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Since: Sep 21, 2005 Posts: 541
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(Msg. 31) Posted: Thu Aug 03, 2006 1:23 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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Vladesch ytrede sig i <12d2spv9ngq67f8 RemoveThis @corp.supernews.com> med dette:
>"Catriona R" <catrionarNOSPAM RemoveThis @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)
We require both Vent and TS, but that will end when we can do our own
raids, because it's the guild we're raiding with that wants to use their
Vent instead of the TS server we got.
>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.
Some strict rules is indeed needed. We got dkp substraction punnisment
for talking when not needed/alowed. Repeting offenders get increased
punnisment and will eventually be kicked from the guild, if they don't
understand the rules.
We also demand that people use "Push to Talk" to keep the background
noice down.
The wrong use of voice chat is giving me a headacke, and most people
find it very annoying and distracting.
--
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: Jul 17, 2006 Posts: 1545
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(Msg. 32) Posted: Thu Aug 03, 2006 4:07 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.DeleteThis@kiieispammia.li.invalid (Ville-Matti Kiili) writes:
>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 coins drop regardless, as do the the tokens for the items. The heads of
the priests however, don't drop unless you have the quest.
>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?
You get friendly with the Zandalar by doing their quests in ZG, collecting
coins and bijous, and killing the trash mobs and bosses. The necklace item
can be turned in for an upgrade each time you progress to a new reputation
level. It's a nice free item. *
--
* PV something like badgers--something like lizards--and something
like corkscrews. |
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Since: Mar 28, 2006 Posts: 56
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(Msg. 33) Posted: Wed Aug 09, 2006 1:43 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 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.
It's totally unfair, but that's not the fault of the folks who require
Vent. It's just a personal problem that you have, and such personal
problems are always unfair, but are not anyone else's fault.
I have exactly the same problem. I cannot both listen to speech and
also pay attention to what I am doing in-game. Vent therefore makes me
less effective, not more effective.
However, if people need Vent in order to perform to the standards of a
particular raid, that just means I will never be able to perform to
that standard. That sucks, but it's not the raid's fault, it's just my
problem. |
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Since: Jul 09, 2006 Posts: 41
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(Msg. 34) Posted: Wed Aug 09, 2006 7:13 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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Thomas Jespersen wrote:
> Dunno if you can use this, but my own guild is just starting ZG ourselves
> and one of the members posted this on our forum, which I found helpful
> myself:
>
> ----------------------------------------------------------
>
> there are 10 bosses in ZG, each boss has to be taken out in order
> if u dont each boss u skip will be twice as hard
>
> that means if u dont kill the first 5 bosses, hakkar will have 5 extra
> abilities
> making him impossible to kill
>
> This are the bosses in order u need to kill in order:
>
> 1. High Priest Venoxis (snake boss)
> 2. High Priestess Jeklik (bat boss)
> 3. High Priestess Mar'li (spider boss)
> 4. High Priest Thekal (tiger boss)
> 5. High Priestess Arlokk (panther boss)
> 6. Hakkar the Soulflayer (end boss)
>
humm, first you say theres 10 bosses, then you list 6, theres really 8.
Youre leaving out the fish boss and jindo... Jindo is probably the most
difficult in the place...
kyle |
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Since: Sep 13, 2003 Posts: 721
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(Msg. 35) Posted: Thu Aug 10, 2006 1:04 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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"kyle" <kylel4 RemoveThis @bellsouth.net> wrote in message
news:b_tCg.3368$ID1.1216@bignews2.bellsouth.net...
> Thomas Jespersen wrote:
>> Dunno if you can use this, but my own guild is just starting ZG ourselves
>> and one of the members posted this on our forum, which I found helpful
>> myself:
>>
>> ----------------------------------------------------------
>>
>> there are 10 bosses in ZG, each boss has to be taken out in order
>> if u dont each boss u skip will be twice as hard
>>
>> that means if u dont kill the first 5 bosses, hakkar will have 5 extra
>> abilities
>> making him impossible to kill
>>
>> This are the bosses in order u need to kill in order:
>>
>> 1. High Priest Venoxis (snake boss)
>> 2. High Priestess Jeklik (bat boss)
>> 3. High Priestess Mar'li (spider boss)
>> 4. High Priest Thekal (tiger boss)
>> 5. High Priestess Arlokk (panther boss)
>> 6. Hakkar the Soulflayer (end boss)
>>
>
> humm, first you say theres 10 bosses, then you list 6, theres really 8. Youre
> leaving out the fish boss and jindo... Jindo is probably the most difficult in
> the place...
Bosses 1 through 5 in the above list are the only ones that it is mandatory
to kill, in order to defeat Hakkar. Jin'do and Gahz'ranka (fish boss) are
sideshow bosses, that are not part of the main event nor necessary to kill
in order to defeat Hakkar. Then there is Bloodlord Mandokir, another
sideshow boss. Lastly, there are the four rotating bosses in one special
area of Zul'Gurub- Gri'lek, Hazza'rah, Renataki, and Wushoolay. Another
sideshow thing. So, a total of 13 bosses, to be precise  Although only
10 will be on hand at the start of any ZG run.
-Marshall |
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Since: Jul 09, 2006 Posts: 41
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(Msg. 36) Posted: Thu Aug 10, 2006 1:04 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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>
> Bosses 1 through 5 in the above list are the only ones that it is mandatory
> to kill, in order to defeat Hakkar. Jin'do and Gahz'ranka (fish boss) are
> sideshow bosses, that are not part of the main event nor necessary to kill
> in order to defeat Hakkar. Then there is Bloodlord Mandokir, another
> sideshow boss. Lastly, there are the four rotating bosses in one special
> area of Zul'Gurub- Gri'lek, Hazza'rah, Renataki, and Wushoolay. Another
> sideshow thing. So, a total of 13 bosses, to be precise Although only
> 10 will be on hand at the start of any ZG run.
> -Marshall
OK, didnt realize mandikor wasnt on the list, *opens eyes*, not sure ive
ever encountered the other bosses you listed though
kyle |
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Since: Dec 22, 2005 Posts: 2143
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(Msg. 37) Posted: Thu Aug 10, 2006 3:40 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 9 Aug 2006 13:43:19 -0700, "mikel@evins.net" <mikel RemoveThis @evins.net> wrote:
>It's totally unfair, but that's not the fault of the folks who require
>Vent. It's just a personal problem that you have, and such personal
>problems are always unfair, but are not anyone else's fault.
>
>I have exactly the same problem. I cannot both listen to speech and
>also pay attention to what I am doing in-game. Vent therefore makes me
>less effective, not more effective.
>
>However, if people need Vent in order to perform to the standards of a
>particular raid, that just means I will never be able to perform to
>that standard. That sucks, but it's not the raid's fault, it's just my
>problem.
Fair point
--
EU-Draenor:
Balgair - Human Rogue (lvl 60)
Sagart - Undead Priest (lvl 54)
Sgoildubh - Human Mage (lvl 43)
Beag - Dwarf Paladin (lvl 42)
Sealgair - Dwarf Hunter (lvl 33) |
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Since: Jul 11, 2005 Posts: 1012
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(Msg. 38) Posted: Thu Aug 10, 2006 2:33 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 Wed, 09 Aug 2006 21:17:39 -0400, kyle <kylel4.RemoveThis@bellsouth.net> wrote:
> >
>> Bosses 1 through 5 in the above list are the only ones that it is mandatory
>> to kill, in order to defeat Hakkar. Jin'do and Gahz'ranka (fish boss) are
>> sideshow bosses, that are not part of the main event nor necessary to kill
>> in order to defeat Hakkar. Then there is Bloodlord Mandokir, another
>> sideshow boss. Lastly, there are the four rotating bosses in one special
>> area of Zul'Gurub- Gri'lek, Hazza'rah, Renataki, and Wushoolay. Another
>> sideshow thing. So, a total of 13 bosses, to be precise Although only
>> 10 will be on hand at the start of any ZG run.
>> -Marshall
>
>OK, didnt realize mandikor wasnt on the list, *opens eyes*, not sure ive
>ever encountered the other bosses you listed though
They are on the Edge of Madness - there is a bunch of imps running
about, and you have to clear them all out (they spawn voidwalkers when
they die).
Then you are in an area with five readable tablets on the back wall -
four of those speak of the four bosses, and one of those will say
something like "so and so currently resides close to the edge of
madness" - the other three will remark that the boss is far away at
the moment. That is how you know which one you will be able to summon.
The fifth tablet, the one in the middle, is only readable by an
alchymist and it gives the recipie for Gurubashi Mojo Madness.
1x Blood of Heroes
1x Massive Mojo
6x Powerful Mojo
1x Black Lotus
Gives 3 Gurubashi Mojo Madness, and you need to throw one of those in
the burning brazier there in order to summon the boss there.
Each boss drops, I think, one of two blue items, plus 1-3 (?) quest
items (warning! there is _not_ one item per player there).
Go read a voodoo doll for the usage of those quest items:
Punctured Voodoo Doll
Unique
Use: Combines with Gri'lek's Blood, Renataki's Tooth, Wushoolay's
Mane, and Hazza'rah's Dream Thread to form a powerful charm.
Basically this creates the ZG class-set trinkets.
--
Regards
Simon Nejmann |
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