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| First visit to Zul Gurub - So, last night we had our first guild twink run mains without the time for a regular instance group) to Zul Gurub. We were 3 mages, 3 hunters, 1 warlock, 3 priests, 1 druid, 2 pallies, 2 rogues, 5 warriors. Two of the warriors were from our..
I'm running out of inventory space :/ - Hi all, a few n00b questions about inventory space: Where do I get bags? I found two early on, but I have two slots free. The bags I have are 6 slots, do they get bigger later in the game? Is there any kind of stash or Is that what the..
Best way to sell Epic item? - Had a great weekend As I'd worked up to about 100g total between my 53 Paladin and 6 Mage (auction house mule) through questing and off green and the rare blue items my Paladin found. On Saturday I saw on the
how do i deal with a priest's "silence"? - Hey - Today I got my butt kicked by a higher level priest over and over and a big part of it was the priest using on me. Are there any potions or magic items that help protect against silence? Thanks! -- Munk 53 druid
Did I cripple my superweapon? - Elsewhere in the newsgroup another debate has broken out about DPS and Attack Power, with Simon Nejmann posting an analysis of why the Barman Shanker is the single best Rogue main hand weapon in the game that is nearly identical to the one he posted to..
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Since: Apr 19, 2006 Posts: 62
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(Msg. 16) Posted: Wed Aug 02, 2006 5:46 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: alt>games>warcraft (more info?)
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crazyfalnger wrote:
>
> Boss5 Panther boss: This boss sucks. Panther boss is a rogue who will
> vanish and ambush people for lots of damage. While this is going on you
> will have ungoldy amounts of panthers to deal with. The trick is to
> have tank take boss, dps boss as much as possible until she vanishes.
> THen have everyone get aggo of pathers and bring to corner for aoe. If
> you can't get the panther boss down quick enough the pathers will
> eventually overwhelm you.
>
One thing to add. Let the warriors use Demoralizing Shout on the
panthers. Helps a lot reducing damage on the "watched" one.
Additionally, use fear, shield. Additionally, let the warriors
rotate with Challenging shout. There is no need for that, if she
goes down very fast. When "my"  raid downs that boss, she
is able to vanish only once and before she can vanish a second
time she is dead. Such way, the panthers are not that problem,
because there are not so many of them.
Bart |
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Since: Dec 22, 2005 Posts: 2143
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(Msg. 17) Posted: Wed Aug 02, 2006 6:33 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2 Aug 2006 07:54:50 -0700, "crazyfalnger" <crazyflanger.DeleteThis@yahoo.com>
wrote:
>-Trash mob: Bat rider(elite) with 4 bats. Make sure you have a tank
>grab the bat rider while the rest kill off the regular bats. After they
>are down you can dps the Bat rider. At 25% health the bat rider will
>burst into flames and blow up. This causes over 2k damage, I think even
>up to 6k. So at about 50% health have all melee except tank run away
>from bat. Keep tank shielded and healed and the tank should be able to
>take the hit. Or if not, its only one person to rez. That part is
>simple but when you get 2 bat riders and 8 bats you need to pay more
>attention.
It's more like 3-4k damage I think; I have well over 4k health raid buffed
and get killed every damn time. I'm giving up and just attacking from
ranged now; I do less damage but at least I'm not dead.
>Boss4 Tiger boss: This boss took my guild about 10 tries. This fight
>requires timing. Basically there are three bosses, main boss, a rogue
>and a healer. If you don't kill all the bosses at the same time(with in
>5-10 seconds) they will rez each other at full health and you will need
>to reset(just run out of the area, they wont follow you, you dont need
>to wipe) This concept is similar to the core hound packs in mc. When
>the bosses comes out get a tank and three of them. Have two tanks on
>the rogue(he will gouge and loose aggro from the tank, so you need an
>off tank) and have dps kill the two tigers that also come out. Now
>slowly dps each boss.
Also I believe one of the bosses can heal - my guild always puts a rogue on
him for kicks.
>Its help full to have each tank pull the bosses
>away from each other. One tank goes out to the left, one stays in
>middle, one goes to right. When all bosses are at about 10% health,
>rush to middle and aoe. THey don't have to all die the at the exact
>moment, but very close to it. After the the tiger boss spawns as a
>tiger with two tigers. DPS should kill tiger adds. Tank takes boss,
>with healers ready. THis part is just all dps, and killing tiger adds
>as they come. Watch out for when he knocks you back, have tank stay
>against wall to avoid being thrown all over the place.
We normally just fear or CC the adds and have dps concentrate on the boss;
don't normally have many deaths as a result.
>Hakkar: Have tank take hakkar. Have group stand back, where stairs are.
>Dps hakkar. There will be serpent adds who die and release poison.
>Have off tank pull adds and everyone dps adds. When adds die everyone
>stand in poison(except main tank). Hakkar will then do a life siphion.
>If you are posioned(glowing green) you will hurt hakkar a lot. If you
>are not posioned you will heal hakkar. If too many people aren't
>posioned you will eventually wipe since hakkar will get more life back
>then he is loosing. If everyone is posioned hakkar will die quick.
Also be aware that Hakkar does mind control on whoever has most aggro -
have a mage ready to sheep as you don't want your main tank running amok
among the healers! As a result, also have two tanks working hard on gaining
aggro so one can take over from the MC'd one. Oh and make sure to keep them
alive; one time one of ours died and the result wasn't pretty - he was
battle ressed but couldn't get enough aggro so every time the other tank
was MC'd Hakkar started killing the rest of us off. Oh and there's also I
think a 10 minutes limit on the fight; if you don't kill him within that
time he becomes enraged and kills everyone.
--
EU-Draenor:
Balgair - Human Rogue (lvl 60)
Sagart - Undead Priest (lvl 54)
Sgoildubh - Human Mage (lvl 43)
Beag - Dwarf Paladin (lvl 36)
Sealgair - Dwarf Hunter (lvl 33) |
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Since: Jul 17, 2006 Posts: 1545
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(Msg. 18) Posted: Wed Aug 02, 2006 7:34 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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chocolatemalt <chocolatemalt@dim=dot=com.invalid> writes:
>Can you avoid the chain lightning just with this trick? 10 melee right
>on him, everyone else at max distance?
Yup. The lightning can't jump to players at max distance, so he doesn't
even try it (or he might try but it fizzles, not sure). It becomes a
complete non-factor if you di it that way.
>Our method is to use massive mana drain in the first stage of the fight,
>usually with a hunter's sting and warlocks but priests can do the trick
>as well if we are warlock-deprived.
Mana drain seems to make some of the special attacks throughout the
instance less common, but it doesn't stop them. We've drained the bat boss
down to zero and kept her there, but she still tries to do heals in caster
form, and succeeds if she doesn't get a boot to the head. *
--
* PV something like badgers--something like lizards--and something
like corkscrews. |
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Since: Nov 23, 2005 Posts: 414
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(Msg. 19) Posted: Wed Aug 02, 2006 7:34 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <12d1vhqb7ris81f DeleteThis @news.supernews.com>,
pv+usenet@pobox.com (PV) wrote:
> chocolatemalt <chocolatemalt@dim=dot=com.invalid> writes:
> >Can you avoid the chain lightning just with this trick? 10 melee right
> >on him, everyone else at max distance?
>
> Yup. The lightning can't jump to players at max distance, so he doesn't
> even try it (or he might try but it fizzles, not sure). It becomes a
> complete non-factor if you di it that way.
Good to know... might be worth trying to get the guild to do that, but
on the other hand we have the mana drain trick down pat and it's pretty
foolproof. It may be impossible to change habits.
> >Our method is to use massive mana drain in the first stage of the fight,
> >usually with a hunter's sting and warlocks but priests can do the trick
> >as well if we are warlock-deprived.
>
> Mana drain seems to make some of the special attacks throughout the
> instance less common, but it doesn't stop them. We've drained the bat boss
> down to zero and kept her there, but she still tries to do heals in caster
> form, and succeeds if she doesn't get a boot to the head. *
Yep, the snake boss is the only one we try that on. |
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Since: Dec 22, 2005 Posts: 2143
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(Msg. 20) Posted: Wed Aug 02, 2006 7:36 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 02 Aug 2006 10:41:57 -0700, Brian <brianmcadam RemoveThis @pobox.com> wrote:
>The only people that really benefit from NR gear in ZG are melee dps.
>Rogues and off-warriors. Snake does a massive nature aoe, and Spider does
>a poison-bolt volley.
Yeah, if I had any nature res I think I'd do well to wear it in ZG but I
don't and I'm not really sure where to get it; yeah there's stuff people
use for AQ but most of that's stamina and nature res only without any stats
and I'm low enough on damage done without wearing worse gear. Given that I
almost never actually die from nature damage I'm just doing without res for
now!
--
EU-Draenor:
Balgair - Human Rogue (lvl 60)
Sagart - Undead Priest (lvl 54)
Sgoildubh - Human Mage (lvl 43)
Beag - Dwarf Paladin (lvl 36)
Sealgair - Dwarf Hunter (lvl 33) |
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Since: Jan 03, 2006 Posts: 355
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(Msg. 21) Posted: Wed Aug 02, 2006 11:50 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Ville-Matti Kiili" <ville-matti.TakeThisOut@kiieispammia.li.invalid> wrote in message
news:8o_zg.787$PD6.768@reader1.news.jippii.net...
> My guild is going to do the first Zul'Gurub run quite soon. Some of the
> guild
> members have experience about ZG, some don't. I'm thinking about it, but
> I'm not sure if I'm ready for it yet.
>
> What kind of equipment is recommended for ZG? My lvl 60 troll hunter has
> some
> green stuff and some blue stuff. I've heard that nature resistance is
> important,
> but I don't have any nature resistance equipment yet. One of my pets
> has nature resistance 60. Of course I can use aspect of the wild if
> needed.
>
> What about instance, it is mostly outdoor instance and thus easier for a
> hunter
> than some other instances, I guess?
ZG is 90% execution and 10% gear. As ranged you dont need to worry much
about resists.
As someone else said. read up about the fights and understand them |
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Since: Dec 22, 2005 Posts: 2143
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(Msg. 22) Posted: Wed Aug 02, 2006 11:50 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 02 Aug 2006 11:47:14 -0600, chocolatemalt
<chocolatemalt@dim=dot=com.invalid> wrote:
>I think the reason is Vent. If you have everyone following the game
>plan and reacting to changes smoothly, ZG is fairly easy.
>
>We still have a few guild members without it, and sometimes it's due to
>a low-RAM computer or a flaky 56k dialup link, but it's usually just
>laziness or someone being antisocial. I can understand personal
>preference, but the other side of the issue is that 19 or 39 other
>people are also spending a few hours of their time in the raid and are
>depending on your performance to avoid it being a wipefest and waste of
>their time. As such I think it's reasonable to require Vent and to
>invite only those guildies that are using it.
Seems a little unfair on those people who don't use it - I'd be more than a
little pissed off if I was excluded from things just because I don't like
voice comms. I've tried them in the past and found that I can *either*
listen to whats being said *or* concentrate on what I'm doing, not both,
and concentrating on what I'm doing is a lot more use than screwing up
because I'm trying to listen to what's being said.
--
EU-Draenor:
Balgair - Human Rogue (lvl 60)
Sagart - Undead Priest (lvl 54)
Sgoildubh - Human Mage (lvl 43)
Beag - Dwarf Paladin (lvl 36)
Sealgair - Dwarf Hunter (lvl 33) |
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Since: Nov 23, 2005 Posts: 414
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(Msg. 23) Posted: Wed Aug 02, 2006 11:50 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <n5s1d250bu1bd52ctfosl4rvtuchlie5m8.RemoveThis@4ax.com>,
Catriona R <catrionarNOSPAM.RemoveThis@totalise.co.uk> wrote:
> On Wed, 02 Aug 2006 11:47:14 -0600, chocolatemalt
> <chocolatemalt@dim=dot=com.invalid> wrote:
>
> >I think the reason is Vent. If you have everyone following the game
> >plan and reacting to changes smoothly, ZG is fairly easy.
> >
> >We still have a few guild members without it, and sometimes it's due to
> >a low-RAM computer or a flaky 56k dialup link, but it's usually just
> >laziness or someone being antisocial. I can understand personal
> >preference, but the other side of the issue is that 19 or 39 other
> >people are also spending a few hours of their time in the raid and are
> >depending on your performance to avoid it being a wipefest and waste of
> >their time. As such I think it's reasonable to require Vent and to
> >invite only those guildies that are using it.
>
> Seems a little unfair on those people who don't use it - I'd be more than a
> little pissed off if I was excluded from things just because I don't like
> voice comms. I've tried them in the past and found that I can *either*
> listen to whats being said *or* concentrate on what I'm doing, not both,
> and concentrating on what I'm doing is a lot more use than screwing up
> because I'm trying to listen to what's being said.
Might seem unfair to the excluded, but it may feel the same way to a
mage who never waits for sunders and gloms aggro/heals in every battle,
or who can't be bothered to "waste" mana on conjuring water for anyone,
or to a pally who never buffs or heals and contributes 50 dps to the
fights, etc etc. They don't get invited back for another raid, and they
complain in guild chat about how unfair it is. In the end it's a
question of performance.
Some Vent examples:
Raid leader: Melee back off NOW and get in the poison cloud! (Hakkar)
Raid leader: Need rogues to switch to the Iron Guard with the diamond,
it's attacking a priest and the MT's are busy/dead! (UBRS or anywhere
else)
Usually a good player can get away with just pre-fight chat and some
intelligence about their role during the fight, but I've been in far too
many groups in UBRS and beyond where the couple of people not in Vent
really screw things up. This is extremely obvious to those of us that
are listening in. Sometimes they do stupid stuff that you have to
abort, and typing long instructions in chat during a fight is just not
possible unless you're dead. But more often you need to tell someone to
pick up a loose mob, or get away from a door with adds right inside, or
etc etc, and those who can't be bothered to join the rest of us in Vent
dramatically decrease their value. |
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Since: Jul 11, 2005 Posts: 1012
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(Msg. 24) Posted: Thu Aug 03, 2006 12:33 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 02 Aug 2006 10:41:57 -0700, Brian <brianmcadam DeleteThis @pobox.com>
wrote:
>Tiger is almost pure melee. Lor'khan does some chain lightning or
>something, I think.
Lightning Shield (same as shamans) - dispell it off of him.
>Panther is pretty much pure melee. She's got a mind flay or something
>that's forgettable.
It is Shadow Word: Pain and it actually does 300-500 (?) every 3
seconds, but it is easy to dispell.
--
Regards
Simon Nejmann |
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Since: Jul 11, 2005 Posts: 1012
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(Msg. 25) Posted: Thu Aug 03, 2006 12:41 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2 Aug 2006 07:54:50 -0700, "crazyfalnger" <crazyflanger DeleteThis @yahoo.com>
wrote:
>-Trash mob: Bat rider(elite) with 4 bats. Make sure you have a tank
>grab the bat rider while the rest kill off the regular bats. After they
>are down you can dps the Bat rider. At 25% health the bat rider will
>burst into flames and blow up. This causes over 2k damage, I think even
>up to 6k. So at about 50% health have all melee except tank run away
>from bat. Keep tank shielded and healed and the tank should be able to
>take the hit. Or if not, its only one person to rez. That part is
>simple but when you get 2 bat riders and 8 bats you need to pay more
>attention.
At 25% he does an emote, watch for that in your chat window - at this
point there is 3-5 seconds til he blows up. Now it is a question of
the tank having the reactions to just turn tail and run away; after
the bat rider does the emote he stops moving (and stops attacking?),
so it is perfectly safe to just have the tank run away.
Ofc, if the rest of the melee wants to they can try to stick around
too and not run away before the emote...
--
Regards
Simon Nejmann |
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Since: May 16, 2006 Posts: 102
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(Msg. 26) Posted: Thu Aug 03, 2006 5:22 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Boss2 Snake boss.. This boss can go either way, its easy if everyone
> stand where they are supposed to. It hard if they don't. Basically you
> are up against the boss and 4 snakes. Tank boss, sheep as many snakes
> as you can, dps the snakes down one at a time. Once the boss is alone
> dps boss, its important that all melee be as close as possible, and all
> range be as far away as possible. This boss will cast chain lighting if
> anyone is mid range, and this can wipe your group easily. Boss starts
> in troll form, once he goes into snake form he will drop poisons, these
> do damage so have tank kite away from poison and keep dpsing.
Can you avoid the chain lightning just with this trick? 10 melee right
on him, everyone else at max distance?
Our method is to use massive mana drain in the first stage of the
fight,
usually with a hunter's sting and warlocks but priests can do the trick
as well if we are warlock-deprived.
You can aviod the chain lightening easilly.
Only kill three of the adds, leave the fourth chain sheeped. This way
once the third add is down all DPS on the boss. Once the boss is down
kill the last add. The boss will not do the lightening attack if one if
his adds is still alive. |
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Since: Sep 21, 2005 Posts: 541
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(Msg. 27) Posted: Thu Aug 03, 2006 6:51 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Simon Nejmann ytrede sig i <2s92d2dgl1d7i4qu42fnjha0boouj3d90q RemoveThis @4ax.com>
med dette:
>On Wed, 02 Aug 2006 10:41:57 -0700, Brian <brianmcadam RemoveThis @pobox.com>
>wrote:
>
>>Tiger is almost pure melee. Lor'khan does some chain lightning or
>>something, I think.
>
>Lightning Shield (same as shamans) - dispell it off of him.
Lightning Shield can't be dispelled at Shamans, are you sure it can be
dispelled at that boss? - I think that's the only boss with Lightning
Shield that can be dispelled then.
>>Panther is pretty much pure melee. She's got a mind flay or something
>>that's forgettable.
>
>It is Shadow Word: Pain and it actually does 300-500 (?) every 3
>seconds, but it is easy to dispell.
Yeah, Decursive rules
--
Allan Stig Kiilerich Frederiksen
"When you try to change a mans paradigm, you must keep in mind that he
can hear you only through the filter of the paradigm he holds."
-Myron Tribus |
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Since: Mar 02, 2006 Posts: 83
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(Msg. 28) Posted: Thu Aug 03, 2006 8:53 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ok, got lots of information.  Yesterday I visited Yojamba isle and found
lots of ZG quests. Many of them had very nice rewards. Do the quest items
drop even if I don't have the quest in my quest log? I remember seeing some
ZG coins for sale in the AH.
How do I get Zandalar rep? Some quests require being friendly with Zandalar
tribe. Is it like AD rep, i.e. 5 points whenever you kill one mob? |
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Since: Jul 11, 2005 Posts: 1012
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(Msg. 29) Posted: Thu Aug 03, 2006 11:27 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 03 Aug 2006 08:53:23 GMT, ville-matti.TakeThisOut@kiieispammia.li.invalid
(Ville-Matti Kiili) wrote:
>Ok, got lots of information. Yesterday I visited Yojamba isle and found
>lots of ZG quests. Many of them had very nice rewards. Do the quest items
>drop even if I don't have the quest in my quest log? I remember seeing some
>ZG coins for sale in the AH.
The Primal Hakkari items, bijous, coins and dolls drop regardless of
quests. The heads for the collection of heads quest require you to
have the quest though.
>How do I get Zandalar rep? Some quests require being friendly with Zandalar
>tribe. Is it like AD rep, i.e. 5 points whenever you kill one mob?
Go into Zul'Gurub (with a group) and kill stuff, or buy bijous and
coins on the AH and sacrifice them on the altar on Yojamba Isle.
--
Regards
Simon Nejmann |
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Since: Jan 03, 2006 Posts: 355
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(Msg. 30) Posted: Thu Aug 03, 2006 1:23 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Catriona R" <catrionarNOSPAM DeleteThis @totalise.co.uk> wrote in message
news:n5s1d250bu1bd52ctfosl4rvtuchlie5m8@4ax.com...
> On Wed, 02 Aug 2006 11:47:14 -0600, chocolatemalt
> <chocolatemalt@dim=dot=com.invalid> wrote:
>
>>I think the reason is Vent. If you have everyone following the game
>>plan and reacting to changes smoothly, ZG is fairly easy.
>>
>>We still have a few guild members without it, and sometimes it's due to
>>a low-RAM computer or a flaky 56k dialup link, but it's usually just
>>laziness or someone being antisocial. I can understand personal
>>preference, but the other side of the issue is that 19 or 39 other
>>people are also spending a few hours of their time in the raid and are
>>depending on your performance to avoid it being a wipefest and waste of
>>their time. As such I think it's reasonable to require Vent and to
>>invite only those guildies that are using it.
>
> Seems a little unfair on those people who don't use it - I'd be more than
> a
> little pissed off if I was excluded from things just because I don't like
> voice comms. I've tried them in the past and found that I can *either*
> listen to whats being said *or* concentrate on what I'm doing, not both,
> and concentrating on what I'm doing is a lot more use than screwing up
> because I'm trying to listen to what's being said.
> --
We require people to have vent so that they can listen to instructions.
Being able to talk is optional. (but almost all of us are able to)
One thing you could try is selectively mute everyone but the raid leader
(and anyone else you you need to listen to)
Without the chatter from 38 other people perhaps you would find it ok. |
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