A WoW Blog. By Shakarr of Extra Bag Space, Saurfang

Posts tagged “instance

Back, Like a Baws!

Did you miss me?

Just kidding! I am back though after a couple of weeks exploring the wonders through the Mists. Panda haters be damned, but I do love the new zones, and yes, the new race and class.

If you don’t know that Halloween is on its way, you are obviously living in another country, or else quite deprived. But we still love you anyway <3. For the next 3 weeks I’ll be bringing you the best of my tricks and as always the treats! If you’re still playing WoW (and if you are reading this you probably are) it should be noted that Hallows End will be starting this Thursday October 18th in game.

Some things of note for this year’s Hallows End event.. Scarlet Monastery has been updated with the expansion, so I highly suggest going in and doing the Horseman at least once. The item levels will be equivalent of current MoP end game gear. If it matches Brewfest (as I’m sure it will), the level to go in will be 89. The Headless horseman’s mount is now account bound, so if you have more than one toon that is high enough take them in to try to win it. And if you haven’t been in a while, there are some new rewards that can be earned with the trick-or-treat candy like the Feline Familiar (or you can just buy one of mine of the AH $$)

Onward to the first of our Halloween goodies! Are you having a hard time deciding on your costume? Why not go as the original evil playable class, a Warlock! PMF has an awesome papercraft design for a wearable Warlock helm based on the Hood of Malefic. I put this together in relatively short time at work, and I can attest to it being big enough to be wearable… perhaps a little too big in design though.

Some comments before you get crafting though.. the horns do sag on the finished product, I used interlaced drinking straws reinforced with toothpicks taped to the underside to give a little more stability. I would advise you to glue the pieces once you have their locations mapped, it is tight enough that with the double sided tape it does get a few ‘holes’ in it. Also, this is a little difficult as far as wear-ability, there is a liner for the head built into the base, but it shifts very easily because of the weight of the horns, so you may want to think of a way to anchor this with a rubber band or pins or something.


You can find PMF’s post with the download to the pattern here

And here is my completed version, with my little Windrider Cub for reference


Stay tuned, next week will feature a double post, one for a peek at my epic Halloween playlist, and one featuring some of the best Halloween tracks released by the WoW community!!


Pre-Firelands BiS Restoration Shaman and more……..

It’s that time again! Firelands 4.2 patch is rapidly approaching, and much of the gear to come from it has been announced. So it has been tasked to the Extra Bag Space members to once again wake up our collective minds and come up with a list of the best in slot items for your Firelands to do lists! On today’s list, we have available Best in Slot lists for Retribution Paladin, Holy Paladin, Holy Priest, Destruction/Affliction Warlock, Feral Druid(Bear and Cat), and of course my own Restoration Shaman. All of our guides are put together, and posted in our public forums at www.extrabagspace.org. And I promise, they have Item Links!

As a focus going in to 4.2, Blizzard has seemed to put an emphasis on healers to focus on crit as a secondary stat. This seems to be even more so for resto shamans Daritos Food For Thought. With these changes in mind, I’ve weighed the BiS gear to:

Head: Erupting Volcanic Faceguard (Tier 12)/Crown of Flame – Ragnaros

Neck: Heartstone of Ryolith – Lord Rhyolith

Shoulders: Craterflame Spaulders – Alysrazor/Erupting Volcanic Mantle(Tier 12)

Back: Flowing Flamewrath Cloak – Avengers of Hyjal (Friendly): Upgraded via a Crystallized Firestone, dropped by Fireland bosses in heroic mode

Chest: Erupting Volcanic Tunic (Tier 12)

Wrist: Cauterizing Wristbands – Lord Rhyolith

Weapon: Hammer of the Firelord – Ragnaros/Dragonwrath, Terecgosa’s Rest: While the int on Dragonwrath makes this item incredible, even for healers despite the hit on it, this should still unquestionably go to casters first.

Shield: Ward of the Red Widow – Beth’tilac

Relic: Singed Plume of Aviana – 700 Valor Points: Upgraded via a Crystallized Firestone, dropped by Fireland bosses in heroic mode

Hands: Erupting Volcanic Handguards (Tier 12)

Waist: Girdle of the Flaming Foothold – Avengers of Hyjal (Honored): Upgraded via a Crystallized Firestone, dropped by Fireland bosses in heroic mode

Legs: Thoracic Flame Kilt – Beth’tilac/Erupting Volcanic Legwraps (Tier12)

Feet: Footwraps of Quenched Fire – Leatherworking Crafted/Treads of Implicit Obedience – Shannox

Rings: Quicksilver Signet of the Avengers -Avengers of Hyjal (Exalted)/Soothing Brimstone Circle 1250 Valor Points: Upgraded via a Crystallized Firestone, dropped by Fireland bosses in heroic mode

Trinkets: Jaws of Defeat – Majordomo Staghelm/Eye of Awareness – Alysrazor

Restoration Shaman Guide

Retribution Paladin Guide

Holy Paladin Guide

Holy Priest Guide

Destruction/Affliction Warlock Guide

Feral Druid Guide (Bear)

Feral Druid Guide (Cat)

PTR testing, updates and more..

I haven’t been writing much outside of the holiday guides, but it’s my goal to get back on track. We’ve downed Nefarian and Al’Akir, making EBS 12/12 Defenders of a Shattered World. I will begin working with my guild shortly to make guides available for these final two bosses. We have since also downed Heroic Halfus, though I don’t plan on writing any more guides past the normal 12 bosses. Firelands will remain to be seen as of yet, but I doubt I will be continuing to write, and instead focus on catching up on some achievement guide posts which are long past due. (Many of which have been changed since the release of this expansion).

I’ve been hard at work lately on leveling some alts, as Saurfang is still a relatively new server for me. I like having my professions covered and I’m still working toward this goal on this server, having no gold sucks. I’ve been vigilant on keeping you all updated with the holidays as they come out as well, many of which have seen some change since the remaking of the world. The travel ones in particular (Bring on Midsummer next, and I will do my best to have new coordinates for you all). I also have a side project going with the creation of my first machinima, based off a song written and performed by my ex-husband. Being as video editing is something I really want to take further in my life, I won’t be posting it on youtube until it’s absolutely perfect in my eyes, even if the draft right now is passable for posting.

I’ve also been playing around on the PTR. Yesterday I ventured in and faced off against Alysrazor. We didn’t get far in the fight unfortunately, our 3 pulls were accidental simply because someone in the party couldn’t resist ‘trying to pick up the pretty feather’ lying on the ground. After loosing a tank, the group fell apart. I did see enough of the fight though, mixed in with the help of the new in-game dungeon helper, to have an idea of its playability though. Don’t stand in the fire bubbles running around on the ground. Pick up 1 feather, run fast and cast while moving, pick up 2 feathers and more of the same, 3 feathers and you find yourself flying on the back of a bird. Obviously that 3rd is for the melee so I didn’t get to see what it was like up there, but from what they told me, you do take falling damage. On the ground you have chicks that target you and chase you, from what I can gather you want to lead these to the worms on the ground so they will eat them and become sated (vulnerable?) I couldn’t really confirm this last bit though with so few pulls. (I tried going with 2 other groups, but the results were abysmal and not worth mentioning as I didn’t even come close to a boss pull with them).

Today was supposed to be dedicated to Majordomo Staghelm. I was really psyched to go against this guy as I’ve followed a bit of the lore from Fandral from “Stormrage”, played a bit on the ally side a while back, and remember leading him out of the cave through the nightmare in the Hyjal quests. Alas he was not to be. Though I found a group of very friendly people to run this time around, real raiders to the core, the ptr had other ideas. 30 minutes after the instance was supposed to open and everyone was still waiting, Blizz finally decided it was time to restart the server to make it active. When we got back, it was worse than before, people floating in the air, dc’ing when they got near the portal, instance not found, not able to re-accept invites because the game apparently thought we were still grouped. After another 30 minutes of this, they finally decided it was borked, and rescheduled it for another time.

I hit the mailbox before logging though, and learned some interesting things…
The first thing I learned, is that there’s a new animation for when you’re checking your mail..
(you now look like you’re reading a map when you open your mailbox)

Second thing I learned, is that having pet achievements pays off. They were kind enough to send me 2 free pet biscuits, like the ones from the TCG. I’m guessing this is achievement related, but I couldn’t tell you at how many pets you get them at. I have roughly 155, and got 2 biscuits.
And on that note about pets, I found something else waiting for me in the mail as well…..
(again going under the assumption he’s achievement related)

This is Nuts. Yes, that’s his name. Pictured here with a pet biscuit, he’s actually same size as about a prairie dog pet. Although not as cute as my Moonkin Hatchling, he’s still quite a charmer. His cutest animation though, and I found this while being partial afk at the mailbox, is when he’s tired of waiting for you and stuns you by throwing an acorn at your head.

I really wanted to get a fraps of the inside of the instance for you guys today, the web area is just AMAZING, but I guess I’m just going to have to keep my eyes open for the next time they do the testing.
On another side note, since I logged on to the ptr an hour early, I decided to check the daily quest area. Like the cata zones it starts with a call to arms on the Org board. Sends you out to the west side of Hyjal (the exact place escapes me atm). But a note: You have to be quite far (maybe even completed) the Hyjal zone for these quests to be available. So that might be something you may wish to work on before 4.2 goes live.


Edit: the pets for the numbered pets have changed since I posted this.

  • Littlest Pet Shop, 150 pets, now rewards Celestial Dragon
  • Menagerie, 125 pets, now rewards Brilliant Kaliri
  • Petting Zoo, 100 pets, now rewards Nuts’ Acorn

Cho’Gall, 25 man Bastion of Twilight

Cho’Gall has three phases, the first two alternating back and forth. In phase one your raid will stack up and dispel. Phase two will see you spreading out, interrupting and dispelling, killing adds, and killing boss. The third phase is all about focusing and burning down. With practice this fight is easily downed.

This boss will give you an insanity meter, which each member of the raid will need to keep an eye on individually. In all honesty, this can be used as a good measure to see how much raid awareness each person has. With each thing that hits you/you stand in, your meter will rise. Every stack you get of insanity, you increase the damage you take by 3% in phase three. Every 25% you will see new penalties for these infringements.

25% Corruption – Accelerated: This accelerates your stacks, you will want to focus on dispelling this. Unfortunately it will not clear the insane stacks themselves.

50% Corruption – Sickness: Causes you to vomit on players in front of you, increasing their insanity stacks as well. You need to stand just outside of the stack and face away from the raid.

75% Corruption – Malformation: Will spawn a hostile tentacle out of you.

100% Corruption – Absolute: Increases the damage done by you by 100%, and spells are also instant. Reduces healing against you by 100%

Phase One:

Start off by stacking DIRECTLY on top of each other at the front of the circle once the trash is cleared. Have your two primary tanks pull Cho’Gall and face him away from the raid. One of the first things the raid will notice is Conversion. Boss mods will show this also as “Worshiping”. Three raid members (in 25 man) will be chosen at random and become mind controlled, and increase his damage by 10% each. It’s important to break this control as soon as possible as the longer they are controlled, the more their insanity will stack. This can be broken with Warstomp, Shadowfury, or less optimally Fear, Scatter Shot, and Shockwave.

Cho’Gall summons the aid of elementals during this first phase as well. Flame Orders will summon a fire elemental, who will cause the tanks to take additional damage. Along with this, it will also summon circles of fire on the ground called Blaze. Don’t stand in the fire, nothing new. Tanks will also see an increase in the damage they take during Flame Orders. Cho’Gall will also summon a shadow elemental with Shadow Orders, the raid will see more damage with this elemental. Your healers may want to adjust accordingly.

The tanks are not without their own mechanics on this fight, Fury of Cho’Gall is designed just for them. We have our two primary tanks stay on the boss for the whole fight and just switch this mechanic back and forth. Fury causes massive physical and shadow damage and increases the damage the afflicted tank takes. So change tanks when one gets this debuff.

Phase Two:

Cho’Gall will summon an extra add, this is the Corrupted Adherent. It will appear from a portal and should be picked up as it spawns, we have a Death Knight go Blood for this task. The add will target a random raid member and give them a swirly purple pattern where they stand called Corrupting Crash. You and your raid have seconds after this is cast to scatter away from the spot. Even better, move early. It will cast several of these, so watch for the phase to end before stacking up again, and watch to make sure you move if one targets you or someone near you. Getting hit with this will greatly increase your insanity. It is possible, and in fact likely, that you will have Blaze and Corrupting Crash to deal with at the same time. Stack up again as soon as the crashes are done. All focus should go into bringing it down quickly. The add will cast a spell called Depravity, which should be interrupted by any means. Once the add is down to about 30%, have the offtank kite him to the entrance. Range will need to continue dpsing and interrupting him. 30 seconds after the Adherent is spawned, Cho’Gall will cast Fester Blood. If the add is still alive, it will receive a massive buff. If its dead, a pool will form, and from that pool will spawn adds called Corrupted Blood. Slow these, AoE these, knock these back (yes elementals, you can unglyph Thunderstorm for this fight!). Kill them and keep them out of the raid, if they hit someone, that person will take a hit to their insanity.

Cho’Gall will go into phase three when he hits 25%, you should start moving him to the wall prior to this. Ideally when going in to phase three, it’s hoped that no one will be above 25% of their insanity meter. The reality in a 25 man is that this will likely not be the case. So again through the phase, dispellers should be aware of anyone who hits the 25% mark and dispel the Accelerated Corruption, and everyone should be conscious of their own meters to turn from the raid if they hit 50% for Sickness Corruption.

Phase Three:

In phase three, the constant monitoring of one’s self and surroundings (although still important to be mindful of Sickness Corruption) is replaced with the frantic need to kill. Cho’Gall needs to be brought to the wall for this phase. He will spawn tentacles in this phase, if placed right you should get three groups of these: left, right, and on top of him. The tentacles will choose a target and cast a beam on them, this beam will reduce the damage the target causes and the healing they receive by 75%. Interrupt the beams and dps the tentacles down as quickly as possible. Dps should switch between dpsing these tentacles, and dpsing the boss. Do this til Cho’Gall hits zero hp and win!

Ascendant Council, 25 man Bastion of Twilight

Ascendant is one of those fights that basically should just get easier with time and practice. There is a lot going on, with a lot of mechanics, just like most of the new Cataclysm raids, but overall there isn’t that much that any one group should feel overwhelmed by. That said, it is none the less a fight where people WILL need to be on their feet and paying very close attention to their toons buffs and debuffs. Its also one of those cursed fights where you need to make sure everyone is alive for the last phase, but that a quarter of your raid will probably get disconnected as it starts. So prior to pulling, make sure your team does what they need to insofar as their video settings are concerned.

This fight progresses through three phases. During the first phase you will face Ignacious and Feludius, the second phase will be Arion and Terrastra, and finally the Elementium Monstrosity. The bosses use a number of abilities in each phase, but what makes this fight so interesting is that you will be using the opposing boss’ abilities to cancel out current boss abilities. In phase one Inferno Rush is used to clear Waterlog. In phase two, Searing Winds cancels out Quake, and Gravity Well cancels Thundershock. It’s important to remember these combinations. Even more important is to know what to do if you get Lightning Rod in the second phase, check Arion below for how to deal with that. Each phase changes when a boss is brought down to 25%. To minimize the amount of hit points the Elementium Monstrosity starts off with, you will want to get the bosses of each phase to 25% as close as possible to each other. Bloodlust is used at the beginning of the third phase.

Phase one: Ignacious. Ignacious and Feludius are picked up by the tanks where they stand at the top of the stairs; Ignacious on the left, Feludius on the right. Melee stacks up on the left and remains there. Ignacious will Inferno Leap to a random raid member, this will inflict 23k to 27k fire damage, and knockback anyone nearby. As he runs back to his aggro target, he leaves a trail of fire between him and the member he charged, called Inferno Rush. The tank will want to move the boss back a little to give melee room to dps without standing in it. The fire inflicts only 4k to 6k every half second, but more importantly this trail of fire is what will be needed to get rid of Feludius’s Waterlog debuff. Burning Blood is another ability that gets placed on a player, it deals increasing fire damage to that player every 2 seconds. It’s nearly always put on someone in melee range. The ability is dispellable, though it does grant nearby allies additional damage when facing Feludius, we dispel this anyway so as to keep damage even between the bosses. For the tank, they will deal with Flame Torrent, which deals 36k to 42k every second for 3 seconds. It’s an 18yrd cone effect in front of him so tanks will of course want to keep him turned from the raid. Finally comes Aegis of Flame and Rising Flame. Aegis is a one million absorb shield placed around himself and also prevents spell interruptions, Rising Flames is cast right after Aegis, and it deals increasing fire damage to the entire raid until it can be interrupted. You should have someone call out this dps switch so the shield can be brought down as quick as possible.

Phase One: Feludius. While the melee are hard at work on Ignacious, your range should be focused entirely on Feludius, except for when Aegis of Flame is up. This boss also has a number of abilities, some directly proportional to Ignacious’. Hydrolance is a devastating frost bolt that deals 45k to 55k damage to a random raid member, you should have one person with a stable connection specifically watching for this ability to interrupt it. Heart of Ice is nearly opposite to Ignacious’ Burning Blood, this is usually cast out into the range group, deals increasing frost damage every 2 seconds, is dispellable, but will give anyone who comes into contact with that person increased damage against Ignacious. Again we dispel this so as to keep damage even with the bosses. He also casts a chain of frost abilities that need to be dealt with. He starts it off with Waterbomb, this causes 9k to 11k damage to random raid members and inflicts them with Waterlog. As mentioned previously, anyone who gets this debuff should immediately run through the fire trail to get rid of it. Glaciate is the next step of the chain, it deals massive frost damage to anyone nearby which dissipates the further away a person is, however anyone who has not cleared the Waterlogged debuff will now find a new debuff on themselves, Frozen Blood. Frozen Blood will freeze the target solid, dealing 20k frost damage every two seconds for 10 seconds.

Phase Two: Arion. The bosses in phase 2 should be brought to the center of the room. In this phase, there is a great deal of movement involved, it will be very rare that you find yourself just standing in one spot. The MOST IMPORTANT thing to worry about in this phase (and perhaps the entire encounter) is Lightning Rod. The targets of this should be apparent via most boss mods, but even with that most people should not miss the giant yellow arrow floating above their heads. If this should happen to you, immediately turn to the nearest wall and don’t stop running until you get there, and do NOT run with other people who have this mark, adjust to distance yourself if need be. Ignore any other mechanics to this phase if you get this debuff. Lightning Rod is what marks people who will get hit with Chain Lightning, which bounces to anyone nearby. The more people it jumps to, the more damage it will cause. With the Lightning Rod people safely out of the way, you can focus on the rest of Arion’s abilities. He will cast Call Winds, which look like blue and black tornadoes that swirl randomly around the room. Once this is summoned you should immediately run into it, this will give you Searing Winds which will make your toon float just above the floor. This is important to counter Terrastra’s Quake ability, a massive shockwave that is sent through the earth. A small note, priests’ levitate will not work to counter Quake. Arion’s counter to Quake is Thundershock which deals 146k to 154k damage to all nearby enemies that are not ‘grounded’ from a Gravity Well, it can deal even more to people still set with the Searing Winds buff so once Quake has ended, run to a Gravity Well so you can counter this ability. Gravity Wells are white swirls located on the ground that appear to have 4 swirling winds in the corners feeding into it, it can sometimes be a little bit of a fight to get back out of a Gravity Well so plan accordingly. Finally the last two abilities for Arion are Disperse and Lightning Blast. For Disperse Arion vanishes into the wind and rematerializes elsewhere, its a good idea to have a tank with something akin to charge for quick pickups. As soon as he is whole again, he will cast Lightning Blast on the tank, inflicting 72k to 88k of nature damage.

Phase Two: Terrastra. Terrastra actually has the least abilities of all the bosses, but they are no less devastating in their effect. As mentioned through Arion, Terrastra has a deadly ground effect called Quake. Like Thundershock this deals about 146k to 154k to players standing on the ground. It can cause even more damage to anyone retaining the Gravity Well buff. Tornadoes, or Searing Winds, from Call Winds will counter this effect, allowing players to float above the effected ground. Next up is Eruption, this starts off as a minor dust effect on the floor, about the same size as a Gravity Well, which fires spikes of earth directly upward. These spikes inflict 47k to 53k and should be easily avoidable. The tank on this boss should be moving her so that neither he nor melee should take damage from this. Finally Terrastra will cast Hardened Skin, this will increase the physical damage she causes by 100%, it will also absorb 50% of the damage she takes. The shield has 650k hp and will shatter if destroyed, causing 10% damage to her.

Phase Three: Elementium Monstrosity. In this phase you will want to have your raid spread out 8 yards from each other, and have them remain spread despite the fact that they may still have to move. Elementium Monstrosity has 4 elemental attacks in this final phase: Lava Seed, Liquid Ice, Electric Instability, and Gravity Crush. Lava Seed is cast on the surrounding area which explodes causing 35k to 45k damage to all nearby players. Liquid Ice is the ability which will cause your tanks to be moving the boss consistently. A pool of ice will form under the boss, increasing in size the longer he remains standing within it. This ice will cause increasing frost damage to any players standing within it. This ability is what determines our tanking method. We pulled him to one side and snaked him up one side, then down the other, creating layers of the Ice Pool and allowing the ranged to stay 40 yards back constantly, and spread really nicely. Electric Instability is a lightning effect cast on random raid members. This starts as a damage effect that causes 5k to 7k damage, chaining to other nearby members, with a damage multiplier that increases the longer the boss remains alive. Finally he will cast Gravity Crush, this will engulf random members inside a bubble and lift them high into the air. The bubble will deal 10% of the players health every half second for 6 seconds, at which time the bubble reaches the maximum height and pops, most likely dropping the target to their death unless they get a quick heal, or get or use a safe-falling technique (blink, levitate, heroic leap, rocket jump to name only a few). You want to lust at the beginning of this phase to burn him as quickly as possible.

Chimaeron, 25 Man Blackwing Descent

Chimaeron is designed to test your healers, dps and tanks will likely find this fight quite boring. By testing, I mean showing control over your healing and managing your mana, especially in these first steps of raiding where mana is at a premium for all healers. Chimaeron consists of 3 phases, the first two alternate, and the 3rd happens when he hits 20%. You don’t start this fight by pulling Chimaeron, like you normally would for a boss, but instead go around to the back of the room. Finkle will be waiting there in his cage, spamming your screen with his woeful cries of help. Instead of leaving his cage and coming to your aid though, he sends his Bile-O-Tron, which is no small help.

Phase one starts when Finkle activates the Bile-O-Tron, it will cycle around the room and awake the boss. Before the fight starts, you will want to assign a healer to every group, one to the tanks (during Double Strike), and have the remaining healers float. I suggest 8 healers for this fight. Make sure that your dps get into a comfortable position, and that your healers can reach everyone in their group. Spread out, 8 yards from one another, and note your position so you can run to it asap with only minor adjustments. As Bile-O-Tron makes his circuit, he will spray Finkle’s Mixture around the room. This will help in saving the life of everyone in the raid. So long as he is active, anyone above 10k health cannot die, so healers need only focus on keeping their groups above this, not topping everyone off. Chimaeron will have five abilities during this phase of the fight. The tanks will be dealing with two of these by themselves, Double Strike and Break. Double Strike is just that, a second melee attack 0.1 seconds after the next melee attack against the person holding the aggro. This tank should be geared and specced for self healing, mitigation, and survivability. They don’t necessarily need to generate more threat on the boss, just taunt for the ability. Break puts stacking debuff on tanks that reduces healing by 15%, increases damage by 25% per stack, 60 second duration, max 4 stacks. Make sure your pally healer is keeping Beacon of Light on the tank taking the Break damage. During these two abilities you will want one tank on him, taking the Break and damage. Since Chim’s attacks are only a 5 second swing, you need only keep this tank above 10k hit points. When Double Strike is announced, the other tank will taunt him and take the brunt of the attacking. This tank will need to be kept topped off while he is the one with aggro.

For the rest of the raid, they will have their own worries. Chimaeron will choose several people in the raid and cast Caustic Slime on them. This will drop each of its targets below 10k making them vulnerable to another attack. In addition anyone caught nearby will take a split of the damage, dropping them below as well and stressing the healers. The second ability to watch for is Massacre, this will bring your entire raid down to 1 hit point, and they will need to be healed above 10k immediately or die to the next Caustic Slime. Whenever a player drops below 10k Hit Points, they get a debuff called Low Health, healing them above 10k will get rid of this. The final ability in this phase actually signifies the beginning of the next phase, Feud. The Bile-O-Tron will go offline and the heads Chimaeron will begin to fight with each other.

Phase two, Feud. As soon as the Bile-O-Tron goes offline (‘System Failure’ on most mods), it is of the utmost importance that everyone stack up, designate where before the fight begins. This is where the stress comes in for the healers, as the Caustic Slime will continue to come. Fortunately because the damage is now split between all of your raid, it will no longer one shot anyone, but everyone with an aoe healing ability should be using it here to keep the raid alive. It is also STRONGLY suggested (and in our raid required) to have everyone trained above 500 First Aid. Everyone is required to bandage every Feud phase except for the healers or hybrid dps who are helping to heal. This way people can bandage themselves to take some of the stress off the healers. This phase lasts 30 seconds, and a Massacre will cast nearly the same time the phase ends. Have your raid begin to spread back to their original positions when there is about 4 seconds left on the Massacre cast. Phase one will begin again and healers will go back to controlling their heals. At about 25%-30% healers should begin to focus on topping off the tanks, along with continuing to keep the raid alive (make leeway here with healing, if possible). When Chimaeron reaches 20%, he will go into phase 3. Do NOT push him to 20% until after a Massacre is cast and the raid is all above 10k

Phase three will put a debuff on the entire raid called Mortality, which reduces healing effects by 99%, increases the damage he takes by 20%, and renders him immune to taunt. Fortunately Bile-O-Tron will remain active. When the phase starts, Bloodlust. Healers can now relax from the urgent healing and focus instead on dpsing the boss by any and all means necessary. Every bit of damage will be required to help bring this behemoth down. The key to success is burning him down, but also keeping him moving. If you see him target you, run to the other side of the room away from him.

Maloriak, 25 man Dlackwing Descent

Maloriak is all about simple avoidance, interrupting, and dps. The fight cycles through 3 vials and 2 phases, each vial change being signified by the addition of a potion to his cauldron, and the phase change happens when he reaches 25%. The first phase he will randomly toss in a blue or red vial, alternate on the second vial, and every third vial he will throw in a green one. Maloriak himself will also be attacking the raid during this time. One thing different about this fight, is the fact that we use three tanks. The adds that you will have to deal with during this encounter hit very hard, and the amount you need to handle in each cycle may be too much for just one tank. We place our least geared tank on the boss, as he does not hit as hard, and the other 2 pick up the adds evenly and take them to separate corners.

Maloriak, Every vial. During the first phase, the boss will be attacking the raid with Arcane Storm. It hits for 14k to 16k damage every second for 6 seconds to everyone in the raid, you should have an interrupter assigned for this. You will also want to have interrupters assigned for his second ability, Release Aberrations. You will NOT be interrupting these every time they are cast, more that you will be interrupting to stagger the amount you will have to deal with during the green vial. He will release 3 of these from their growth chambers each cast which will begin attacking the raid, you need to have 9 of these alive for the green vial. You will want to interrupt all but 3 of these each cycle, and especially if you are about to go into a green. Good communication here between your offtanks and dps is a must. Killing 9 each cycle will keep you from having to deal with them in the final phase, leaving only the two big adds. It is also very important that the adds be kept away from the boss at ALL times, or else they will buff him. Finally he casts Remedy, which begins by healing himself for 75k health and 2k mana, but increases by an additional 75k a second for 10 seconds. Have a mage spell steal this effect, or at least make sure it is dispelled.

Red, Fire vial. The raid needs to stack for this vial, he casts an ability called Searing Flames which will deal 1,250,00 of damage split among all raid members. Also in this phase he casts Consuming Flames on a random target. They will take 9k of damage every second and get a debuff placed on them. Any additional damage taken by this target will increase the effect of this debuff by 50%, so anyone who has this debuff will want to be moved away from the group when he casts Searing Flames.

Blue, Frost vial. When Maloriak throws a blue vial into the cauldron, the raid will want to immediately spread out 10 yards from each other. Like the red vial, he also does two attacks in this phase, both of which chain to nearby raid members. The first of these is called Frost Freeze. When cast it will encase a random raid member in a block of ice, and anyone else within 10 yards. The blocks will last for 30 seconds and cause 70k to 80k of damage to anyone encased, when the blocks break anyone within 10 yards will also take an additional 56k to 64k of damage. The second attack is Biting Chill, which targets a random player and casts a ring of frost on them which deals 5k damage to them and anyone else within 10 yards.

Green, Poison vial. When the green vial explodes, everything in the room will be coated in Debilitating Slime. All players and enemies alike will take 100% more damage while coated, but it will also remove the Adherents’ protective Growth Catalysts, allowing you to finally kill them. At this point in time you will want to have all dps aoe killing the adds. Maloriak will jump to the back of the room, your add tank should be ready to pull the adds back to him quickly so as to damage all at the same time. Dps and interrupters of Arcane Storm should also anticipate this move so they don’t loose anything in the transaction.

Phase Two. At 25% Maloriak will enrage and cast Release All Minions. If you killed the 18 during the green vial phase, you should only have the two Prime Subjects to deal with. These 2 should be picked up by the offtanks immediately, otherwise they will Fixate on their current target and attack them the remainder of the fight. Your tanks will want to try to keep the Prime Subjects two corners ahead of where the boss will be kited. Maloriak also has two damaging attacks in this final phase, Acid Nova and Absolute Zero. Acid Nova is an aoe that deals 7.5k damage a second for 10 seconds, just heal through it. Absolute Zero are summoned frost orbs that appear by a random target. If touched, they cause 47k to 53k damage to anyone within 10 yards, and knock everyone back that’s in range. Avoid these and spread in case you can’t get out. Finally he casts Flame Jets in the direction of the tank. Maloriak should be constantly moving in this last phase, so the raid will need to always be aware of his position so they can move quickly to get out of it. Tanks should be watching his animation as well so they can sidestep the Magma Jets. Bloodlust at the beginning of this phase.

Love is in the air, 2011

If you did the love fool the first year it was a meta achievement, you will remember how this holiday was pure RNG, and in particular the candy bags cost more than a few people their violet proto drakes. Fortunately they’ve changed this holiday to more than compensate for the random number generator factor that year, so that everything you will need for the meta is obtainable with Valentine currency, Love Tokens. You can obtain these through daily quests, (and)or you can farm Lovely Charms to create Lovely Charm Bracelets to exchange for tokens.  I’m looking for anyone who finds good places to farm up the Lovely Charms, so if you find a place, please reply, I’ll be checking Tol Barad and Tol Barad Peninsula later for their rapid respawn rates, large aoe areas would also be superb.

There are some known bugs to this event. Going to SFK can cause you to lose tokens, charms, and your collection box. It’s also shown that some people have issues buying anything besides the candy bag off the merchant, if you encounter this issue type /run BuyMerchantItem(#) with # being the number slot of the item you want to buy. With luck these should be fixed no later than Tuesday. Thanks Gilthresa for finding these bugs (and I’m sorry you had to find them the hard way) and for helping with some of the confirmations <3.

Be mine!: Eat the 8 “Bag of Candies” hearts listed below. This was the one that tripped everyone up the first year. The bags were obtainable only through the hourly valentines box, were a low random droprate, and then you had the random candies inside. Now you just buy a bag through the valentine vendor for 2 Heart Tokens.

Charming: Create 12 Lovely Charm Bracelets. Complete the dailies, or kill certain mobs to get what you need to create these bracelets. You’ll want to make these anyway for the currency.

Dangerous Love: Assist the Steamwheedle Cartel in stopping the Sinister Crown Chemical Company plot. Simply complete one of the Valentine daily quests available in Orgrimmar. This will actually not be implemented until after Tuesday.

Fistful of Love: Use a Handful of Rose Petals on each of the Race/Class combination’s. Gnome Warlock, Human Death Knight, Orc Shaman, Undead Warrior, Blood Elf Mage, Dwarf Hunter, Orc Death Knight, Night Elf Priest, Tauren Druid, Troll Rogue, Dreanei Paladin. This leans a little toward the horde side, as there’s 6 horde combination and only 5 Alliance (For the Horde!!). With Dalaran a ghost town, your options might be a little more limited pre-85. If you have a spare account, or a friend’s account set up for creating these combination’s as alts and just fly around showering them. If you are max level, Tol Barad Peninsula will probably be the second best place, as there are usually a decent amount of both factions working on dailies and rep. The petals are available at the Lovely Merchant for 2 Heart Tokens (5 quantity)

Flirt With Disaster: Get completely smashed, put on your best perfume, throw a handful of rose petals on Jeremiah Payson or Sraaz and then kiss him. You’ll regret it in the morning. Pick up enough brew to get smashed, buy the perfume/cologne bottle from the Lovely Merchant (1 token, various buffs). Use one of the leftover petals from Fistful of Love, and don’t forget to /kiss. Make sure he does not still have the petal buff on him when you attempt this.

I Pitied the Fool: Pity the Love Fool in the locations listed below. Wintergrasp, Arathi Basin Blacksmith(cue for Arathi Basin battleground), Naxxramus (in Dragonblight), Battle Ring of Gurubashi Arena (North Stranglethorn Vale, will pvp flag you), and The Culling of Stratholme (Tanaris, max level will have to fly there as it doesn’t come up in the lfg tool). You can purchase them for 10 tokens each. Special note, the purchases are in single quantities, you need to buy one for each location.

Lonely?: Enjoy a Buttermilk Delight with someone in Dalaran at a Romantic Picnic during the Love is in the Air celebration. If you don’t have a friend with a picnic basket, I suggest going to Dalaran on the first day as soon as you get a Buttermilk Delight, found in the hourly valentines, or purchasable Box of Chocolates for 10 tokens off the Lovely Merchant. You can purchase your own basket for 10 tokens if you absolutely don’t know anyone or can’t find anyone in Dalaran.

Lovely Luck is on Your Side: Open a Lovely Dress Box and receive a Lovely Black Dress. This isn’t part of the meta, but if you really want to go for achievements you can buy the dress boxes after you finish the meta. The boxes contain one of a number of different colored dresses, and getting the black one is random. Just buying it off the AH or getting it from a friend will not activate the achievement. Lovely Dress Boxes are 20 tokens each.

My Love is Like a Red, Red Rose: Obtain a bouquet of Red or Ebon Roses during the Love is in the Air celebration. These drop off certain Northrend instance bosses, and will drop in normal and heroic versions. Maiden of Grief in Halls of Stone, Prince Keleseth in Utgarde Keep (Ebon bouquet), and Prince Taldaram in Ahn’Kahet: The Old Kingdom.

Nation of Adoration: Complete the Lovely Charm Bracelet daily quest for each Horde or Alliance capital. Use 4 of the bracelets from Charming to give to each of your faction leaders (excluding the redirected Troll and Gnome leaders). Complete the dailies in each city for the Love Tokens.

Perma-Peddle: Obtain a permanent Peddlefeet pet by procuring a Truesilver Shafted Arrow. The pet costs 40 Love Tokens. This is NOT a part of the meta, and the TRUESILVER arrow should not be confused with the SILVER Shafted Arrow required for Shafted. It’s just a vanity pet.

Shafted!: Shoot 10 players with the Silver Shafted Arrow. The arrows cost 5 tokens for 5 quantity. Once you purchase, just target and shoot 10 random people, to give them a temporary Peddlefeet pet, does not work on yourself.

Sweet Tooth: Sample the Love is in the Air candies listed below. Buttermilk Delight, Dark Desire, Sweet Surprise, Very Berry Cream. Save the Buttermilk Delight for when you go to Dalaran for Lonely? All the candies are randomly available inside the Box of Chocolates off the Lovely Merchant for 10 tokens. May require more then one box to get all 4.

The Rockets Pink Glare: Shoot off 10 Love Rockets in 20 seconds or less. Buy the Love Rockets off the Lovely Merchant for 5 tokens for 5 quantity. When you have 10, keybind the rocket and spam.

Tough Love: Defeat the Trio of Crown Chemical Company apothecaries in Shadowfang Keep. The crowning glory of Love is in the Air, these guys drop some really nice stuff. Obtainable in your daily bag is a rose that can be worn in the hair for girls or mouth for boys, Vile Fumigator’s Mask, a pet slime, or the extremely rare Big Love Rocket mount, in addition to random drop 346 necklaces. These guys are level 87 bosses and act much like any other holiday boss with the valentines box only being available the first victory of the day.. The bosses are located in the courtyard of Shadowfang Keep and should be reachable without having any trash to worry about. The instance is only available through the lfg tool, and you will want to do it daily to try for all the goodies. There actually is a strat involved for this trio……

When you cue for the dungeon, you find yourself in the courtyard, on the table to the left you will see bottles of perfume and cologne neutralizer. Once everyone’s gotten their vials, the bosses will become aggressive. During the fight the bosses will douse you with perfume or cologne, use the vial you picked up in the beginning to neutralize this debuff. Watch out for Cologne/Perfume on the ground as well. Otherwise they are fairly simple tank and spank bosses.

Big Love Rocket: Obtain the Big Love Rocket from Apothecary Hummel in Shadowfang Keep During Love is in the Air. This is not a meta, and technically not even a holiday achievement, it’s a Feat of Strength for winning the extremely rare Big Love Rocket mount from the SFK daily.

To Honor One’s Elders, Lunar Festival 2011

Time for the next installment on the World Event Meter, counting down to What A Long Strange Trip its been……

This time around we cover the Lunar Festival. Not too much to this one outside of travel time, and there’s more than a fair share of that. I’ll cover the non travel stuff first, really the best thing you can do for the travel stuff is to find one of the mods out there that uses Tom Tom or some similar mod to point you from one zone to the next. Keeping in mind that most mods have not been updated for Cataclysm, the mods will at least get you to the general area. All coordinates in this guide have been updated for Cataclysm and are denoted by a * after the coordinates.

The Rocket’s Red Glare: Shoot off 10 Red Rocket Clusters in 25 seconds or less. The vendor is located 52 59, by the clusters and set them off in the Cluster Launcher.

Frenzied Firecracker: Shoot off 10 Festival Firecrackers in 30 seconds or less. The vendor is located 52 59, buy the fireworks and place them somewhere that’s easy to access. when you use them, you get the green target circle, jsut spam use them targeting the ground anywhere.

Lunar Festival Finery: Purchase a festival pant suit or festive dress with Coins of Ancestry. You get the coins by visiting each of the elders of each zone. They cost 5 coins each.

50 Coins of Ancestry: Visit 50 Ancestors, this is one of those stacking achievements, starting with one then going to five, ten, twenty-five, and finally fifty.

Elune’s Blessing: Complete the Elune’s Blessing quest by defeating Omen. You’ll want a group for this if possible, it can be difficult to solo or even duo. The good news is if you happen to come upon a group doing it already, and they kill it, all you need to do is walk over the body til the quest completes. If you do have to do this on your own, you need to either bring 3 dozen clusters with you to summon him, or buy and use an elune’s candle to stun then kill the minions of omen.

Elders of Eastern Kingdoms: Honor the Elders which are located in Eastern Kingdoms. Kharanos 53 50*, Blasted Lands 54 49*, Goldshire 39 63, Western Plaguelands 63 36 inside cave*, Zul’Gurub 71 34*, Booty Bay  40 72*, Thelsamar 33 46, Sentinel Hill 56 47*, Burning Steppes 70 45*, Flame Crest 53 24*, The Hinterlands 50 48, Searing Gorge 21 79, Brill 61 53, Sepulcher 45 41, Eastern Plaguelands 35 68, Light’s Hope Chapel 75 54, Scholomance 50 36.

Elders of Kalimdor: Honor the Elders which are located in Kalimdor. Razor Hill 53 43, Azshara 64 79*, The Crossroads 48 59*, Camp Taurajo 41 47*, Ratchet 68 70*, Dolanaar 56 53, Auberdine 49 19, Bloodhoof Village 48 53, Astranaar 35 48, Feralas 76 37, Dire Maul 62 31, Felwood 38 52*, Freewind Post 46 51*, Mirage Raceway 77 75*, Tanaris 37 79*, Gadgetzan 51 28*, Un’Goro 50 76, Winterspring 53 56*, Everlook 59 50*, Silithus 30 13*, Cenarion Hold 53 35*.

Elders of Northrend: Honor the Elders which are located in Northrend. Valiance Keep 59 65, Westfall Brigade 60 27, Star’s Rest 29 55, Frosthold 28 73, D.E.H.T.A. 57 43, Transitus Shield 33 34, Lakeside Landing 49 63, Rainspeaker Rapids 63 49, Ruins of Tethys 80 37, Wintergrasp 49 13 (must own WG), Zim’Torga 58 56, Moa’ki Harbor 48 78, K3 41 84, Bouldercrag’s Refuge 31 37, Warsong Hold 42 49, Camp Oneqwah 64 47, Agmar’s Hammer 35 48, Camp Tunka’lo 64 51

Elders of the Dungeons: Honor the Elders which are located inside the dungeons. Zul’Farrak 34 39 by Ghaz, Sunken Temple 62 34 in the door circle to the left, Maraudon 51 93 by princess other bridge, Blackrock Spire 61 40 lbrs follow path, Blackrock Depths 50 63 in the arena, Stratholme 50 27 live: follow loop upwards, Utgarde Keep 47 70 just past first ghoul room, The Nexus 55 64 beside ormorok, Azjol-Nerub 22 44 down the hole, Drak’Tharon Keep 69 79 beside king dred, Gundrak 45 61 behind Drakkari Colossus, Halls of Stone 29 61 rock side, Utgarde Pinnacle downstairs after 48 22 Skadi.

Elders of the Horde: Honor the Elders which are located in the Horde capital cities. Orgrimmar 52 60*, Thunder Bluff 72 23, Undercity 66 38.

Elders of the Alliance: Honor the Elders which are located in the Alliance capital cities. Darnassus 39 31, Ironforge 28 17, Stormwind 34 50*.

Atramedes, 25 Man Blackwing Descent

Atramedes takes a mechanic we’re well familiar with, and adds that special twist to it. This dragon may be blind, but that won’t stop him from completely annihilating your raid a few times while you learn him, handy capable indeed. If you’re lucky enough to not have mods blocking it, the first thing you’ll notice when you pull this boss is the circle that will show up about mid-lower-center of your screen. This is your sound indicator and it will be your best friend for this fight.

The setup: We split our raid so there’s an even number of people on each side, heals and dps. One group stacks between the door and the boss, our second group is between the boss and the back of the room. In this way, when the boss summons the disk’s, they are easier to dodge. The fight only requires one tank so we have him face the dragon to the right. And finally, we have someone out ringing the gongs, low latency is pro here as it takes good timing.

The Mechanics: All of Atremedes’ attacks are ‘sound’ based. Not only will they cause damage to the raid, but they will also increase the sound that you take on. If your sound reaches the max level (that little circle in the middle of your screen), he will one shot you. In addition, the amount of damage you take is multiplied by the amount of sound you have. So its important that you avoid taking on as much sound as possible to keep from dying early. Your gong runner can hit a gong and clear the entire raid of their sound, but these clears are of course limited, so don’t use more then once per ground phase and twice per air phase. Banging the gong will put Atramedes into a state of Vertigo, where he will take 50% more damage. This will of course get him pretty angry and he will destroy the gong once its been used. There is a specific time the gongs should be used, covered in the mechanics of the fight.

Phase one, ground. There are four things he will cast while he’s on the ground phase of the encounter. The first of these attacks is called Modulation, it looks like a lined circle(s) that radiates out from him, taking up the entire room. It causes 39k to 41k of shadow damage and increases your sound by 7, unfortunately it is unavoidable. Not to be confused with it is Sonar Pulse which looks like a smaller, multiplied version of the Modulation, and will start underneath him and move out from there. This effect moves slower, and should be dodged. If touched, it will cause arcane damage and increase your sound by an additional 7. Third is Sonic Breath, this will target the player with the most sound and after a 2 second cast, will shoot a jet of flame out at that player. The player that gets this cast on them will need to separate themselves from their group and run in a circle around him. Since your team is split up, this should keep the jet from hitting anyone besides the target. The higher the target’s sound, the faster the jet will follow them, hitting them with 15k damage a second and 20 sound every second it touches them (as well as anyone else caught in it). Finally the last cast is Searing Flame. This is a devastating attack that inflicts 14k to 16k damage every second and applies a debuff which increases fire damage by 25% 8 times over a period of 8 seconds. Its VERY important that Searing Flames gets interrupted, and the only way to do so is through Vertigo, the effect of the used gong. So time your gong rings to this ability.

Phase Two, Air. This phase is far more chaotic then the first. Once Atramedes takes off into the air, your raid will want to scatter, and be continuously moving. Try avoiding the center during this phase as the effects can and often will persist beyond the phase. There are 3 attacks performed during his air phase, Roaring Flame Breath, Sonic Bombs, and Sonic Fireballs. Roaring Flames Breath will target the player with the highest sound, and will follow them as they try to run. Like the Sonic Breath in phase one, the higher the person’s sound, the faster it will follow them. Unlike phase one, the flames will stay on the ground after, inflicting 14k to 16k damage and an additional 7k to 9k every second thereafter for 4 seconds. Sonic Fireballs are a bit more painful, pelting the raid with 29k to 31k fire damage to anyone within 6 yards of impact. As you are running, you will notice throughout the phase that more circular sound discs will appear, except this time directly on you. This is the Sonic Bomb and fortunately its stationary once its chosen its targets, so its easy to get out of it and avoid the 30k arcane damage it inflicts. Don’t forget to ring the gong again in this phase to clear the sound, and be prepared to run after, as you will likely be the next target for the Roaring Flames Breath. So again phase two is all about moving to avoid the fire and sonic, if you’re not standing still for a long period of time, or running into something you shouldn’t, you should be able to live through this phase pretty easily.

After 40 seconds Atramedes will land and phase one will begin again. Stack up again as close as you can to where you started, avoiding any remaining fire of course. Repeat from the beginning.