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View Full Version : Some ZG strats



Mak
2005-12-15, 02:47 PM
Purpose: Here are some simple tips and tools to speed your ZG progress.

First - Order of March. The fastest way we've found to clear ZG is in a big circle. Bat -> Snake -> Spider -> Bloodlord -> Edge of Madness -> Tiger -> Fish -> Panther -> Jin'do -> Hakkar. Clear in a big circle, you end roughly where you started, then it's a short run up to Hakkar to collect your rewards.

Second - Come prepared. Have a few of your engineers bring a repair bot or two. It saves an unbelievable amount of downtime to repair inside the instance, instead of having to run all the way to Nessingway to repair. By the time you get there, repair, pvp with the nubs camping Nessingway, and get back, you can lose a lot of time. Come prepared, drop a repair bot when needed, and you save a lot of time.

Specific bosses (given in order of march):

Bat - Bat is one of the easiest encounters in here. There isn't much to her. Have the tank engage her, kill the bat adds at the beginning, then dps her down. Around half life she reverts to caster form. She will attempt to heal herself (you'll see a big golden glow). Kick & shield bash are key to interrupting this. If she is able to heal herself, the fight can quickly suck. Eventually, the bomb bats will begin incoming. At this point, the tank begins to slowly kite her around the battlefield. The reasoning for the kiting is to avoid killing the rogues if a firebomb lands and everyone hangs around in the middle of the fire. Casters and healers should also avoid staying in one spot too long, to avoid the firebombs. Just before she dies, a firebomb generally lands on her location doing a lot of damage to those around her. Either accept the possible death to dps her quickly, or move out of the way.

Snake - Generally one of the easier fights as well. Label Venoxsis's 4 serpent adds from left to right 1, 2, 3, 4. Assign crowd control to each add. The group should be against the back wall (in that wall fountain), with the tank forward. The tank aggros Venoxsis, then pulls him over to the campfire. The reason everyone stays far away from the tank when he pulls is because Venoxsis will do a holy wrath style ability that will do a lot of dmg to anyone around him, so you want to stay far away during the pulling. Kill the adds while the MT tanks venoxsis by the bonfire, we usually start with 3, then go in the order of the nearest add. Once the adds are dead, start on venoxsis. Somewhere around 50-60% health he will turn into a serpent. At this point, the MT begins to kite Venoxsis around the bonfire in a big circle, with the dps classes following right along behind. The reason for the kiting is to stay out of the poison cloud that forms if Venoxsis stays in any one location too long (500-600 dmg a tick is not fun). Keep kiting him around and he drops quickly.

Spider - This can be one of the hardest fights (with the exception of Jin'do). We first pull the speaker and the first wave of spiders out to the ramp and kill them. Once they are dead, we divide the killing area into two zones, with the road as the dividing line between them. The MT stands on one side of the road by the lone egg sack, while the other stands across the road, a bit diagonal from him




---------------Marli---------
| ~ |
| ~ |
| ~ |
| ~ (MT1) |
| ~ X |
| ~~~~~~~~~~~~~~~~~~~~~~~ RAMP
| X(MT2) |
-----------------------------




The entire group stands with MT2, except for someone who will pull the spider wave spawns away from Marli when MT1 pulls. MT1 pulls, everyone else kills the spider wave at MT2's position. IF you have enough healing, send the dps in to attack Mar'li while she is in caster form. Greater Nature Protection Potions help for this fight A LOT. When she turns into spider form, that's when things get tricky. We generally stop melee dps while she's in spider form because of the aoe webbing. When she webs everyone, she will run across the road towards the casters. EVERYONE MUST STAY IN POSITION until MT2 secures aggro. Then with a macro /yell of "RUN AWAY" spammed, everyone runs across to MT1's position. This back and forth trading of tanking and running is repeated. Eventually she will drop back to caster form, and rogues/warriors can charge back into melee her some more. Warlocks be sure to keep felhunters out the entire fight, as they can eat her life drain spell (the spell can also be shield bashed). The more healing and the more ranged dps you have, the easier this fight is. Warlocks are extremely useful in this fight because of their high ranged dps and their felhunters.

Bloodlord - This guy doesn't have much to him. When he comes down, have MT1 tank him, and MT2 offtank the raptor. Kill the raptor first. Once the raptor is dead, dps on bloodlord. If he is "watching" you, mash your escape key and stop all movement. When he starts his whirling around aoe cleave, RUN OUT OF IT. As soon as he starts it, if you run straight ahead through him, you'll be out of range by the time it goes off. The melee save the healers SO much mana if they do this one thing that often saves the fight for you. I've heard that the casters can disrupt his charge if they stay behind the barricade, but we've never had to use that to beat him. Just stay out of the AOE cleave, stop moving completely when he's watching you, and the fight is in the bag.

Edge of Madness - leaving this one for your enjoyment. 4 different bosses, you can figure out which one you are going to fight by reading the tablets and seeing which tablet says "He now dwells near the edge of madness."

Thekal - This fight is best accomplished with 4-6 warriors. Reason being: Disarm. Thekal can easily be disarmed, and if kept disarmed, the fight is almost trivial. With 4-6 warriors, you can usually keep disarm up most of the time, saving the healers a lot of mana, even though disarm will miss (a lot). But that's why we bring so many warriors. Phase 1 you have from left to right Zath, Thekal, then Lor'Khan. Zath is a rogue-type mob that will often gouge his tank (or blind) and run off to whack somebody. If you have a second warrior handy, keep him nearby to handle the gouges. Zath and Lor'Khan are also stunnable, so a Hammer of Justice might be just the ticket to limit Zath's post-gouge rampage. DPS Zath to 20%, then move to Thekal. DPS Thekal to about 10% (Thekal's 10% life = her add's 20%). There isn't much to Thekal other than keeping Disarm up. Lor'Khan is a shaman-type mob who will heal herself and cast silence on nearby casters. Make sure to keep healers a good distance away from her. DPS her down to 10%, group all 3 close together, and AOE nuke them. I recommend keeping Lor'Khan stunlocked as much as possible from 15% onward to remove the chance of an unlucky heal. Once Phase 2 hits, it's a DPS zerg. Have the MT with his back against the wall and Thekal right on top of him. There is a fine little zone where you are out of the knockback range but inside healing range for the MT. Find it and use it. Melee DPS must charge in and zerg him. Thekal doesn't have much life or armor in stage 2, so you can dps him down quickly. You should have the mana pool to outlast Thekal in stage 2, provided you kept disarm chained in stage 1 (can't remember if you can disarm in stage 2).

Fish - My favorite boss in ZG. Clear the water all around where he spawns (and the nearby crocs). Summon him, fight him in the water. Warlocks cast water breathing spell on everyone. This sounds silly, but have your casters swim to the bottom of the river, and heal/cast from the bottom looking up. There's a reason the water is so deep there. If you get the fish bosses "kick you high into the air" knockback from the bottom of the river, you might not even break the surface of the river, and sometimes avoid it entirely. :-D Don't try to hold aggro on Fish, since the knockback seems to wipe his aggro table. Just use all those warriors you kept from Thekal and bounce the tanks around. Whatever warrior has aggro is the tank. Also, warriors tell me that if they get knocked up in the air, sometimes they can use intercept to shoot right back down to him. Fighting in the water gets rid of the fall damage, and makes the fight so much fun I wish Blizzard would add an underwater raid instance.

Panther. 2 keys to success. One, get two sets of green whelp armor. Two, put them on your paladins. Put the paladins in the same group, so one has devotion aura, and the other has concentration aura. Put blessing of light and blessing of sanctuary on both (wisdom if you have that too), then start the fight. Using seal of wisdom, a paladin with decent gear will replenish his mana and be able to heal himself, while controlling all the panthers (place one pally at each kennel. If the positioning is right, the auras will overlap. Get very close to the corner posts). Ring the gong, start the fight. The pallies keep the panthers occupied, everyone else fights Arlokk. When she disappears, send one off tank warrior to each paladin, ready to pull aggro in-case she pops out of stealth on top of one of the paladins (a rare occurrence, but a wipe-causer if it happens). DPS her down, then kill the panthers. The fight is almost trivial with the whelp armor and 2 decently geared paladins. (As an aside, my paladin alt Shieldnherth performs this duty. He has NO MC gear, only ZG/Silithius gear and has +480 healing / +35 mana regen... this fight is a snap for him).

Jin-do - I cursed this fight for a long time. It was so hard, almost insurmountable it seemed, but with enough practice, it becomes easier and easier. CTRaid is a huge help for this fight, as the ZG boss mod will announce who is cursed (and send them whispers). This fight is all about doing the little things right. First, fight Jin'do roughly beside the teleport skelly pit. Not so close you aggro them, but close enough that it's only a run of a few seconds to get out of the pit and back in the fight. Secondly, have your rogues put on wounding poison. Jin'do is not immune to poisons, so wounding poison will help you IMMENSELY. Warriors, keep Mortal Strike on Jin'do to further reduce his healing. Assign 1 mage to skeleton pit AOE duty. If he has good mana regen, just have him clear the pit whenever skellies spawn. If he doesn't, have him wait until someone is teleported. For this fight, the priority is Healing Totem > Shades > MC Totems > Jin'do.

The healing totem is weak (like 1500 health), but it must be killed as soon as it dropped. Vent is KEY for announcing the arrival of a totem. We assign totem killing to EVERYONE in the raid who is not a main healer/main tank/cursed. If a healing totem drops, EVERYONE (except the ones listed above) stops what they are doing and kills the totem asap.

Shades. Shades spawn at the rate of 1 per curse. Everytime someone is cursed, a shade is born. Therefore, as long as each person who gets cursed is able to kill ONE shade, they will never get out of hand. Rogues, Warriors, Hunters, Mages, and Locks can typically kill multiple shades (my Rogue will clear the field if he's on a lucky crit streak), ensuring that the population never gets out of hand. Don't use shadow dmg or shadow based dots on the shades, as they have very high shadow resistance and it is wasteful of mana. A cursed priest can usually kill 1 shade using holy smite, a druid can moonfire/starfire spam, a paladin can switch to a 2 hander and knock one out. The fact is that even the low dps classes can kill ONE shade while they are cursed (or at least get one really low), so as long as everyone pays attention, shades should never get out of control. As an added tip, Shade dmg is shadow based... meaning a greater shadow protection potion and the priest shadow protection spell are of great assistance.

Mind Control totems. We've noticed two facts: 1) that MC totems merely MC the person who is closest to them when it's dropped, and 2) Jin'do tends to drop MC totems directly behind him. Therefore we have a paladin tail Jin'do the entire fight. He can keep wisdom judged, heal, and if he's lucky/skilled, pick up about 50-70% of the mind controls.

Finally, Jin'do himself. Provided there aren't any totems up, and you aren't cursed, you are free to wail away on Jin'do. If you have a high dps group, he should drop fairly quickly. Keep him heavily dotted, have the hunters use viper sting (if you lack dps and the fight drags out, viper sting will drain him dry, which will keep him from dropping totems). Paladins be sure to keep wisdom judged and blessing of wisdom cast on the priests, as priest mana conservation is key. Once you get used to the pace of the fight, it's fairly easy. You just have to get used to the frantic pacing. "Listening for totem drop, crap there it is, spam SS, totem dies... good... oooh, i got cursed, kill shades, kill shades, back on jin'do, another totem just dropped..." It's very fast and very fun. Rogues, you generally won't have time for 5pt eviscerates, use your built up combo points to keep SnD up and running. The dps will help, and you are constantly switching targets anyway.

Sol
2006-01-18, 03:33 PM
I am starting to get pretty serious about killing hakkar. The tips on mar'li are especially good since we have not beat her yet... (only tried 1 time but that was brutal).


nice diagrams and stuff...

venoxis is pretty trivial at this point as long as you have a decent tank and 4-5 healers focused on it.

Bloodlord is pretty tricky if the MT dies, it is hard to get him out of the caster corral. I've seen some ugly wins though where the MT did get him back under control.

Bat boss is tricky, but the tip of having the healers clumped up and having the mages between the healers and the bat spawns that they will AE was gold. Of course the bats go for the healers first... just make sure the mages and locks are a few yards in front of the healers. The Fire bomb phase is ridiculous. I hate that thing. Just keep moving constantly if you are melee and keep everyone spread out so you don't lose 2 ppl to 1 bomb. wear your +Sta gear for this fight. u don't want people dying in .25 seconds.

The mar'li advice is good here... seems doable.

jek'lik:
http://eliteorder.info/forum/index.php?PHPSESSID=af317376df0279c1da35c83ce6f
068c9&topic=340;prev_next=next

Bloodlord:
http://eliteorder.info/forum/index.php?topic=255.0;prev_next=prev

Mar'li is an aspect however:
http://eliteorder.info/forum/index.php?topic=272.0;prev_next=prev

if you find some more details on thekal/arlokk that would rock.

I don't think the fish and edge of madness event are required to debuff Hakkar?

Sol
2006-01-18, 04:15 PM
Hakkar the Soulflayer (http://www.wowwiki.com/Hakkar_the_Soulflayer)


Hakkar (http://wow.allakhazam.com/db/mob.html?wmob=14834) (http://wow.allakhazam.com/db/mob.html?wmob=14834) Hakkar is the final boss in Zul'Gurub. The surrounding priests grant him abilities if they are not killed:

Jeklik - 1200-2000 AoE damage + 8s silence.
Venoxis - 800 damage poison to the raid.
Mar'li - 6 second stun and complete aggro reset.
Thekal - Enrages, increasing attack speed by 150%.
Arlokk - 2 second Gouge (aggro wipes the main tank) Hakkar has never been beaten with all 5 aspects active.
After killing Hakkar, 2 random epics will drop as well as the Heart of Hakkar (http://www.thottbot.com/?i=51831) (http://www.thottbot.com/?i=51831). This can be turned into the Zandalar tribe for one of 3 trinkets:

Zandalarian Hero Badge (http://thottbot.com/?i=51829) (http://thottbot.com/?i=51829)
Zandalarian Hero Charm (http://thottbot.com/?i=51326) (http://thottbot.com/?i=51326)
Zandalarian Hero Medallion (http://thottbot.com/?i=51754) (http://thottbot.com/?i=51754) Turning in the heart also buffs everyone in Stranglethorn Vale with Spirit of Zandalar: 10% movement speed, 5% dodge, and 15% to all stats 2 hrs. Persists through death.

Sol
2006-01-18, 04:21 PM
insane info:

http://www.wowwiki.com/Zul%27Gurub

Sol
2006-01-18, 04:46 PM
been looking at the ZG wiki.

there is a neck piece you get at friendly from the Zandalar island, and it upgrades as your faction upgrades like the AV trinket.

check it out...

here is the rogue one for example at exalted:
Zandalarian Shadow Mastery Talisman
unique

Neck
+6 Strength
+15 Agility
+9 Stamina
Classes: Rogue
Equip: Decreases the cooldown of Kick by 0.5 sec. (http://www.thottbot.com/?sp=24434)


all the neck pieces are listed on the wiki.

the warrior one @ exalted is about even in stats with the Medallion of Steadfast Might that I won a couple weeks ago. oh well, exalted is a long way off.

Bloodrush
2006-01-18, 04:47 PM
Hey guys, its been awhile. As i'm sure you know, the skunks moved servers over to khaz modan. I saw this post and figured i'd toss some advice. We have been in housing zg for a couple weeks now and are at the spider as well. lowest we've gotten her is around 30% health before she got off a heal and screwed the run up. I see alot of advice saying to have the entire raid move once the offtank gains agro. imho from experience its worse to do that. it causes 2 problems, 1 being the healers are moving...= no heals if the offtank gets a crushing blow or crit on them. 2 it causes a more chaotic feeling than is neccessary. we've tried a few methods. the best seems to be having the offtank grab her agro on the road, ( dont stand within the casters, cause she resists taunt frequently, and then shes right on them raping our squishes right away.) if she resists, use your aoe taunt or stance dance and mocking blow her. After the OT has agro bring her back to where the MT was. and swap. ( as in the MT is the only person running , back to where the OT was before on the road). the reason for swaping is that after gaining effective agro, its hard to dump it all back to the original MT. much easier to just run with the current hate list instead of fighting for agro. which takes time, lessens dps, and lowers healers mana pools. of course have shammies spam lvl 1 earth shock, and felhunters ( not sure if we tried that) while shes trying to life drain . ( it heals quick and alot, thats what caused us not to drop her.) anywho, just thought i'd toss some info from our side of azeroth. best of luck to yal. (we should have hakkar down either this week, or the next one, if all works out well.)

Myrkris
2006-01-18, 05:09 PM
Thanks, Bloodrush. Sounds like you're having fun over there on KM!

Sol
2006-01-18, 05:10 PM
hey Bloodrush! good to hear from ya. hope Khaz modan is treating you right.

the link I found on that elite order site was pretty standard, but it only shows the offtank moving the spider around... which i think is in agreement with your point. The Offtank (OT) has to move the spider back to the MT location and rebuild hatred and the MT can probably switch places and go into the OT role over by the healers.

Looks like the key is to make sure she doesn't lifetap and to make sure you handle the spider spawns smoothly as possible besides having the MT and OT trade positions.

Kul
2006-01-18, 05:24 PM
Everyone download this mod for broodlord and he should become exceptionally easier.

http://ui.worldofwar.net/ui.php?id=1714

Sol
2006-01-19, 08:51 AM
arlokk (panther)

strat map from what I have read, this is a really solid strat and does not take any cheap tactics.

http://hobo.2xx.org/TyrannyArlokkDiagramGIF.GIF

Kul
2006-01-19, 10:59 AM
Read that the tank for the panthers should wear green dragon whelp armor, to make all that aggro sleep for 30 secs each hit....talk about aggro control.

Shaidarharan
2006-01-19, 12:18 PM
but unfortuneatly green whelp armor is being nerfed in the next patch according to the blizz general forrumns

Sol
2006-01-19, 12:31 PM
Read that the tank for the panthers should wear green dragon whelp armor, to make all that aggro sleep for 30 secs each hit....talk about aggro control.

yeah, the strat i read and posted was developed to be done without any green whelp armor. its all about positioning on so many boss fights. Jek'lik the bat-- positiong AE between AE bat spawns and healers for instance. BL -- position tank at max range for charge eating or put everyone in raptor pit. Venoxis -- position him around fire and kite him. Geddon - position healers in right place near MT. DPs on other side. ad nauseum.


its very interesting. ignore the gear stuff the guy put into the pic... its a non-issue. the main point is that the 2 tanks that are offtanking the panther spawns should be spamming block and have as high armor as possible. they should also have The totem that increases armor.-- stoneskin.

Potpie
2006-01-19, 12:33 PM
Stoneskin does not increase armor.

It reduces physical damage taken by like 25 per hit.

Edit:
Rank 6 Stoneskin Totem
Summons a Stoneskin Totem with 5 health at the feet of the caster.
The totem protects party members within 20 yards, reducing melee damage taken by 27. Lasts 1 min.

Sol
2006-01-19, 01:22 PM
even better!

Sol
2006-01-23, 03:51 PM
bump for ZG tuesday night.

wooti
2006-01-24, 12:07 PM
Woot ZG!

Sol
2006-01-24, 04:07 PM
i am thinking venoxis and then learning mar'li.

bring your nature resists pots and gear.


if we learn mar'li, bloodlord should be killed too.

my goal remains to be able to reliably kill all the aspects over 2 runs spread across 2 days and then HaKKar it.

Phebus
2006-01-24, 06:08 PM
I saw where someone said something about the Bat aspect in here. We found the easiest way for this fight is to have 3 mages and 2 healers in a group and just stick them at the cave entrance to deal with the bat spawns while everyone else focuses on getting the bat boss to 50% for the change to caster form.

As for the spider boss, all i have to say on that fight is eww.

Also hope all is going well for you guys.

Beagle
2006-01-25, 01:22 AM
Gotta say I think tonight's run was the biggest ownage I've seen in ZG yet....and that was with 16 people!!! I'm seriously impressed with you all and feel fortunate to be able to game with such fine folk :D
-be

wooti
2006-01-25, 09:26 AM
/agree

Rehab
2006-01-25, 01:57 PM
yeah guys good run last night

next time i'll get ctraid installed on my desktop before i use it.

Sol
2006-02-08, 03:08 PM
So you guys asked for a report. We did not kill Hakkar, but I'm not here to whine about it. Our guild has been raiding almost every day lately, so we didn't have much patience for repeated wipes on a buggy, unpredictable Hakkar last night. (Elune is overpopulated atm, character creation disabled. We've had lag issues.)

Our raiders for ZG were only half-MC geared, the other half still wearing blues and a few greens. We had 3 warriors, 1 priest, 2 druids, 2 paladins, and the rest DPS. We concluded that we could not complete the encounter without many random wipes, and it wasn't worth it.

First, some facts:

1) The life drain comes every 1 minute 30 seconds. The drain clears off the poison from the Sons of Hakkar. So our first mistake was in pulling a son before starting the encounter, as we used to do for the old strategy. The correct method is to wait until about a minute into the encounter to pull the son, then kill the son within 30 seconds to beat the life drain.

2) The life drain takes 200 from Hakkar per person if they're poisoned. If not poisoned, Hakkar heals 1000 points. So to keep Hakkar from healing, no more than 3 people can be unpoisoned. This means your strategy can't include people staying spread out from each other the whole time. It also means that the life drain alone has zero chance of killing Hakkar in ten minutes. It hurts him so slowly that 50%+ must come from DPS. We had a lot of good DPS, but they're not geared out the wazoo. It didn't seem to be going fast enough. But we were kinda distracted by Hakkar's laggy/buggy behavior. Surely he isn't meant to hit twice as often and much harder one minute, then not at all... I suspect it was bug more than just lag, but I can't be sure on Elune.

3) Hakkar's Corrupted Blood didn't work as expected, which would have been a single target DOT. It acted as a 15-yard AOE damage spell centered on a random target who need not be within line of sight. (Turning Hakkar to face away from the group didn't help.) After the AOE does something like 900-1100 damage per person, the DOT continues only on the original target. This made both the crowding Hakkar method fail and also the method of tanking Hakkar back with everyone else on the platform above the stairs. I agree with what other people are now saying that the correct plan would have to be spreading out in a circle around Hakkar, then crowding in briefly for group poison activities.

***If this Corrupted Blood volley was not intended by Blizzard, changing this one thing would probably have made the fight doable. It wasn't possible with our healer configuration and gear level to continually heal the AOE without running out of mana, even using mana pots, JoW, etc. I switched to prayer of healing for the second fight, and it wasn't nearly enough. I'm seeing successful teams with an excess of healers, but I feel that stacking each encounter with different classes is a suck strategy. ***

4) Hakkar does mind control his target, in our case always a tank if one was available. We were not holding back on DPS, and aggro was not an issue for us at any point. We noticed that our mind controlled tank would tend to turn on the next tank, the same one Hakkar turned to. Crowd control stopped this, but the sheep can wander out of range so that the tank won't get back in time for Hakkar's next MC. Maybe stun next time if we only have two warriors.

5) Hakkar is still immune to taunt. His mind control can not be dispelled. And druids in bear form are not immune to mind control. Warriors who are mind controlled will use intimidating shout. Even with our warriors burning it whenever it came up, we did still see one intimidating shout due to unlucky timing. And it pretty much wiped us, since that was also the moment we needed to be getting everyone poisoned for the life drain.

We only tried Hakkar three times. And the third time was a naked fact seeking venture. The exact thing that caused us to decide not to give it another solid go was when he refused to reset after our fact-seeking run. He kept trying attack me, even though I was long dead. After a couple of minutes, he decided to instead target someone way on the other side of the zone. He just kept pacing the platform with the guy targeted. Eventually, it felt stupid to wait any longer.

I'm not gonna say Hakkar is undoable based on just that. However, we did decide to wait until next week to see what comes up with strategies and/or bug fixes. Our guild really needs to be concentrating on BWL rather than a changed Hakkar who might need a minor bug fix. When the Berserker fear bug caused us all disconnects, we waited a week then and were very glad we did.

I suspect we'll see lots of posts from lesser geared teams complaining, and posts from fully geared MC/BWL teams telling them they're a bunch of wussies. They're both just reflecting their respective experiences, I'm sure. For an overgeared team, this fight just went from boring to a conquerable challenge. For a team geared only from ZG/UBRS, this fight went from doable to a crazy headache where winning would feel more like random luck than skill.

Just my opinion.

***

As for the other bosses, we'd already killed Mar'li and Hexxer the night before. Arlokk had slightly fewer panthers, especially at the beginning. It was not a huge difference in overall difficulty, I felt. Thekal hit slightly less hard, and keeping the main tank up was a little easier. Otherwise, about the same.

We saw more bijous drop than usual. Trash mobs were were up to 2 times more rep, bosses 2x. Arlokk dropped her grasp for us.

Sol
2006-02-08, 03:14 PM
regarding our ZG run last night.

we did 3 bosses, snake/bat/bloodlord.

nothing interesting to report, other than the bloodlord's defender dropped for Ruuk. Very nice sword!

The run was very smooth. I am hoping to go back to ZG on Saturday night for some more fun.

we got a lot more bijou's last night than any other trip... also, rep from trash and bosses was increased quite a bit. I think the bijou drop rate may geta nerfing... we had 3 bijou drop off that pull with the 4 blood drinkers and 2 priests.

Phebus
2006-02-09, 12:07 AM
One thing you may want to try rather then clear up the wall and deal with groups that have 4 blood drinkers in them. would be to clear out the middle.

If we are talking about the same spot of mobs on the path to the BL. The way skunk does it is to skip all the groups by the wall and basically stay on the road.

all you have to kill is the one group standing at the hut on the left of the road (has 3 humans, and 1 raptor) then 2 sets of 2 roaming priests that walk up the road. and then the 4 guys guarding the door, as well as the roaming Zerker.

I know the way you guys do it works great and you may not want to try this, but figured id throw it out there, i found it to be faster. But you do have to make sure everyone watches the fears, so you do not end up with a pull plus one of the groups of the 6 drinkers on you. most of the time someone ends up in them, but as long as they just stay in them, it doesnt wipe the raid.

Sol
2006-02-09, 09:06 AM
One thing you may want to try rather then clear up the wall and deal with groups that have 4 blood drinkers in them. would be to clear out the middle.

If we are talking about the same spot of mobs on the path to the BL. The way skunk does it is to skip all the groups by the wall and basically stay on the road.

all you have to kill is the one group standing at the hut on the left of the road (has 3 humans, and 1 raptor) then 2 sets of 2 roaming priests that walk up the road. and then the 4 guys guarding the door, as well as the roaming Zerker.

I know the way you guys do it works great and you may not want to try this, but figured id throw it out there, i found it to be faster. But you do have to make sure everyone watches the fears, so you do not end up with a pull plus one of the groups of the 6 drinkers on you. most of the time someone ends up in them, but as long as they just stay in them, it doesnt wipe the raid.

thanks, that is a good tip.