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03/14/08, 12:04 PM
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#251
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Captain Magic
Human Rogue
Argent Dawn (EU)
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Originally Posted by karokajoka
We ran the numbers on Patch for 10. If you figure on six dps'ers, you need them to pull in the neighborhood of 1,500 dps to get him down before the enrage.
We also tried to just outright tank on Instructor. Unbalancing hit me for around 17k, which is bad, but not necessarily a killing blow. My gear has improved since then, but I was running something like 19k buffed HP and 17k armor or so.
I'm now at 22k hp buffed and nearly 18k armor. We've also considered having our feral druid tank grab him.
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How long would it take to kill instructor? You could always try taking a couple of paladins, doing 2 back-to-back imp LoH should make the hits a lot more bearable, and that would hopefully be enough to last for the whole fight.
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03/14/08, 1:39 PM
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#252
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Glass Joe
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A feral tank is probably better in any case - can armor cap for most of the fight with a shaman + priest spamming heals with a little stacked crit and just stack a bit extra resilience so even with unballancing you aren't crittable, feral would also likly be superior on patch, for similar reasons.
For double spawn bosses,
I think you could do frank with ease with ~20-30 @70 (assuming double frank = double snakes), 1 tank on each frank, paly tank holding bugs/picking up frank to reset debuff if needed, couple healers and plenty of DPS to keep up with double snakes.
C'thun similarly double doable at 70, tho targetting would be annoying, and you'd probably want to do phase 1 at the same time for both.
Emps I think would be doable assuming the room is large enuf, 4 prot paladins in a 4-corners strategy and otherwise treat it like a less timered 4h.
Double huhu could be brute forced with enough hunters/tanks - hold one in a corner, kill the first, repeat, would take 30-40 to get both in timer I think.
I think you could do double anub, he doesn't hit hard enough for double tanking to be too bad assuming he sync'd with himself (and even there, intervene + sprint pots might give you enough leadtime, or possibly even just brute force heal through a few ticks), the biggest risk might be back to back fall damage.
Most BWL bosses could be done, even vael with 40 70's, tho I have another question on vael - if there are no mana users left alive in the raid, who does he BA?, if it just wiffs, could you underman it with carefully-timed druid shifting? you'd still lose the tank every 45 seconds, but you wouldn't lose anyone else, and you could combat rez the tank who could then go kitty and help DPS a bit, so something like a 3 feral/3 resto split, or sub a feral or two with a DPS warrior or rogue for more damage/low % "oh crap" tanking, or have a warrior tank through the BA if what was said earlier about shield wall + pot still working, how many rogues/warriors/kittys would it take to kill vale in ~2 minutes (45 seconds first BA, 45 seconds 2nd BA, another 30 seconds of tank dying + oh crap evasion tanking before someone else eats the floor).
Another similar one - what's the fewest it would take to do triple drakes in BWL?, same question, but you have to simul-kill like MC core hound packs, I think fewer than 10 would be possible:
Put firemaw normal position, park ebonroc and flamegor on top of eachother
1 FR tank on firemaw, 1 SR tank on ebonroc, 1 tank on flamegore, 1 roaming tank, roaming tank and flamegore tank should be hit capped.
Ebon/flame tanks taunt the other dragon for wing bufets, spare tank does wing buffets on firemaw and tries to taunt curse on ebon (intervene + intercept to get back and forth, could even do with an arms tank for MS + more intercepts) Healing: I think 3 healers is probably sufficient for flame + ebon, with the fire+brood position you could probably do it 4 healers - 2 druids (should be able to position to triple-roll lifeblooms and give aura to all 4 tanks), 2 priests (PoM cheese off flamegores AE, plus HoT'ing 3 tanks at a time, and shield for safety), and 1-2 shaman/paladins for FR/to cover anything you're shy by, from there you'd just slowing drill firemaw + flame to 1%, then stand tank while ebonroc is brought down, once ebon dies, burst the other two, it would take forever, but you could do it with well under 10 I think.
Unfortunatly there isn't any way for anyone outside blizzard to try double-bosses, but triple-drakes might be possible to pull - does anyone remember if you stealth-pull a drake if they come with trash?, ditto chrom? (who could be double-done with one chrom in his room, 2nd chrom down near firemaws ramp, only annoying thing would be curing, might even be double-tankable depending on breaths - double ignite = no, but anything else could probably be handled)
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03/18/08, 4:25 AM
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#253
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Bald Bull
Human Warrior
Turalyon (EU)
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Duo'd Heroic Shattered Halls yesterday in a Holy Paladin/Prot Warrior combo. I honestly didn't think we'd get far since our DPS was pretty low and it showed in the gauntlet where we barely managed to kill Zealots before the next 2 spawned. We ended up doing the Blood Guard miniboss and his 2 archers with 4 or so additional Zealots being tanked on the side. <_<
We arrived at Kargath around 5 minutes before the first executioner timer ran out (~10 mins left on the 2nd executioner timer) but unfortunately we couldn't duo him. It is plain impossible to do enough DPS to kill him before you get swarmed by adds (we tried killing the shooter guards only because of their viper sting, still no dice - maybe a Feral tank could pull it off?). In the end we decided to swap a Mage alt in and 3 man him. All in all, this was one of the most entertaining runs I've done, a welcome change from the usual SH zerg.
PS: Seriously, every orc seems to be able to kick or bash heals. Looked quite hilarious when the Paladin ran into the pack to JoW and melee and have around 5 turns around to simultaneously kick her. <_<
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03/18/08, 3:43 PM
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#254
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Von Kaiser
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I had a little time before a scheduled ZA raid yesterday and dusted off my old tank. Found him drunk, camped at the bar Lower City feeling sorry for himself. I hear a few people had solo'd the Panther avatar in ZG so I figured I'd try my hand at it.
Well, you have to be grouped in a raid to enter the zone so I found a volunteer. He actually needed some 300 rep to finish off exalted so he tagged along. I've learned a few tricks since then but the way into the temple would be impossible solo for a tank...the Blood Drinkers heal each other.....ugg.....turns out you can MC them. Anyhow, I got some tips on avoiding them since last night.
So....we got ready, I took a few food buffs, elixirs and rang the gong. Then she put the mark on the priest. He kept himself up a while with PoM and it bounced to me but she was above 90% when he died and the grueling 24 minute scrum commenced.
Broke 2 shields and the 3rd was at 6/120 durability at the end but....I killed her. I'm going to try to straight up solo her sometime soon but I think its obvious that once in her room, I can do it. It was alot of fun.
Oh, sorry the video is so long....I didn't feel comfortable editing any of it out, I wanted continuity...and I'm lazy.
Pantherboss.wmv - FileFront.com
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03/18/08, 4:50 PM
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#255
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Mr. Sandman
Blood Elf Priest
Bonechewer
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Tips and tricks for soloing High Priestess Arlokk (Panther Avatar)
The gear, your basic gear choices should be centered around frontal avoidance, particularly block rating since it is easiest to get, and has best returns for avoidance in this situation. generally you want to have 70% or higher overall avoidance.
Another option on gear that will trivialize the entire encounter would be 2/5 T4, which grants you a 200 point damage shield after each parry. Since you have so many adds hitting you, this effect will almost always be up.
Either route you choose, Figurine of the Colossus is a must. It will heal you to full every 2 minutes.
The trash, jump off the first ledge into the water near the zone in, swim to Hakkar's island, ignore any fish you happen to aggro on the way. jump out between the gators and hakkar's island, if you do aggro the gators they are easy to solo. mount up and ride across the bridge. stay in the middle of the path and wait for the Beserker to pass. Go to the top of Arlokk's temple. This is the tricky part, go straight in and jump off the stairs to your left, follow around a corner, down another set of steps and into the boss' chamber. If you made this path correctly the trash will bug and reset.
The boss, ring the gong and head directly to a corner, Arlokk in priest form melees plate for ~500 make sure to have SB active at the beggining of the fight since it will help buffer her damage early on. Human form she will also cast SW:P on you which will tick for about 800, It is reflectable and she typically casts it 5-6 seconds into her humanoid phase. make sure to sunder her fully and use heroic strike profusely. Many adds means many blocks and parries, which will give you ample rage and reduce your swing timers substantially. Always keep demo shout active, and earthen elixer is a huge help if your gear is not perfect yet. After about a minute she will transform and vanish, keep hitting the adds to proc mongoose if you use that enchant. When she re-appears demo shout and start DPS cycles again. after she transforms to humanoid phase count to 5 slowly and hit spell reflect, it's not always perfect but if you can time them just right it really increases your damage. SW:P does not have a cast time and is essentially random, but I find it relatively easy to predict, a little practice here will go a very long way throughout the encounter. She will sometimes use a second SW:P right as the first expires, so try to keep an eye on its timer. Be sure to watch your shield durability closely and bring extra shields since you will likely need them later on into the fight. typical time is 8-10 minutes to dead.
She will drop 36-40 gold, 1-2 epics, and 2 blues. My usual net profit is 50g after repairing and selling blues. several times i have had random alt rouges ask to buy her fist wep, which I usually sell for 100g.
This is a great encounter for almost any prot warrior to solo, it feels almost perfectly balanced for a single prot warrior to do and is well worth the cash.
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03/19/08, 3:27 AM
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#256
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Don Flamenco
Blood Elf Paladin
Black Dragonflight
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Everytime my brother and I try to do a green dragon we tend to get them to 10~16% before adds come out of seemingly nowhere. With maxed NR they're pretty trivial though.
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03/21/08, 3:46 PM
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#259
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Slayer of Tanks
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Talking about how to solo Arlokk in ZG is like giving tips on Ragnaros right now since it was done ages ago and even addressed in this thread and other threads! By the way, you can easily get to her solo as there aren't blood drinkers that you're forced to aggro on the way in. The only thing that may aggro is the 4 pack right at the top of the first stairs, I think 2 of the mobs are shadow hunters or whatnot. They're harmless and easy to kill. Then you just fall off the side of the stairs when going down and skip the rest of the packs, and go to Arlokk.
For block value stuff, you don't need any more than maybe ~750 block value, I originally started doing Garr I think with 728, and ~18k armor. So someone with less armor might want 750ish block value. Remember your own shield's block value must be counted as well, so your set there with 600 is already going to be enough block value. A lot of this gear is probably going to be extra/gimmick/toy items and not used in real tank sets, so remember you can put in +8 defense gems and +8 defense armor kits and the like to meet your 102.4% goal a lot easier. Keep an eye out for socket bonuses that contain avoidance bonuses though, might be worth it to put a different colored gem in to match. [Stalwart Fire Opal] is my favorite heroic gem, I've tons of them.
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03/25/08, 2:25 AM
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#260
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Not particularly impressive or anything, but I soloed Hemathion, the rare spawn dragon in blade's edge plateaus, the other day with 2t5/3t6 and various other tank gear and very little trouble. Outranged the breath, and ILotP / 2t5 regrowths during breaths were enough to sustain my HP indefinitely. I wonder if it's possible to solo Collidus, Kraator or Nuramoc with similar tactics, clever gearing, and the like.
Then again, apparently they're being nerfed next patch, so it could be a moot point, I suppose.
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03/25/08, 12:48 PM
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#261
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Glass Joe
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Originally Posted by Snowy
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The Battleworn Tuskguard has been changed, and it's a very good change imo.

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03/25/08, 1:08 PM
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#262
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Von Kaiser
Blood Elf Death Knight
Bloodscalp
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Not exactly a five man, but last night we had a shortage of people keyed to Black Temple online due to various reasons, but we decided to go in and see what we could kill anyway. We were on Gorefiend for the week and tried him with only 20 people: 7 healers, 1 prot warrior, and the rest dps. Ended up one shotting him. Let's just say it was the longest kill I've ever seen on him but it was fun.
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03/25/08, 1:08 PM
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#263
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Mr. Sandman
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Originally Posted by kaotic
The Battleworn Tuskguard has been changed, and it's a very good change imo.

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Ack, I hate that change for a passive 102.4% avoidance set though! (though I agree that most normal use it's a very good change)
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04/23/08, 7:46 PM
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#264
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Mr. Sandman
Blood Elf Priest
Bonechewer
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Sorry for the semi-necro post.
Bat boss can be added to the list for prot warriors, 17 petrified lichen guard and a few other misc. shields, pots, wipes and frustration later, she fell.
As Xaviera stated a while back, the adds never cap off and even spiked guards don't keep them fully in check. however the trinket healing they produce is well worth it.
I stayed in beserker stance and raged out of the fears, pummeled the heals and ate the shadow nukes. Shadow prot. potions were a big help here, as where the 9 or so cystal focii I used in the final 50% of the fight. The timing took alot of practice to nail perfectly, and even on my killing run I ended up just wiping to the adds in the end as opposed to killing the endless numbers that had spawned.
The bats really are a blessing and a curse. The blessing comes from endless parries that not only proc 2/5 T4 bonus, but also make you attack almost instantly. This coupled with endless rage from untold amounts of blocking, leads to a prot warrior actually putting out upwards of 1000 DPS (or so my recount told me, need to WWS the fight next time I do it)
Overall I'm not entirely convinced this kill is repeatable, as I feel I got somewhat lucky, fully resisting 2 of her nukes, and regaurdless it's nearly unprofitable after the pots/focii needed.
[E] Xav or someone else may have already done this, if so they did not post the kill, it didn't take any huge amount of gear (aside from the 20+ shields I melted) loot was; melee ring, shield, 37g, 3 mojo and a paragon I obviously let rot
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04/24/08, 9:36 AM
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#265
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Myself (feral druid) and two friends (fury warrior and holy priest) have now successfully 3-manned every heroic instance (caveat: i specced restoration in order to beat Delrissa in heroic Magisters'). We're all three in ~t6 gear. Surprisingly, most instances and fights were actually pretty easy, but there were a few standouts that seemed either much easier or more difficult than we predicted.
-Ramparts, Blood Furnace, Shattered Halls: All three quite straightforward.
-Slave Pens, Underbog, Steamvault: Most bosses were simple enough; Black Stalker was slightly tricky with low DPS but not too bad, and Kalithresh's tanks didn't give us any trouble at all, which we didn't expect.
-Mana Tombs: Tombs' was some of the tougher trash, but all three bosses were relatively straightforward. Shaffar was a bit dicey toward the start, but once we got the adds under control became very smooth.
-Auchenai Crypts: Quite easy overall; some of the trash was a bit fun with no CC for the soulpriests' stacking shadow debuff, but not too bad. First boss got a bit dicey; took a few tries until we got lucky with the debuffs dropping.
-Sethekk Halls: Easy save a few trash pulls before Ikiss.
-Shadow Labyrinth: Trash was hard, of course, though some clever mind controls helped considerably (we didn't cheese them down one by one though). Vorpil was actually a lot of fun since we had to kite everything and he banishes people periodically.
Botanica: Straightforward. Some of the fights took a while, but nothing too difficult here.
Mechanar: Easier than we thought it'd be. We had thought Pathaleon was going to be a nightmare, but he was actually a one-shot; we were wearing ~225 arcane resist on the druid and warrior and cap AR on the priest, and tanked the shades (had 9 up when he enraged). With the AR we could live through the MC on the priest and taunt kept the MC on the warrior from killing us.
Arcatraz: Straightforward. Wore shadow resist for Zerketh, but he wouldn't have been too hard without it. Skyriss was easier than we expected, though he took a while.
Durnholde: Some of the trash was rather nasty with no CC and relatively low DPS. Probably took about 5 restarts on the escort overall to get through the trash, but the bosses were unexceptional.
Black Morass: Much easier than we expected. Feral + fury on the rift lords cut them down without any overlap on the portal timers; we used the beacons on 14/15/17 and finished with 100% still on the shield, though I expect we could have done it with no beacons.
Magister's Terrace: I'm glad we saved this one for last. First two bosses were cake, and once we figured out our strategy for the trash it worked reasonably well: tank physicians and blood knights out of line of sight of the fury warrior while she DPS'd down the most dangerous casters first. We still had around 8 wipes to trash because of their extremely high spell damage.
Selin and Vexallus were easy, of course; Delrissa was where the real fun began. Our strategy evolved into an extremely convoluted kiting strat; essentially, our priest would get aggro from most or all of the mobs and then we'd proceed to kite them through the entire instance, trying the whole way to separate them from their healers and sneak them down one by one. Makeup was Shaman, Rogue, Engineer, Mage. It took us about 10-12 wipes to down her; somewhere in the middle I went to respec resto to smooth things along.
Kael we expected to be a pushover after Delrissa, but he actually ended up being the toughest boss in the entire project. We tried several different strategies, but finally settled on:
Warrior DPS tanking the boss. When the first phoenix arrives, feral breaks off and does enough damage to it to bring it to egg before the pyroblast, then kills the egg solo. When the shield comes, he's just regenned enough energy (~60) that all three together (priest does smite+SWD, feral does mangle a bit before the shield, shred, FB, warrior does BT, pummel) could bring the shield down and interrupt the pyro in time. This bit took a LOT of practice. Once the shield's down, the feral repeats the kite process on the second phoenix up as the warrior brings kael down to 50%, we finish off the egg from the air, and proceed to the win. His extremely high magic damage made healing for the fight like walking a tightrope, especially while the feral was in melee range of the phoenixes. Very tough, very fun. Took us probably 20 wipes to figure him out.
All in all, was a great project. We've also been working on 4-man Karazhan; I'll post more about that once we have all the bosses down (still a few kinks to work out).
Last edited by Ja7us : 04/24/08 at 9:41 AM.
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04/24/08, 12:00 PM
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#266
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Don Flamenco
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Kael's damage is quite managable if you have a warrior, unless he's dual wielding in berserker stance.
1. charge in.
2. D stance, bloodrage if you don't have 25 rage.
3. reflect the first fireball
4. shield bash the 2nd, spell reflect should be back up before he can finish casting the 4th fireball
5. rotating between the two means the warrior should not get hit by more than 2 fireball every 10 seconds, and contributing significant DPS even with a shield (5-6k damage reflected every 10 seconds)
6. druid can help out with feral charge.
In fact, when I tank Kael, I have to let some fireballs through or I have no rage.
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04/24/08, 12:20 PM
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#267
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Originally Posted by nfw
Kael's damage is quite managable if you have a warrior, unless he's dual wielding in berserker stance.
1. charge in.
2. D stance, bloodrage if you don't have 25 rage.
3. reflect the first fireball
4. shield bash the 2nd, spell reflect should be back up before he can finish casting the 4th fireball
5. rotating between the two means the warrior should not get hit by more than 2 fireball every 10 seconds, and contributing significant DPS even with a shield (5-6k damage reflected every 10 seconds)
6. druid can help out with feral charge.
In fact, when I tank Kael, I have to let some fireballs through or I have no rage.
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She was both dual wielding and in berserker stance. With only two DPS it was imperative that she contribute as much damage as possible so that we didn't have a second pyroblast, particularly with the druid otherwise occupied with phoenixes for a significant portion of the fight. We thought about trying it playing more defensively, but we came to the conclusion that there just wouldn't be enough DPS.
I hadn't really thought about the raw reflected damage that the fireballs do; that's something to think about for next time, I suppose.
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04/29/08, 1:45 AM
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#268
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Glass Joe
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In regards to Garr, I heard that it takes 2 invisibility pots to get to him. Where is the safe midpoint? I was trying it last week and I was having trouble finding a good place to hide while the cooldown came back up.
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04/29/08, 2:24 AM
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#269
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Slayer of Tanks
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So was that you who sent me that tell while I was semi afk?
Anyway, here's an old pm copy pasted. (For the curious, I've long since got this half of the binding, but GL to the rest)
Enter MC
Run off to the right in lava. Wear full FR gear.
Swimjump all the way around to the left near-ish to Magmadar's area, there's a safe spot you can rest at on the land and med up.
Swimjump down the lavafall thing into Rag's chamber, there's 2 more safespots along the way down there.
The 2 surgers patrolling is where you start. Get on land, normal gear, med up. You can skip the first patrolling surger (the one that goes farthest into rag's room). You can pull the 2nd against a wall inside his room just around the corner and avoid the dog patrol and not aggro the other surger. (or just kill both, doesn't matter, just saves time) Make sure you have your normal uncrushable gear on for the Surgers.
Hug the left wall near to the giants but out of LoS, and rotate your camera such a way that you can peek into the area around Garr and the tunnel leading to Geddon's area. There's a dog patrol that goes from the start of MC to the mouth of that tunnel - it's about a 4 or 5 minute patrol. You want to make sure it isn't anywhere near the invis path you have to take before you go, otherwise you obviously die.
Invis pot past the giants, hug the left wall but don't hug it so much that you get clipped now and then and slow movement. Wear runspeed boots here, not required but gives more room for error.
Go up on the wall, safe spot just outside the tunnel that leads to Shazzrah + Geddon.
Wait 10 minutes, invis pot to Garr. (Seen in video)
The safe spot you wait at between pot cooldowns will be encroached upon by a dog patrol. You can avoid it if you go in the tunnel. It is very tempting to go afk when you're at the safe spot, which you'll discover pretty well. Do not go afk. I always die when I go afk. (Just be aware of the long dog pat - I put a symbol on it so I can spot it far away at a glance when tabbing in/out, if it's getting close I get ready to move - if the one in the tunnel is moving too [mark it as well] and I can tell I'm going to be pincered, I log out for a while)
Sometimes the patrol patterns of the dogs overlap and force you to be aggroed on by a dog. I suggest logging out to avoid having to aggro a dog, and logging back in when you assume it's gone.
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04/29/08, 10:49 AM
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#270
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Von Kaiser
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The other day I was bored so I talked a Prot Pally and Enhc Shaman (I am resto) into clearing all of the trash leading up to, and the beast boss in Karazhan. It was challenging but we were able to do it.
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05/01/08, 6:50 AM
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#271
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Glass Joe
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I'd like to solo something... is there anything that a Paladin or Rogue can participate in 2 mans with? Obviously in BT Gear.
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05/05/08, 2:24 PM
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#272
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Von Kaiser
Human Priest
Emerald Dream (EU)
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It's not such a big achievement, but I managed to solo the first two rooms, excluding the elites of normal Shadow Labyrinth as a frostmage with mostly honor gear. There are a few tricks to use with LoS to neutralize the warlocks, their pets can be killed off quickly, acolytes don't hit for that much and deathsworn(?) can be sheeped. The second room is a bit harder, but you can get to the groups without aggroing the felguards by using invisibility and going to the corridor at the other end. There was really not that much point to it as there are better places to farm aldor reputation, but it works well for Lower City reputation at any rate. I guess if I had a bit better gear it wouldn't be terribly hard to do it on heroic either.
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05/07/08, 3:42 AM
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#273
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Glass Joe
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i've always thought that along with the pvp hall in orgrimmar (where you buy your honor stuff) there should be a pve hall with some interesting things in. If stuff like server firsts on bosses and the fastest clears of heroic and raid dungeons were recorded people might be inspired to try and beat the records. Attempting a super fast run of an instance would certainly spark up more interest in heroic dungeons for me (390 heroic badges on char... doing nothing). Assuming this could be done without exploits (3 rogues a feral and a resto druid stealthing to last boss and killing it etc) titles could be handed out e.g. <Greenfingers> - for the fastest bontanica clear :P.
Along with fastest instance clears you could have fastest zone clears. All coilfang heroics and all thrallmar heroics etc. Theres loads of scope for it really.
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05/07/08, 5:53 AM
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#274
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Glass Joe
Draenei Shaman
Shadowsong (EU)
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Originally Posted by Ashwee
Assuming this could be done without exploits (3 rogues a feral and a resto druid stealthing to last boss and killing it etc) titles could be handed out e.g. <Greenfingers> - for the fastest bontanica clear :P.
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Something like 'Have to kill atleast 80-90% of all mobs' or similar would prevent the stealth teams.
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It's not such a big achievement, but I managed to solo the first two rooms, excluding the elites of normal Shadow Labyrinth as a frostmage with mostly honor gear. There are a few tricks to use with LoS to neutralize the warlocks, their pets can be killed off quickly, acolytes don't hit for that much and deathsworn(?) can be sheeped. The second room is a bit harder, but you can get to the groups without aggroing the felguards by using invisibility and going to the corridor at the other end. There was really not that much point to it as there are better places to farm aldor reputation, but it works well for Lower City reputation at any rate. I guess if I had a bit better gear it wouldn't be terribly hard to do it on heroic either.
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Think it could be done on enhance shaman (low T5 gear stuff with some T6) aswell or is kiting required? I need the Lower City rep and have too little time to run the instances with a group.
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05/07/08, 6:36 AM
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#275
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Kletha
Something like 'Have to kill atleast 80-90% of all mobs' or similar would prevent the stealth teams.
Think it could be done on enhance shaman (low T5 gear stuff with some T6) aswell or is kiting required? I need the Lower City rep and have too little time to run the instances with a group.
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Back when I was running Shadow Labs religiously for the rep, I distinctly remember an Elemental Shaman acted as "CC" by Frostshock kiting one of the Acolyte or Deathsworn mobs while we dealt the rest of the 5 (or 6) pull.
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