Reposted from General
Just thought I'd throw this in here for the heroics i've completed. On a scale from 1-10 (1 being mindlessly easy, 10 being very very difficult). 1: never wipe, not even close, 3: some close calls, maybe a stupid wipe. 5: moderately difficult, a weak group will have a tough time killing it. 7: Very tricky. 9: Extremely difficult, proud to have killed them. 10: Insane.
Format:
[Instance]: [Overall Rating]
Trash: [Trash Rating]. [Difficult mobs, difficult pulls]
[Boss 1]: [Boss 1 Rating]
etc..
Slave Pens: 4
Trash: 5. Double defender pulls can be tough. Be sure to drop tremor totems or use fear ward on champions, they are trigger happy with fears.
Mennu the Betrayer: 1. kill totems.
Rok. the Crackler: 3-5 depending on group. If you have the healing power to drop his debuff off, you should be set.
Quagmirrian: 3-6 depending on group. You will need to face him away from the group to prevent aoe damage. This is easy with a tank'n'spank group, and possibly tricky with 5dps.
Underbog: 4
Trash: 3. The bog giants before 3rd and 4th boss will kill you.
Boss1: 4. A bit tricky, be sure to reposition every 5-10 seconds to avoid mushrooms. Don't spread out, keep everyone in 1 clump, the mushrooms will always spawn on a player.
Boss 2: 3. DPS race. Fire lmaomentals + bloodlust = dead boss. Watch the tail.
Boss 3: 4. A bit messy sometimes. I found that earth elementals are nice even though I have a tank, to keep the bear off my guys. Kill bear --> kill boss. I always set /follow on all my guys at this point, to keep everyone in melee range (so he doesn't shoot).
Boss 4: 5-6. This fight can get really messy.
Steam Vaults: 6
Trash: 7. Sirens HURT. Success is a direct result of keeping grounding totems down, interrupts, and killing sirens early.
Boss1: 1, or 6-7. There is a crack to the right of the doorway where you cannot be hurricaned on. If you use this crack, the fight is horribly easy. if not, i predict problems.
Boss2: 3-5. Shaman groups will have an easy time with this fight Non-shaman groups may have a bit of trouble. Drop 1 or more fire elementals, and chain lightning peroidicially. If you are a pally tank, concecrate whenever it's up.
Boss3: 5. DPS the tanks quickly and you should be fine. I use Judge Wisdom on this fight cause my dps sometimes ooms... his constant spell reflections cause the fight to go on for a while sometimes.
Mechanar: 5 (instance score doesn't count boss 2. God help you if you really want to kill her)
Trash: 7. Tempest forge destroyers are very hard. Gauntlet event will have you wiping very often until you gear out, or get the hang of it (or both).
Minibosses: 1. Very easy.
Boss1: 3. Spread out and keep heals going. If you are spread far enough you dont have to worry about polarity shift.
Boss 2: 10 (or 9?). apparently she's beatable if you use all your cooldowns and just burn her, however I have never pulled it off. Thankfully skippable.
Boss 3: 3. If you tank him far enough you wont have trouble with his arcane explosion or aoe silence on your group . Burn him fast and his adds despawn at 20% or so.
Botanica: 3. If you have trouble with a boss just skip it. they are all skippable.
Trash: 4. Some tricky pulls. A few mobs spell reflect.
Boss1: 1. If you have a dispeller, dispell the debuff she uses.
Boss2: 1 for shamans, ?? for non-shamans. Shamans have it easy here. Drop 1 or more fire elementals, and weave chain lightning in to take care of adds. When he tranqilities, single-target dps the adds, dont bother LOS'ing. BONUS CHALLENGE: try to kill him before he goes immune, it's definitely possible ^_^.
Boss3: 4-5. Spread your folks out as far as they can go. When he sacrafices someone, be sure to turn them to face the boss. Tank him near where he stands to begin with, so that a sacraficed character can still dps. All-out dps and you should be able to kill him before all your dudes die =)
Boss 4: 3.
Boss 5: 5. Tank him 30+ yards from the group, his war stomp + arcane volley is brutal but can be outranged.
Blood Furnace: 7, mostly for the trash and last boss.
Trash: 8. Melee orcs HURT! 3-4k on plate.
Boss1: 1.
Boss2: 5, because of trash leading up to him. Its not too bad for a pally tank group. but i can imagine any other group type getting owned. Boss himself is not 2 bad just avoid the green circles.
Boss 3: 9. I wiped many many times on this guy. I just couldnt avoid the aoe, /follow is simply too slow. I read a guide saying that pressing forward on all the guys as soon as he does his "closer" speech is a good way. I haven tried it. If you have only your pally left and he's < 20%, you can run away from him while spamming hammer of wrath for several minutes, drinking mana potions and healing. This works because he stops moving when he does the fire aoe.
Ramparts: 5?
Trash: 4 - nothing particularly tricky, but a number of the pulls in there have mobs that hit very hard.
Boss 1: 2
Boss 2: 2 (spread out far enough to avoid the aoe damage curse he uses)
Boss 3 (dragon + rider): 6-7
Shadow Labyrinth: 9 (maybe a 4 if you skip murmur)
Trash: 4.
Boss 1: 1
Boss 2: 5. Identical to non-heroic, you can use similar strats. Not so tough if you switch to good pvp gear with high stam.
Boss 3: 1. Identical to non-heroic. BONUS CHALLENGE: kill him before he teleports!
Boss 4 (Murmur): 9. I was considering rating him a 10 but i finally killed him (with 4 group members dead and my pally at 1000 hp)
Well, these are the heroic's ive done so far. If anyone has input, or wants to rate some of the heroic's ive not done yet, go right on ahead, ill try to add them to my original post.
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