside WC are humanoids or beasts. Polymorph them in every pull to ensure that your group can handle the adds. If you are a rogue sap the humanoids (as a replacement to polymorph or working together) and if you are a druid make sure to hibernate beasts.

Key points about the mobs
Your main objective in this instance is going to be killing a bunch of druids to awaken the final guy. Read closely what I just said. Killing druids. I hate druids. They have a nasty habit of healing themselves. So tanks, make sure to interrupt them nonstop. Shamans donÂ’t forget to use earth shock while taking, it can save your butt when one of the druids start healing. Also, use tremor totems to avoid getting the curse sleep.

There are four bosses to kill before the final guy: Lady Anacondra (, Lord Pythas, Lord Serpentis, and Lord Cobrahn (see a pattern yet?).

Once you get all four gems from the bosses, make sure to clear the rest of the lair before attacking the boss. When you speak to the NPC, stay on your toes. ItÂ’ll be like a short escort and protect mission,, making sure he survives through waves of attackers. Then Multanous the Devourer will come. HeÂ’s a bad mofo; a melee mob that hits extremely hard, so be careful out there, healers.

Items
There are several blue items that drop in this instance. Before I go into further detail about that, the instance drops a set called Embrace of the Viper, an awesome leather set for players until later levels (SM era).

As for rares, he drops a good ring, leather and mail armor. Two staves, Living Root and Crescent Staff are included. Finally, Wingblade (a sword) and Seedcloud Bucklet (shield).

Good luck when you try this :)
Thanks for reading.
Rep

How To: Go Through >> Deadmines

Deadmines
This is a classic instance at level 66 i was more than happy to go through this legendary instanceonce again.

Inside the Deadmines
The inside of the Deadmines is a veritable maze of tunnels. You will encounter miners around level 15-17 and a few elites that patrol the corridors. This is how all of the mining tunnels inside the instance are set up, so you''ll want to establish a good pattern of pulling for these outside. If you are wanting to go straight to the instance, follow all the tunnels to the right. You will eventually come to a platform at the top of large room. You can see the swirling blue instance door to the right at the bottom, back of the room.There are two quests to complete outside the instance. These are "Oh Brother" and "Collecting Memories". In the middle of the area outside the instance, in the left portion, you will find an undead area. The undead in this area (level 16-18 elites) will drop the miner''s union cards. You will find a named ghost in this area called Foreman Thistlenettle, he is a lvl 20 elite. He is also surrounded by helpers.After you have finished the undead, follow the tunnels back to the right area of the zone and you will come to the big room described above.

Through the Instance Portal
Once you step through the portal, you will see the first of many mining corridors. This one contains level 17-18 miners. They are spaced about the same as the corridors outside the instance, with level 17-18 elite overseers and evokers patrolling throughout.Your first boss will be at the end of the mining corridor in front of a set of double doors. His name is Rhahk''Zor. He is The Foreman and a level 19 elite.When engaging Rhahk’Zor I would suggest getting someone to lure him over to the group (a Hunter with a bow, or a mage with a fireball for example). Beware however; Rhahk’Zor does have other Defias members in the room with him, so try not to lure them in on top of the big blue ogre.Once Rhahk’Zor gets close have your melee fighters (or as gaming slang goes, “Tanks) engage him up close and personal while the magic users and ranged fighters widdle him down from afar. The ogre should not be able to stand up to a concentrated group attack and will quickly fall. If not… well let’s just say this guy is nothing compared to what’s coming. When he dies, the doors open.You will want to be careful during the Rhahk''Zor fight and after, because your first patrol should be making its way towards you. The patrols consist of two or three of the overseers or evokers (or both).Past the doors you will go through another set of mining corridors. You will see the same type of mobs here as before the ogre battle. At the end of this corridor you will see another set of double doors (labeled "Heavy Door"). Just right-click on these to open them.

Mast Room
You are now in the mast room. This room is full of Goblin Woodcarvers (18-19 elite). They are not friendly and like to gang up on you. You can practice pulling techniques in here. The main thing to watch out for is the boss that is located in this room. The boss is the Lumbermaster, Sneed''s Shredder. It''s easy to spot, as it''s a giant machine patrolling on the far end of the room.*IMPORTANT*: The “boss” monster that inhabits this room has a walking path that can take it out of view, so do not rush blindly forward without checking your sides or you may be ambushed by a really big and bad enemy!You will want to try to clear the path of as many woodcarvers as possible before pulling aggro from him.This battle has 2 stages. Sneed''s Shredder is a level 20 elite. When the shredder dies, the Lumbermaster Sneed jumps out and starts whaling on you. He is a level 20 elite as well.

Ironclad Cove
We’ve gone from a Mine, to a Lumber mill, to a Foundry, of course we need something to top this all off and what better then a Pirate Ship? This is the final part of the Deadmines Instance and it’s by far the hardest. Get ready for some tough fights.The cove is the last area of the Deadmines. You must fight your way aboard the pirate ship to face Van Cleef.Depending if you blow up the door entrance or not, you will be engaged by a horde of Defias Pirates, dispatch them as normal and then heal and Rebuff because this ship is going to be a tough one.It will take some time to get to the ramp that leads onto the ship itself, be aware of the patrolling Pirates and deal with them as they come. Once you reach the Ramp to the ship get ready for a tough battle.The first “boss” battle in this area is against the large Tauren First Mate of the Pirate ship; Mr. Smite. Smite is a powerful close combat opponent and will most defiantly smash even experienced combatants given enough time. Your best bet to defeat this huge giant is to pummel him with magic and hold him with close combat specialists. Any Defias Pirates that are drawn into the combat should be killed ASAP, or if possible polymorph until Smite has been taken down.

Van Cleef
The main reason for coming into the Deadmines is to obtain the head of Edwin VanCleef, well here is your chance. This battle is the hardest of the entire Instance and trust me when I say you don’t want to pooch this one.Van Cleef resides inside the little room on top of the ship and will not leave unless you attack him or stray to close. Take a quick break before engaging him to set-up your spells, abilities and any potions you want on hand for the battle. Also be sure that the healers know if things go sour to hop into the water!When you’re ready start by pulling out VanCleef with magic or a ranged attack, this will also drag out a few of his hidden friends. Make sure if you have a mage to have him polymorph these extra goons, and be sure NOT to cast any area of effect spells or abilities or they will reverse the polymorphing. If there are no mages in the party, be sure to kill the goons ASAP.

Getting the Cook and Getting Out
Taking a quick stroll down the opposite side of the ship will take you on the path needed to reach the mine exit on the other side of the ship. Also while you make this trip be certain to pummel on the Murloc Cook of the ship as he usually has something moderately good to drop.Deal with any remaining Pirates on the way out and then head through the portal in the opposite mineshaft. You will come out just south of Moonbrook in the Westfall area, but that’s it!

You’ve completed the Deadmines!

Thanks for reading =]

World Of Warcraft l Introduction






As a massively multiplayer online game, World of Warcraft enables thousands of players to come together online and battle against the world and each other. Players from across the globe can leave the real world behind and undertake grand quests and heroic exploits in a land of fantastic adventure.

World of Warcraft draws heavily upon the lore of the Warcraft universe. Long-time fans of the Warcraft games are finally able to step into the world from a player's perspective, and experience the universe firsthand. People, places, and units from the strategy games are finally brought to life in World of Warcraft.
You can visit such places as the Burning Steppes, where Grom Hellscream (Orc Hero) fell in battle against the demon lord Mannaroth, and Ironforge, where the dwarves make their home below the mountain. Legendary heroes, such as Thrall, Cairne Bloodhoof, and King Magni Bronzebeard, are also in the game, presiding over their respective peoples as leaders in their race's capitals.


Questing
Samophlange QuestQuests are a big part of World of Warcraft. Like most other role-playing games, World of Warcraft lets you advance in level as you gain experience. Experience can be gathered by killing monsters, exploring new destinations, and completing quests. Unlike in other games, quests are a significant tool for level advancement. Players who try to level up through sheer combat will never advance as fast as those who combine questing with monster killing.


Instance Dungeons

Entrance to an InstanceTo promote the idea of epic adventuring with friends, World of Warcraft also introduces a concept called the instance dungeon. Instance dungeons are dungeons in the world that spawn specifically for each group of adventurers that enter them. Each time a group enters such an instance, a unique version of it spawns for that group only. This means no other players can play in that instance and bother the group, steal kills or treasure from the party, and hinder its play experience.

Player-versus-Player Combat
"I'm glad I'm not on a PvP Realm"Player-versus-player gameplay is very important to World of Warcraft. However, the designers are mindful that players are very divided about this issue. Thus, Blizzard is made sure that there are two different Realm types at launch. On the normal Realms, PvP combat is entirely consensual. You cannot be attacked by other players unless you want to be. The other Realm type is player-versus-player, and on this server, you can sometimes be attacked by players of the opposing faction without warning.

These are a just a few aspects of the game, as you progress in the game there is a greater variety of these aspects open for you.