金の秘密ガイド

ルークのゴールド農業ガイド

読者のストライキ最初は約ルークブラウンゴールド農業ガイドはそれに仕事の広大です。 これは、情報の詳細の170以上のページで見るパック、電子ブックは、a.いるような詳細.. 続きを読む!
究極のすごいガイド

究極のWarcraftガイド

ワンストップショッピングのこの日の年齢で、私がいずれかの位置に私がすることだとは思わなかった私のすごいガイドを止めて! 私は長い間、ガイドのための良好なすべての包括的すごい周りのショッピングを'されていただけ....を有するではなかった続きを読む!

先頭
--------
- あなたはMajordomo Executus'キャッシュから古代化石の葉を受け取る必要があります。 彼はMCで最後のボスに2番目です。 ドロップ率いるpostpatchは50%、司祭の叙事詩は、先発されている他のクエストスタータードロップされます。

- また、Onyxiaから中高年黒すじを受け取る必要があります。 ドロップ率は、いくつかのレポートを、それが約20%を落とす異なりますが、他の人は2%を報告...

- あなたは壮大な矢筒(18スロット、15%、攻撃速度を範囲の増加)、する場合*任意の*にする必要がありますかダウンAzuregoes(100%減)、または(0.1パーセントのドロップ率について)Winterspringを青色のエリート龍を耕作。

- 古代の化石の葉を受信した後は、Felwoodのあるアイロンツリーの森の中心部で最も高い丘の上に移動する。 三エンシェント、それらの各々はハンターのエピッククエストにクエストを保持し、表示されます。

インフォメーション
----------
- あなたがしなければ、この一人では、ペットはトーテム、何を意味している
- あなたは、バフ得ることができる癒しressedするには、各悪魔との出会いを開始する前に、等。
- あなたCANは空襲だけではなく、党のこと(を確認するか、そうでなければ、文句を言わないの頭を略奪することができます!)
- あなたはオーラの範囲との間で行く場合、どのような種類のパーティーの他のメンバーからオーラを持って、しかし使用を強くお勧めされていない場合、彼らは鬼のけんかリストに載せてもよい鬼がdespawn可能性があります。
- それぞれの鬼は、3-4時間の復活時間は約一旦生成された、それは約20分間、生成されたままになります。
- 取得する鬼のけんかの範囲内になるすべてのクラス、他のクリックハンター、5 - 10kの青江に非難した。
- あなたがいないが、戦いのためそれぞれに持っていること、特定の才能はそれをはるかに容易になります。
- あなたがまたは台無しにその戦いを、フリ死亡、それは稀に、これらの悪魔に対する抵抗にはならないだろうと思われる場合。
- ようにするには、魔術師(AIの)、司祭(砦やresses)から構成され、完全なグループを取得するには、簡単な戦いがドルイド(マークが付いている)、武士(クリア)です。
- 使用してランク1秘儀は、タグ付けされたすべての悪魔を保つために撃った。 あなたが対人セットの手袋を使用している場合、彼らはこのように各ランクを1ショット9マナなり、25難解なショットマナコストを削減し、それらを使用してください。
- あなたは悪魔の12秒ごとに、またはこれをタップしていない場合、それは"退屈"deaggroを取得し、スタートに戻って実行してください。
- いくつかの有用なバフは不屈の精神、秘知性、野生のマーク、およびDemonslayingポーションを含むすべての悪魔は、ことを推奨します。

また、このガイドは、出会いをバレが含まれていることに注意してください。 あなたの経験は、この過去の読んでいないSPOILEREDが必要ないならば! あなたは警告されました!

Winterspringを - Artorius Doombringer
------------------

ビデオ:
http://www.warcraftmovies.com/movieview.php?id=5260

どこですか? -
- Winterspringを北

Winterspringを魔地図:

ConsumablesBuffsは、使用される、
- チーター(自己)の視点

情報-
- スタックランク8蛇の針は、このデーモンへのダメージを大量にはありません。
- あなたは、あなたは約150落ち着い700 dmgを激怒しないデバフを与える彼または彼の30ヤードの外に滞在する必要があります。
- 鷹の目に3点を持っていると、この出会いがはるかに容易になります。
- はTranqショットは、彼を落ち着かされます - 範囲外の宿泊された場合にはこれまで必要に応じてはいけません。

戦略 -
- したら、準備ができている、いけない、あなたは蛇刺され、できるだけ多くのマナを節約するために必要な目的としたショットやトラップを始めてわざわざ。
- すべての党員が彼らのすべてのあなたが遭遇するかもしれないモブを養成するマウントにあなたのinfrontに従っている。
- 彼は7秒に1回タップ保つために1難解なショットをランク付けします。
- すべての4〜5秒は、彼に刺され、新しいヘビを適用するには、それがダメージをスタックされます。
- チーターのアスペクトを使用して、彼をカイトに。 あなたは、停止、そうだとすれば、実際には範囲外の取得になるjumpshotを使用して、ノンストップで走り続けます回し、難解なショットを、彼はその蛇彼を刺す。
- あなたがEverlookの町の近くまでWinterspringをの上から彼をカイトする必要があります。 したがって、を有する党員は、すべてのモブでは、この非常に簡単になるの前で訓練する。
- あなたは全体の時間の範囲外の宿泊する場合、またはdebuffed得ることは今までtranqショットを使用する必要があります。 ただ実行していると蛇stingarcaneショットを適用ください。

バーニングステッパーズ - Klinfran狂
-----------------

ビデオ:
http://www.warcraftmovies.com/movieview.php?id=5273

どこですか? -
- 燃える草原の西

バーニング草原魔地図:

ConsumablesBuffsは、使用される、
- 猿(自己)の視点

情報-
- 激怒モードでは、このデーモンは2000ダメージではありません。
- Scorpidスティングはこのように1点のダメージを行って、悪魔のダメージ350パーセントを削減する使用します。
- 毎回、彼はenrages、彼はデバフのすべてを取り除く。
- あなたは彼を散弾場合、彼は激怒しているかでたらめからボーッとしながら激怒れる彼がundazedされるまで、scorpid痛みを撮影しないでください。 彼はscattershottedているときにscorpid痛みを撮影する場合、それは何もしません。

戦略 -
- 撮影彼を目指したの悪魔を遅らせるために霜トラップを敷設をスタートし、彼は(enrages)赤になるまで後方に動かし続ける。
- 彼は赤くするたびに、彼にscorpid針を撃つ。
- 彼はscorpid刺さ後に落ち着くと、(非常に重要)で実行され、彼を格闘、猛禽類のストライキやマングース刺されのマナを無駄にしないでください。
- 私は3安打の後に野蛮ブレードを使用する場合は、使用ランク1翼のクリップは、彼をwingclipし、機銃掃射横に彼から離れて(あなたは彼の反対に直面している場合、彼はあなたをスネアのチャンスがある)。
- あなたがランク1 wingclipを使用して、十分なってトラブルを抱えている場合は、3 wingclipをランク付けすることができますが、必ずいくつかの夜の竜やマナポットを取得し、タイマが起動している毎回、それらを使用しています。
- 実行中使用ランク1難解なショットは、彼は再び、ランセを繰り返してenragesまで彼がタップ保つために保管してください。 この戦いは、70〜10分かかることがあります。

Un'Goroは - 誘惑する女をして、Simone
----------------

ビデオ:
http://www.warcraftmovies.com/movieview.php?id=5281

どこですか? -
- Un'goroの南

Un'Goro魔地図:

ConsumablesBuffsは、使用される、
- 野生のアスペクト(他のハンターより)
- モンキー(自己)の視点
- 自然保護のポーション
- ゴブリンロケットヘルメット(工学)
- マナポーションを大

情報-
- キャスト誘惑'が45秒1400の範囲の攻撃力を低減するキスと呼ばれる機能。
- キャスト野生の視点とだけ約200、約800ダメージを与える雷の呪文。
- バイパー刺される沈黙このデーモン。
- 彼女は、そっと当たる約200損害に対して彼女のペットのヒット。

戦略 -
- これはあなたがspeccedする方法を、あなたがゴブリンロケットヘルメットを持っている場合に応じて、半困難な戦いや本当に簡単いずれかを指定できます。
- 私は、ある野生のアスペクトを使用してグループ内の別のハンターことをお勧めします、あなたは猿のアスペクトを使用することを確認します。

-前の戦いに自然保護ポーションを飲む。
すぐにして凍結トラップ、ハンターさんのマークを、シモンに向けたショット敷設してスタート、震とう性のショット
-閉じ込められてしまうペットを飼っている蛇は彼女に刺さ撮影し、すぐに実行し、すべてのアウト乱闘をしてください。
-ペット一度あなたのヘルメットを使用して、トラップのです。
-ペット後に混乱させる、ポップdetterenceの外にはそれらをかわす。
あなたは彼女が開始稲妻をキャストして見るたびに、散弾彼女。
彼女のを近接して続行、彼女は本当に速い下がります。

インは、夜間の竜の息をし、治癒ポーション塊茎に貯蔵される、ゴブリンロケットヘルメット持っていない場合。
- Iは、周りを実行して、悪魔と彼女のペットは、そのはるかに簡単にカイトを取得し、近接範囲内のすべての出て行くしようとすることはお勧めしません。

Silithus - Solenarスレイヤー
-------------

ビデオ:
http://www.warcraftmovies.com/movieview.php?id=5283

どこですか? -
Silithusの半ば西

Silithus魔地図:

ConsumablesBuffsは、使用される、
- いばら(ドルイド)
- 影無し(司祭)
- ホーク(自己)の視点
- 2倍グレーターシャドウ保護ポーション
- 2倍ウィッパーの塊茎
- 2倍ナイトドラゴンのブレス
- 〜5倍の重ダイナマイツ(いずれかのエンジニアリングやEZは投)

情報-
- キャストは、〜700ダメージ、10秒ごとを恐れるほど。 ダメージは常に行われ恐怖はシャドー抵抗を介して抵抗することができます。
- それぞれのことを150から250ダメージヒットしない他の上に積層されている約3個のバグを生成します。
- ランク3の翼のクリップでは、それは彼に"壊滅的な"影響を与える約10〜15秒間immobolizedされます。
- immobolizedウィルキャスト懸念ときだけです。
- 彼は、約200〜損傷melees多くを欠場する。
- 高等シャドウ抵抗が大きく恐怖に抵抗する可能性が向上します。 シャドウ保護付き司祭バフをすることがあります。

戦略 -

マクロを使用する:
Wingclip -
/ターゲットsolenar
/(ランク3)クリップ翼キャスト

秘儀は、ショット
/ターゲットSolenor
/キャスト秘儀ショット(ランク1)

サーペントスティング-
/ターゲットSolenar
/キャスト蛇スティング(ランク 8)

マルチショットのcreepings -
/ targetは、徐々に進行する
/キャストマルチショット(ランク1)

- 、フロストトラップから始める彼を撃つと、彼は、トラップの上になった後、彼は通常の色が赤からにする必要があります。 トラップは、彼を悪寒だけが彼を生成初めて実行する必要があります。 すぐに装うの死は彼をリセットしてください。
- グレーターシャドウ保護薬を飲んで、クールダウンを待つ。 これは、シャドウの恐怖のダメージを吸収します。
- 、爆発的なトラップ、ハンターさんのマークを彼置き、マナ交流飲んでいます。
- 目的は、彼を撃ったとすぐに彼はあなたの爆発的なトラップを超えているように、彼は所定の位置に彼をimmobolizeにwingclip。
- 彼らは爆発的なトラップのAoE効果と死んでしまうとして15または次のように秒の場合、あなたは、バグによってuninteruptedする必要があります。 第一恐怖の後で、彼の寒気が爆発的なトラップによってやけどしている間Solenarにアンロードする急速な火災を投げた。
- 適用蛇が毎回刺され、それが不足するとは恐れを取得毎回後1難解なショットをランク付けする。
- あなたは多くのバグをaccumalate場合は、使用すると、ランク1バレーボール、それらを殺すために。 あなたのボレーが起動されていない場合は、ダイナマイトを使用してください。
- あなたはチャンスを得るたびに、creepingsのグループを取り出して、マクロを徐々に進行するマルチショットを打つ。
- あなた難解なショットSolenarした後、次の恐怖まで彼をautoshootingください。
- あなたのTuberDragonのブレスタイマが起動していると、すぐに使用しています。
- あなたのグレーターシャドウ無しバフが起動したら、できるだけ多くの恐怖のダメージを吸収してすぐに第二いずれかを使用します。

これは魔術師として平準化するためのガイドです。 平準化方法、仕様、ギア:私は、次のようなテーマに触れていただきます。

クラス
戦士、司祭、魔術師:魔術師は、MMO -クラスの神器の一部です。 魔術師はDPS(1.11後は特に)とcrowdcontrol(CC)の王であるとユーティリティと同様(水/食品/ポータル/バフ)を持っています。

メソッドを平準化
他のクラスが持っているより魔術師として、あなたは、レベルに50%以上のオプションがあります。 どっちを選んでも、私は非常にギアアップして58から60からしかインスタンスをすることを提案するすべてのキークエストを完了させる。 ていないXPの膨大な量を逃して、その意味すること。

伝統的な方法があります:

研削:
あまりこのことについて言う。 あなたはモブを殺す、彼らは、XPには、lvlを与えます。 あなたがクエストは、あなたを取るところ最適な順序、研削平準化のための非常に高速ですの包括的な知識を持っていない場合。
それは、かなり退屈することができるが、音楽を聴いたりされてベントは、/ TSは、多くのことができますします。 rhytmに行くと、それにとどまる入手してください。 あなたがマナに移動しないようにするとき休憩を取って全盲 :)

次はかなりいるモブを挽くする場所の良いリストです。 これは、Hordeの観点からしかしされており、必要ビットを下にスクロールガイドを参照して取得する :) あなたは全体のビットを読み取る場合は、同じような...しない方が良い場合は機能の代替のためにいくつかの提案があります。
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=31653&categoryid=20&forumid=63

そして、次の研削ためのいくつかの素敵な同盟スポットを示しています。 また、クエストのいくつかの提案があります。
http://www.wow-pro.com/Knowledge_Base/op=show/kid=515.html

クエスト:
あなたは、世界中のあなたの方法を知っているなら、これはレベルアップする最速の方法です。 これはまた、いくつかgrestingとして知られています。 まともな大群ガイドは、多くの良いており、これまで(このサイト上にはいくつかあります)の間、同盟ほんの一部です。

大群 - あなたが群れている場合は、Joanaさんのガイドをご使用ください。 これは/再生5日間で10から60から行くことができます。 それはので、私の提案は、lvlをまたは2つのガイドであなたの進歩をずらすことで、ハンターの観点から書かれています。 これ以外に、スタートセクションここでいくつかの(それらの穴は確かに)ガイドがあります。 アイデアを試して、次のアライアンスのガイドを変更することです。
http://forums.blizzhackers.com/viewtopic.php?t=309717は、テキストガイド(おかげでBay_Cassiusです
http://video.google.com/videosearch?q=wow+world+of+ ウォークラフト +レベル)がsQrenおかげされているリンクへのすべての動画を見る(

アライアンスは、 - あなたは、アライアンスをしている場合、あなたはそれが作らよ! 次のガイドでは、迅速かつ容易に30から60から行くことができます。 理由は、それが、30だと、で、スターター周辺地域これだけ迅速に30のレベルはあなたが設定されているクエスト事前のためです。
http://www.wow-pro.com/Knowledge_Base/cat=135.html

AOE'ing:
これは魔術師とは異なるレベルが上がるところです。 効果の呪文のエリアを使用することで、彼らはこのように迅速に経験を積んで、低レベルの敵のスコアをデシメーションすることができます。
スポットを青江するための最も包括的なガイドは、公式WOWのフォーラムから
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=48467&p=1&tmp=1#post48467

このようにそれを行うと、いくつかの学習を受け取り、それを別の青江クラスまたはヒーラーのいずれかと、多くはduo'ing場合はスムーズになります。 しかし、あなたはかなり迅速にレベルアップします。

タレント仕様
平準化のために私は火、その難解や霜をお勧めします。 最適な水準については、あなたが家宅捜索を開始する58〜60でそれぞれする必要があります。 あなたは、エンドゲームの空襲を起動すると、再びそれぞれする必要があります。 私も、私はこれらの点に触れる魔術エンドゲームガイドを行います。

一部の人々は、1.11後は特に、レベリングのための氷をお勧めしますが、私はまだ火を好む:霜の被害はクリッツに依存し、火はあまりされていません。 基本火の玉は、霜よりも高いDPSをした火災では、長い範囲を持っています。
ここでは、火災対霜の小さな議論です。
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36492

これは私が平準化のためのお勧め仕様です。 あなたが焼けたり杖でDPSは比較的よくに近接することができますので、これは非常によく、研削時に動作します。 もちろん、それはまたgrestingの動作 :)
http://www.wowhead.com/talent/?k0gV0oZEgGzf0ut
38分の13のARC /火災

40 lvlにあなたの火の玉を向上させる上でフォーカスが(と、気絶させる最初の。レスト減少詠唱時間をあなたにしている)は、ワンドに難解で7点を入れ、火の中に、そして残りの難解で最終的最後のポイント。

引っ張ってくるの方法は:その最大の範囲、Pyroblast、ボール、ボール、次にいずれかfireblast /焼け死まで/杖、または(あなたが遅延されている場合)Novaは、死者までの範囲を、火の玉取得します。

これは私がAOE'ingのお勧め仕様です。 これは、霜の周りに基づいている、それは青江の能力を見る。
http://www.wowhead.com/talent/?ocxVcoZZVVMIsbtho
34分の17のARC /アイス
不可解なのは、60まで氷を行って記入し、改善ブリザード、氷を介して行って。

AOE'ingの方法は:モブはグループ化されている場合は、最大の範囲、ポップアイスバリアとブリザードに取得します。 あなたは2点をオフに取得することができるはずです。 その後、フロストノヴァと冷戦のコーンとArcane爆発は、彼らが死ぬまで。 物事があまりにも高温になる場合は、氷のブロックは、フロストスナップ、フロストノヴァ、氷障壁の範囲を繰り返して取得します。

ギア
あなたは粉砕されるかgresting場合は、+ダムギアのために行く必要があります。 火の玉ので、被害ギアから完全な効果を得るには、3.5秒キャストタイムにあります。 マナは本当にあなたがフリードリンクを持っているので心配されていません。 一口ごとに外したり、他のすべてのプルの後、あなたは大丈夫です。
あなたがAOE'ingている場合は、癒しの仲間を持っていない場合は、INTとスタムのミックスをする必要があります。 あなたは主に、または瞬間を鋳造される長いので、多くの被害のうち使用するよう得られません呪文を導かれる。

いつ50になってくる+、これは取得する必要が損傷歯車のリストです:
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36269&categoryid=20&forumid=62

さらに上記のリストを補完するために、これは公式フォーラムから:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=739041&p=1&tmp=1#post739041

Q:どこでWebサイトにはすべてのブリザードリリース情報が含まれているか?

回答:http://www.worldofwarcraft.com/info/events/scourgeinvasion/

Qは:それはいつまで続くのでしょうか?

:今のところ不明。 Kel'thuzadは、あなたが共同墓地のすべてを打ち負かすまでに殺されるまで噂は今月からの範囲です。 それはAhn'qirajもとはるかに長いし、16時間の戦争、はるかに続く。

しかし、それは年次することができる、今噂されている。

クリスマスのように。 だけ多くのゾッとするような。

とスカージはまだ...についての歌を歌っていません。

Q:どのようにそれが開始される?

:まだ不明です。 使者が殺されるまでAQの戦争の努力が開始されません。 これは、バロンRivendare新しいサーバー上で殺されて初めての引き金となるかもしれない。 それが最善のいずれにせよ推測です。 それとも、初めて誰かが'上を越えて'Rivendareを殺すために、報酬Dawnのに頭を取ることですクエストを完了します。

Qは:何が起こりますか?

:侵略時に、複数のイベントが発生します。
まず、すべての主要都市の外では、低レベルの生成アンデッド光る点(9-11)があります。 かつての派閥のクエスト贈りに変換することができますこれらのドロップ薄暗い壊死ルーン。
第二に、Azshara、Winterspringを、Tanaris、東ペスト土地、ブラストランドと、燃える草原でレベル59から60までのアンデッドの大規模な侵攻があります。 特定のサイトの壊死結晶'の周りに集まったのこれらの侵入が発生します。 アンデッドは、これらの点から連続して産卵、散策、一度に地元の野生動物を殺す。 また、飛行ネクロポリスは、それぞれの石からのエネルギーのボルトを送信するので、それはあなたがホバリングネクロポリスを見つけた場合は、それらを見つけるために、すべて30秒ほど吹き出すエネルギーのボルトに従って簡単です。

有害なエネルギーのボルトの結晶の結果を回避キリングこれらのアンデッドは、結晶に戻って送信されます。 あなたは、それに取り組んで数十人...しかし、完全にそれを破壊するためにアンデッドの、そうでない場合は、より約100殺さなければならない、これは長い取るしません。 たぶん20分。

壊死クリスタル'破壊'されている場合、それが置き換えられます'ダメージ壊死して、Crystal'四カルトエンジニアが周りに表示されること、および修復を開始します。 あなたが破損して、Crystal時間単独でカルト信者で修復されてままにした場合、それは通常の壊死して、Crystalに復元されるイベントは、再び世界中を開始します。

あなたが壊死ルーンを使用して、信者を混乱させることができる侵入アンデッドからのドロップ。 ルーン文字の8をとってのいずれかに話したり、運命の影にそれを有効に指定されたコマンドを使用します。 この戦いはSilithusのデュークの戦いに似ています。 あなたは、これらを打ち負かすいいヒーラーと、少なくとも良いデュオが必要です。 彼らが産卵し、その人のグループにフラグを破壊者は、まっすぐに進んでください。 ただ、その点デューク、テンプラー、または王子のように動作します。

メジャーの警告:のみ一度に変換します。 彼らは一度に2つ以上戦うモンスターです。 そして、公爵のように、彼らはあなたがいずれかの非常に優れている場合を除き、または非常に良いギアを持ってunsoloableされます。 しかし、ほとんどのテンプレートの文字がされ、ソロにすることはできません。 デュオは、1つされてヒーラーと/タンクやパラディンやシャーマンhealtanking / DPSの他の近接が可能です。

危険な部分が追加されています。 あなたは、ほぼ59から60が追加されます少なくとも二つのレベルを持っていることが保証しています。 あなたたちは、これからのレートを生成されない限り、その優先だからよりその後で一人を持っている。

これらの影は、Setを退治アンデッドの残りの部分を削除します。 キリング壊死結晶の完全な破壊のすべての4つの結果、時間のイベントの中断。

上記の各ゾーンに散らばって、複数の侵入ポイントがあります。 それらのすべて破棄、おそらく、共同墓地のいずれかの領域に送られる破棄されます。 (詳細については、Dawnの採用担当者にお問い合わせください)左0共同墓地があるまで、もう一つが表示されます

Q:どこで壊死ルーンを得るのですか?

A: They drop from the 59-60 undead mobs that spawn continuously at the invasion points across Azshara, Winterspring, Tanaris, Eastern Plague Lands, The Blasted Lands, and the Burning Steppes. They are fairly common.

Additionally, there is a chance for a Rare/'Silver Dragon' undead to spawn in place of the normal ones. These have a chance of dropping one of the Undead Slaying pieces and 4 to 6 Necrotic Runes.

Q: Are there quests involving the Invasion?

:はい。 One at each major city involves gathering Dull Necrotic Runes from the 9-11 Undead outside. Three of them earns silver and faction with the Dawn. This is repeatable once at each major city, but otherwise is not doable multiple times.

One more is at the Argent Dawn Camp in each major city, that sends you to speak to the Argent Recruiter at LHC. Because of the Level 60 XP involved, this rewards some silver. Do it for the silver and faction.

The last two are obtained at Light's Hope Chapel. They involve killing one Shadow of Doom and gathering 10 Necrotic Runes.

Completing the Shadows of Doom quest gives you the choice of a few of the Consecrated Sharpening Stones or a few of the Blessed Wizard Oil. About 4 gold at 60, too. It and the other will be nice XP for those not yet 60.

10壊死ルーンを集めるためにクエストを完了するその他の報酬は、提供されるのは、壊死ルーンを提出することができます。 これはまた、4報酬については金をも、60。

Q:どこで私は完全なアンデッドは、設定を退治のですか?

:3つのソースは:影ドゥーム、侵入点で'レア'アンデッドと、LHCのDawnのアウトフィーター30壊死ルーンの転換。 最後に手袋を取得する唯一の方法ですが、最初の二人は、セットのいずれかの部分を削除することができます。

Mcclarkの所見:
Bracers:タイプbracers、彼が値下がりしました珍しい"骨の魔女"の100%のドロップ確率がオフ(板、メールなど)をランダムに
手袋は:[完了]司令官から10壊死アラーラクエストは、需品と話し、彼に30を与える。 あなたがしたいタイプを選択することができます。
胸部:運命のシェードからセミレアドロップ
すべての作品は、BOPの各設定のボーナスはアンデッドに対しては2%のダメージボーナス(3ピースは、1または2のためのボーナス)です

Q:どこで私アージェント夜明けのタヴァードを得るのですか?

:運命の影の殺害、10壊死ルーンの収集に関するLHCで提供される二つの新しいクエストを完了した後に光のホープチャペルのDawnのクォーター10壊死ルーンの電源を入れます。

Q:どこで私はスカーレット十字軍のタヴァードを得るのですか?

:現在のところ、それが再- SMのランダムな戦利品のテーブルに追加されたが確認された。 また、それは彼が死んだ後ヘロデを助けるために来るグーンスクワッドから落ちていることを確認した。 あなたのスカーレット陣羽織、人々を得るために準備をしなさい!

Q:どこで新しいボスですか?

:新しいボスはStratholme、Scholomance、ダイアーモール、スカーレット修道院で発見され、シャドウファングはRazorfenダウンズとしてください。

DMの複数の新しいボスは、SM翼のそれぞれについて、不明がある場合。 この時にしか知られている新しい上司は、SMの墓地に軽蔑されます。 彼はあなたにCryptでアンデッド血液魔道士を殺害後墓場に入るリッチです。

あなたは血液魔道士を殺害後、あなたは、道路を下に向かって浮かんで軽蔑が表示されますcryptを残す。 彼は自分のレベル(32エリート)のため、通常ヒット、彼は彼に取り組むとしてもレベルのグループのいくつかの厄介なフロストAEの呪文を持っています。

してくださいシャドウファングで新しいものがスカージの嫌悪です。 彼の名前は、セヴァーですが、彼は以前ブッチャーとバロンがどこにあるの近くに幽霊だけでパトロールエリアに含まれています。 彼の外観にはprereqsがあります。 彼は、レベル25です。

RFDのための新しい上司は、レディFalther'essが発見され、unbugged! 彼女は人間と鬼の間RFDの中央のセルから生成しますバンシーです。 あなたは彼女が戦ったことができる前にAmnenarを殺すために必要があります。 彼女は人間の女性の持って体の中に隠れてされていることを戦い、彼女shucks中。

彼女は素敵な10影が杖dmgをしました。

彼女はあなたがゴールドソーン紅茶と小さなOgreをを教えて人間の中間持株ペンを開く場合に産卵する可能性があります。

DMは欧米での新しい上司はRevachion名前です! クレジットカードは、彼を見つけるためのNerfedする!

Nerfed投稿者:

のQ uote:
Tendris Warpwood(あなたが彼を殺すために持っていない)の後にRevanchionは廊下のDMウェストパトロールに含まれています。

彼は大きな幽霊は、何も特別なものです。 私は彼が私は彼の名前を発見するまでそこにパトロールの一つだと思いました。

彼はフロストノヴァを行い、霜の装甲を持って(自分の攻撃と移動速度が低下)。 奇妙なことは、彼がかわしたこと/歩かわした/すべての私の攻撃の約80%をブロックされました。 しないでください、それはバグがしたかどうか。 彼は正確に重い打者ではないので、DRの28.3パーセントで300ダメージの平均に私を襲った。

彼はこれを削除:http://wow.blupp.net/item.php?id=265406を

そして、彼は殺された25のAD担当者を与えた。

ハルモニアで見つかったStratholmeボスは、リッチされていることをメインエリア小さな礼拝堂とStratholmeにサイドゲートの横にある噴水のまわりでパトロール。

彼の名前はBalzaphonです、そして、彼は大きなお尻を蹴り。 深刻なfrostboltスパマーそのダメージのトンを行います。 および2つの3のいずれか+ドロップス素晴らしいスタッフを含む損傷や癒しブルース、22ダムのネックレスは、'と呼ばれるリッチの呪縛'! TWO! 堕落のScourgestones。

Scholoボスも同様に発見されています。

これは主にブラック、剣、盾、およびボウとスケルトンを輝く巨大です。 彼は、HPの多くを持っていないことを撮影する範囲を取り戻すために煙爆弾効果。

彼は、ダーク召喚と同じお部屋だけを超えて、その中にスペクトルチューターと同じお部屋にのみ表示されますあなたはKirtonosを召喚した。 あなたはKirtonosを殺す時に失敗した場合、彼はまだ表示されます。

彼は気の利いたです。 巨大な光る1hの剣を、彼のシールド、おそらく彼の弓を削除します。

剣は、60のACを持って片手で、その上に14スタミナを持っています。 速度:(!)1.50大暴落の剣中古ZGは。

Qは:が上記の名前付きインスタンスの示すように、新しいロード画面ですか?

回答:SMの、RFD、RFKと、ほとんど知らブランドの新しい読み込んで画面を持っている! すぐに残りの部分をチェックしています。 だから、ブラックロックスパイアのように、そう、他のダンジョンを行う!

Qは:彼らは、SMなどの低インスタンスのいくつかの戦利品を向上させるか?

A:はい、彼らはしなかった。 Doanさんから催眠ブレードのような新しいボス、いくつかの項目に加えて、...アップグレードを得た。

催眠ブレードは現在9スペルダメージ、その上に癒しを持っています。

いずれかの詳細はまだ不明である。

質問:これらのインスタンスに新しいボスは永久的ですか?

:現時点では不明。

Q:どこでアンデッドからの手紙を得るのですか?

Aは:アンデッドからの手紙59〜60アンデッド侵攻モンスターに見られる。 彼らまで殺し、それらをドロップ。 それらの少なくとも6があり、それぞれがその後、メールでクエストの次のステップを直後に取得する光のホープチャペルに戻る含ま探求することをリードしています。

残りはあなた次第です。

詳しい情報は、しかし、このリンクで発見されるかもしれません:

http://forums.worldofwarcraft.com/thread.aspx?FN=wow-general&T=8466071&P=1

Q:なぜ、スカージは、これらの領域に侵入ですか?

:それは、彼らはターゲットとしているこれらの6つの場所は魔力の重要なポイントです。 さらに、彼らは、2つの'人間'の都市を攻撃している。StormwindのとUndercityの。

これらのことの理由は明白です。

両方の霊王が復活...または、新たな支配のいずれかによって、彼の軍隊のための非常に多くの新しい'新入社員'を収集する場所のため、UndercityのとStormwindは攻撃されている...

Azsharaは、魔法の力の中心であることも、我々はまだその全ての秘密を発見した。 制御は、実行するのLichesの何かについて、コマンドより魔法の力を与えるだろう。

Tanaris砂漠では、2つのものが置かれている。時間とUldumの洞窟です。 一つは、営巣地の通路ブロンズドラゴンズで使用されるTimestreamには、他のタイタンが気まぐれにAzerothのは非常に顔を操作するための力を使用する場所です。 スカージは、いずれかの場所の制御を取った場合、その効果は劇的で恐ろしいことです。 また、ゴブリンのアクセスを遮断する私たちに必要なものですが、貿易を破壊する...とスカージはしていません。

燃焼では草原は、ブラックロックとダークアイアンの間、すでに問題を抱えた戦争があります。 体のプレンティが落ちたから享受する。 さらに、スカージの活用されていることを、別のアンデッドドラゴンズ新世代の変身ドラゴンの卵とドラゴンWhelpsへのアクセスがあります。

Winterspringを、彼らはシャットダウンして、別のゴブリンの街を持っています。 しかし、また、彼らは彼らのコントロール下に置くことができる名門のの幽霊へのアクセスを持っています。 また、秘密はIllidanの旧刑務所を含め、Winterspringを下にある。 Further… it is a perfect front for them to assault the last true bastion of the Burning Legion on this world; Mount Hyjal.

In the Blasted Lands… there is the Dark Portal. 私はより多くを語る必要ですか?

In the Eastern Plaguelands, the two factions who truly oppose them beyond we Adventurers of the Alliance and Horde currently fight against them. The Scarlet Crusade and the Argent Dawn. This is the 'front', and should it fall, the rest will have no buffer point and Undercity itself will be next as the Crusade and the Dawn are crushed should the Scourge win.

3つの事は、この場所の必要性をuはメイジ(氷specced)、司祭、および市への鍵。
図2は、ほとんどが望むことドロップス22 DMGは/治癒呪文の首の部分ではありませんが、主な2は:
Balzaphonのhttp://www.thotbott.com/?i=53595 -ウエストバンド
Balzaphonのhttp://www.thottbot.com/?i=53574 -スタッフ

このガイドでは、Balzaphonにスタートの新しいボスを殺すためのものです。 これは簡単に2皆さんで行うことができます。
最初は、ハードの部分は、AoEをしてくるところです。 、祭司はシャックルと、エリートのいずれかを引いて下って約2分の1 healht 2エリートがあるでしょう、一度は、魔術師フロストノヴァさんはAoEをプロセスを起動すると、コーナーや視力のプルの使用線周辺に行くことがあります、司祭はDPSを持っている全角死んでまで、安全のためにその時点で最初のものをreshackleing。

その後、噴水付近の左側に移動しようと第2、プル、グールとに気を付けるなど、プルは、W / Oの問題(注シームレスになるように:プルが悪くなれば、ばかりの実行に戻ってくる、との試み再び)。 それから2悪鬼とパトロール(これは霜魔術師は、彼らがいけないだけでラグか何かからエリートヒットuをしたいuは、大規模なエリートをカイトできる最高の場所です大きい方を引くと、彼は1800 dmgをした私にはいくつか秒で、死者までようにカイトemが)し、AoEを3再度プルダウンshakle。 あなたは3パトロールが最初にプルしている場合、uは、魔術師引っ張っている、いない場合はプルダウンshakleことができる、トンネルのシャックル。 その後、上司が一人で準備ができて殺害する必要があります。

殺害は上司は簡単ですが、彼はdmgをためfrostboltsを使用するようにそれらを殺すために霜装甲保護のたくさん+コールドスナップ、その本当に簡単に霜魔術師として。 近くの右側の近くに行くだけで箱過去Hearthsinger Forrestenまれ(はい、彼は同じように行うには簡単ですが、uは簡単に少し難しくしてbalzaphoneだけでなく、それらを殺すことができる生成している場合)生成。 ボスも2堕落の石を、今挽く広告のための素晴らしいボーナスしました。

私は奥地でこれを見つけて、(Emerissを家宅捜索してSeradaneで形成された)の大群の襲撃は、私を攻撃したので、私は戻ってきて、彼らの襲撃を台無しにする方法を見つけた。

まず、マウントが起動してEmerissの射程に実行してください。 火はショットや敵の襲撃に向かって地獄のように実行するには、それらの真ん中に取得してください。 したら、そこにいる、彼はあなたを殺すことができます。 (それは、プレーヤーを使用しない殺すことが彼を見ることを確認します。キノコは、死体とのダメージの成長するすべてのプレーヤーにあなたの周りの私はこれは彼らの襲撃の約1 / 4の死亡連鎖反応を引き起こしたのは、いつ頃ですまでもなくたとえば、あなたがそのエスケープルートを持って、これを行うためのキャンプを取得します。

告白AHの中毒(of Warcraft』の改造)

これは、私はしばらくのために自分を行ってきたと私は言うよなものです:それは誰もが、メーリングリストへのではない(私はしかし、私は正確に何が働いて説明しようとするつもりです、この概念と他の記事のカップルがされている実現私は)可能な限り小さな当て推量として残して

概念と一般的な説明...
このすべての動作させるには、大きい方は、基本資金を持っている必要ありません。 別に私はあなただけのAHの価格といくつかの貿易がするので、どの項目で特定の後、どの価格で求められている感触を得ることができるチャットを見て数週間のためにプレーいくつかの時間を割いての高sugguestをしたいことを確認します。 このスタートの基礎は、基本的にはより高度な項目の後に求められてのいくつかをdaytradeすることです。 私はやや小さい私は非常に私は良い利益のために転売することができる項目を認識し、自分の能力と満足していますので、いくつかの高いチケット項目に"卒業"があると私は私が保持して忍耐を行う必要があることを知ってオフ開始ようにします。 個人的に私は武器や防具が、これは同様に他の高い商品アイテムに適用することができる好む。

If you want to make a noticeable amount of money you will have to focus on rares and epics and ensure that there is enough of a price difference between what you are paying and how much you can sell it for taking intto account the possibility of multiple days' listing fees. I currently only deal in items that sell for at least 50g and on which I will make at least 10-15g however keep in mind that this is simply a baseline and I frequently make over 50g per transaction (the most I've ever received from a single item is 125g minus listing fee and AH fee).

If you have the patience to do so you can also increase your profits by selling through the trade channel where you won't have to deal with the AH taking their cut or having an auction expire however keep in mind that you do want to keep items moving as quickly as possible while still making your profit as having liquid funds is essential to keeping money coming in.

While I am, of course, in this to make money I also give people the best deals I can (again, liquid funds are much more useful - profit is profit and you want to keep in mind that holding out for 5g more when you're making a good 25g on the sale already may simply result in you having the item for an extra few hours during which time you may miss out on another deal because you didn't have the funds to buy…. Again, this becomes all a matter of your understanding of what you need to have on you to keep business moving.

For these high ticket items, unless the particular item moves VERY quickly on your server, you will have to undercut the competition for the most part… ideally there will be no competition (however this is where your knowledge of the items value comes into play very significantly). If there is no competition the key point to keep in mind is people's need to have things right away, but also realize that people aren't stupid…. If you list an item for 100g min bid and have a 130g BO 9 times out of 10 you won't get boughtout unless there is high high demand for the item. People aren't stupid and an extra 30% off what they "could" get it for is alot… so, as a rule of thumb either keep your MB and BO the same or keep them more reasonably close… even though someone wouldn't pay the 130g with a 100g min list it at 120g with a 130g BO… this 10g jump is less than 10% difference (which also means that if 1 person bids on it anyway the next "min bid" to put on it would be 132g so you're going to get boughtout if there's multiple interest in the item).

You're patient… your buyers, however, often aren't…. 24hour listing keep you visible for maximum exposure and also result in more buyouts… that "Very Long" tag means 8-24hours remaining and if someone wants your item then more often then not they'll pay that extra little bit of gold to have it then and there

Tuesday is patch day! Try to time your auctions well and keep in mind that you're losing out on some of your money by listing on Monday nights…. The AH timer continues to run while the servers are down so you're losing out on a good chunk of the time you paid for your auction to be listed… don't get me wrong though, if you're not going to be able to get on Tuesday when the servers are back up to relist then by all means go ahead and list Monday nights…. I find Tuesdays to be a good time for the auction house especially after a patch where people will download it and logon to check out changes (and inevitably check out what goodies are listed for them on the AH

Again, I don't think this is for everyone as it does involve a time investment on your part as well as a starting bankroll, however for those who think they might like trying their hand at the market I wish you the best of luck and I hope this information is of some use to you. I know to some of you this seems like "obvious" information but believe me, I find myself helping my guild more with auctioning than with leveling because to them it's just a big mystery…

Skeram the Prophet

Skeram abilities:

Earth shock: 2500-3000 nature damage. He will only do this if no one is in melee range.
Arcane Explosion: 900-1400 damage.
Split: Disapears, reappearing with two additional copies of himself. These clones have considerably less hitpoints than the original.
True Fulfilment: Skeram mindcontrols the closest secondary target to him. lasts 20 seconds. Damage increased by 300% Spells cast instantly.All resistances increased by 50. Movement speed increased by 40%.
Teleport: Skeram has the ability to teleport to either of the two platforms with the obsidian destroyer statues.

Skeram's Arcane Explosion is just a normal attack he does when 5 players are in melee combar in addition he will Earth Shock when he is un-tanked, so make sure that your tanks stay up or keep him constantly tanked by any class capable of doing it.

The True Fulfilment seems to occur on a random secondary target in close range of him, to counter this effect sheep/stun the players affected to make sure they don't kill anyone in the raid.

Every now and then he teleports to either the left or right platform as illustrated in the picture. Either you can choose to keep on tanking him there or drag him back into the middle, just make sure there is always two people capable of tanking him up on the left and right platform.

Last but not least - at 75%/50%/25% he will split into two additional clones of himself, of which one is the real Skeram and the other two will have less hit points but still have all of his abilities. The tanks should instantly taunt these spawns and get aggro or otherwise they will earth shock your raid to death.

The way we check if they are real or fake is simply by keeping your eyes open, because the real one will spawn 1 second after the two fake ones.

When the split occurs the tanks should instantly move their copy of Skeram a bit up on the stairs, cause when he splits he still teleports around, make sure there is always a warrior/paladin/shaman/druid standing ready to tank the mob if it teleports. Once you know which is which, stick a Hunters Mark on either the remaining fake one, or the real one, whichever suits your read group the best from a logic point of view. This Mark is useful, as the Skaerams can still port when there is more than one, and can end up with 2 of him in the same spot.

In this fight its not that important where you place the people, find a comfortable spot just make sure the tanks are in the right place for the spawning and you should be ok.

The Bug Trio

Let's start off by noting a few things about this encounter. The first thing you need to know is that they have a loot table each, so depending on what order you kill these guys you'll get different loot.

This isn't all, depending on what order you kill them the encounter will either become easier to really hard, the easiest way to do this encounter is to kill Lord Kri first and finishing with Vem. These bugs have a variety of abilities and these also differ depending on what order the bugs are killed.

This is a very well-thought and entertaining fight, its 3 encounters in 1, so we'll try to give you the all three versions of it.

Lord Kri

Toxic Volley: Hits for 500 damage and puts a DoT that ticks for 125 damage. This once can stack pretty high so be sure to cleanse it.

Toxic Cloud: When Kri dies he leaves a poison Cloud that ticks for 2000 damage per second. This cloud is on a timer and will dissapear once the timer goes out.

Princess Yauj

AoE Fear: 45 yard fear, that also reduces aggro.

Heal: Ability to heal both her-self and the other two family members if she gets in range.

Summon Bugs: On death, she will summon several small bugs.

Vem

Charge: 2000-3000 damage on impact.

Extra: When Vem is killed, if he isn't the last one you are going to kill, Kri or Yauj will enrage and will hit twice as hard and use their abilities at elevated speed (as someone elegantly put it, it's like killing someone's child right in front of them!).

Tactics:

The basic idea is to keep these 3 as far away from each others as possible, now that is obviously easier said than done. The basic tanking positions are shown in the picture, these guys will be tanked at those locations no matter in which order you kill them. The arrow in picture shows the entrance to the room.

Lord Kri, Princess Yauj, Vem (Easy mode):

Start off by killing Lord Kri. Obviously you are going to need all your DPS on him, only one tank is needed - aggro is very stable. Have your druids / paladins / shamans keep the DoT off everyone while the priests keep up the healing until he is dead.

Make sure to move the raid away from that position, just to make sure no one gets feared into the Toxic cloud, with everyone feared and/or not in range, it will result in a certain death for that person.

As the picture shows, you need to tank Princess Yauj on the other side of the room. She will need two tanks to keep her off the rest of the raid. The main tank should have Fear Ward on him at all times possible, for horde side keep Tremor Totem up, and use Will of the Forsaken at all times possible. Have the off tank stand in the middle of the room out of the fears range ready to charge and taunt, just in case the main tank should be hit by the fear and she springs out on a rampage.

Since you are killing these bugs on “easy mode” Yauj won't heal as much as she would have done once Kri is dead. She should be a lot easier to kill, so let your rogues kick her and mages Counterspell her as soon as she starts casting. She cannot be silenced, but the interrupt effect of Counterspell still works.

While this is being done have your entire spare tank squad including the tank that was on Kri keep Vem under control, because his aggro will be a bit unstable and he will be charging left and right on random secondary targets.

Once Yauj is dead make sure everyone clumps up somewhere in the middle of the room, in order to make it easier for the mages and the warlocks to AoE them. Once that is done move on to Vem and kill him, he should be easy pickings without mom and dad around.

Lord Kri, Vem, Princess Yauj (Medium mode):

All right no matter what people think, this way of killing them is still damn hard. Start of the same way as you did in the previous explanation and kill Lord Kri. You will never under any circumstances kill Vem first as that will enrage both Kri and Yauj, and will most certainly kill the raid (although we intend to try for fun soon). So after Kri is dead move on to Vem and kill him, make sure to keep Vem and Yauj away from each other; Yauj will go on a heal frenzy and will be healing him as soon as he is in range, so make sure you have a minimum of 2 rogues or mages ready to interrupt her once she casts, it's almost impossible to keep them away from each other.

Once you have Vem dead, Yauj will be a very pissed off princess, everyone needs to be on their game with the kicks, counterspell and spell locks to keep her from healing. It is very important to do so because at this point most of the raid will be drained for mana - the longer the fight takes the larger the risk of failure. Don't forget to kill the bugs once she's dead.

Princess Yauj, Vem, Lord Kri (Hard mode):

This is called the hard way because of the healer mana usage during the fight, you'll need to keep cleansing everyone in the raid from the volley Kri does.

Other than that the tactic is pretty much the same. Keep Yauj from healing, kill her, kill her bugs, move to Vem kill him, and then finish off Kri.
A friendly reminder for the loot master, wait until the poison cloud de-spawns ;).

Battleguard Sartura

This is one of the nastiest fights in this instance for many classes. The key here is too keep an evenly spread out raid; the area you fight her in is huge and the raid should be able to avoid multiple targets being hit of any whirlwind attacks that she makes. Also keep a watchful eye on the where the tanks are, we'll explain more a bit further in the guide.

Sartura Abilities:

Whirlwind: 2000-3500 damage in a 10 yard area around her in a 360 angle.

Enrage: At 20% she will become enraged, +63 physical damage, +30% attack speed.

Berserk: 10 minutes into the fight, she will become enraged. 10k-15k damage to players in the area.

Sartura's Royal Guard

Whirlwind: 500-1500 damage in a 10 yard area around her in a 360 angle. Similar to Sartura's whirlwind attack but less effective.

Knockback: They have a knockback attack that will send the targeted player flying several yards.

The Pull

As shown in the picture, a split pull has to be made, having Sartura tanked in the middle, and the royal guards along the edges of the room, taking down one royal guard after another at a steady pace. This brings us back to the old MC guides, assign a hunter to each tank that will do a distracting shot on each of the royal guards, once they are close enough the respective tank takes over, also have any spare tanks off-tanking Sartura.

Tactics:

For each add that dies, the tank that was tanking it moves to help the main tank on Sartura.
All four of these mobs wipe their aggro once they go into the whirlwind state, making them extremely hard to keep on one guy.

Have your mages cast Detect magic on them; it makes it easier to see if they are stunnable or tauntable. Once they are in their whirlwind they cannot be stopped in any way. Stun them at all times possible to reduce the amount of damage the raid is taking.

例:

Rogues wait for the tank to get a couple of sunders in then keep it stunned for as long as possible before diminishing returns gets too high at that point they should back off for a few seconds to allow the diminish to reset. Repeat the stun rotation until all the adds are dead.
By the time rogues get to melee Sartura aggro should be quite stable on the tanks.

On the first occasion when Sartura is stunnable/tauntable 2 paladins or 2 warriors should stun her to allow the rogues to get close enough to kidney shot without requiring excessive healing.

2 rogues should go in at first and move out of range of the cleave when they have 3 or 4 combo points. After the next phase where she isn't stunnable, the 2 rogues with combo points need to lock her down while she can be controlled. 2 different rogues now get combo points on her for the next time she can be stunned. Repeat this process and hopefully she will not eat the raid and should die quite easily.

This is very important: Anyone who gets aggro from the guards and / or Satura due to the aggro wipe from Whirlwind MUST run towards their tank if they have no way to drop the aggro (eg Feign Death / Fade / Ice Block / Vanish), to allow control to be re-established.

Hence, you have to remember that all of this should be done in less than 10 min, after that time is reached she will go berserk and kill everyone in the raid.

This is a fairly decent fight but takes a lot of time to master. Once everyone gets a bit of confidence the fight will be executed with minimal casualties. Make sure that anyone that gets aggro from any of them to ran towards the tanks and not away from them, it will make the tanks job a lot easier and the survival of the person in question will be higher, running away will certain death and maybe even the death of other raid members.

Fankriss the Unyielding

Welcome to the Fankriss guide, this is one of the more interesting zerg fights in the game because you actually can control the fight. But first a bit about Fankriss's abilities.

Mortal wounds: reducing the heal effect on the target by 10%, stacks 10 times.

Not too fancy a list of abilities, as you might gather. But the problem isn't really him, it's his kazillion friends that tag along with him.

As far as the tanking goes, it's not a big deal - the main tank and the off-tank need to play a bit of ping-pong with him in order not to stack the debuff too high, this shouldn't be too hard since he is tauntable.

There are 3 entry points for bugs to massively zerg the raid; place one tank at each exit, their main job is to keep every single bug that comes out of those holes to go straight on them, with a demo shout, if you don't have enough tanks for this you can use a paladin or a druid.
The paladins can easily keep the spawn at them with the help of consecration and the druid can do the same with demo roar.

There are two types of bugs emerging through those entry points, one of which is the Silithid Drones which are the ones that are supposed to be tanked by tanks at those entry points. The second is Spawns of Fankriss, these should not be tanked by the tanks at the entry points, these should be killed as fast as possible by the dps squad. All the dps should stop attacking Fankriss at that point and concentrate every shred of it on the Spawns, these hit hard really hard and can bring down a cloth wearer in one or two hits; make sure they are immobilized at all times possible via stuns and frostnova or any other things you may think of. We should add they enrage if they aren't killed fast enough, which means they will hit people for 12000 damage each attack which in turn is an instant kill for anyone in the raid.

As long as the Spawns are maintained, the entry points covered the aggro switching between the tanks goes as planned, this should be a walk in the park.

The arrow in the picture shows where you will be coming from

Viscidus

This is a highly entertaining and at the same time a very frustrating fight, for Alliance at least.

Zone bound

Viscidus cannot leave his room, consequently, if all targets on his aggro list leave his room, he will reset, preventing a full wipe, and allowing many raid members to escape. This makes this a less painful encounter to learn.

Viscidus abilities

Toxin: Spits a cloud on a random secondary target which on impact will create a cloud over a 5 yard area around the target. The cloud remains in place for a long duration, doing 1500 nature damage per second and slowing move speed to 60% for as long as the person maintains his position within the cloud. It is possible for the initial target to resist the attack (This is a binary Yes/No resist of the initial attack) If so, the cloud will not appear at all.

Poison Bolt Volley: 100 yard radius, poison nova which hits nearby targets for 1500-2500 damage and in addition puts a DoT on the targets which does 300-800 damage per second (poison).

Poison shock: Melee based attack does 1050-1350 damage.

The key:

The key to winning this fight lies with the mages. Viscidus is vulnerable to frost and freezes up if the mages casts certain amount of Frostbolts at him. Start off by having all the mages in the raid spam rank 11 frost bolts, make sure to take off 5% of his HP, after that start casting rank 1 frost bolt until he freezes. Once he is frozen he needs a certain amount of melee hits to shatter him, make sure everyone in the raid is hitting him if possible, even healers. The melee dps should be able to take 1% more off his HP lowering it to 94% before he shatters, more about why we do this later in the guide.

Tactics:

We have all our melee damage outside of Viscidus room ready for the call.

He goes through 3 stages of freezing and each will be announced clearly.

Viscidus begins to slow: At this stage he will hit your main tank at a 15% slower rate.

VIscidus is freezing up: At this point he is close to a frozen state and will hit at a very slow rate 30% reduction; you need to have timing right because soon you will have to call in your melee.

Viscidus is frozen solid: At this point he is frozen and is immobilized for a short period of time. At this state the melee (meaning the rogues, warriors, and every other class that can be spared) runs in and melees him. We equipped our rogues with white very fast vendor bought daggers when learning the fight, as it isn't the damage that will shatter him, it's the amount of melee hits, the same logic as Frostbolt rank 1. During his frozen state he will yet again go through three phases of cracking.

Viscidus begins to crack: After a few hits you will receive this message.

Viscidus looks ready to shatter: at this point you are very close to making him explode.

Viscidus explodes: at which point he will explode into 20 Globs of Viscidus.

Note: If he doesn't get the X amount of melee hit on him during his frozen state he will not shatter, and the best way to save your time and mana is to call a wipe and any living raid member should run out of the room in order to reset him.

Glob stage

Each glob has approximately 10000Hp and will be spread evenly in a circle around the room. These globs don't do anything other than start to move in to the center of the room and reassemble themselves into Viscidus. These Globs can't be stunned, slowed, feared or CC'd in any way.

Here is the finesse in this fight. You have to assign 6 evenly divided damage-dealing groups, one guy in each group will be the targetter and the rest of the group is to assist him on the Glob; the Globs move slowly to the middle of the room in the beginning but pick up the pace as they get closer to each other, so save any heavy damage boosts like trinkets and the like for this phase. Each glob you successfully kill will take out 5% of his health.
If executed correctly you will have killed 6 globs. It eases the targeting if you divide the room into 6 equally large sectors; each targetter will be assigned a sector - target one of the globs that spawns and kill it. This will also be easier since you remove the chances of double targeting on the same glob if you are evenly spread out and have assigned points to kill.
If you should miss out on 1 glob then the buffer you created by taking off 6% of his HP in thebeginning of the fight has become of use.

Now that you have successfully shattered him once and killed 6 of the globs you will have to repeat what has been said here. Once he re-assembles have the melee run out with a Healer/cleanser to remove any DoT that may be on them and heal them up fully. After that that healer and/or cleanser runs back in and joins the freezing stage again.

This is a very mana intensive fight, we have 5 paladins on cleansing duty along with 2 or 3 druids. We have 2 priests that heal the main tank and any other priests in the raid are evenly spread out to spam prayer of healing. Usually they are in the mage groups.

At this rate you will need to shatter him 3 times before he is dead, if you successfully kill 6 globs each shattering round. Once he is reduced to very low hitpoints (<10%) he will require shattering one more time. This final shatter kills Viscidus, there are no globs produced. If you only get 5 Globs, press ahead; any less than 5 Globs killed on the first split and we choose to reset. While it is of course do-able in more stages, 5 globs per split is a good target for a fight you can reset before you lose people. In adittion once you are in the 15% health area make sure that you dps him how under 10% and then freeze him to avoid an additional shattering phase.

Tips: There will be a lot of toxin clouds in the areas where people stand, so make sure no one is standing in the doorway where the melee are supposed to run in. That will save you both mana and time.

Horde Variations

Totems are a great boon in this fight, as Poison cleansing totems can efficiently keep the DoT from the Poison Bolt Volley under control.

Horde raids can also effectively use an AoE tactic since Shamans have Fire Nova totem that they can place out at the reform point to ensure any globs on low HP die.

Princess Huhuran

Frenzy: As in all Frenzy attacks in the game they can be tranquilized by the hunters, this is no exception.

Poison Bolt Volley: 1500-2500 damage on impact to the 15 closest targets. Only occurs when Huhuran is in frenzy mode.

Noxious Poison: 2900 damage over 8 seconds. Random area of effect spell that will silence the targets.

Wyvern Sting: 15-yard area of effect sleep. If cleansed deals 3000 damage.

Acid Spit: 219 damage to 281 damage per second; stacks 99 times affects only the main tank

Berserk: At 30% health, Huhuran's attack speed doubles, and she releases poison bolt volleys every 3 seconds to the 15 closest targets.

Preparations:

In this fight you will need 15 players with exquisite nature resistance gear. The goal is to have those players have 240+ NR and ready with greater nature protection potions.

Once she nears the 30% health level those 15 people should be standing as the picture shows in a “V” formation around her protecting the players without the nature resistance behind them.

In addition you need to have a priest in each one of the teams that will take the hit from the Volley once she Berserks, their primary job is to spare as much mana as possible during the fight and dispose of it through Prayer of Healing for the last 30%.

Aggro management:

We use three tanks to keep her in check, a tank with 300+ nature resistance can't handle more than 13-15 stacks of the Acid Spit, and it seldom gets resisted or reset.

Tank Switching:
The tank switching in this fight should be fairly easy, once the stack is at 9, the main tank should stop any special attacks while the next tank in starts to do everything in his power to gain aggro, at some point the switch will be made and you can ping-pong back and forth between those two tanks, don't forget to keep up the previous tank he will most certainly have a stack of 10 on him.
The third tank is just a precaution in case one of the tanks should die, he can step in and the circle is closed again.

A very important side note is that you need to have cleansers near the tanks to remove the Wyvern sting on the OFF-TANKS ONLY, you should never remove it of the main tank nor any other close combat class that may be in the area, the damage they will take will drain the healers for mana and might even kill them as well (that was OFF-TANKS, in case you missed it, NOT the MT or rogues!!).

The Fight:

As far as the fight goes the first 70% of it is really a cake-walk, the damage output on the raid is minimal. The only ones you need to keep up at all times are the 3 tanks which will take up most of the healing. All classesneed to save any high cooldown abilities until that phase, be sure to have the druids ready to innervate the priests that are healing the nature resistance people (at around 35% if needed, otherwise when the Poison Volleys start to fly), if they die it's most certainly a wipe. Make sure that everyone drinks a greater nature protection potion if it's available shortly into the 30% stage; dont drink it right before, wait until a PoH has been cast by your group's Priest but you are not at full HP. Drink the pot at this point, absorbing the next 1-2 hits and giving your healer a break.

Remember to Tranquilize her as soon as she frenzies you don't want any unnecessary damage during the first 70%, healer mana is a precious thing in the latter stages of this fight and all heals should be kept on the main tanks.

Twin Emperors

This is one of the most well-designed encounters in this game in our opinion, and a guild favourite; everyone needs to be on their game and awake to exit as the winner, the slightest mistake will cause the raid to wipe, so here is the winning formulae.

Emperor Vek'nilash: Immune to all magical damage.

Uppercut: Random secondary target knockback,does approximately 2500-3500 damage.

Unbalancing strike: Massive melee attack, deals 4000-8000 damage.

Mutate Bug: Mutates a bug every 10-15sec causing it to go aggressive, and deal 1800% more damage per hit. Size increase by 400%.

Emperor Vek'lor: Immune to all physical damage.

Shadow bolt: 3000-4000 damage.

Blizzard: Random secondary target AoE spell. Slows the players in the area as well a damaging them for 1500-2500 damage every second during the period which the player is under the effect. Also suffers from delay to the event from the server reaching your game client quite frequently, causing the damage from Blizzard to be incurred well after you have left its radius.

Arcane Burst: Massive magical attack AoE. Proximity based, deals 3000 damage and knock-backs the targets in range.

Explode bug: Explodes a bug every 7-10sec causing 2500-3500 damage in a 10 yard area. Size increase by 200%.

Additional abilities:

Heal Brother: Whenever they get within 60 yards of one another, they will start healing each other for approximately 20k damage, instant cast.

Teleport twin: Every 30-40 seconds, the two twins will switch places.

Frenzy: After 15 minutes, the Emperors will go into frenzy mode dealing massive damage to the raid, if the frenzy is initiated the raid will die.

Qiraji Scarabs/Qiraji Scorpions:

Virulent Poison: Poison attack can be dispelled.

Positioning:

You are going to have to split up the raid in several forces. A melee squad consisting of all the rogues and offensive warriors you have, a caster team consisting of all your mages and warlocks, two heal squads (one for each tank) consisting of priests, druids and paladins / shamans.You will also need two additional tanks tanking in the middle with two hunters assisting them. The hunters' job is to pull any mutated bugs in the room to their corresponding tanks where the casters will finish them off.
As shown in the pictures, the casters stand on the top of platform, the melee squad will have to run back and forth between the emperors chasing Vek'nilash.

General Positons :-

The Pull:

At the start of the fight Emperor Vek'nilash will be on the right platform and Emperor Vek'lor will be on the left. The team that will start with Emperor Vek'lor will have two tanks. A warrior, and a warlock with Soul Link as the second. We estimate a warlock with Soul link and 8k HP should have 165 shadow resistance to be able to tank it, it is possible to do it without Soul Link but it is advisable that warlock should have 240+ shadow resistance.

The pull on both sides needs to be timed perfectly; a rushed start will wipe the raid. The team starting on Emperor Vek'lor will send in the warlock to initiate the pull. Since Vek'lor is a bit stubborn and refuses to move, hence the warlock's primary objective is to pull him at least half-way to the tanking position before the first switch comes in; once that side gets Vek'nilash and the warrior takes over it he will be far easier to move into position.

The warlock should initiate the encounter a second before the warrior on the other side by using deathcoil, searing pain and corruption to gain a bit more aggro.

The Warrior tanking Vek'nilash should have no problem at all dragging him down to his tanking position before the first switch is at hand.

Aggro management:

The hard part about this fight is that you need to get into the rhythm of the tank switching. We will try to explain to you how to do this, but it will require some practice to get this to work properly.
Both emperors react on proximity, meaning that the player closest to any off them will receive a huge amount of threat. This will work in your advantage when switching between warrior and warlock.

We will start by explaining the first tank switch after the initial pull:

Transition from Warlock to Warrior:
This is the easy switch, basically have your tank standing in front of the warlock placing him closest to Vek'lor, when the switch comes to Vek'nilash the proximity aggro will do its duty, if no one is closer to him other than the tank he will receive initial aggro and the transition is made.

Transition from Warrior to Warlock:
When the switch comes have the warlock stand between Vek'nilash's legs. When the switch happens Vek'lor will be stunned for 2 seconds giving both the warrior and the warlock the necessary time to get away from him so that they don't get the arcane burst. The reasoning behind the warlocks positioning is to make sure that the warlock is closer to Vek'nilash than the tank, so when the switch occurs the warlock will receive the proximity aggro.

Tanking Postions :-

The reason why we have a warlock tanking in this fight is because the aggro is stable enough for the casters to crank up the damage a bit. But we have this on only one side because the casters on the platform need to clear out the mutated bugs as soon as they spawn, and when the warlock is not tanking the casters duty is to clear out any additional bugs that may spawn.

Of course having two warlocks tanking on each side will increase the damage dealt to them significantly.

However, the warrior that started off with Vek'nilash will need to keep aggro on his own on both the Emperors, his job is easier. Once he receives Vek'lor, the two second stun will give him enough time to run out of range of the arcane burst, but here too you have to make sure NO-ONE stands closer than that tank. Make your tank stand a few yards away from Vek'lor and spam Bloodrage, Shield Block and Battle Shout, this will generate enough aggro to keep Vek'lor's attention. At this state no caster should be casting a single rank of spell on him since he will be very unstable and hard to handle. Once the switch has happened a couple of times, casters can put out 1-2 frost / shadow / fire casts maximum.

The melee squad:

The melee squad need to be on their game because they can cause a wipe easily. They need to make sure that the transition is complete; the aggro is stable enough before they even get close enough to do any damage.

Healing teams:

As far as healing goes we usually have two team consisting of two priests, two druids and a paladin / shaman in each team for the tanks, an additional two paladins / shamans to heal the warlock's voidwalker; in addition those players should be healing the tanks that are tanking the mutated bugs, they do mild damage that can easily be out-healed.

Because of the space created when tanking Vek'lor, the healing team should take a few steps back placing them almost in the middle of the room, that way they will be able to heal the tank/warlock and outrange the Blizzard.

As far as the Blizzard goes if it should hit you, try to get out of it as soon as possible, Frost protection potions are handy here, absorbing more damage than a heal pot and allowing you to bandage. Once Vek'nilash is back, retune to your original positions so that you may be in range of the warrior.

Final words:

Keep in mind you need to do this within 15 minutes - after that the twins will make a short story of your raid, to be precise 2 seconds until total annihilation. Stick to this guide, repeat the procedure and you should be able to kill them before that time.

オウロ

Ouro abilities:

Sand Blast: 100 yards range, 2sec cast, area-based 65 yards; this spell will envelop the targets in a whirlwind state, during that time the player is immobilized. Simultaneously the targets will be hit for 3400-4600 Nature damage.

Sweep: 360 degree (physical) knockback, short proximity, does 2625-3375 damage.

Quake: Ouro will submerge, and split into several tracks underground, anyone hit by them will continuously take 500-2000 damage depending on nature resist.

Summon bugs: Once Ouro re-emerges he will summon 15-20 scarabs.

Positioning:

We divide the raid in 3 squads around Ouro, one for ranged dps, one for melee dps and one healer squad. The ranged dps stands to the right side of Ouro at maximum distance, their main job other than to do as much damage as they can on him, is to grab the attention of his secondary targeting, namely the sandblast. In addition, have one or two healers standing in the dps squad because the other tanks will be standing as close to Ouro as possible, directly in front of the ranged dps squad. We have a few healers there as the knockbacks may hit a few tanks out of range of the healers. In addition to all this, have 3 healers stay way behind the ranged dps squad - again at maximum distance. These three healers' objective is to heal the ranged dps up to full hp once they get hit by the sandblast (which they will 90% of the time) - if these three healers stand correctly they will be well out of range of the sandblast and will never get hit by it. Place the remainder of healerson the left side of him and in front of the rogues; this healing squad's main objective is to keep the tanks up along with the rogues.
The main tanks objective is to always have Ouro facing away from the raid, the picture shows in more detail how the positioning should be executed.

If this placement is correct the only ones hit by the sandblast will be the ranged DPS with the exception of 1-2 healers and the odd one or two off-tanks.

Tanking:

Ouro needs to have someone in close combat at all times or else he will submerge and can't be damaged. He will submerge eventually but we want to keep him up as long as possible. Start of with the main tank tanking Ouro, and try to face the boss away from the raid. The placement of the tanks and their primary objective is to take over tanking in case the main tank is swept away, and also serve as a buffer for the rogues so that they don't grab Ouros attention. Each time a sweep is about to occur, have the Rogues run out of range; any off-tank hit by the sweep should make sure to intercept back as fast as possible to Ouro so that he doesn't submerge, however some of the tanks will resist the sweep, making them the MT. That tank needs to be quick to position Ouro facing away from the raid yet again until the main tank can make his way back to his position.

If executed correctly Ouro will stay up from 1:30 min to 3:00min.

Submerge/re-emerge:

At some point during the fight Ouro will submerge - at that point raid will have to out-run or out-heal the damage caused by the quakes. We don't advise to spread out as much as possible because Ouro will re-emerge on one of the raid members causing a ground rupture on the target. If you are unlucky and your main tank is too far away it could result in an unnecessary submerge phase yet again. So stay semi-clumped up (as a guideline, imagine a circle which has a radius exactly half the distance from the middle of the room to the outer walls) - this will help you to exterminate the scarab spawn as well. Once he re-emerges a spawn of 15-20 scarabs will appear at this point you need to clump the raid up tightly (ie close the circle) so that the mages and the warlocks gets the chance to AoE them. Once they are down the raid splits back to the positions explained above and repeat the procedure until the next submerge phase.
But this is not all, once you take him down to 20% he will go into frenzy mode. He won't submerge in this stage, but will use both emerged and submerged abilities, so in addition to dealing with his Sand Blast, there will also be constant Dirt Mound Quakes and summoned bugs. This is an extrememly chaotic phase, and success requires careful overall control and individual reactions. As the bugs spawn constantly, they're best dealt with by fear kiting, or frost novas. We suggest any class that has any high cooldown abilities make sure they're active in that phase and give it all you got until he's down.

C'Thun
And for our final guide we bring you the C'Thun guide, the fight that has caused many arguments and disputes. Here it is for your reading pleasure.

C'Thun phase one abilities:

Eye Beam: 2625 - 3375 nature based spell, functionally similar to chain lightning, in that it jumps from target to target if they are in range of it. For each jump it does, it doubles the damage, resulting in certain death to the people that get hit after the initial target got hit. He casts this spell every 3 seconds.

Dark Glare: 43750-56250 Shadow damage any players that get struck by this spell will with a 110% certainty die.

Eye Tentacles: 45 second spawn timer, spawns at the edge of the dark mist around C'Thun, knocking any targets on their spawn point; casts mindfly (channelling spell), 750 shadow damage per second, in addition slowing the targetted player.

Claw Tentacles: Random spawn over the entire area during phase one. They have approximately 2000Hp in addition hitting any targets in melee range for 200-300 damage.

Ground Rupture: If emerged under players; will case a knock back effect and damaging the targets for 1350 - 1650 damage

Entry to the room:

Because C'Thun's ability to target players outside the room and even hit them through walls we've chosen to have an evenly spread out raid along sides of the entrance, with minimal distance to each other flowing into the room once the encounter has started.

Some people like to send in 1 player ahead of everyone else due to C'Thun targeting him as initial aggro, which gives the raid approximately 3 seconds to run in and spread out. This works fine, but is also more risky and suits players used to the fight. Which you're probably not, if you're reading this!

On the other hand there is a flaw with our "safe" way of doing it aswell, if the raid doesn't flow in to the room fast enough, C'Thun might start casting dark glare at the entrance killing the last people that are trying to get into the room, but the death rate is far less this way and as players get the entry speed correct it will no longer be a problem.

Have two paladins (or if none available) / two player with high nature resist take the lead of each side of the line, let them drink a greater nature protection potion, priests shield them and have them run in. We chose paladins due to their survivability, if they get low on health, they can just put on their shield and get into position.

After the initial hits on the people that run into the room, C'Thun will start targeting people outside the room; if everyone has a greater nature protection potion on them that they drank before the start of the encounter, everyone should be able to get into the room, get into position without taking a single point of damage. If people are positioned correctly, the Eye Beam will not do significant amounts of damage and players can whipper / bandage; but when learning the fight drink the pots.

Positioning:

Due to the layout of the room and the amount of eye tentacles spawning during this phase, we decided to split up the raid into 8 sections, meaning 5 players in each section of the room. Each group's duty when they are not damaging C'Thun or trying to avoid the dark glare is to interrupt and kill the eye tentacles that spawn in their sector as fast as possible, they don't have a lot of HP so they go down really fast.

Each group normally consists of two healers, one melee, one ranged, and the fifth member either a healer, melee or ranged. This setup is made so that the use of the space in the room is optimal making sure that the players aren't close to each other so that they don't chain the Eye Beam.

In the picture one section of the room has the general positions to which each group/section should try to stick to, to make sure they are spread out enough :

The Fight:

As stated in C'Thun's abilities the Eye Tentacles will spawn each 45 seconds, at which time all the DPS should stop hitting C'Thun and do anything within their power to bring down those eye tentacles as fast as possible. If they are not killed they will most certainly wipe the raid, and if not killed within 45 seconds an additional round of them will spawn and you will have two of them in the same location. These eyes are priority number one for the entire raid, kill them ASAP. We cannot stress this enough, even if 1.5 sec into a 2.5 sec damage spell cast, interrupt it and kill the Eye Tentacles. Immediately.

While this is happening approximately every 90 seconds C'Thun will start to cast Dark Glare, aimed at one of the eight sectors shown in the positioning picture. Everyone needs to keep their eyes on C'Thun - this cast is initiated by him swirling a dark cloud in front of his pupil, at which the group affected needs to start running away from that sector.

Each group has a primary sector and a secondary one, the primary one is the location where the players should run to once they enter the room; the secondary sector is located 180 degrees around the room, placing it in the opposite side of the room. So, for example, sector 4's alternate position is sector 5, sector 8 alternates with sector 1, and so on.

Once the Dark Glare has been initiated C'Thun will rotate 180 degrees around the room, still casting, and then he will stop casting the spell and go back to casting Eye Beam. At this point everyone in the raid should be at their secondary positions until the time comes for the second Dark Glare, at which you should move back to your primary position.

In addition to all of this the Claw Tentacles will spawn randomly throughout the entire room, taking up precious space; have any class with DoT capabilities put a few on them, it should bring them down quite fast due to their lack of HP. Instant casts from mages and melee hitting them as they run past all help.

Also, keep in mind when you are running to your secondary or primary position, you should keep a good distance from the Dark Glare - it might seem harmless when you are running behind it, but all it takes is one claw tentacle to spawn under you knock you into the Dark Glare and you are dead. Mages can Blink through the beam, this can be used to kill leftover Eye Tentacles with great effectiveness if the player is careful.

Once your raid is drilled into this phase it shouldn't be that hard to complete it with minimal casualties. It is very important for everyone in the raid to survive phase one because every single person counts in phase two.

Phase two:

Once you have reduced Eye of C'Thun's Hp to 0 his eye will implode and the God himself will appear. C'Thun doesn't have any abilities except the fact that he is immune more or less to any type of damage, any type of damage caused to him will do 1-20 points of damage, so it's pointless hammering him - besides, at this point you will have your hands full with other things.

Giant Claw Tentacle: Identical to the Claw Tentacle that spawns during phase one, the only difference is that they do double the damage, and they have increased in size by 400%. This means that you will get a ground rupture for 3000-4000 damage, and their melee hits are for 2500-4500 damage. In addition it uses Ground Tremor, which will cause the targets in a 5 yard area to fall to the ground and get stunned for two seconds.

Giant Eye Tentacle: This Giant Eye will start spawning during phase two; it has the Eye Beam capabilities same as the Eye of C'Thun. In addition it only has 40000Hp and may be stunned and silenced.

Eating Tentacle: This Tentacle can't be targeted nor harmed in any way, it will spawn under a random target in the raid eating him and sending him into the belly of C'Thun.

The fight:

Before going any further into the description we need to set a few priorities in order to get this working. These priorities are:

1。 Eye Tentacles
2。 Giant Eye Tentacle
3。 Giant Claw Tentacle

Everyone should keep this at the forefront of their mind during phase 2 attempts, and re-assess it constantly. Since C'thun himself isn't doing any direct damage to the raid, the Tentacles takes priority (set based on how dangerous they are to the raid). Everyone in the raid should keep the position they are in when the Eye of C'Thun is dead, depending on where you are it should be either your primary or your secondary position.

Due to the Giant Claws and Giant Eye Tentacles not having fixed positions, heres a picture of a random placement of a Giant Claw and Giant Eye Tentacle and because of the priority list the dps is on the Giant Eye Tentacle :-

The first thing that will happen is a Giant Claw Tentacle spawn; at this point have the closest tank charge it and all disposable DPS should go at it and bring it down as fast as possible. While this is being done, one or two people in the raid will be swallowed into the belly of C'Thun, where they will find two Flesh Tentacles - these are harmless for ranged DPS since they are immobile and only have a basic melee attack that does 1000-2000 damage. The people that get swallowed into the belly (depending on what class they are) should stay in there as long as possible and do as much damage as they can to those two, they are the key to weakening C'Thun.

We try to have as much ranged DPS as we can in there along with one healer if possible - tanks should instantly run out again. As in all end-game fights communication is of the essence; once you are inside the stomach you will receive a DoT called Digestive Acid that will be automatically removed upon exiting the room. This Dot does around 150 damage every 5 seconds, and will stack on you 99 times. A normal well geared player can handle about 10 stacks of it before running out, which brings us to a key factor in the fight - cycling through and prioritising who should be in or out of the stomach.

For example, if a Priest is already in the belly and another healer (Druid maybe) zones in it is that Priests' duty to tell the Druid before him to get out and take over the position of healing the people inside. Everyone (including the ranged DPS) should start heading out when the digestive acid hits around 8-10 stacks, it is essential not to die in there, loss of people in this phase could cause the loss of the fight. Rogues should (if they have the Evasion ability up) activate Evasion and do as much damage as they can before running out. The way out of the belly is on the island inbetween the two Flesh Tentacles; you only need to step on it and you will be shot out taking 1000 damage on your way, once out you'll find yourself somewhere along the edges of the room.

Having covered the stomach part we go back to where we were outside. You should have enough time to bring down the first spawn of the Giant Claw Tentacle before anything else spawns; if the Eye Tentacles should spawn before you killed it everyone should switch priority to the Eyes, leaving the tank (and his off-tank) with two healers on the Giant Claw Tentacle. It is imperative to have an off-tank on the giant claw if available, in case the tank should get eaten - an un-tanked Claw Tentacle will despawn and respawn somewhere else in the room causing Ground Ruptures and possibly killing people it hits. The healers should make sure they keep their distance to the Giant Claw Tentacle in order not to get interrupted.

This fight is all about controlling the spawns of the Tentacles and having a co-ordinated raid that knows the priorities. To explain this a bit better we will explain an extreme scenario:

C'Thun is weakened; a weakened state lasts 45 seconds, at which point the Flesh Tentacles in his stomach will re-spawn and you'll need to kill them again in order to weaken him again.

You have 8 Eye Tentacles up, along with one Giant Eye Tentacle and one Giant Claw Tentacle.

Everyone needs to keep calm once C'Thun is weakened, because in that state no Tentacles will respawn; everyone should have the three priorities in mind - kill the Eye Tentacles while having a few rogues and mages stunning or counterspelling the Giant Eye Tentacle. Once the Eye Tentacles are dead move on to the Giant Eye Tentacle and kill it, and now you may damage C'Thun for what time is left in the weakened state while the tank, off-tank and the two healers are keeping the Giant Claw Tentacle occupied.

An even more extreme situation that may occur if things get out of hand is the same scenario as above, only you have an additional Giant Claw Tentacle, in which case you should bring down one of them before damaging C'Thun.

While things like this are happening, you need to keep in mind to be spread out as with phase 1 once a Giant Eye Tentacle spawns; also remember your positioning in relation to people running around to get the optimal DPS on the tentacle that spawns - this doesn't happen in phase 1, and your raid needs to adjust. Healers should make good space available for DPS to move around when they have the option to do so. You also need to keep in mind that the Eye Tentacles will spawn soon, which means that you need to have either a class that can keep it occupied in each sector or a DPS class that can make a short story out of it.

Summary: Everything in the room in phase two should be killed as fast as possible, in the priority order above, with the exception of one Giant Claw Tentacle which should be killed if the opportunity presents itself.

The Test of Righteousness

I have recently completed the level 20 paladin quest and have a few tips to share. One of these is a big time saver if you have a main on the same server as your paladin. This is the quest you pick up that begins the chain ( http://www.thottbot.com/?qu=1653 ) and ultimately earns you Verigan's Fist ( http://www.thottbot.com/?i=4190 ). The first part of the quest has you recue a woman under attack by defias thugs. This part is easy if you have a couple of people with you (tip: it is right near the exit from Deadmines - find some dungeon goers to help you for two minutes).

The next part has you go to a quest mob outside of Ironforge, who then asks you for 4 items. The first two are easily obtainable, the other two are a little harder.
1) Go into deadmines and kill a goblin woodworker to get the whitestone oak lumber. This is fairly straightforward.

2) To get the ore, go to the quest mob in the tailor's house in thelsamar, loch modan. He will send you to the ogre camp (northeast loch modan). The crate is out in the open about halfway into the camp. You don't need to kill more than about 4 ogres to get it.

Now the harder bits. There is unavoidably a lot of running at this point, but here are some timesavers.

3) Run to Menethil Harbour, Wetlands. Get the flightpath and then hop onto a boat to Auberdine. Here you will find a quest mob in a building to the north of the inn. Set the inn as your hearth location, then get the quest to return a Kor gem. Get the flightpath and then run south into Astranaar. Once you enter Astranaar you will see a mountain line on your west. Once you are past it go west to the coast and then north and you will reach Blackfathom Deeps. You will find a corrupted kor gem on a blackfathom naga (i only had to kill one just inside the cave to get it). Hearth back to Auberdine and hand in the quest to receive the purified kor gem.

4) Get back on the boat to wetlands, set Menethil Harbour as your hearth location, and get ready to do some more running. To me, this was the most annoying part of the quest. You need to go north into Arathi Highlands (get the flightpath there), then west into Hillsbrad Foothills. Grab the flightpath in Southshore and continue west into Silverpine. This is horde territory. The path is reasonably safe since there are dalaran alliance-friendly mobs the whole way and Silverpine mainly has horde players up to about the same level as you are.

Follow the signs to Shadowfang Keep. In my case i logged out right outside the instance and came back with my main, a 56 priest. The item you need is a hammer in the stables at the far end of the courtyard. To get there you fight through to a small cell block and free a mage who then unlocks the door to the courtyard. Clear everything up to the stables and your pally has a clear run to get the hammer. Invite a friend, who does not need to enter the instance, to join your group (i made mine leader) and then logout. Login as your pally, join the same group and go in and the instance will be right how you left it. Of course you could just do this dungeon with a group of people, but i would guess that it is tough to find people who want to trek all that way for a dungeon the level equivalent of Deadmines.

Leave the group and after 60 seconds you will get a free hearth back to Wetlands, where you can hop on a gryphon back to Ironforge. At this point you hand in the quest at Ironforge and Verigan's Fist is yours. In case you're wondering how long you will use it, in my own case it was replaced with a level 30 blue (Viscous Hammer - http://www.thottbot.com/?n=688759)

I hope this is some help to anyone who has a low level paladin, or who is considering starting one.

Timbermaw Hold - has rewards for enchanting / tailor / leatherworker / blacksmith / alchemy
http://www.worldofwarcraft.com/info/basics/factions/timbermaw/rewards.html

Grinding faction with the Timbermaw is one of the more time consuming factions to gain. There are two zones with two or three area's to kill mobs for faction.

The first zone is Felwood (http://www.thottbot.com/?z=67). Here you will kill Deadwood Avengers, Den Watchers, Gardeners, Shaman, Pathfinders, and Warriors. 各killは価値が5担当者です。 One of the first quest you want to gain is "Deadwood of the North". This quest will require you to kill X number of Deadwood mobs. Once you have completed the quest you then get a repeatable quest to turn in 5 Deadwood Headdress Feathers. Each turn in is worth 50 rep if my memory serves me correct. Also, while killing the deadwood creatures you will come upon a unique item called "Deadwood Ritual Totem". Once you are neutral with the Timbermaw You can turn in the totem for even more rep.

The other location to gain Timbermaw rep is in Winterspring (http://www.thottbot.com/?z=71). Here you will kill Winterfall Totemics, Pathfinders, Den Watchers, Shaman, Ursas, Runners, and the High Chief Winterfall. 高責任者は、25担当者およびその他のモブ5担当者の価値がある。 Like in Felwood you can get a quest called "Winterfall Activity" to kill X number of Winterfalls for rep. Once you have done that quest you can do the repeatable quest to turn in Winterfall Spirit Beads. Also, just like in Felwood a unique item drops that starts a quest called Winterfall Ritual Totem. Once you are neutral with the Timbermaw you can turn in the totem for even more rep.

Cenarion Circle - has rewards for enchanting / leatherworker
http://www.worldofwarcraft.com/info/basics/factions/cenarion/

I have just started working on my Cenarion Circle faction. As such this may not be a complete guide. One of the first quest that you can gain to earn faction is called "True Believers" and "Secret Communications". You kill humanoids called Twilight Avengers, GeoLords, Stonecallers, etc. to find Encrypted Twilight Texts. あなたは派閥の10ページを提出し続けることができます。 Each Twilight you kill also gives you 1 rep point. Once you have reached friendly with Cenarion Circle you can continue on to another quest. Here you collect a Twilight Cultist set (Robe, Cowl, Mantle) in order to gain access to a lesser summon stone I think it is. Useing the stone brings forth a level 58-60 elite. Killing the elite drops another item that you collect. Sorry, only done it once so far and can't remember the name. Collect three of these to get a token or something that is then used to move up to bigger and better summoned mobs. At the highest tier you can summon a god which is a 40 man raid boss mob.

Thorium Brotherhood - has rewards for Enchanting / Blacksmith / Leatherworking / Tailoring / Alchemy
http://www.worldofwarcraft.com/info/basics/factions/thorium/vendor.html

Be prepared to do alot of farming or spend some $$ to gain Thorium Brotherhood faction. There are a number of quest in Searing Gorge (http://www.thottbot.com/?z=55) to get you started. Once you have done all the starter quest you can then work on a repeatable quest to get your rep up to friendly. The quest is called "Restoring Fiery Flux Supplies" and will either use iron, heavy leather, or kingsblood. You will also need to collect Incendosaur Scales to add with the iron, heavy leather, or kingsblood when turning in the quest. Once you hit friendly status with the Brotherhood you need to start collecting Dark Iron Residue. There are three ways to collect residue. The easy way is to just buy residue from the AH. The other two ways is to mine
dark iron nodes that spawn randomly or to loot residue from the npc's in the BRD instance.

Argent Dawn - has rewards for everyone
http://www.worldofwarcraft.com/info/basics/factions/argent/vendor.html

Argent Dawn rep is one of the easier factions to gain. To start there are numerous quest for both the Horde and Alliance to perform. Once those are done you can continue to kill the undead in Western and Eastern Plaguelands, and the instances in those zones for "tokens" to turn in for rep.

Major City Faction
There are three main ways to "farm" a major city faction outside of your normal every day quest currently. First way is to turn in runecloth to gain rep with a specific city. The second way is to turn in supplies for the AQ war effort and then turn in the tokens for rep. The last way is to farm rep in AV. Each time you turn in a body part, mine supply, etc. in AV you not only get the AV rep but also +10 or more rep with a major city. So you can easily gain access to a cross-racial mount.

simply make or edit a macro with
/target playername
/cheapshot 1 (this line is actually longer but i cant remember off the top of my head)
now press this button like a maniac nonstop while looking for the other rogue

Wierd thing is that even if that person gets the cheapshot off on you, you'l get it off on them aswell

doesnt work with ambush because positioning is trickier.

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