Great comedic relief. A level 83 elite Gnome Warlock summons a super-sized demon from some hellish dimension to do his bidding and take on the player raid. The demon resents being summoned, 1 shots the foolish Gnome, and turns to give the players some trouble.
Lord Jaraxxus is a pushover. MT will tank him. Offtank picks up Demons he summons and Infernals when they appear. DPS them down, and resume dps on the boss. Collect phat lewts.
If there's any rule, you can learn from years of raiding in Warcraft its.... "Don't stand in the dammed fire!!" Seriously. If you're on fire, dont' stand next to me. Don't stand next to the MT, Melee, or the Healers. Just burn quietly off to the side and resume dps when you get healed. Fire burns you. Fire burns those around you. This kind of unholy green fire leaves piles of flames on the ground. Jaraxxus casts Infernal fire randomly. Run away and leave the piles away from the Raid.
Jaraxxus will also deal a red flame dot called Consume Flesh. Hurts you and heals him. Don't let your friendly Dwarf hunter die to that thing. I got that stupid dot like 3 times. Jaraxxus also casts a heal? Dunno. Whatever it is, keep a rogue / paladin / whatever to stun with that thing. NEED to.
He aslo summons friends. Nuke the 4 armed demon witch flayer when she appears. If she aggros you, she'll bounce you 40 feet into the air and smack you around like a rag-doll. Not big damage, but annoying and the Offtank should be able to pick her up most of the time. We just burn her down fast and resume dps.
Infernal spawn. Another pain. Infernals are annoying in 10 man. In 25 man you'll have a warlock to banish one and dps the others. Finish them and nuke the boss.
I have yet to see the team that can beat the Northrend Beasts and NOT kill Lord Jaraxxus on the first try. He's a vending machine for Epix and Badges. Just don't let adds get out of hand and keep up the interrupts.
The next Trial is the big stopper for the 10 man and 25 man Trial of Champions.
Friday, September 18, 2009
ToC 10 - Northrend Beasts
Northrend is the place WoW gamers go to test themselves. Ulduar is difficult. Hardmode is truly Hard for alot of players. Eventually, Icecrown is going to supercede that place with ToC and Arthas's Stronghold / Castle being the top of the level 80 difficulty chain.
This post deals with the 10 man event at the Argent Tournament. The Trial of the Crusader with four contests, consisting of seven fights. You may add/remove players from the party. Leave to repair/reload / re-buy reagents. Even spread the Trials out over a number of gaming sessions, if you want to progress slowly or you're still learning the fights. Our guild does them all in one evening. We'll substite about 1/2 way along because people need to come and go during the night. Probably 3 to 4 hours tops. If you one-shot all of the encounters, you can finish just over the 2 hour mark, but we aren't that pro. If you're that good, do the 10 man on Heroic.
The first "trial" consists of the Northrend Beasts. Jormok the Impaler, The Twin Terrors, and Icehowl. That's right. You have to beat 4 bosses here before you even see a loot chest or a Badge of Triumph. They really make you EARN those. Let's take apart things one by one.
Jormok seems like a tank n spank. Big melee boss with a nasty spear. The spear is a random stab with Mortal Strike. Usualy in Close melee range. On his back are Elite Snobolds. They ride along and launch large clusters of napalm. These random fire bombs suck. Stay out of the fire. Randomly, every 20 of seconds, one of his riders will jump off and land on a player. He will be stabbing the player with a low level damage ability. You can't target the mob on your back, so players will have to rely on others to get the annoying Snobold off. Roughly 40-60k health and then DPS can resume back no Jormok. Jormok will also do an AOE stun / spell lock via his thunderstomp. Healers, watch for this as a lockout + mortal strike can mean a dead tank. Kill the Snobolds. Stay out of the fires. Keep the casualties to zero.
If you're having people die to Jormok, your raid is doomed. He's the warmup act. The real issue is TIME. You cannot re-enter the 10 man ToC during a trial. Battle rezz and Jumper Cables are usable, but you're constantly in combat. Save those for phase 2. Finish phase 1 with as much mana, health, and cooldowns as you can. Also, in 10 man ToC, every casualty reduces your chance of finishing a tough event. Healers get a workout.
The Twin Terrors are Dreadmaw and Acidscale. These guys suck and will break an unprepared team. One is a fixed mob and the other one is a moving target that leaves clouds of poison gas behind him. Dont' stand in the poison. Rogues and Hunter pets die here. Don't stand in front of either snake unless you're MT or OT. This fight gets more complex, really fast. Dreadmaw will be tanked by the Offtank and spits paralytic poison randomly around the room. One ore more people will get the poison. Usually it's anyone in front of him. He also has a short range an earthquake effect for minimal damage. Hunter Pets die yet again. The paralytic poison will stun you then kill you if not cleansed. You have to run to the MT by the Other snake. ( Still following ?) The MT will be taking damage from Burning Bile. The only cure for the Paralytic poison is Burning bile from the other snake. That's right.... If you turn green, run on over to the MainTank who's glowing red from Burning Bile. Poison damage stops and your movement debuff clears. Don't cross the poison cloud behind the worm.
I was a dumbass my first try on 25 ToC and just died in the poison cloud. Run to the TANK to clear your debuff. Then resume pew pew pew. I believe pets are immune to Paralytic Poison. Snake traps may offer a distraction, but the pulse AOE on Dreadscale shreds them before they can be good substitute targets. Seriously, that paralytic poison has no cure. You can't dispell it and it ticks away horribly fast. Run to the MT (Red Tank) when you turn green. People will call your name out in vent. Then resume your job. If a primary healer gets hit, the Tanks and other healers will have to "improvise" until that healer gets cured.
Use two tanks. If one dies, I'd recommend a Battle Rezz. I've seen a single MainTank take over tanking for both worms, but the odds are stacked against surviving that fight. We won, but that was chaotic as both tanks wound up dying and I feigned to get in somre additional DPS before the worms came for me. We finished the worms on ToC 25 with just DPS and healers standing then battle rezzed the MT for Icehowl. For 10 man, you should be rather smooth with the kill, using vent and staying out of poison clouds. The second event is the big hurdle.
Burn your cooldowns on this fight. You don't want to worry about multiple poisonings, toxic gas clouds, worm bile, and random damage for too long. Get it over with. Aggro doesn't seem to be a real problem here, but use Omen to keep aggro on the tanks. If another player gets burning Bile instead of the MT / OT.... that shit hurts. You've messed up and may not get the steady stream of heals the MT was getting to stay alive. Alot of PuGs fall apart here. Coordination and Cooperation is key to winning against the Twin Terrors.
Count your dead. Bandage up. Clear the doorway for Icehowl.
There's a 5 second pause to announce the next foe, but no real break in this fight. This guy is a simple tank and spank with a couple tricks. Icehowl doesnt' cast. He is a brutal melee opponent. Every 30 seconds he will breathe frost and freeze opponents in place in front of him. Face him away. He will also thunderstomp the ground and send people to the walls. The raid is stunned and he will pick a random player to charge. You get a DBM warning. You hear bells. You even get an 8 second speed buff. As soon as you can move away, GTFO. He will 1 shot whomever he hits or any fool in his path. If you don't move, you will die and Icehowl gets an enrage buff to his damage. Icehowl is a dammed cookie at the end of the encounter. If you aren't horribly lagged, you can easily escape his charge and Icehowl will slam into a brick wall. He's stunned for 15 seconds and takes extra damage. Pound away at him and have the MT pick him up. Then Rinse and Repeat. Icehowl is easy peasy. Get your badges and epic loot. That challenge down, you can talk to the Arena master for the next Crusader's Challenge.
This post deals with the 10 man event at the Argent Tournament. The Trial of the Crusader with four contests, consisting of seven fights. You may add/remove players from the party. Leave to repair/reload / re-buy reagents. Even spread the Trials out over a number of gaming sessions, if you want to progress slowly or you're still learning the fights. Our guild does them all in one evening. We'll substite about 1/2 way along because people need to come and go during the night. Probably 3 to 4 hours tops. If you one-shot all of the encounters, you can finish just over the 2 hour mark, but we aren't that pro. If you're that good, do the 10 man on Heroic.
The first "trial" consists of the Northrend Beasts. Jormok the Impaler, The Twin Terrors, and Icehowl. That's right. You have to beat 4 bosses here before you even see a loot chest or a Badge of Triumph. They really make you EARN those. Let's take apart things one by one.
Jormok seems like a tank n spank. Big melee boss with a nasty spear. The spear is a random stab with Mortal Strike. Usualy in Close melee range. On his back are Elite Snobolds. They ride along and launch large clusters of napalm. These random fire bombs suck. Stay out of the fire. Randomly, every 20 of seconds, one of his riders will jump off and land on a player. He will be stabbing the player with a low level damage ability. You can't target the mob on your back, so players will have to rely on others to get the annoying Snobold off. Roughly 40-60k health and then DPS can resume back no Jormok. Jormok will also do an AOE stun / spell lock via his thunderstomp. Healers, watch for this as a lockout + mortal strike can mean a dead tank. Kill the Snobolds. Stay out of the fires. Keep the casualties to zero.
If you're having people die to Jormok, your raid is doomed. He's the warmup act. The real issue is TIME. You cannot re-enter the 10 man ToC during a trial. Battle rezz and Jumper Cables are usable, but you're constantly in combat. Save those for phase 2. Finish phase 1 with as much mana, health, and cooldowns as you can. Also, in 10 man ToC, every casualty reduces your chance of finishing a tough event. Healers get a workout.
The Twin Terrors are Dreadmaw and Acidscale. These guys suck and will break an unprepared team. One is a fixed mob and the other one is a moving target that leaves clouds of poison gas behind him. Dont' stand in the poison. Rogues and Hunter pets die here. Don't stand in front of either snake unless you're MT or OT. This fight gets more complex, really fast. Dreadmaw will be tanked by the Offtank and spits paralytic poison randomly around the room. One ore more people will get the poison. Usually it's anyone in front of him. He also has a short range an earthquake effect for minimal damage. Hunter Pets die yet again. The paralytic poison will stun you then kill you if not cleansed. You have to run to the MT by the Other snake. ( Still following ?) The MT will be taking damage from Burning Bile. The only cure for the Paralytic poison is Burning bile from the other snake. That's right.... If you turn green, run on over to the MainTank who's glowing red from Burning Bile. Poison damage stops and your movement debuff clears. Don't cross the poison cloud behind the worm.
I was a dumbass my first try on 25 ToC and just died in the poison cloud. Run to the TANK to clear your debuff. Then resume pew pew pew. I believe pets are immune to Paralytic Poison. Snake traps may offer a distraction, but the pulse AOE on Dreadscale shreds them before they can be good substitute targets. Seriously, that paralytic poison has no cure. You can't dispell it and it ticks away horribly fast. Run to the MT (Red Tank) when you turn green. People will call your name out in vent. Then resume your job. If a primary healer gets hit, the Tanks and other healers will have to "improvise" until that healer gets cured.
So, MainTank takes damage from Burning Bile and kites around not leaving the raid in a poison cloud. OffTank taunts the immobile snake and everyone DPS'es him down. About 40 seconds into the fight, both worms burrow underground, then trade positions. Alot of groups just stay on the Poison worm and deal with the enrage when the the Burning Bile worm loses his buddy. I'd be okay with the MT taking a bit more damage. Honestly, DPS can then focus on 1 target and finish the battle without complication. The alternative, is to split dps and worry about 1 to 4 people getting poison then getting cured for the whole encounter. bleh.
Use two tanks. If one dies, I'd recommend a Battle Rezz. I've seen a single MainTank take over tanking for both worms, but the odds are stacked against surviving that fight. We won, but that was chaotic as both tanks wound up dying and I feigned to get in somre additional DPS before the worms came for me. We finished the worms on ToC 25 with just DPS and healers standing then battle rezzed the MT for Icehowl. For 10 man, you should be rather smooth with the kill, using vent and staying out of poison clouds. The second event is the big hurdle.
Burn your cooldowns on this fight. You don't want to worry about multiple poisonings, toxic gas clouds, worm bile, and random damage for too long. Get it over with. Aggro doesn't seem to be a real problem here, but use Omen to keep aggro on the tanks. If another player gets burning Bile instead of the MT / OT.... that shit hurts. You've messed up and may not get the steady stream of heals the MT was getting to stay alive. Alot of PuGs fall apart here. Coordination and Cooperation is key to winning against the Twin Terrors.
Count your dead. Bandage up. Clear the doorway for Icehowl.
There's a 5 second pause to announce the next foe, but no real break in this fight. This guy is a simple tank and spank with a couple tricks. Icehowl doesnt' cast. He is a brutal melee opponent. Every 30 seconds he will breathe frost and freeze opponents in place in front of him. Face him away. He will also thunderstomp the ground and send people to the walls. The raid is stunned and he will pick a random player to charge. You get a DBM warning. You hear bells. You even get an 8 second speed buff. As soon as you can move away, GTFO. He will 1 shot whomever he hits or any fool in his path. If you don't move, you will die and Icehowl gets an enrage buff to his damage. Icehowl is a dammed cookie at the end of the encounter. If you aren't horribly lagged, you can easily escape his charge and Icehowl will slam into a brick wall. He's stunned for 15 seconds and takes extra damage. Pound away at him and have the MT pick him up. Then Rinse and Repeat. Icehowl is easy peasy. Get your badges and epic loot. That challenge down, you can talk to the Arena master for the next Crusader's Challenge.
Tuesday, September 15, 2009
Mimiron Down
Ulduar, stronghold of the Northrend giants. Ancient tomb of Yogg-Saron, elder god of madness. This place has some great encounters and some challenging bosses. Also, there's fantastic loot to be had for those that dare challenge them. In the lineup, Mimiron is 8th on the kill order. For difficulty, he's 3rd from the worst. The elder god Yogg Saron and Alganon the Watcher are fighting for the top spot. Not many casual gamers get to see him killed.
Phase One:

Aoe Lightning strike around the tank. Pull back your pet early. 1) The lag involved with recalling your pet will gaurantee that it won't clear the Lightning field. 2) There's a ring of landmines around the tank. 3) Did I mention land-mines? The Forward firing plasma burst isnt' a problem because your pet always runs to the back of the tank for attacks. Sadly, that also gives him a longer distance to run back to You when Lightning strike occurs.
Plasma Charge. AoE Fire damage. OMG does this hurt and the wind-up is pretty sudden. The fire ball is huge when it hits and usually leaves a nasty dot on you and your pet as well as a couple other people nearby. This is enough to kill your pet. Even with a Mend asap. Seriously, if you get hit, hope for a heal over time or YOU'LL be the dead one. Did I mention that charge is an AOE? You don't even have to be the target. It could be a buddy standing nearby. Boom... and you're limping away using your Phoenix ability to bring back your DPS pet.
Phase Two:

Phase Three:

He's got a helicopter? Seriously? No, it's not the Epic Flying mount you get from 25 man Hard Mode Yogg-saron. It's the Other Flying head of pain and suffering. Bring some Ranged DPS.
Phase Four:

Just when you thought it couldn't get worse. The Tank comes back. The Assault Cannon comes back. The Helicopter comes back. All at 50% health and fused into a super-mega-machine of doom. Split your dps into 3 groups. High, Mids, Low. Then clear the remaining robot trash.
Mt will tank the power-shovel. Lightning bursts will still occur. The Assault Cannon will still "spin up" and shred half the room. Landmines plus Lightning bursts. Rockets and more adds. This fight just plain sucks.
Now it gets worse... You have to DPS all three parts down to 2% then kill them within 15 seconds of each other or the unit will self-repair to 50% health. If one part self-repairs... you're done. Retry this encounter.
Beat this guy with a single living pet from start to finish and I'll give you a cookie. You'll have work hard to keep him out of harm's way. Too much sudden death / AoE to keep mine alive for more than 50% of the fight. Hell, it's work to keep a Hunter alive thru the AoE and sudden death gimmicks. Word to the wise - Stay Mobile! Much harder to nuke a running Dwarf.
In the end, we got him. Priest Tier helmet + Stun Baton dropped ( caster mace ). We're on the fence on wether we should extend the raid lock to get a crack at the General or Yogg-Saron. The General is beastly. Yogg Saron reminds me of C'Thun. I'm hoping we re-start Ulduar so I can get the DPS Cloak drop from Kologarn, or the Melee DPS ring from Razorscale. More walk-thrus next week. Wherever we end up.
- Raath
This isn't the guild's first kill of Mimiron, but it's mine. The Tankspot video for Mimiron is awesome. See it, learn it, then prepare to die at least once applying that knowledge. This is a seriously hard fight. Mimiron is 4 phases. 1) Tank phase 2) Assault Cannon Phase 3) Helicopter Phase 4) Mega-multi OMFG that's alot of hurt phase. Survive all that and you'll win.
In my humble opinion, this fight is just ridiculously hard on Hunter pets. My poor raptor died alot more than I'm used to seeing. The whole fight has a ton of sudden-death one shot damage. Lots of kinds of sudden nuclear damage.
Phase One:

Aoe Lightning strike around the tank. Pull back your pet early. 1) The lag involved with recalling your pet will gaurantee that it won't clear the Lightning field. 2) There's a ring of landmines around the tank. 3) Did I mention land-mines? The Forward firing plasma burst isnt' a problem because your pet always runs to the back of the tank for attacks. Sadly, that also gives him a longer distance to run back to You when Lightning strike occurs.
Plasma Charge. AoE Fire damage. OMG does this hurt and the wind-up is pretty sudden. The fire ball is huge when it hits and usually leaves a nasty dot on you and your pet as well as a couple other people nearby. This is enough to kill your pet. Even with a Mend asap. Seriously, if you get hit, hope for a heal over time or YOU'LL be the dead one. Did I mention that charge is an AOE? You don't even have to be the target. It could be a buddy standing nearby. Boom... and you're limping away using your Phoenix ability to bring back your DPS pet.
Phase Two:

Super tank not enough? Oookay. Let's hit up the Super Assault Cannon. Random damage in a circular firing arc. Annoying amounts of direct damage ( 2k to 4k ). Fire based AoE at the base of the cannon hurting melee DPS for 2K every couple of seconds. That's enough to eat your pet with a constant Renew on. The big red rockets on his back. Those fly off randomly and create a red shadow on the ground. That's where doom will be. Mid cast, mid shot, mid spell... I don't care what it is. Run away and stop casting. It's sudden death damage for DPS. Nobody survives that's not a tank.
Then the Cannon "spins up" and does a Laser Barrage. Anyone and Anything in front of the cannon is dead. No question. Only the Paladin bubble / Ice Block will save you. The stream of death will arc around the room pretty fast. Get in close and strafe BEHIND the cannon on this phase. If you don't, the distance to run [ From our Geometry class, children ] becomes increasingly longer and the cannon will catch you. Then he resumes, his normal DPS abilities.
Alot of guilds burn cooldowns for phase 2. Nobody likes it. The little dude talks smack while operating the cannon killing your friends.
Alot of guilds burn cooldowns for phase 2. Nobody likes it. The little dude talks smack while operating the cannon killing your friends.
Phase Three:

He's got a helicopter? Seriously? No, it's not the Epic Flying mount you get from 25 man Hard Mode Yogg-saron. It's the Other Flying head of pain and suffering. Bring some Ranged DPS.
Helps take the edge off. Robots will spawn and rund around. Assault bots, Trash bots, and Bomb Bots. The bomb bots have 20k hitpoints and explode for 10k AOE. Those hit your pet and it's hurt bad. Just avoid the shit. While all this madness is occurring, Mimiron is flying around shooting people for 3K shadow damage. Eventually the scrap bots drop an Electromagnet. Loot it ( Free For All Loot here) and place it below him. This will bring the copter down for an extra 100% damage while grounded.
Whale away at him. Beat him like he owes you money. Really, but don't forget the bomb bots and Scrap bots. If you kill the Copter early, and leave 40 robots up... you'll regret it. Deal with the adds, and AOE when they become numerous. Just be sure to capitalize on the ground phase with max DPS. Do what you can to Survive the bomb bots with some mana / health remaining.
Whale away at him. Beat him like he owes you money. Really, but don't forget the bomb bots and Scrap bots. If you kill the Copter early, and leave 40 robots up... you'll regret it. Deal with the adds, and AOE when they become numerous. Just be sure to capitalize on the ground phase with max DPS. Do what you can to Survive the bomb bots with some mana / health remaining.
Phase Four:

Just when you thought it couldn't get worse. The Tank comes back. The Assault Cannon comes back. The Helicopter comes back. All at 50% health and fused into a super-mega-machine of doom. Split your dps into 3 groups. High, Mids, Low. Then clear the remaining robot trash.
Mt will tank the power-shovel. Lightning bursts will still occur. The Assault Cannon will still "spin up" and shred half the room. Landmines plus Lightning bursts. Rockets and more adds. This fight just plain sucks.
Now it gets worse... You have to DPS all three parts down to 2% then kill them within 15 seconds of each other or the unit will self-repair to 50% health. If one part self-repairs... you're done. Retry this encounter.
Beat this guy with a single living pet from start to finish and I'll give you a cookie. You'll have work hard to keep him out of harm's way. Too much sudden death / AoE to keep mine alive for more than 50% of the fight. Hell, it's work to keep a Hunter alive thru the AoE and sudden death gimmicks. Word to the wise - Stay Mobile! Much harder to nuke a running Dwarf.
In the end, we got him. Priest Tier helmet + Stun Baton dropped ( caster mace ). We're on the fence on wether we should extend the raid lock to get a crack at the General or Yogg-Saron. The General is beastly. Yogg Saron reminds me of C'Thun. I'm hoping we re-start Ulduar so I can get the DPS Cloak drop from Kologarn, or the Melee DPS ring from Razorscale. More walk-thrus next week. Wherever we end up.
- Raath
Labels:
Hunter,
Mimiron,
Raiding,
Ulduar,
World of Warcraft
How long HAVE you been playing that Dwarf?
I'm an Old Dwarf Hunter. REALLY old. I've been around since Beta and played a Ranger in EQ for 4 years before that. Ranged DPS is what I do. It takes time to get good at the art of pulling / trapping / kiting / and just plain killing stuff. The best hunters are self reliant, quiet, dependable, and talented at understanding fights. Not perfect but at least we try to be professional in our approach.
Learn your class. What we're good at. What we're NOT good at. Know other people's roles. See how they all fit into a 5 man team, a 10 man, 25 man or a 40 man raid. Some fights require our special skills to Tranq / Pull / Misdirect and others can be done by Autoshot then 3 minutes AFK. Other fights have you running around like a madman with traps, rounding up strays, kiting groups, and struggling to stay alive. Depends on the night.
I play an 80 Warrior Tank, an 80 Holy/Shadow Priest, an 80 Fire Mage, a 72 Paladin, a 71 Warlock, and a host of other alts. Helps me understand limitations and anticipate their shortfalls. Healers get busy, Tanks die, DPS can get taken out by AoEs. Foresee where the shortfall will occur and pull the team thru. Do we need help sometimes? Of course we do. I depend on decent healers and talented Tanks to carry threat, take beatings, and keep folks breathing.
I just plan on not being a burden for aggro or a mana sponge for group heals. I kill stuff. I crowd control, I debuff mobs, and distract nasty things away from soft squishy casters. Hunters bring Utility Dynamics to a group.
Hopefully, I can share some useful insight and anecdotes. Even if we're just a surly Dwarf with a rusty old gun and a Teakettle for a Helmet. I've been here since Beta. You don't scare me. Need to find some more o that Kharnos pale ale before I run out. That's what has me worried...
Learn your class. What we're good at. What we're NOT good at. Know other people's roles. See how they all fit into a 5 man team, a 10 man, 25 man or a 40 man raid. Some fights require our special skills to Tranq / Pull / Misdirect and others can be done by Autoshot then 3 minutes AFK. Other fights have you running around like a madman with traps, rounding up strays, kiting groups, and struggling to stay alive. Depends on the night.
I play an 80 Warrior Tank, an 80 Holy/Shadow Priest, an 80 Fire Mage, a 72 Paladin, a 71 Warlock, and a host of other alts. Helps me understand limitations and anticipate their shortfalls. Healers get busy, Tanks die, DPS can get taken out by AoEs. Foresee where the shortfall will occur and pull the team thru. Do we need help sometimes? Of course we do. I depend on decent healers and talented Tanks to carry threat, take beatings, and keep folks breathing.
I just plan on not being a burden for aggro or a mana sponge for group heals. I kill stuff. I crowd control, I debuff mobs, and distract nasty things away from soft squishy casters. Hunters bring Utility Dynamics to a group.
Hopefully, I can share some useful insight and anecdotes. Even if we're just a surly Dwarf with a rusty old gun and a Teakettle for a Helmet. I've been here since Beta. You don't scare me. Need to find some more o that Kharnos pale ale before I run out. That's what has me worried...
Labels:
Dwarves,
Hunter,
Level 80,
Raiding,
World of Warcraft
Wednesday, April 23, 2008
Good GOD. Hat-Trick !!
Alt love!
So I'm hanging out on a Friday night with some friends and a shadow priest buddy of mine is leading Team 3 thru Karazan. Team 3? Yea. Some guilds run 3 to 4 teams of 10 and even include an out-of-guild guest run for alts and friends of the guild.
T3 says they have a spot and they'll take a hunter cause their regular hunter is absent. Cool. I have a dozen badges on 3 toons and want like 300 for each of them. To date, that makes about 87 weeks of constant Badge grinding to get there.
I bring my hunter in to fill a spot for Attunemen. Then a hunter logs on and they ask if I would bring in an alt, so I bring my priest in. Well, this is a first. We have 2 holy priests, 1 shadow priest, and now one Disc / Holy priest. So we go thru Kara in healer / DPS mode. They have alot of DPS and alot of healing. I'm just being a 5th wheel.
Nightbane coughs up the 2H staff. We cruised thru Curator with no T4 gloves and Aran died with Zero Casualties and no caster loot. I picked up the Pope Hat off the Chess event and the prince starts acting like a ROYAL pain. On the 3rd try... ( 2nd try ended at 1 Percent !!!! ) He goes down.
If you haven't had a raid boss fail to die at 1%, it's an altogether NEW kind of hell. You go over the fight and think of what ONE thing you could have cast, shot, hit him with that would have killed that slimy bastard. Anyhoo... we were determined to do him and we finally got him deadded. No T4 helm, but the Healing Cape comes my way. Boom, I hit revered and get my upgrade Violet Signet too. Yay 19 Badges for me.
Then, Monday I get drafted into being MT in ZA with my warrior. Yea my RETIRED warrior. I'm more experienced than the other tank, but he's in a Panzthar BP and has a Shield of Impenetrable Darkness. So, the kid has some nice toys. Me? I've seen ZA on Test and with three characters to the third boss. This squad? Ehhh third time in and things went VERY well. We got the Bear boss down on our 4th try. Took a long time, but the Learning curve is steep and they're still gearing up. Plus their two MTs were absent and you just can't PUG this place without dying a couple times to transitions. I got myself 1 Badge + 1 Quest done ( troll tusks finally ) + a 27g repair bill.
Anyhoo, I got to break all three toons out on the same weekend.
So I'm hanging out on a Friday night with some friends and a shadow priest buddy of mine is leading Team 3 thru Karazan. Team 3? Yea. Some guilds run 3 to 4 teams of 10 and even include an out-of-guild guest run for alts and friends of the guild.
T3 says they have a spot and they'll take a hunter cause their regular hunter is absent. Cool. I have a dozen badges on 3 toons and want like 300 for each of them. To date, that makes about 87 weeks of constant Badge grinding to get there.
I bring my hunter in to fill a spot for Attunemen. Then a hunter logs on and they ask if I would bring in an alt, so I bring my priest in. Well, this is a first. We have 2 holy priests, 1 shadow priest, and now one Disc / Holy priest. So we go thru Kara in healer / DPS mode. They have alot of DPS and alot of healing. I'm just being a 5th wheel.
Nightbane coughs up the 2H staff. We cruised thru Curator with no T4 gloves and Aran died with Zero Casualties and no caster loot. I picked up the Pope Hat off the Chess event and the prince starts acting like a ROYAL pain. On the 3rd try... ( 2nd try ended at 1 Percent !!!! ) He goes down.
If you haven't had a raid boss fail to die at 1%, it's an altogether NEW kind of hell. You go over the fight and think of what ONE thing you could have cast, shot, hit him with that would have killed that slimy bastard. Anyhoo... we were determined to do him and we finally got him deadded. No T4 helm, but the Healing Cape comes my way. Boom, I hit revered and get my upgrade Violet Signet too. Yay 19 Badges for me.
Then, Monday I get drafted into being MT in ZA with my warrior. Yea my RETIRED warrior. I'm more experienced than the other tank, but he's in a Panzthar BP and has a Shield of Impenetrable Darkness. So, the kid has some nice toys. Me? I've seen ZA on Test and with three characters to the third boss. This squad? Ehhh third time in and things went VERY well. We got the Bear boss down on our 4th try. Took a long time, but the Learning curve is steep and they're still gearing up. Plus their two MTs were absent and you just can't PUG this place without dying a couple times to transitions. I got myself 1 Badge + 1 Quest done ( troll tusks finally ) + a 27g repair bill.
Anyhoo, I got to break all three toons out on the same weekend.
Wednesday, February 20, 2008
I Can't BUY Anymore
Special thanks to Sheryl Crow...
Love that girl. Love her music. Love the lyricists that she writes with. Music makes the heart fly and words make the soul sublime.
Okay. Back to my original posting.
My lock hits 2500 kills and the body count has no limit in sight. What does have an upper limit is the number of tokens you can carry. What? Yea. Winning is getting burdensome. I have a decent staff and it's enchanted. May as well purchase the level 38 blue PvP staff + the level 38 Caster ring + the level 38 Healer cloak + the Lv 38Highlander Boots ( extra run speed FTW ). After all that, I have 35 WSG tokens left and a score of AV tokens.
Warcraft needs to figure out what to do with the hundreds of extra tokens players accumulate over time and have absolutely no use for them. What to do. Turn em in ? Once you have the Epic mount... I bought one. THEN what??
Love that girl. Love her music. Love the lyricists that she writes with. Music makes the heart fly and words make the soul sublime.
Okay. Back to my original posting.
My lock hits 2500 kills and the body count has no limit in sight. What does have an upper limit is the number of tokens you can carry. What? Yea. Winning is getting burdensome. I have a decent staff and it's enchanted. May as well purchase the level 38 blue PvP staff + the level 38 Caster ring + the level 38 Healer cloak + the Lv 38Highlander Boots ( extra run speed FTW ). After all that, I have 35 WSG tokens left and a score of AV tokens.
Warcraft needs to figure out what to do with the hundreds of extra tokens players accumulate over time and have absolutely no use for them. What to do. Turn em in ? Once you have the Epic mount... I bought one. THEN what??
Thursday, February 7, 2008
More BGs
Racked up 2000 kills on my lock.
Not a lot by most veteran player standards, but certainly a good number of combat experience considering it's only been 2 weeks.
WSG is certainly 75% Horde favored in the 20-29 bracket.
Arathi Basin 20-29 Horde side.... meh. I'd say more towards 70% for engagements where I don't personally log in and see the Alliance ahead at 1860 to 1100 Horde. When the Alliance are camping graves at the Horde start-point as you log in... you know you're in trouble. On the ones I get to start and help steer, we win a good deal. I've led a couple teams. Moved players and even got to direct offense teams. That was GREAT fun. We ended with a solid 4 cap.
Don't win em all, but the Horde has their act together in the sub 70s BGs.
Heck. The Horde has continued to dominate the PvP side of Warcraft. People play horde because they like the game and care more about objectives than asthetics. The woman that chooses an ugly orc versus a perfect femal Human is more about stats than Appearance. roleplay
Not a lot by most veteran player standards, but certainly a good number of combat experience considering it's only been 2 weeks.
WSG is certainly 75% Horde favored in the 20-29 bracket.
Arathi Basin 20-29 Horde side.... meh. I'd say more towards 70% for engagements where I don't personally log in and see the Alliance ahead at 1860 to 1100 Horde. When the Alliance are camping graves at the Horde start-point as you log in... you know you're in trouble. On the ones I get to start and help steer, we win a good deal. I've led a couple teams. Moved players and even got to direct offense teams. That was GREAT fun. We ended with a solid 4 cap.
Don't win em all, but the Horde has their act together in the sub 70s BGs.
Heck. The Horde has continued to dominate the PvP side of Warcraft. People play horde because they like the game and care more about objectives than asthetics. The woman that chooses an ugly orc versus a perfect femal Human is more about stats than Appearance. roleplay
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