Hey all, keeping a post schedule is harder than it seems. I can only imagine the horrors it must be to try to keep to, say, a webcomic posting schedule! Blogging makes me pity such persons all the more. Also, the deadly blog-dance Blogger and I are having is drawing to a more explosive tap-dance number, where Blogger has a load of new cool features and then decides to change the styles of all of my posts. Anyways.
I imagine, as you read the previous Solokin, you skipped past all the annoying bits and wanted to get to the meat of the post: How to beat the two Mount-Bosses, Mandokir and Thekal. Oh, you might say, what an ingenious yet simple to understand way to defeat the Bloodlord! You must have a similar means of vanquishing our tiger-taming friend! Yet when you scrolled down a paragraph or two, you were left disappointed and deflated in spirit. Be deflated no longer! For I have worked out an ingenious yet simultaneously brilliant means of defeating Thekal, without the bug I mentioned in the previous post!
Your first challenge is going to be clearing the road (past the edge of madness, Bloodlord, Bat-lady and all the way back to the entrance) of ALL patrols and mobs. Not too difficult, as you probably did it on the way here, but if one of the big trolls knocks you into the water mid-fight, things are going to get far too interesting. The background data is this: If you spam attack Thekal's minions and Thekal and such as you are fleeing out of the room, usually, they will disregard the tether that keeps them linked to Thekal's den (which as far as I know is NOT a bug, or at least a non-important one because it doesn't despawn or mechanically alter anything). Thekal also has a much, much faster run speed than either of her priests. Lastly, the fight ends when you kill Thekal, even if his two co-priests are up; but he is healed to full when he gets too low by one of his priests, Lor'kahn, if she is in range.
The main idea is you want to kite the whole squad of em back to the instance, while insect swarming Thekal and swarming yourself. The priestess cohort, Lor'khan, needs to be kept out of range of Thekal. I found a tactic most effective was summoning trees early on and sticking them on her, so they would get aggro and Zath might be delayed a good distance behind, Then, popping in and out of travel form/cat form + dash when it's up/periodic self-heals and reapplication of insect swarm and perhaps a random spin-cast of a instant starsurge, thekal should die (the first time) far away from both priests. Kill him in is tiger-mode phase, a simple TanknSpank, for instant profit. Using this method, I got my Zulian Tiger on the first try!
Friday, November 5, 2010
Saturday, October 30, 2010
An Ode to a Daniel Serbicki
I nearly forgot! When I began this blog, I promised that I would write an ode to the first person to comment here. So, in such accordance, here is my 'Ode to Daniel Serbicki':
O Daniel, the wisest of all wond'rous ones,
who notes the anachronisms of a Psychic Turban,
may you feel beneath the warmth of the plaintive suns,
and ne'er feel the force of the Crab's hammer of ban.
Picture a ninja upon a space station of gold
with none but his trusted aids, a raptor and a tornado,
and can raze the world with a single Knaakian spell.
Who counts among his ranks Saurfang the old,
Norris, Crowley. Try to imagine this, then, so
that you might see the man who wants to be Daniel.
Monday, October 25, 2010
New Basic Template!
Hey, as you may notice, I changed the site design, from a pretty awful looking premade thing, to a less awful premade thing. Whoop-de-do! I may, at some point, try and write up a personalized theme for this blog, if I ever get inspired to do so.
Sunday, October 24, 2010
Solokin: Zul'Gurub
Hey all, hope you are having/had a good time at Blizzcon (if you could go, unlike I). I, instead of frolicking around as elves and spacegoats with like-minded individuals, set down to the hard work of grinding Zandalar rep before it gets turned into a Feat of Strength in Cataclysm. And, as you may be well aware, one of the prime pieces of grinding Zandalar reputation is doing the dungeon, Zul'gurub, which is also getting removed in Cataclysm. You may be even more less aware that I am a moonkin, and perhaps even the least aware that I didn't want to group with people, so I'm doing it solo. So... yep. That's the title.
Zul'Gurub: The Background
ZG, as it is abbreviated, was a raid instance, added in patch 1.7. The first raid that was neither 40-man nor world, it paved the path into the 10 and 25 man raids we know today. The lore behind it follows the ancient troll empire called the Gurubashi, who were in great desperation after the Sundering. In order to help with their troubles, a group of Gurubashi Priests called the Atal'ai enlisted the aid of one Blood God Hakkar (who has nothing to do with a Knaakian Houndmaster) to help them. But, as blood gods are prone to do, he wanted a load of sacrifices which the trolls weren't too keen on. They sent in those priests to try to kill Hakkar, but they got enslaved, and eventually everyone who wasn't enslaved fled. Now, the Zandalar tribe is recruiting adventurers to go destroy Hakkar, in an attempt to rid the trolls of him once and for all.
The raid is on a 3-day lockout timer and is not reset as per the weekly schedule. It has 5 priest-bosses which need to be destroyed before Hakkar if you wish him not to gain special abilities. For soloing purposes, just kill the priests then him. Also, there are 4 optional bosses per lockout, one requiring fishing and a questline done (Gahz'ranka).

Picture from Wowwiki's DarkRyder
THE RAID!
The entire raid took me about 2 and a half hours to complete, but that was with two optional bosses, learning the strategies, and killing extra trash for rep. After a couple of tries, I'd imagine I can speed it up to under an hour. I should mention to solo this, you need to be in a raid - I logged on to a second account, invited them, and then disconnected off of that account. If you have a friend who isn't questing, that's another alternative.
A couple of brief notes: Starfall is handy, but be careful not to pull too many groups. Thorns is now deadly, so keep it in your rotation. Typhoon with daze can be a godsend, and if you're alliance, use and over-use that shadowmeld. 1-stack lifeblooms were, I found, the most effective healing technique, with a rejuvination on top of that if you need a bit more punch till the bloom comes around. Anything requiring more than that, and you're better off killing the damage-doers.
First, you are met with a bit of trash in the path going forward. They're pretty easy to kill, but the Axethrowers can get you into trouble if they're left alive for too long - they have a nasty 10-second or so channeled stun. Dotting them up is a simple, but effective, way of removing this threat. Barkskin + Hurricane + Typhoon your way to the first fork, where you'll take a right to the first boss: 1, High Priestess Jeklik (Wowhead). She's a pretty simple tank and spank, but she's a little hard to find if you don't know where you're looking - she's standing on the wall where you'll be looking as you come in. "/tar High" if you're really having trouble.
After her comes 2, High Priest Venoxis (WH). Just run back down the road to the fork, and go straight until you hit the room filled with snakes. clear the snakes and burn him down. Simple simple tank+spank.
Next is 3, High Priestess Mar'li (WH), the Spider boss. Go out of the snake room, follow the main road, and take the next right. Take a right at the next fork and from there follow the cobwebs and skitterers. Oh, and don't use Starfall in this room. Just... don't. She's now much of a challenge, but it makes sense to kill her adds so they don't get big, which they do if they're left alive. She'll turn into a nerubian at the end, which can be pretty shocking if you're zoomed way in. Yea, that's you, Myebika.
Once the spiders are put to an end, you have the option of doing an extra boss - 7, Bloodlord Mandokir (WH). He has a chance of dropping a mount, so it's usually worth it. Take the alternate fork from where you went following the spiders, and take a left in the room filled with trolls. You don't need to kill them, but they drop coins and other rep-things that, if you can't use, someone on your server can (so stick those on the AH!). Clear the floor, and get ready for 2 minutes of travel form. The trick to him is that after 2 minutes, he hits for very little damage, making the fight a breeze. But before then, you have a high danger of dying if you try to just take it. The trick is to aggro him, set your trees and dots on him, then kite him around in travel form for two minutes while periodically breaking form to heal yourself. It can take a while to get used to, but once you do, it's a snap. After that, it's a DPS race, so blow up his face with all you've got.
A note here - there are some big trolls that run around and aren't to tough, 'cept they have a brutal knockback. Just keep it in mind when you're fighting - don't get knocked into the lake!)Next comes another optional event, 10, The Edge of Madness (WH, 2, 3, 4). This one's just bloody annoying - first off, you can't pull too many of the trash imps at a time, because they spawn portals that summon trough voidwalkers that (if you have too many) can overwhelm you or, you need to kite. Second, the bosses are summoned out of four, which are determined by the day you summon them on. Lastly, you need a now-never made item to summon them (oh, by the way, alchemists can click on the tablet on the wall to learn how to make said item). So... yeah. Not really worth it. They are, however, required if you want to make the ZG Trinkets.
This is followed by another brutal one - 4, High Priest Thekal (WH). I have not found a successful way to kill this boss, as a moonkin, without the now infamous bug. I'm not going to relate it here, but I'm sure you can find it if you look hard enough (it was on wowhead, might have been removed). Otherwise, you'll need to kill the two tigers (probably by Thorns) and simultaneously dps down the two adds, making sure they die at the same time. If you can do that without dying, I'm super impressed, and then you'll need to kill Thekal himself (who, once this has been done, is pretty easy). It's the high damage output that really gets you here, so +Defence food, pvp gear, maybe some Indestructible potions even. Comment below if you find a good strat.
EDIT: A strat has been found! See here for more info.
EDIT: A strat has been found! See here for more info.
Next is another optional (Fishing!) boss by the name of 9, Gahz'ranka (WH). He is fairly simple, in that if you do enough damage to him before he kills you, he dies. I didn't attempt him because I forgot my Mudskunk Lure, which must be purchased from Nat Pagle in Dustwallow Marsh after completing a quest, started in ZG, which requires you to go to Nat and return his... measuring tape. You actually only need level 1 fishing to do this quest. To summon him, fish up 5 Zulian Mudskunks from pools nearby Gahz'ranka, and then combine them using the Mudskunk lure you purchased. Use it at Pagle's Pointe (9) and dps him down. Fishing him up also gets you an achievement (Deadliest Catch) which will become a FoS in Cataclysm. (Side note - he drops Tome of Polymorph: Turtle, a cool polymorph for mages, but this will NOT be removed in Cataclysm, and will be available through alternate means. Sorry, all you who were hording them.)
Next, run up the ramp from Pagle's and go down the main road on the other side of the lake until you see the big building guarded by panthers. Run/fight your way to the bottom, and you're at 5, High Priestess Arlokk (WH), a bit of a joke compared to the previous bosses. The one issue I found with her is that she likes to bug out. Often. So dps her down quickly, and there's a chance her panthers might not even attack you, so a few hundred panthers might jump you at the end. Have your typhoon key ready.
Next is the last optional boss, 8, Jin'do the Hexxer (WH). If you use trees here, he tends to mind control you and make you attack them. Other than that, I found fighting him on top of the dancing skeletons is a good idea, because then when he teleports you it doesn't require extraneous movement or potential buggery. Hurricane + barkskin or just thorns the skellies, and blow the Hexxer to bits. Oh, and little bit of annoyance can happen here if he decides to mind control you near the end. If he dies while a mind control totem is still controlling you, you will stay that way for 4 minutes until it despawns. Yep. Fun times.
Now, the main event. 6, Hakkar (WH), resides at the top of the temple in the center. Fight your way to the top (there's a couple of large trash packs, so don't be afraid to wait for cooldowns), and it's nice to face him on an open platform. He hits a little harder than the other bosses, but it's not much to be scared of. A rejuv or a lifebloom here or there will cover it.
And once he's dead, you're a new Hero of this Realm. Congrats on your new soon-to-be-Feat of Strength, Zul'Gurub.
Sunday, October 17, 2010
A Brief History of Phasing
Hey all, I'm back and better than ever! Oh, and welcome to all of you that found this site through WoW.com, it's good to have you here. A few bits of info before I get to the meat of the post:
First, this is now my dedicated WoW blog. Tangential postings will be limited.
Second, I think I'm going to keep to a posting schedule (gasp!) that will prompt further ramblings and helpful advice. So, you can check back here on Sundays and Wednesdays for posts which may intrigue the mind and inform the unknowing.
Third, my guild (finally) downed Arthas on Saturday! I must say, it's one of the coolest fights in all of Wrath, and it was triply awesome in that it was one of the last things on my checklist to do before Cataclysm! Anyways, on with the post.
What is phasing, anyway?
Phasing is, first and foremost, a shifting of your character from one 'phase' to another. Think of it as jumping sideways through time - something any quantum physicist can understand quite well. Essentially, you can see and interact with objects and players in your 'phase', and can't see or interact with things that are outside of it. It attempts to solve one of the greatest challenges in the making of any traditional MMO: player interaction with the world. By doing things, the world changes around you - if this were completely true, you would be left something like LOVE (not entirely feasible for a game like WoW) - but by using a structured approach it enhances player investment without an exorbitant amount of effort or re-designing things.
In the beginning...
In a couple of Blizzard podcasts, developers have noted that phasing began with a fun little quest implemented in patch 2.4 (Fury of the Sunwell/Isle of Quel'danas) called 'Intercepting the Mana Cells', which was the daily that initially opened up the portal to the Isle from Shattrath. The quest has you jump from one phase, where you can see mobs that have an item which lets you jump phases, to another, which has the objects in it but not the mobs. It was a neat idea, and made for an interesting daily (the first ten or twenty times). But 'phasing' as it is called began much earlier, with a quest I have written about by the name of 'You Are Rakh'likh, Demon', where, at one point in the chain, the questgiver (The Fallen Hero of the Horde) gins a new dialog option that allows you to summon a tauren who continues the chain. This early instance doesn't have the fancy triggers we know today, and relies on dialog trees to solve the issue of world-changing: clunky, but effective.
Dialog was lot the only way of escaping the staticness of WoW - another major way was using items as a trigger. Simple things like the Argent Dawn Commission 'phased' you into the loot phase where the argent dawn rep bits exist. It seems like a stretch, true - but when you extend this to look at things like the Spectral Essence of Caer Darrow, you can see half of phasing is present - you do a quest, getting an item thereby producing a trigger, and then can see new things and even access new vendors (a repair guy).
The phasing also existed in some more core ways: first, invisibility! It only shows you people that are invisible too, and effectively phases you 'out' of the rest of the world. Second, and most like the phasing we know today, is Death. When you die, you jump out of the 'Living' world of units and items and even abilities, into a 'Dead' world with units like the Kodo Spirits in Desolace or Gaeriyan in the Un'goro Linken quest chain. Whole quests had you jump between phases, including BRD's Shadowforge Key - this being the true birth of phasing. But there was only 1 of these 'true' phases, with dozens of half-phases, like the instanced Corrupted Ashbringer event. But the triggers for jumping phases were limited to these annoying events - instances, equipped items, death, and a painful dialog system.
Enter Wrath.
The Death Knight zone exemplifies Wrath phasing. It really is the shining point of Questing in general, but in this region it shines especially brightly. Units and items progress, it is true - but Blizz stepped it up a notch, providing phased units, items, speech, animations, events, skills, light masters, buildings, teleporters, events, ui (maps), group-events (like the Battle for the Undercity or the Fall of Zalazane), and much more. From being a cool on-death way of spicing up a fedex quest, to a new and interesting way of using consumables for Sunwell Dailies (or finding mobs in Shadowmoon Valley), it became a full-fledged zone development system.
And with Cataclysm introducing 'Terrain Phasing' - basically, not only units, structures and items changing, but the actual ground and foliage too - it only furthers the scope of possibility.
I guess what I'm trying to say is that it's not 'phasing' as a core mechanic that really developed much at all in Wrath, but the successful use of new triggers and new things effected (yes, I mean effected). It is interesting and exciting to see what they can do with all this new technology in Cataclysm and beyond - and, I mean, the Emerald Dream is the obvious next step.
(And I promise to update this with shiny pictures soon.)
Friday, September 24, 2010
Questes: Well, that about sums it up.
I finally completed my compendium of the most fabulous and endangered quests in all of WoW; so now I urge you to complete them, post-haste, before they are swept away. Below I have them listed in the order which I feel they are best completed, based upon precise calculations, balancing time and scope versus endangerment and epicness:
I'd be happy to explain my rationale if anyone has the will to wonder - but if not, just accept it as a universal truth and move along.
Questes: Only One May Rise

The Scarab Gong, courtesy of Wowwiki.com
Who can do this?
First, you need to be level 60 or above - but only a level sixty full of ambition, and an even fuller friends list of 80's, will ever get this done.
Second, you'll need time, as portions of this quest can revolve around ten-hour grinds or multiple runs of weekly lockouts. You really only need to run every particular dungeon once, but it's a lengthy grind nonetheless.
Where do I begin?
The first quest of the arching chain begins with What Tomorrow Brings..., given by one Baristolth of the Shifting Sands in Cenarion Hold, Silithus.
How does this one work?
This questis NOT simple. It requires a boatload of different interlocking, interweaving, and generally crazy quest chains that are hard to follow. As usual, Wowwiki has a wonderful guide; looking at Hoddie's comments on Wowhead are quite helpful too.
Oh, and remember - vigilance is key. If you want to obtain, well, what you see in the section below, there is no way but to persist. Good luck!
And finally, what do I get?
Well, first off, if you were the first person on your server to complete the quest (or completed it within ten hours of said person) you would get the fantastic title 'Scarab Lord' and Feat of Strength, and the unique one-of-a-kind Legendary mount Black Qiraji Resonating Crystal, which has a unique history you can go read about on Wowwiki. Unfortunately, these are no longer attainable, so if you are reading this, tough luck.
Increases in the numbers...
At the very least, Neutral with the Brood of Nodzormu +4365 reputation.
+1000 rep with Gadgetzan
+1525 Reputation with the Cenarion Circle
And a smattering of XP to be made into golds. And some more golds.
Then, the epics themselves. First you'll get whatever you pick up in your BWL, Onyxia, MC, and quite probably AQ runs. You'll get the achievements for each of those, and then the achievement for the level 60 Onyxia feat of strength too, as an added bonus.
Then, in the chain, you are awarded...
First off, the repeatables for Brood of Nozdormu rep give you Proxies of Nozdormu, which help alleviate some of the grind by allowing you to grant other players the ability to get stuff for you to turn in.
You get the choice between a Drake Tooth Necklace, a caster dps neck with Nature resist, and Drudge Boots, leather melee feet with nature resist too.
You get a choice between the Amulet of Shadow Shielding, a Stam/spirit shadow protection neck, and Onyx Embedded Leggings, shammy mail pants with some shadow resist too.
You get 3 Major Rejuvination Potions. Whoop-de-doo!
You get the one-of-a-kind, epic recipe (which is still highly coveted to this day) Dirge's Kickin' Chimaerok Chops, which is BoE if you want to sell it for a profitable sum to recipe collectors. You also get 20 of said chops, which were the best food around back in the day.
You also get the super awesome silence-limiting Gnomish Turban of Psychic Might, a cloth caster head.
You get to choose between the Band of Icy Depths, a underwater breathing ring, and Darkwater Robes, a Fire Resisting cloth chest.
You get The Scepter of Shifting Sands, a now-useless white BoE which was used to bang the gong back at the release in order to get the title and the mount, but still a cool keepsake.
Lastly you get your pick from four weapons: The Fang of Korialstrasz, a caster dps dagger; Shadowsong's Sorrow, a melee dps dagger; Runesword of the Red, a caster dps sword; and Ravencrest's Legacy, a tanking mainhand.
What did I just do?
You just completed the pinnacle of WoW Vanilla questing. You saw some of lore's most major characters come into play; you fought your way through multiple vanilla raids and world raids, events and grinds, to obtain the scepter of the shifting sands. And, if it is any indication from the cataclysm beta, you will be one of the last to do so, as in the Beta right now, the quest has been removed. Now is the time to strike, now is the time to take action and complete what may be the most grand, time intensive, satisfying and exclusive of questing accomplishments in all of the World of Warcraft!
Subscribe to:
Posts (Atom)