Published on April 30, 2008
in Hints and PvP.
Since the guild changed their raiding times (more about that soon), I’ve been doing some more PvP, hell I even repec’ed to SL/SL to hopefully improve my survival time. So what follows is a very detailed plan on how to win the Arathi Basin battleground. I hope you find it useful:-
1) Defend.
2) Defend.
3) Did I say defend?
Well thats about it. It seems that whenever I join an Arathi Basin BG there is a distinct lack of the above defense! Time and time again I see Horde players ride up to a flag, take the flag and then guess what….. they just mount up and ride off again in to the sunset.
About 20 seconds later a couple of Alliance ride up and capture that base. What on earth are the Horde thinking? Why do they just ride off after taking the base? I’m sorry but it really annoys me.
Have you noticed this behavior in AB? Or are you one of these who just think you don’t have to bother with defense?
We returned on Monday evening as planned and moved to the next boss encounter Fathom-Lord Karathres. This is an encounter made up of several highly powered mobs and one boss mob, kind of like High King in Gruuls. We had one wipe on him I think, and on the next attempt he went down. Yet again nothing of interest dropped from him.
We moved swiftly on to Leotheras the Blind. This is one of those fun encounters, at one stage he moves really fast around the room doing a nasty whirlwind, you have to keep away from this! Also he summons inner-demons, to random players, these demons must be killed as quickly as possible, but they can only be killed by the player they are summoned upon. Kind of weird until you see it happen for the first time. If you don’t kill them in time you become possessed and start attacking your own player, not nice. I was able to use my fear ability as a warlock and dot my demon up and kite him around. After several wipes it was getting late, we decided to leave him until next time!
The guild raid times and days have altered just recently and the start time on Sunday evening is now 6pm GMT. Well there is no way on earth I am going to make that time but it was decided to aid progression that some of the start times would be brought forward and an extra day added.
I managed to get on at at the old raid start time, 8pm GMT and the guild had just taken down the Lurker Below in SSC after getting Hydross down earlier. A few people begun to leave the raid and I got an invite for the move to Morogrim Tidewalker. We moved steadily through the trash , which to me seems a little harder than the trash on the previous two encounters in here. We were able to sneak past Morogrim by hugging the left wall as you enter his room, this allowed us to pull him from a better spot and tank him on the platform on the entrance to the next tunnel.
The encounter does not have many surprises apart from a couple of waves of nasty murlocs now and again! These can be taken out quickly with several warlocks and mages doing Area of Effect damage on them when a tank has picked up some aggro. Be sure to ‘nuke’ them as close as possible to Morogrim so that some of the AoE damage that you are doing hit’s him too. Every so often he picks a random player and puts them in a bubble, this causes 4k or so damage and you need a healer to heal these players as they make their way back to the platform. Basically that is it, lots of AoE, heal before coming back to the platform, rinse & repeat! When he is a 25% you should move the raid back in to the corridor a little and continue the DPS and murloc killing!
We had one wipe, after this we all knew what to do and he went down easily on the second try. He is a far easier encounter than Hydross, as long as you can get rid of the murlocs quick and inflict some damage to Morogrim you should be good to go.
No loot of interest to me dropped, we plan to return this evening to have a crack at Fathom-Lord Karathress.
Sunday night we made our usual way to Cosmowrench and flew up to Tempest Keep, however instead of the usual Void Reaver run we had the right group for Al’ar which was a nice change. It’s only about 10 mins of trash clearing before you are ready to pull Al’ar.
We tried 3 attempts at holding the ‘adds’ at about 20% until phase 2 and then killing them but this did not work for us. So we nuked them down and Al’ar as quick as possible in phase 1 and then proceeded to run the course of phase 2. We had another wipe until on the 4th attempt we managed! I won the DKP bid for [Mindstorm Wristbands] which on closer inspection are not as good as the PvP reward ones I have.
What a relief it was to finally take the huge phoenix down! So*all* that remains in Tempest Keep, The Eye now is the final and hardest encounter Kael’thas Sunstrider! This is a very tough encounter by all accounts so it may be a while before we have him down.
After a quick Gruul run to warm things up, the guild decided to visit Tempest Keep and have a crack at High Astromancer Solarian. Last week we managed to take down Void Reaver but it was a very different fight now that VR no longer targets the player it is casting its giant orbs on to. There is no warning by Deadly Boss Mods, (this is a bug in WoW 2.4 not DBM) so it’s a case of winding your camera view right back and looking up at his head, which if you have not been to this encounter, is a long way up! Of course if you are a melee class you have nothing to worry about, just stand in the middle, forget about the orbs and kick the cr*p out of Void Reaver!
Anyway, back to Solarian as I have mentioned before you have to run away from the raid as quick and as far as possible once you get the ‘wrath’, if you don’t you wipe most of the raid. We had 3 wipes before we took her down on the 4th attempt. We did much better and lost only 3 players on this attempt. There was a warlock class trinket that dropped,[Void Star Talisman] I bid a few DKP and was happy to win it, thanks Darkpact

Published on April 1, 2008
in Hints.
Just in case your not sure what I mean by that. A bank character or ‘alt’ (short for alternate), also known as an ‘auction house alt’ is another character you have which is used for extra bag and bank storage from your main character, and/or used for auction house bidding & selling.
If you are Horde then you have 4 possible places to park or keep your bank character:-
- Thunderbluff
- Orgrimmar
- Undercity
- Silvermoon City
I chose Thunderbluff to keep my level 5 hunter character at. I chose this location because the auction house, mailbox and bank are quiet. Granted they are not as quiet as the ghost town that is Silvermoon but I believe that the mailbox, bank and auction house are the closest together of the 4 locations. Undercity has the silly steps to contend with and Orgrimmar is just plain busy. I think Thunderbluff is a good location for a bank alt.
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