Strand of the Ancients (originally called Sands of Ulduran, but sometimes spelled Sands of Alduran), is a battleground located off the southern coast of the Dragonblight. It may be synonymous with the Northern Islands, though this is speculation. It was introduced in Wrath of the Lich King. This battleground consists of 3 walls which have to be destroyed to continue, capture points and a graveyard after each wall. The overall goal is to be the faster team to break through the last wall and capture the relic inside.

  • Style
    Base capture and defense played in alternating turns
  • Location
    Dragonblight
  • Level Brackets
    71-79, 80
  • Maximum players per team
    15 Horde/15 Alliance
  • Win Conditions
    Break through the defenses and capture the relic faster than the opposing faction

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Feral Druid Bear Tank Guide

Can a Bear be a main tank do they make good tanks?
Absolutely!! When WotLK was first released the developers made it a core goal to bring all tanks in line with each other and for the most part do away with gimmicks that didn’t allow certain tanks to perform. Ghostcrawler, beta forum CM extraordinaire, has posted a big (well, big for a blue post) overview of some of the goals and decisions for tanking in Wrath. It goes something like this:

  • All four tanking classes should be viable.
  • Tanking should be “a little more fun.”
  • Most characters in tanking classes (Warriors, Druids, Paladins, Death Knights) should be able to tank a normal five-man just fine, with heal specs (for Druids and Paladins) being the exception.
  • Heroics and raids will require investment in tanking talents, but all tanking classes should be able to tank them if appropriately specced. Ghostcrawler notes that this is a change of strategy for Blizz; previously, for instance, feral druids were positioned by the devs as being better off-tanks than main tanks. Now, he says, “If nearly all guilds want the same class as their MT, we’ve failed.”

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Zul’jin

Zul’jin (aka Zuljin) is a warlord of the Amani forest trolls and has been chieftain of the Amani tribe since before the Second War. Zul’jin and the Amani tribe were allied with the orcish Horde for the duration of the Second War, but Zul’jin himself was captured near its end by the Alliance. Upon gaining his freedom he went into hiding to rebuild his army and plan an attack on the remnants of the high elves, now known as blood elves, only to find them allied with the Horde.

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Paladin PvP Guide

Let me start by saying that there are a lot of misconceptions as to the role of a Paladin in PvP.  When people think of Paladins in PvP, they think of a weak warrior that does nothing but melee, but there is so much more to the class.  I’ll discuss PvP as both a Holy Spec and a Ret Spec, and the relevant gear for each, as well as some general tips, and recommendations for User Interface Modifications.

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Paladin Auras Guide

Paladins bolster their allies with holy auras and blessing to protect their friends from harm and enhance their powers. Wearing heavy armor, they can withstand terrible blows in the thickest battles while healing their wounded allies and resurrecting the slain. In combat, they can wield massive two-handed weapons, stun their foes, destroy undead and demons, and judge their enemies with holy vengeance. Paladins are a defensive class, primarily designed to outlast their opponents.

The paladin auras are paladin area of effect buffs which boosts the abilities of party and raid members within a certain radius.

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Eydis Darkbane is one of the Twin Val’kyr, high lieutenants of the Lich King, captured by the Argent Crusade. She and Fjola serve as the fourth encounter in the Trial of the Crusader.

Eydis Darkbane

Overview

The Val’kyr Twins is a very straight-forward fight if you can follow a couple of (sometimes confusing) directions.

You should start the fight by positioning the Twins next to the portals they are close to. This will allow you to switch “polarities” quickly when needed. Your raid, split in half, will need to be of color opposite of the Twin that half is closer to. So Fjola will have people with Dark Essence around her, and Eydis – with Light. After this initial preparation, you are set for the majority of the fight.

The twist comes when it is time for the Val’kyr to execute a special ability – Twin Pact+Shield combo, or a Vortex. The first option is essentially a 20% heal, unless you break the shield and interrupt it; the second one is ~20k raid-wide damage, unless you have the right essence. The trick is to know when to react, and how to react. During a Pact+Shield combo, all the DPS will need to be of the color opposite of the Val’kyr that’s casting – and they will, of course, need to switch and DPS her. So if the other Val’kyr (i.e. the one you are not DPSing normally) casts Pact+Shield, and you are DPS, you need to switch essence (by clicking the portal next to your Val’kyr) and switch to the other one. Don’t forget to interrupt, and don’t forget to switch color again as you go back to your normal Val’kyr.

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Fjola Lightbane is one of the Twin Val’kyr, high lieutenants of the Lich King, captured by the Argent Crusade. She and Eydis serve as the fourth encounter in the Trial of the Crusader.

Fjola Lightbane

Overview

The Val’kyr Twins is a very straight-forward fight if you can follow a couple of (sometimes confusing) directions.

You should start the fight by positioning the Twins next to the portals they are close to. This will allow you to switch “polarities” quickly when needed. Your raid, split in half, will need to be of color opposite of the Twin that half is closer to. So Fjola will have people with Dark Essence around her, and Eydis – with Light. After this initial preparation, you are set for the majority of the fight.

The twist comes when it is time for the Val’kyr to execute a special ability – Twin Pact + Shield combo, or a Vortex. The first option is essentially a 20% heal, unless you break the shield and interrupt it; the second one is ~20k raid-wide damage, unless you have the right essence. The trick is to know when to react, and how to react. During a Pact+Shield combo, all the DPS will need to be of the color opposite of the Val’kyr that’s casting – and they will, of course, need to switch and DPS her. So if the other Val’kyr (i.e. the one you are not DPSing normally) casts Pact+Shield, and you are DPS, you need to switch essence (by clicking the portal next to your Val’kyr) and switch to the other one. Don’t forget to interrupt, and don’t forget to switch color again as you go back to your normal Val’kyr.

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Lord Jaraxxus is an Eredar demon lord, summoned by Wilfred Fizzlebang to be the second encounter in the Trial of the Crusader.

Overview

Jaraxxus is significantly more complicated than any of the Northrend Beasts encounters, but is still a relatively easy fight. He will cast Fel Fireball and Fel Lightning, both of which can hit for quite a bit. The former can and should be interrupted every time – if it’s not it applies a DoT on its target, which should be dispelled quickly. Fel Lightning is easy to handle if your ranged spreads out well.

Couple of spells to check your reflexes – Incinerate Flesh and Legion Flame. Incinerate Flesh will absorb a certain amount of healing on whoever it’s cast. If the spell doesn’t absorb its maximum amount in the 12-seconds duration, the target will cast a powerful raid-wide AoE. And Legion Flame will spawn fire under its target every second – movement is a key here.

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Icehowl

Icehowl is a Northrend yeti, and the last boss in the Northrend Beasts encounter in Trial of the Crusader.

Overview

Almost immediately after the second jormungar dies, Icehowl will rush into the arena; you will have little to no time for preparation. To compensate for that, he is by far the easiest part of the encounter, tactics-wise. Position him in the middle of the arena, so your spellcasters can have more room to spread out.

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Trial of the Crusader raid is located in the Argent Tournament Grounds, in north-east corner of Icecrown. The entrance portal is located on the east side of the Argent Coliseum, near the Tier 9 and Emblem of Triumph vendors.

Notable Loot

All bosses in Trial of the Crusader drop 3 Emblem of Triumph, to compensate for the low number of bosses (only 5). Bosses in 10-player (Heroic) and 25-player (Normal and Heroic) drop Trophy of the Crusade, which can be used to purchase Tier 9 armor pieces.

Quick Facts

  • Level: 80 – 83
  • Requires level 80
  • Territory: Contested
  • Instance type: Raid
  • Number of players: 10/25
  • Heroic mode available (80)
  • Location: Icecrown
  • Final boss: Anub’arak

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