Posts with tag ZG
Level 80 Death Knight solos Zul'Gurub

The snake boss, he says, was easy, just a nuke. The bat boss Jeklik silences, and a few of his resists failed on her, so she got some healing off, but she still dropped. Panther and spider went down all right, though the spider's webbing apparently kept him from healing as well -- being silenced, he couldn't cast disease, so Death Strike didn't heal. Bloodlord Mandokir was super tough, apparently -- I can imagine that watching would be pretty nuts during that. On Thekal, the tiger boss, his problem was that he was killing too fast: the boss would get ressed when one of the adds died early. Eventually he just brought them down to 50% and then just nuked all out, and the second phase was easy.
And Hakkar was anticlimactic -- he just basically tanked and spanked. He tried to anti-magic the Blood Syphons, but they didn't heal for much, so he just wailed on Hakkar until he was the last one standing. Quite a feat. Of course, at level 80, he was 20 levels above where this 20 man instance was meant to be, so we probably haven't seen the end of the level 60 content being soloed. But it seems that Death Knights are almost more equipped than Paladins to bring down some of the raid content on their own.
Analysis / Opinion, Fan stuff, Virtual selves, Odds and ends, Raiding, NPCs
Just say no to the glow!

Although I recommend turning it back on if you're just drinking (in game) for fun, personally. Some of those folks from the Darkmoon Faire are much better looking when they're blurry. Whooo...
Whither Zul'Gurub?
We used to run Zul'Gurub weekly, if not more often. The loot was OK (a couple of GREAT tanking swords drop there, and not a lot else), the reputation rewards were fantastic, as were the enchants. Since Burning Crusade, we haven't even gone to Stranglethorn Vale. Is it less fun? I'm not sure. With the boss scaling issue, and trying to get everyone up to level, we just haven't taken the time to check it out. Since the shoulder enchants and head slot enchant are still very good, I may try to get a group to go back on a bijou and coin farming mission. We might just go back to see if we can run the place with 5 people for kicks.That said, if I never set foot into Molten Core again, I'll be happy. I'd like to finish Blackwing Lair and poke into Naxxramas since I never managed to get there, but the new 5-man instances and new raids are keeping me adequately busy for now.
Any plans to go back in time now with new and improved gear and abilities?
How to fix the old instances
Before the expansion came out, we wondered and wondered what would happen to the old level 60 instances when the Dark Portal opened. And now that it's here, we know: no one's running them. Oh, there's a few quest groups here and there of people working their way up to 58 (the bare minimum to come through to Outland), but there's almost zero reason to run AQ or ZG 20-mans, considering the loot is just so much better, even just in Hellfire Peninsula. And MC, on my server at least, is a barren wasteland-- why take four hours with 40 people just for a few good pieces when you can get much better loot in 15 minutes of questing in Outland?So what to do? We're sure Blizzard will come up with a way to make these instances relevant again-- in fact, I'd be surprised if, despite what they said earlier, they weren't already working on it now. But just to help them, here's a few suggestions of how to fix the old instances.
-First, and most obvious, is enabling Heroic mode. We already have dungeons in Outland that will be able to be tuned to Heroic mode, which means bosses and mobs are harder, but give much better drops. In the same way, Blizzard is likely going to let us optionally turn up the difficulty in UBRS or Stratholme, offering better loot for a bigger challenge.
Analysis / Opinion, Blizzard, Instances, Raiding, Burning Crusade
Phat Loot Phriday: Doomulus Prime

Lots of players love getting this big red-and-black hammer as a quest reward when raiding for the first time. But not all of them know who it came from-- a WoW player who announced some sad news recently.
Name: Doomulus Prime
Type: Rare Two-Hand Mace
Damage / Speed: 158-265 / 3.80 (55.7 DPS)
Abilities:
- It's not quite as good as the inset above: the real version gives you only +22 to both Strength and Stamina.
- On equip: Increases your hit rating by 10.
- Came from a newspaper comic! Yes, the Doomulous Prime was originally envisioned by Bill Amend, the cartoonist behind the comic strip Foxtrot. He's had a running joke in his series about "World of Warquest," a game that one of his characters plays that bears a striking resemblance to our favorite game. Allakhazam's got a lot of the strips, and even an interview (Amend plays a Night Elf, but we like him anyway).
- Unfortunately, he's taking a break-- Amend announced this week that starting Sunday, his comic will only appear on Sundays. A darn shame. But our good friends at Joystiq have discovered what he's going to be doing with his time from now on: playing WoW, of course.
Getting Rid of It: BOP (because it's a quest reward, dur). Sells to vendors for 6g 41s 37c. Kudos to Amend for thinking up this great hunk of spiky red and black metal in the first place-- now that he's got more free time, maybe he'll be able to get his Druid up high enough to get it!
Items, Tips, How-tos, Fan stuff, Instances, Quests, Features, Raiding, Phat Loot Phriday
Around Azeroth: Bloodlord Mandokir

For those out in the audience who have never visited the Bloodlord Mandokir in Zul'Gurub, I will explain this shot, sent in by unlucky reader Leviathan of Kul Tiras. In this shot, you see Mandokir hovering over a knee-height human. Now know that he starts the fight the size of an ordinary troll -- but every time someone in the raid group dies, he gains a bit in strength and size. If that doesn't sound bad enough, there are also spirit healers encircling the courtyard, who will offer to resurrect you if you fall during the battle -- so you can have people dying over and over again. By the time Mandokir is the size you see him in this shot, though, I'd say it's past time to call a wipe.
Do you have a unique shot of Azeroth that you'd like to show off to the rest of the world? Tell us about it by e-mailing aroundazeroth@gmail.com! You can attach a picture file or send us a link to one -- and don't worry about formatting, we'll take care of that part.
No plans to tweak the current raid dungeons after BC release
After our rather lengthy discussions the past couple of days about the viability of the current raid dungeons come the BC expansion, I thought you guys would be interested in this post from Tigole, that I discovered via Tobold (which he in turn snagged from Blue Tracker).To sum it up...there will be no major changes to the current endgame raid dungeons whatsoever come the Burning Crusade release. No new loot tables, no adjusting of current loot, no new caps and no new timers. Nada. Tigole hopes some players will be able to experience them for the first time with the new level caps,and others will be happy that they will be spared their umpteenth MC run. However, he does mention the possibility exists in the future for the raid instances to be overhauled, but that is not on the agenda anytime soon.
In a sense, I am disappointed, but at the same time I would much rather have them working on the new BC content (and getting it into our hands ASAP) than spend time re-balancing C'Thun and redoing his loot table for a group of 70s or 65s or whatever. But he does leave the door open just a crack, so maybe those dungeons will be redone at a point when the new BC content starts to become old hat. Heck, maybe a patch eight months down the road will turn those raid dungeons into really awesome 25 mans, or maybe even 10 or 5 mans. That would certainly be interesting.
What do you guys think? Are you a little disappointed? Or could you care less about the old stuff?
Oh! I almost forgot...for a lighter look at the current raid loot vs. new BC gear debate, check out our friends over at Not Addicted.































