Wrath Of The Lich King
There have been many additions in previous expansions. This expansion however brings forth many new aspects to the game. Some of which include, new territories, dungeons, quests, siege weapons & the use of them in new PVP match called Battle For Wintergrasp. There also includes new raids and the one most people find the most appealing addition is the new hero class - The Death Knight class. To learn more about these and new update info about patches and patch releases browse through the pages categories! Here is the trailer for Wrath of the Lich King
All the new features included ...
World Of Warcraft Magazine!
WoW Magazine
So here it is, the first Official issue of the World Of Warcraft magazine! To help show you more about the Magazine there is a 40-Page Preview of the magazine online! The preview includes the 5-year anniversary lookback, interviews with players of the game, more information behind the lore of Sylvannes and much more. Take my advice on this and be sure to check it out, it's worth the time. Also if you seem to like it, go ahead and subscribe to receive this magazine and future ones. All of the magazines will consist 148 pages with no advertising ...
The History Behind Warcraft!
Compilation of Warcraft Lore Videos
Hordelife has put together a compilation of videos starting from Warcraft three all the way until World Of Warcraft! They are very good videos. I really enjoyed watching all of them. Gave a good perspective behind the storyline and what actually happens throughout Warcraft! We will also be getting inro more detail about the World Of Warcraft Movie within the next week or so! So stay tuned. But anyway without further-a-do! Here they are =)
Video 1
Video 2
Video 3
Video 4
Video 5
Video 6
Video 7
Video 8
Video 9
Video 10
Video 11
Video 12
So There you have it. We hope you ...
WoW Class Guides!
Guides to both PVE and PVP. Click on the images below to view the guides
Mage
Death Knight
To have you guide posted on the website e-mail it to us at webmaster@hordelife.com =)
Page Under construction!
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Cataclysm
Announcement Trailer
Source: Blizzard
Two New Playable Races
Adventure as one of two new races--the cursed worgen with the Alliance or the resourceful goblins with the Horde.
Level Cap Increased to 85
Earn new abilities, tap into new talents, and progress through the path system, a new way for players to improve characters.
Classic Zones Remade
Familiar zones across the original continents of Kalimdor and the Eastern Kingdoms have been altered forever and updated with new content, from the devastated Badlands to the broken Barrens, which has been sundered in two.
New High-Level Zones
Explore newly opened parts of the world, including Uldum, Grim Batol, and the great Sunken ...
Patch 3.3 Official patch Notes – Fall of the Lich King!
Update 1: At 11:04 Blizzard Officials extended Maintenance by 1 hour.
Bornakk
Blue Poster
# 0 - Extended Maintenance 12/8 - December 8, 2009, 11:04 am
We are performing extended maintenance while we resolve some additional issues. We do not have an estimate on when the realms will be available for play but we will provide another update in approximately 1 hour. Thank you for your patience.
Bornakk
Blue Poster
# 1361 - Extended Maintenance 12/8 - December 8, 2009, 12:56 pm
We have resolved the issues that came up during maintenance. We are in the process of making all realms playable and we expect this to be ...
Posted on 2009 under Dungeons & Raids! |
6
Aug
Gundrak
Level Range: [76-78] (Req: 71)
In World of Warcraft: Wrath of the Lich King, Gundrak will be an instance which contains the final boss for the Ice Trolls. This instance will show the Ice Trolls in all their glory, and teach us why they have been so successful against the Scourge. The story that emerges in the completely constructed zone, Zul’Drak, and the instance at the end of that zone, Gundrak, is that the Trolls worship various animal Gods, like the rest of the Troll races. They have began sacrificing to these gods to give them the power to fight the Scourge. The whole zone is recognisable as Troll, but with a twist to it that is true to the Ice Troll culture.
Gundrak has three entrances, each of which come down to the main circle. Around the circle are three bosses, each representing one aspect. There are roughly 2-4 pulls between bosses. Once all three bosses are killed, and their altars targeted, a bridge will swing into place in the middle of the circle, allowing the group to pass over the central altar. Several pulls later, you meet Gal’darah, a clefthoof aspect, and the presumed leader of Gundrak. A full run should take about 45 minutes. (WoWWiki)
Boss Encounters
Slad’ran
High Prophet of Sseratus, the loa serpent god.
Abilities
* Poison Nova: Inflicts 2590 to 3010 Nature damage to nearby enemies, then an additional 1064 to 1236 damage every 2 sec. for 16 sec.
* Powerful Bite: Inflicts 100% of normal damage, and reduces the armor of an enemy by 20% for 5 sec.
* Venom Bolt: Inflicts Nature damage to an enemy.
Strategy
Slad’ran should be tanked in the middle of the room. Throughout the fight, he will continue to spawn two types of snakes and a lot of them. The faster Slad’ran is killed, the more snakes that will come from both doorways. Snakes will also be dropping from the ceiling so it is up to the tank to pick them up. At least one dps should be focused on killing the snakes. On heroic mode, these snakes can hit very hard so it is best to single target them down rather than having someone try to AoE unless the tank has sufficient agro on them. Try to keep the poisons removed from the party and keep the snakes off the healer.
Moorabi
High Prophet of Mam’toth, the loa mammoth god who destroyed himself rather than allowing his trolls to gain his power.
Abilities
# Determined Gore: Gores an enemy, inflicting Physical damage and causing it to bleed for additional damage over 21 sec. This attack cannot be blocked, dodged, or parried.
# Determined Stab: Stabs an enemy, inflicting Physical damage. This attack cannot be blocked, dodged, or parried.
# Mojo Frenzy: Increases the casting speed proportionally with the amount of damage taken.
# Numbing Roar: A loud roar the numbs the minds of enemies that hear it, reducing spell casting speed by 50% for 5 sec.
# Transformation: The caster transforms into a powerful mammoth, increasing Physical damage done by 25% and granting immunity to Stun effects.
Strategy
Strategies
This boss is pretty straight-forward.
When you pull the boss, he will activate a buff on himself, increasing his attackspeed by 25%. Beware of damage spikes on your tank. He casts an AoE attack, Earth Shake, that increases in damage every time it’s cast and stuns for 3 seconds.
The boss will try to transform into a Mammoth, but this can be interrupted. He will transform at some point in the fight, and beware of more damage on the tank and even more Earth Shakes.
Heroic Strategy
With Heroic strategy the fight is typically the same. You will notice that in his normal form he will take moderate damage and dish out about the same. At 50% health he will transform into the mammoth (the cast timer quickens to the point were it cannot be interrupted). In Mammoth form he will dish out considerably more damage. However, his damage taken will be increased. It is suggested that you hold all cool-downs until this form. If your group is well geared and healer is fairly good, you might want to let him change forms right off the start and just smash him down fast.
Drakkari Colossus
The Drakkari Colossus is a golem boss in Gundrak.
Abilities
Emerge: Colossus casts Emerge at around 50% and 20% of his health. This is a 3-second cast that makes him immune to all attacks until the elemental he summoned is reduced to 50% and 0%. At 50%, the elemental returns to the Colossus. The next time he appears, you fight him from 50% to 0%.
Strategy
When you pull the boss, he will merge with the Living Mojos that surround him.
Until ~50% the fight is more or less tank ‘n’ spank. He then becomes unattackable and the Living Mojo spawn in a merged and more powerful form.
This Living Mojo will be like a normal tank ‘n’ spank fight, but every .5 of a second he will cast “pool of Mojo” on three people in the party doing 1000 damage on contact and 1000 damage per second if you stay in the pool. Be ready to move and hop around during this phase. Your healer is going to need to be on the top of their game in order to do this phase. It will also do a “surge” move which is like a warriors charge but has a casting time. it CAN be avoided if you move out of the way.
When the elemental reaches ~50%, the boss merges with it. It’s more or less back to tank ‘n’ spank, only now the boss casts an AoE attack that hits you with a undispellable debuff that ticks for ~900 dmg.
Bring the boss to 1 health and the elemental reappears. Bring the elemental to 0% and the boss dies.
Heroic: This fight is easiest if the boss in elemental form is kited around the circle, stopping every few seconds to ensure all melee strikes make contact (out of range), since the boss will stop also. When the boss shifts at 50%, repeat this strategy and ensure you kite “around” the pools of mojo.
Any nature resist will help with this fight.
Paladin Healer
Paladin healer may have difficulty healing the tank and moving with the group. To solve this problem, the paladin healer can put beacon of light on himself. When he heals the tank and the dps, the healing done to the raid offsets the damage he took standing in the mojo.
Gal’darah
High Prophet of Akali, the loa rhinoceros god
Abilities
* Enrage: Attack speed increased by 100% for 8 sec.
* Impaling Charge: Charges an enemy, knocking it back and inflicting normal damage plus 750.
* Puncture: Thrusts the caster’s spear into the target, bypassing armor and dealing 4713 to 5287 Physical damage. In addition, the target will bleed for an additional 500 damage every 3 sec for 2 min.
* Stampede: Summons a Rhino Spirit which charges your target, dealing 4713 to 5287 damage and knocking them into the air.
* Stomp: Stomps the ground, dealing 4713 to 5287 Physical damage and knocking enemies away from the caster.
* Whirling Slash: Slows movement speed of those inflicted by 65%.
Strategy
Any ranged party members should stand max range from Gal’darah. Throughout the fight, Gal’darah will try to summon his rhino spirit which can be interuppted. Try to prevent him from turning and keep the tank topped off as Gal’darah can cause some nasty burst damage. He also has a knockback making it very important that at least the healer stays maxed range so that their heals are not interuppted.
Eck the Ferocious
(Heroic Only) Eck the Ferocious is only to be found on heroic difficulty. Follow the crack in the wall in Moorabi’s room to reach him.
Abilities
- 2970 nature damage, then drains 220 mana per second for three seconds. Affects a cone in front of him. Gives the buff Eck Residue, needed for
10
[What the Eck?].
- 150% of normal damage to a single target.
- Drops aggro and charges a random target.
- Increases his attack speed by 150% and all damage he deals by 500%. This triggers approximately 60-90 seconds into the fight, and almost guarantees a wipe unless he is on the very last of his health.
The Eck spit is similar to the little guys prior to him. However, he will “lock on” to the tank, aiming wherever the tank is. The tank should tank him with Eck’s back to the group as to not hit them.
Strategy
He is your basic DPS race boss. However, he does exactly what the little guys do and switches aggro with the second highest on the aggro chart when he jumps. If your group is having trouble with him it is recommended that you stop DPS when he jumps and allow the tank a few seconds to regain aggro, as long as you can still kill him before the very short beserk timer wipes the group. If the jumps are proving problematic, an effective strategy can be to keep everyone standing on top of the tank so that there’s little to no movement required through the fight, and the tank should have fewer issues holding aggro. He also appears to be tauntable, which can help prevent a squishy from getting one or two-shotted while threat is re-established.
At 20%, the boss enrages. This is not removable by hunters’ Tranquilizing Shot. Tank should use cooldowns such as Shield Wall, Divine Protection, blocking/avoidance trinkets, etc. He does hit for 18K+ on plate during this phase. Heal-over-time healing alone is not enough to keep the life of the tank. Healers should be ready to spam big heals on the tank.
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
6
Aug
Halls of Stone
Level Range: [77-79] (Req: 72)
Halls of Stone is the level up 5 five-man wing of Ulduar in Storm Peaks for level 77-79 players. It is part of the titan city, and has alot of lore closely tied to it. This is one of the nonlinear instances in Wrath of the Lich King. The scale of the instance is large, with tall halls and rooms, but is still small enough to move about in without a mount. (WoWWiki)
Boss Encounters
Maiden of Grief
The Maiden of Grief is a female titan statue boss, much like the Maiden of Virtue in Karazhan.
Abilities
Temporary Electrical Charge Increases damage by 30% (avoided by pulling him at the right moment).
Melee’s a well geared tank for ~2k
Defensive Stance: decreases all damage taken by 25%
* Spell Reflect – reflects next magic attack back at caster
* Intercept – charges an enemy and stuns them for three seconds, dealing small damage
* Pummel – does small damage and interrupts spell casting for 5 seconds.
Berserker Stance: increases all damage done by 25%
* Mortal Strike – ~6-9k
* Whirlwind – ~2k repeatedly.
Battle Stance: increases attack speed by 25%
* Melee – ~2.5k
* Cleave – ~2k
Strategy
This boss is found patrolling the platforms in the first room. You can spot him by the lightning buff on him and the two iron dwarfs that accompany him. The lightning buff increases damage by a significant margin so you’ll want to pull him on one of the rear platforms.
He patrols on the back half of the square. To get to him you need to clear the trash packs from at least three of the platforms. The shortest route is to clear the first platform, then the one immediately to your right, and then the back right platform. Wait for him to patrol back to that platform and fight him there. Time your attacks and only attack when his temporary electrical charge is down. This happens when he gets to the circles.
Bjarngrim is set up much like a warrior. About every 20 seconds during the fight he will change stances:
* In defensive stance he hits the tank for ~1k and uses a knockback, an intercept, and a spell reflect.
* In battle stance he hits faster but regularly, and uses a cleave.
* In berserker stance he hits very hard and uses a mortal strike and a whirlwind. The mortal strike hits a well geared tank for more than 8k, and can crit for as much as 14k. When he whirlwinds he hits for about 1k (on plate) several times and will move around the platform. Well-armored characters can endure this attack but it is still better strategy to avoid it, and cloth wearers need to step out of its path.
He has two dwarves that accompany him. On normal difficulty, they have approximately 45000 health. They should be killed first as they can heal him if left alone. They can also be feared, slowed, polymorphed, sapped and trapped.
Krystallus
Krystallus is a huge stone elemental boss.
Abilities
* Boulder Toss: Hurls a boulder at an enemy, inflicting Physical damage.
* Shatter: Shatters all enemies turned to stone, dealing damage to their allies based on proximity.
* Stomp: Stomps the ground, inflicting normal damage to nearby enemies and knocking them down for 2 sec.
Strategy
The fight works similar to Gruul the Dragonkiller, but his Shatter is slightly larger than Gruul’s. He knocks back every group member, then eventually turns them to stone and finally breaks them. Stay away from each other while you turn to stone to avoid the damage caused. Easy in general.
Heroic Mode
* Ground Slam – Knocks you back
* Petrifying Grip – Goes for 5 counts (not necessarily 5 seconds), and then Shatter.
* Ground Spike – Hits for ~3k Nature damage on Plate armor.
* Boulder Toss – Hits for ~1450 on Plate armor.
!!!WARNING!!!Coming up to Krystallus you will see him in a hole in the wall above you BE CAREFUL, there is a glitch in which AoE or getting too close to him can pull him, His petrifying grip is zone wide and does hurt.
Sjonnir the Ironshaper
Sjonnir The Ironshaper is an Iron vrykul boss at the north of the instance.
Abilities
* Lightning Shield: Self-buff which creates 10 balls of lightning. When Sjonnir is hit, there is a 50% chance that the attacker will take 1000 nature damage. (3000 nature damage on heroic.) Every time the shield causes damage, one ball is consumed. The shield disappears after 10 minutes or all balls are consumed. This can be stolen by a mage using Spellsteal. Also has a chance to be dispelled if using a felhunter. In addition, Shaman can Purge this.
* Lightning Ring: Channeled ability dealing 943 to 1057 nature damage to nearby targets and increasing the nature damage they take by 10% for 10 seconds.
* Summons Troggs and Blobbs towards the end of the fight.
* Hits for around 1000 to 2000, but normally ~1600 white damage.
* Chain Lightning: Deals 1850 to 2150 nature damage and arcs to up to 3 nearby targets, dealing greater nature damage to each successive target.
* Brann Bronzebeard enters the fight when Sjonnir is at ~10%.
Strategy
Regular
His lightning shield should be dispelled or spellstolen quickly as this saves some damage throughout the fight.
The tank will need to gather the adds that are spawned throughout the fight. Watch for the little blobs as they will congregate in the middle of the fight zone and form into larger oozes. If you have an AoE tank, the adds should not be a problem, continue focus firing on the boss. If your group finds them getting out of hand and aggroing the healer, they can be dealt with quickly by the DPS.
When he uses his AoE lightning attack, it is strongly recommend moving out of the way. Getting a full stack of the nature damage debuff means the oozes will likely kill the tank.
Heroic
It is strongly encouraged remove his Lightning Shield (priests dispel, shamans Purge, warriors Shield Slam, or mages Spellsteal), as the 1000 nature damage it does in normal is increased to 3000 in heroic.
An easy method is to have one DPS on the left press and one DPS on the right press, both killing the adds as they spawn. The tank keeps Sjonnir in the center near where he starts while the healer and the other DPS are on the walkway you come in on.
Tribunal of Ages
The Tribunal of Ages encounter consists of protecting Dwarf explorer Brann Bronzebeard from waves of mobs. It is unusual in that it is a boss encounter in difficulty and in loot, but does not involve fighting a boss, per se. Rather, you must only survive and protect Brann from the waves.
Abilities
Follow Strategy!
Strategy
Positioning
The positioning of the group can make a big difference in this fight. There are generally two strategies:
On the Stair
With a skilled and geared AoE tank (paladin or death knight), this method can reduce damage taken from the beam and bolt. Have the whole group stand on the stair, with the tank in the front. The tank needs to grab the aggro of all incoming mobs. DPS then AoE down the mobs quickly. Note that sometimes the beam can still hit people standing on the stair, so everyone still needs to stay alert. NOTE: this technique is not reliable on heroic.
In the Room
If the tank has difficulty AoE tanking, the group may find this method easier. The tank stands close to the bottom of the stair. Other group members scatter in the room. This way the tank will have more time to get the aggro of incoming mobs. DPS should try to focus fire on tank’s target to avoid drawing aggro. With this method the group can handle the mobs much more easily. However, everyone will need to move away from the beam and bolt constantly.
Tips for Damage Dealers
For groups with very good DPS and AoE, it is possible to burn down most of the mobs so that the tank only needs to take care of a few mobs throughout the fight.
For groups with lower DPS, it is still possible to clear the first few waves before the next waves emerge. However, as new mobs emerge faster and faster, more and more mobs will remain when the next waves come. This does not mean low DPS cannot handle this encounter. At the later part of the encounter, the tank should try to hold aggro of as many mobs as he/she can. Healers should focus on healing the tank. At this point, the DPS should use all the available crowd control and snaring abilities to CC/kite any free mobs. (Hunters’ Frost Trap and shamans’ Earthbind Totem are very helpful here!) As long as the group can keep the mobs tanked/CC’ed/kited, Brann will be unharmed and the defense system of the room will kill all the mobs at the end.
Tips for Tanks
This fight can be a real nuisance. Your first priority is to pick up every add, after that you can start building aggro. By the end the adds are coming really fast so try to keep up, and don’t let any get through your defenses! For paladins in particular, its not possible to build mana fast here, and if you have no mana between waves you are going to be unable to pick up mobs. No mobs hitting you means no mana. No mana means you wipe. If you ever hit a no mana situation do whatever you can, blow potions, divine plea, tell your dps to not attack while you hit them with your weapon manually for a second. Keep in mind, if you have to do the last thing the waves won’t let you dick around, once you have aggro the mobs you have on you have to die faster than usual, otherwise you’re going to have 50 guys on you in a minute or two.
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
6
Aug
Halls of Lightning
Level Range: [80] (Req: 75)
Halls of Lightning is part of an enormous titan city. More recently Loken – a powerful servant of the Pantheon – has received disturbing visions. He and his followers are showing supsicious behaviour lately. Few know what horrors are buried beneath these ancient halls. (WoWWiki)
Boss Encounters
General Gjarngrin
General Bjarngrim is an iron vrykul warrior and the first boss in the Halls of Lightning.
Abilities
* Battle Aura: Increases attack speed by 25%.
* Battle Stance: A balanced combat stance.
* Berserker Aura: Increases damage done by 25%.
* Berserker Stance: An aggressive stance.
* Charge Up: Charges the target with electricity.
* Cleave: Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets.
* Defensive Aura: Decreases damage taken from all sources by 25%.
* Defensive Stance: A defensive combat stance.
* Intercept: Charge an enemy, causing 65 damage and stunning it for 3 sec.
* Ironform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 20%. Lasts 8 sec.
* Knock Away: Inflicts 20% of normal damage to nearby enemies and knocks them back.
* Mortal Strike: Inflicts 300% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
* Slam: Slams the opponent, causing 120% weapon damage.
* Spell Reflection: Reflects the next magic spell back at its caster.
* Whirlwind: Attacks nearby enemies in a whirlwind of steel that lasts 8 sec and inflicts 75% of normal damage on each spin.
Strategy
Tank & Spank!
Volkhan
Volkhan is a fire giant and the second boss found in the Halls of Lightning
Abilities
* Heat: Heats up a Molten Golem, extending its life by 20%.
* Shattering Stomp: Deals 2313 to 2687 damage to all enemies and shatters all Brittle Golems within 99 yds.
* Temper: Strikes Volkhan’s Anvil, creating a number of Molten Golems.
Strategy
This is a Fairly simple fight
He hits the tank for medium damage. Every 20% he runs to his anvil and casts “Temper” that produces several molten golem adds.
The adds do not hit hard but do cast immolation. Instead of dying, they become “frozen.”
Once he has cast Temper several times he will cast Shattering Stomp which causes the frozen golems to shatter for ~5k each. If they are stacked it can one shot people. However, shattering stomp has a cast time and is emoted allowing you to move away from any frozen golems.
A well geared tank can off-tank the adds instead of killing them avoiding the issue of stattering. This will also allow you to obtain the heroic Shatter Resistant achievement.
Ionar
Ionar is a lightning revenant and the third boss found in the Halls of Lightning.
Abilities
# Ball Lightning:
# Disperse: Disperse into Sparks of Ionar.
# Static Overload: Charges an enemy with energy, inflicting 1249 to 1451 Nature damage over 10 sec and periodically zaps it’s nearby allies for 1249 to 1451 Nature damage. After 10 sec, an electrical explosion occurs causing an additional 2313 to 2687 Nature damage to all enemies within 8 yards and knocking them back
Strategy
All of Ionar’s abilities have easy to spot visual cues. If you can avoid them the fight is relatively simple.
When fighting Ionar he will periodically throw a lightning ball that hits for ~5k at the ground where the targeted player is standing. (much like Void Reaver) The ball travels slower than most spells and can be dodged.
Additionally, Ionar will debuff one person with a debuff similar to static charge from Lady Vashj and everyone must spread out, away from that player.
Every 20 percent, Ionar will disperse into a number of small sparks which begin slowly crawling around on the ground. These lightning “spiders” will follow players around and stretch the range of the lightning effect, which deals 500 damage every 0.5->1 seconds. You must run away from the spiders.
Loken
Loken is a giant and is presumed to be the leader of the iron dwarves in Northrend. Having previously served the Pantheon, he has recently heard the calls of the old god Yogg-Saron. Since that moment, he has lost all faith in the Titan’s vision and considers the Old God his new master. He can be encountered as the final boss in the Halls of Lightning.
Abilities
* Lightning Nova: 20 yard AoE for 6013 to 6987 Nature damage (~12-14k on heroic), 5 sec cast
* Pulsing Shockwave: AoE dealing damge every tick, damage starts at ~800 in melee range increasing to 3000 at about 10 yards, further increasing farther away from the boss
* Arc Lightning: single target attack dealing ~4k damage plus a chance to debuff the target. The debuff deals another Arc Lightning to all players within 10 yards (that is 4k damage plus the chance to get the debuff)
Strategy
Lightning Nova and Pulsing Shockwave
In order to reduce the damage taken from these two abilities, correct positioning and movement is required. The Pulsing Shockwave forces the group to generally stay close to the boss, but whenever he starts casting Lightning Nova (which is announced by an emote), players must run away 20 yards. The group needs to agree beforehand on a run path.
A frequently chosen pattern is the bright line on the stairs leading from Loken’s initial position to a platform and from there further down another flight of stairs. On the pull everybody runs to Loken’s initial position, on the first Lightning Nova everybody runs to the platform, on the next back to his initial position. This method has the drawback that people dying on his initial position can be difficult to rez, for this reason it’s better to run on the second Nova further down to the end of the stairs, and then back to the platform.
Moving on the stairs has the general disadvantage that it can cause line of sight problems for the healer. For this reason some groups prefer to run from side to side on the platform where Loken starts (there are pillars on each side of him as reference points).
Arc Lightning
This boss ability has the potential to cause severe damage to the group when people stay close together. If the initial target gets the debuff and all others are within 10 yards, the probability is very high that at least one other player gets the debuff, leading to a nearly neverending chain of Arc Lightnings. To avoid this people need to stay 10 yards apart from each other at all times (this partially conflicts with the positioning required to avoid Pulsing Shockwave). Alternately, players with the debuff can try to run away from the group.
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
6
Aug
Drak’tharon Keep
Level Range: [74 - 76] (Req: 69)
Drak’Tharon Keep, most famously known as the place where Arthas stayed while searching for the Runeblade Frostmourne. During his stay at Drak’Tharon Keep, Mal’ganis the Dreadlord foretold Arthas of his impending death.
Recently Undead Drakkari Trolls have begun to emerge from the keep, turning their sights instantly to the neighboring Furbolgs of Grizzlemaw.
Drak’Tharon Keep is now not just swarming with Undead Trolls, but it also believed that Dinosaurs along with their King, Dred, inhabits its grounds. Various types of Lizards are believed to also inhabit the Keep, but now the greatest threat comes from the powerful wizard that is now believed to rule over the Keep. (WoWWiki)
Boss Encounters
Trollgore
Trollgore is the first boss of Drak’Tharon Keep. He is attacked by a constant flow of non-elite Drakkari troll.
Abilities
* Infected Wound: Increases the Physical damage taken by an enemy for 20 sec.
* Crush: Deals 150% melee damage to your target, knocking them down for 2 sec.
* Corpse Explode: Infests a nearby Drakkari Invader corpse, causing it to explode after a few seconds dealing 2828 to 3172 Nature damage to enemies within 5 yards.
* Consume: Deals 1885 to 2115 Shadow damage to enemies within 60 yards. For every enemy damaged in this way, the caster gains a 2% damage increase.
Strategy
Start by pulling Trollgore down the steps and have the tank keep him there near the bottom. At some point during the fight, a few trolls will run down the stairs towards the party. They have relatively low health and can be easily picked up by the tank if he remains there at the bottom of the steps. There will be several troll corpses on the ground which Trollgore can use to cast Corpse Explosion which causes AoE damage around the corpse. Try to keep him away from as many corpses as possible to minimize the damage done or just have your party members avoid standing near them. Trollgore will place a disease on a party member, usually the tank, that needs to be removed as it increases the amount of damage taken for 20 seconds. He can also cast Crush and this will knock the person down and deal 150% damage to them so be sure to keep the tank topped off. The longer the fight lasts, the larger Trollgore will become and the more damage he will do as he has an ability called Consume. This deals AoE damage to all party members and gives him a buff that increases damage by 2% everytime it is cast. Try to minimize as much AoE damage as possible and keep all party member’s health topped off.
Novos the Summoner
Novos the Summoner is the second boss of Drak’Tharon Keep. He is a lich in charge of the Scourge forces in Drak’tharon.
Abilities
* Arcane Blast: Blasts an enemy with Arcane magic, inflicting normal damage plus 1749 to 1951 and knocking the enemy back.
* Arcane Field: A field of arcane magic surrounds the caster, inflicting Arcane Damage and slowing enemies by 50%.
* Blizzard: Calls down a blizzard that lasts 6 sec., inflicting 1665 to 1935 Frost damage every 2 sec. to all enemies in a selected area.
* Frostbolt: Inflicts frost damage to an enemy and reduces its movement speed for 4 sec.
* Wrath of Misery: Deals 1619 to 1881 shadow damage every 2 sec.
Strategy
Once your party approaches Novos, he will cast a shield on himself that makes him immune to damage. Have your party position themselves at the bottom of the stairs because while the shield remains active, adds will continue to come down the stairs. Most of them can easily be killed without being tanked. The two adds the tank should be concerned with are the Hulking Corpses and the Crystal Handlers. As the fight progresses, Novos will call for assistance and one Crystal Handler will emerge from one of the two doorways leading into the room. Once it is killed, one of the crystal pillars becomes inactive. After the fourth Crystal Handler is killed, the shield comes down and Novos is now vunerable to attacks. Make sure to finish off any additional adds before attacking Novos. Make sure all party members avoid the Blizzard as it deals a lot of damage and if someone caught in it has Wrath of Misery on them, the results can be fatal. Wrath of Misery is a curse cast by Novos that deals damage over time and can be removed. Novos also casts Frostbolt randomly at party members and is immune to silence. It is very important to keep all party members health topped off as there is no indicator as to when Novos will cast Blizzard or Wrath of Misery.
King Dred
King Dred is the ruler of the Dinosaurs that dwell within the Keep. He can be found in the Raptor Pens and is an optional boss.
Abilities
* Bellowing Roar: A howling roar terrifies all targets within 35 yards, causing them to flee for 4 sec.
* Grievous Bite: A vicious attack that causes the target to bleed profusely until fully healed. Deals 1050 to 1250 damage every 2 seconds until healed.
* Mangling Slash: Slashes at an enemy, dealing 125% weapon damage and increasing the damage it takes from Bleed effects by 75%.
* Fearsome Roar: Reduces all damage done by nearby enemies by 125 for 10 sec.
* Piercing Slash: Slashes at an enemy, dealing 125% weapon damage and reducing its armor by 75%.
Strategy
King Dred can be tanked either outside or inside his pen. He does not cause any AoE damage or target anyone except the tank as long as threat is sufficient. He has two roars: Bellowing roar that fears all party members within 35 yards for four seconds, and Fearsome Roar that reduces damage done by all party members. The healer can therefore outrange the fear and keep the tank topped off throughout the fight as King Dred casts Grievous Bite which causes the target to bleed until returned to 100% health. It is important to remove this as soon as possible as he also has Mangling Slash which deals additional damage and increases damage done by bleed effects. He also has Piercing Slash which reduces armor by 75% and this coupled with the bleed can be devastating if the healer is caught in a fear.
The Prophet Tharon’ja
The Prophet Tharon’ja is the last boss of Drak’Tharon Keep. He is a large skeletal Wind Serpent, much like the Avatar of Hakkar.
Abilities
* Curse of Life: Deals shadow damage over 9 sec. The effect is removed if the target falls below 50% of their maximum life.
* Decay Flesh: Burns an enemy, removing flesh from the target.
* Eye Beam: Tharon’ja glares at the target, dealing 1040 to 1160 Nature damage every 2 sec.
* Lightning Breath: Breathes lightning at an enemy, inflicting Nature damage.
* Poison Cloud: Inflicts 602 to 698 Nature damage to nearby enemies every 1 sec. for 10 sec.
* Return Flesh: Returns the flesh to the target.
* Shadow Volley: Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.
Player Abilities
* Touch of Life: Steals 1520 to 1680 life from target enemy.
* Bone Armor: Instant cast, encases the caster in bone armor, absorbing 4163 to 4837 damage for 10 sec. While the armor holds, spellcasting cannot be interrupted by physical attacks. 10 second cooldown.
* Taunt: Instant cast, 10 yard range, taunts the creature, increasing the chance that it will attack the caster.
* Slaying Strike: Instant cast, 8 yard range, requires melee weapon, inflicts normal damage plus 602 to 698 to an enemy. 1 sec cooldown.
Strategy
Tank The Prophet Tharon’ja on the middle of his platform. It is best if all party members stay close to him. Throughout the duration of the fight, Tharon’ja will frequently cast Decay Flesh which melts the flesh off of all party members for 25 seconds.. While in skeleton form, a number of new abilities will become available to use. Slaying Strike is much like a rogue’s Sinister Strike as it is an instant ability that deals melee damage and has a 1 sec. cooldown. Tharon’ja will continue to focus on the tank during this phase and the player’s come equipped with Touch of Life that steals health from Tharon’ja. If a player’s health becomes low, any other player can use Taunt to have The Prophet focus his attention on someone else. Be sure to keep up Bone Armor which absorbs damage taken. After 25 sec. are up, Tharon’ja will cast Return Flesh which will return all party members to normal and allow them to use normal abilities. Make sure to keep the tank topped off as The Prophet can cast Burn Flesh at any time and although you have a steal life, you do not want the tank to die while shapeshifted. Tharon’ja will also cast Poison Cloud that can easily be avoided and disappears after 10 seconds. He can also cast Shadow Volley which causes AoE damage to all party members, but he will focus Lightning Breath and/or Eye Beam on a single target. Tharon’ja also casts Curse of Life that deals damage over time and unless removed by player means, will remove itself once the target falls below 50% health. Avoid poison clouds, keep all party member’s health topped off before becoming skeletons, and make sure no one dies while shapeshifted by taunting off the tank if needed.
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
6
Aug
COT: Stratholme
Level Range: [80] (Req: 75)
The Culling of Stratholme, taken from the campaign of Warcraft III will be the Caverns of Time’s 4th instance wing and is set to be for characters level 80, and will require a 5man party.
Set within the City of Stratholme players will battle alongside Prince Arthas as he sets out to “Cull” the city of its denizens, ensuring they do not spread the deadly undead plague any further.
The purging of Stratholme is one of the first acts in Arthas’ descent into madness and evil, eventually becoming one of the Lich King’s greatest death knights and later the Lich King himself. (WoWWiki)
Boss Encounters
Meathook
Meathook is an abomination and the first boss of the culling of stratholme!
Abilities
* Constricting Chains: Encases the targets in chains, dealing 1000 Physical damage every 1 sec. and stunning the target for 5 sec.
* Disease Expulsion: Meathook belches out a cloud of disease, dealing 713 to 787 Nature damage.
Strategy
Tank and Spank pretty much. Watch out for adds though.
Salramm the Fleshcrafter
Second Boss of COT:Stratholme
Abilities
* Explode Ghoul: Explodes a nearby ghoul, dealing 3800 to 4200 Fire damage to enemy targets within 10 yds.
* Shadow Bolt: Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
* Steal Flesh: Steals the flesh of the target enemy, reducing the enemy’s damage dealt by 35% and increasing the caster’s by 0%.
* Summon Ghouls: Summons two Ghoul Minions near the caster.
Strategy
Once more a tank and Spank… tank the adds and get em down.
Chrono-Lord Epoch
Chrono-Lord Epoch is sent by the the leader of the Infinite Dragonflight to make sure he mixes the past events in Old Stratholme.
Abilities
* Curse of Exertion: Increases the cost of spells and abilities by 100% for 8 sec.
* Time Warp: Time slows down, reducing attack, casting and movement speed by 70% for 6 sec.
* Wounding Strike: Savagely wounds the target, dealing 100% weapon damage, reducing healing effects by 25%, and 750 Physical damage every 1 sec. for 4 sec.
Strategy
KILL HIM! lol Tank and spank again!
Mal’Ganis
Posing as the real cause behind the plague, Mal’Ganis has lured Prince Arthas into the city of Stratholme and forces the young Prince to kill his own subjects before they become part of the Scourge.
Abilities
* Carrion Swarm: A cresting wave of chaotic magic splashes over enemies in front of the caster, dealing 3230 to 3570 Shadow damage and 380 to 420 Shadow damage every 3 sec. for 15 sec.
* Mind Blast: Inflicts 4163 to 4837 Shadow damage to an enemy.
* Sleep: Puts an enemy to sleep for up to 10 sec. Any damage caused will awaken the target.
* Vampiric Touch: Heals the caster for half the damage dealt by a melee attack.
Strategy
Tank and Spank
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
6
Aug
Azjol-nerub
Level Range: [73 - 75] (Req: 68)
Azjol-Nerub, also known as the Spider Kingdom is the vast underground empire of the arachnid Nerubians, located on the icy continent of Northrend. The entrance to Azjol-Nerub can be found in the northern reaches of the Dragonblight.
However, it seems as though a large portion of the underground Azjol-Nerub caverns was pushed upwards by a cataclysm, ascending the underground ruins toward the surface as the ice broke. Nerubians no longer inhabit these Riplash Ruins; therefore, the naga took residence within the abandoned ruins. Before its destruction by the Scourge, Azjol-Nerub contained huge libraries of literature, philosophy, and arcane lore.
In Lands of Mystery Azjol-Nerub is described as being its very own zone, located underground. The kingdom consists of two main sections, the Old Kingdom and the Upper Kingdom. Part of the Upper Kingdom is controlled by dwarves, who control a small town known as Doorward, while some areas are controlled by the Scourge. Deeper underground is the Old Kingdom, which is controlled by potentially “neutral” Nerubians. Brann Bronzebeard claims it may be possible for an alliance with their faction if one is willing to help them clear out the Scourge from their Empire. Still, some areas are controlled by the Faceless Ones. (WoWWiki)
Boss Encounters
Krik’thir The Gatewatcher
He is a Nerubian vizier under the command of Anub’Arak. His main objective is to guard the gate that leads further into the ancient city.
Abilities
* Mind Flay: Inflicts Shadow damage to an enemy and reduces its movement speed for 4 sec. Shadow damage inflicted over 3 sec. Reduced movement speed.
* Frenzy: Attack speed increased by 50% for 12 sec.
* Curse of Fatigue: Curses all enemies in a 5 radius around the target, dealing 2828 to 3172 Shadow damage, slowing movement speed by 30%, attack speed by 30%, and casting speed by 30%. Lasts 10 sec.
* Summon Skittering Swarmer: Instant.
Strategy
There are three sets of adds in front of Krik’thir. The order in which you pull them doesn’t matter. Make sure to either crowd control the Skirmishers or kill them first as they can Backstab for some pretty nasty damage. Your party will drop combat after each set of adds so there is some time to drink and heal up. Krik’thir will either run at your party by himself or he can be pulled depending on whether your group is ready or not. Pull him to the center of the room and try to keep the group close together. Krik’thir will summon Skittering Swarmers that will come out of the walls towards your group. They have very low health and can be killed easily. He will also cast Curse of Fatigue on a party member from time to time. This slows down movement, attack, and casting speed and also deals shadow damage. It can be removed like any normal curse. at 20%, Krik’thir will Frenzy, increasing his attack speed. Continue to dps him down and kill all the Swarmers that come out.
Hadronox
Hadronox is the second boss of Azjol-Nerub.
Abilities
* Leech Poison: Drains 500 health from surrounding enemies per sec, transferring it to the caster. If any of these targets dies while afflicted, the caster will be healed for 10%. Lasts 10 sec.
* Acid Cloud: Sprays acid at the location of the target, creating a cloud that deals 707 to 793 Nature damage per second to enemies inside of it. Lasts 1.50 min.
* Pierce Armor: Reduces an enemy’s armor by 50% for 8 sec.
* Web Grab: Shoots out sticky webs, dealing 2357 to 2643 damage and grabbing enemies, pulling them towards the caster.
Strategy
Hadronox will start at the bottom of the room and slowly work her way up the tunnel. Once you get to the bottom of the ramp, there will be a set of three mobs in front of you. It is very important not to run too close to the two staircases in this room as mobs will constantly be flowing down them towards Hadronox. Once you pull the first group of mobs, a short gauntlet will trigger. After the mobs die, two more groups will come down the stairs and sit at the bottom of them. Keep your party at the ramp with the healer and any casters standing away as the adds will silence from time to time. Kill the two groups of mobs and make sure to pick up any of the extra non-elite adds that will come down the stairs towards your party. Make sure to stay back against the wall once Hadronox comes into the room. Do not attempt to engage her before she has killed all the other mobs as she heals for 10% everytime she kills something and yes, that includes a party member. Once all the adds have died, Hadronox will come at your party. It is crucial that you have someone in the group that can cure poisons. She casts Leech Poison which drains health and returns it to her and if that person dies with the poison on, she will heal for 10% of her life. She also casts Acid Clouds on the ground that deal quite a bit of damage and do not despawn for around two minutes. Make sure to not stand in them as they are easily avoidable. She also casts Web Grab which pulls everyone in the party to her. When this happens, have the ranged and healers spread back out.
Anub’arak
Anub’arak is the former king of the Nerubian race, now raised by the Lich King to stand alongside him as one of his Crypt Lords.
Abilities
* Carrion Beetles: Summons 2 Carrion Beetles every second for 4 sec.
* Locust Swarm: Creates a swarm of locusts to protect the caster. These locusts deal 330 to 370 Nature damage per second to all enemies within 60 yards. Lasts 15 sec.
* Impale: Fires a spike through the floor, impaling all targets within 4 yards, dealing 2828 to 3172 damage and knocking them up in the air.
* Pound: Rears up and smashes down on all enemies in front of the caster within 15 yards, dealing 9425 to 10575 damage and pounding them into the floor for 6 sec.
Strategy
Make sure to tank Anub’arak facing away from the party as he can cast Pound, which does roughly 10k damage in a frontal cone to all targets. He will also cast Locust Swarm that causes damage to all party members so be sure to have the healer top everyone off when he begins casting this. After some time, Anub’arak will tunnel into the floor and disappear. Several mobs will fly down from the ceiling, others will tunnel out of the ground or come down the ramp towards the group. Be sure to pick them up when possible. Make sure to kill these before Anub’arak comes back. While he is gone, you will notice dust rise up from the ground and shortly thereafter, spikes will fire up out of it. All party members should avoid these as they cause around 3k damage and knock anyone standing on it up into the air. Once Anub’arak comes back to the surface, continue to face him away from the rest of the party. He will tunnel down again and when he does, remember to pick up any adds that will come during this phase. Anub’arak has the ability to summon Carrion Beetles while he is on the surface. These have low health and can be picked off quickly so the tank should continue concentrating on keeping the boss facing away from the party while dps kills the beetles.
Source: MMO-Champion, Wowwiki
Posted on 2009 under Dungeons & Raids! |
1
Aug
Ahn’Kahet: The Old Kingdom
Level Range: [73 - 75] (Req: 68)
Ahn’kahet is one of the sections of Azjol-Nerub, the others being the Inner Kingdom and the Upper Kingdom. It is controlled by “neutral” Nerubians and Faceless Ones.
The area known as the Old Kingdom lies deep below the surface of Northrend and is the original location of Azjol-Nerub. The nerubians preferred to stay well below surface level. This area had not been well maintained because the Scourge never descended this far. By the same token, that meant they hadn’t looted as much either. It was easier to avoid the Scourge by staying to these lower levels. Most of the nerubian rebels live down here. (WoWWiki)
Boss Encounters
Elder Nadox
Elder Nadox, a nerubian vizier, is the first boss found in Ahn’kahet: The Old Kingdom. He is a servant of the Lich King.
Abilities
* Brood Plague: Diseases the enemy, causing 12750 Nature damage over 30 sec.
* Brood Plague: Diseases the enemy, causing 25500 Nature damage over 30 sec. (Heroic)
* Brood Rage: Enrages a Swarmer, increasing size and damage done.
Strategy
Begin by tanking Elder Nakox in the middle of the room. Nakox will hatch the eggs around him and two types of adds will come out. An’kahar Swarmers are small adds with low health and can be easily killed. When the An’kahar Guardians come out, they must be picked up by the tank and all dps must switch to them. Nakox and the Swarmers will become immune to all damage until the Guardian dies. Once it dies, all dps can switch back to Nakox while handling the Swarmers.
Prince Taldaram
Prince Taldaram is the second boss of Ahn’Kahet!
Abilities
* Bloodthirst: Instantly attack the target causing 120% of normal weapon damage. In addition, the next 3 successful melee attacks will restore 1% health. This effect lasts 10 sec.
* Conjure Flame Sphere: Conjures a sphere of pure fire that floats through the air toward the target while firing searing beams at enemies that come within 18 yds.
* Embrace of the Vampyr: Consumes the life force of the target, stunning it and inflicting 2500 Shadow damage every 2 sec for 20 sec or until Prince Taldaram sustains 40,000 damage. While affected, healing on the target is reduced by 100%.
* Vanish: Puts the caster in stealth mode for 2.50 sec.
Strategy
It is important to keep your group close together for this fight so that the healer can easily combat the Flame Sphere’s damage. Taldaram will periodically conjure a flame sphere that will start above his head and moved outwards across the group dealing fire damage to everyone. He will also vanish for a few seconds and reappear on top of one of your party member’s bodies, pinning them to the ground while he drinks their blood. He will stop only after he has taken a certain amount of damage or finishes his cast. It is important to burn him through this in case your healer is the one being stunned.
Jedoga Shadowseeker
Jedoga Shadowseeker is the third boss found in Ahn’kahet. She is a female orc of the Twilight’s Hammer. She is a servant of Yogg-Saron, an Old God.
Abilities
* Cyclone Strike: Performs a spinning attack that hits all nearby enemies, dealing weapon damage plus 150% and knocking them back.
* Lightning Bolt: Blasts an enemy with lightning, inflicting Nature damage.
* Thundershock: Creates a cloud of lightning that lasts 10 sec., blasting all enemies in a selected area for 1575 to 2025 Nature damage and inflicting 1575 to 2025 additional damage every 2 sec.
Strategy
Jedoga will call a large group of Twilight Volunteers to her platform who will become incased in a bubble and won’t be targetable. Every 25%, Jedoga will rise up into the air. She will call upon one of the adds to sacrifice themselves and they will get up and walk towards the portal underneath her. All dps must immediately switch to the add as soon as it becomes targetable and kill it as fast as possible. If the add doesn’t die and sacrifices itself to her, she will enrage when she lands on the platform. She does Cyclone Strike which is a two second cast whirlwind. If she is enraged, it is best advised to run away otherwise the tank can stay in if necessary.
Amanitar
(Heroic Only) Amanitar is an optional boss Ahn’kahet that can be fight after the second boss, Elder Nakox, is defeated (so as 3rd, 4th or 5th boss).
Strategy
As soon as Amanitar is pulled, he will fill the entire room with two types of mushrooms. The tank must pull Amanitar to one of the healthy mushrooms and make sure to tank him on top them at all times. All ranged and the healer should stack on top another healthy mushrooms. When the healthy mushroom spawns, kill it to gain a buff that increases your damage. Sometimes a curse is applied that decreases stamina. To get rid of it, just stack on top of another healthy mushroom and kill it. Make sure the tank moves to the healthy mushrooms and the melee stay away from the poison ones.
Herald Volazj
Herald Volazj, a faceless one, is the last boss found in Ahn’kahet.
Abilities
Insanity: Does this ability Twice, When it happens you stop fighting Volazj and you fight off your group one by one. They are pretty much mirror images, once you kill them you go back into the real world and fight the boss again!
Strategy
Volazj can be tanked anywhere in the room, but it is best if casters stay at max range. Every 33%, Volazj will cast Insanity. This causes all the players to appear mind controlled, but it is different to everyone. You must kill each member of your party to end your insanity debuff. After each member finishes killing the players they see, they will be able to help others with theirs. The adds do not hit very hard and a healer should have a relatively easy time of killing them off.
Source: MMO-Champion, Wowwiki