Posted on 2010 under Burning Crusade, Guides, Raids |
27
Jul
M’uru is a fallen naaru and former guardian of Tempest Keep. He was captured by Kael’thas’ blood elves and taken to Silvermoon City. After his defeat in Tempest Keep, Kael’thas and his felblood minions captured M’uru from Silvermoon and took him to the Sunwell Plateau, presumably to drain his power and aid in the summoning of Kil’jaeden. He thus represents the fifth encounter of the instance.
Possible origins of name
M’uru’s name is possibly derived from the early writings of Tolkien. In some early drafts, the evil spider goddess Ungoliant was called Múru in the Quenya language. (Many see this as a pretty unlikely connection, a coincidence at best.)
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Tags: About, AoE, Armor, blood elves, Blood Knight, boss, buff, check, Darkness, DPS, Feral, Fire, fire damage, From, gear, Guardian, healers, Health, jaeden, Kael'thas, Kil'Jaeden, Lightning, M'uru, Melee Damage, mount, movement speed, negative energy, paladin, paladins, patch, patch 3.1.0, Polymorph, priest, Protection, Protection Paladin, Quenya, Quest, raid, Restoration, servers, Sets, shadow, shadow beings, Shadow Priest, shamans, Silvermoon, Silvermoon City, spells, Summon, Sunwell, Sunwell Plateau, tank, tanking, tanks, Target, tempest, Tempest Keep, Time, twisted reflection, Voidwalker, warlock, warlocks, warrior, world of warcraft
Posted on 2010 under Burning Crusade, Guides, Raids |
21
Jul
Kael’thas Sunstrider, Lord of the Blood Elves, is the fourth and final boss encounter of the Eye. He is accompanied by his council of four advisors: Thaladred the Darkener, Master Engineer Telonicus, Grand Astromancer Capernian and Lord Sanguinar. He spawns seven powerful legendary items which you have to fight, defeat and then equip in order to defeat Kael’thas. These items are usable only during the encounter; reseting the encounter, wiping, or releasing to the graveyard will cause them to desummon.
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Tags: About, aggro, Alone, AoE, Armor, Astromancer, boss, buff, Counterspell, Crowd control, DPS, Egg, Enhancement, Fire, fire damage, first, Freezing, From, Frost, Grand Astromancer Capernian, guilds, healer, healers, Health, hunter, Kael'thas, Kael'thas Sunstrider, Last, Legendary Weapon, loot, Lord Sanguinar, main tank, mana, Master Engineer Telonicus, Melee Damage, Netherstrand, paladin, paladin tank, paladins, patch, patch 3.1.0, phase 2, priest, Prince Malchezaar, Protection, Protection Paladin, PVP, Rage, raid, rogue, rogues, shaman, Shield, spells, strategy, Summon, Sword, tank, tanking, tanks, Target, Thaladred the Darkener, the Eye, Threat, Time, warlock, warlocks, warrior, Weapon, Weapons
Posted on 2010 under Burning Crusade, Guides, Raids |
21
Jul
Al’ar is the first seen boss of the Eye in Tempest Keep. This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver’s lesser difficulty.
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Tags: About, aggro, Al'ar, AoE, Armor, boss, cloak of shadows, consecration, Crowd control, Death, Don, DPS, Fire, fire damage, first, From, healers, Health, Holy, Kael'thas, Lore Al'ar, mana, Melee Damage, paladin, patch, patch 3.1.0, patches, Phoenix God, precious pet, Protection, raid, Righteous, rogue, shadow, strat, strategy, Summon, tank, tanks, Target, tempest, the Eye, Threat, Time, Void Reaver, warrior, world of warcraft
Posted on 2010 under Burning Crusade, Guides, Raids |
20
Jul
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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Tags: About, Amani, Amani forest, AoE, Bear, Bear Form, blessing, chieftain, Cleanse, cloak of shadows, crusader, Death, DPS, Dragonhawk, druid, Dwarf, dwarven, Fire, fire damage, first, From, gear, General, healer, healers, Health, horde, Last, main tank, mana, paladin, paladins, patch, patch 3.1.0, Quel'Thalas, Rage, raid, Regrowth, shadow, spells, strat, strategy, Strike, tank, Target, Threat, Time, Troll, trolls, Vortex, Wall, warrior, world of warcraft, Zul'Aman, Zul'jin
Posted on 2010 under Burning Crusade, Guides, Raids |
20
Jul
Hex Lord Malacrass, a witch doctor, is the second to last boss within Zul’Aman. Looking to annihilate the existence of all elves, Malacrass had devised a similar plan to that of the blood elves, who had channeled the power of Light into their own ranks. He, instead, sealed the power of the animal gods within the bodies of the Amani’s strongest warriors. Zul’jin quickly approved the plan and lent his full support. Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods and eventually lead to the rise of Zul’Aman.
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Tags: aggro, Amani, Amplify Magic, AoE, Aspect, Aura, blood elves, Blood Plague, boss, buff, Chance, cloak of shadows, Concentration, Crowd control, Death, death knight, DPS, druid, Elf, Fire, first, From, Frost, healers, Health, Hex Lord Malacrass, hunter, Last, Lifebloom, Lightning, mana, Melee Damage, Nova, paladin, patch, patch 3.1.0, plague, Polymorph, priest, Protection, raid, Restoration, rogue, rogues, shadow, shaman, shamans, Shield, Soul, Spirit Bolt, Strike, tank, tanks, Target, Threat, Time, Undead, Ward, warlock, warlocks, warrior, warriors, witch doctor, world of warcraft, wrath, Zul, Zul'Aman, Zul'jin
Posted on 2010 under Burning Crusade, Guides, Raids |
18
Jul
Jan’alai, the Amani lord of dragonhawks, is the third animal boss within Zul’Aman. He holds Kraz captive in a cage near his platform, awaiting his sacrifice if the raid cannot rescue him before the timer runs out. Defeating Jan’alai with time remaining does not add any additional time but still allows the raid to free Kraz. He will, in turn, reward the raid with access to a small share of gold and unlock Kraz’s Package which will contain an epic ring.
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Tags: About, AddOns, aggro, Amani, Amani Dragonhawk, Amani Dragonhawk Hatchling, Amani Dragonhawk Hatchlings, Amani Dragonhawks, Amani'shi, Amani'shi Guardian, AoE, Aura, Bear, Beast Tamer, boss, buff, Cleanse, Deadly, DPS, Dragonhawk, druid, Egg, Epic, Fire, fire damage, Fire Wall, first, From, Frost, gear, gold, Guardian, healer, Health, hunter, instance, Jan, Jan'alai, Kraz, Last, MC'ing priest, movement speed, Nalorakk, Nova, paladin, paladins, patch, patch 3.1.0, priest, raid, Resurrection, rogue, sacrifice, Sap, shamans, Shield, spells, strategy, Summon, tank, tanking, tanks, Target, Time, Wall, warrior, world of warcraft, Zul'Aman
Posted on 2010 under Guides |
18
Jul
This guide is meant to be more of a “nexus” for information, rather than a compendium of all tanking information. Most of what I’m saying has been posted on Tankspot for a while, however I realize how daunting it can be to go to a new forum where there is tons of information scattered about. A lot of people might just say “aww forget it, I’ll just make my own HALP! post because I am overwhelmed with the information here.” I know I might do that. So, the goal of this guide is to give you the basic information you are probably looking for, and to point you in the right direction for other posts that contain more information to answer your questions.
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Tags: About, aggro, anub, Anub'arak, AoE, Argent, Armor, badges, blessing, Blizzard, boss, bosses, buff, Capped, Chance, citadel, Death, Dodge, Don, DPS, Emblem, Emblem of Triumph, Enchanting, Engineering, Epic, Fire, first, From, Frost, gear, General, guide, Guides, Guild, Haste, healers, Heroic, ICC, Icecrown, Icecrown Citadel, Instances, money, omen, Parry, Posts, Protection, Quest, Rage, raid, rogues, sacrifice, saronite, Saurfang, shamans, Shield, shield wall, Strike, tank, tanking, tanks, Target, Threat, Tier, Time, TPS, triumph, Ulduar, Valor, Wall, warcraft, Ward, warrior, warriors, Weapon, Wings, World, world of warcraft
Posted on 2010 under Guides |
18
Jul
This thread is purely for the development of the Protection Warrior spreadsheet and the baseline conclusion from the numbers produced. Please keep any discussions about specific gear and encounters in their respective threads. And ofcourse, feel free to add or link to this thread.
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Tags: About, defensive stats, Don, DPS, fro, From, gear, guide, Posts, Protection, Rage, raid, rotations, spreadsheets, tank, tanks, Threat, TPS, warrior
Posted on 2010 under Cataclysm, Patch Notes |
14
Jul
We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include:
- Warriors/druids in the lowest levels of gear can be Rage-starved.
- Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.
- Warrior/druid tanks lose Rage income as they improve their gear and take less damage.
- The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.
- Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.
- In general, warriors and druids don’t have enough control over their Rage.
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Tags: boss, catacl, cataclysm, Cataclysm-logo, Concept, crusade, Damage Reduction, Death, death knight, Don, druid, fro, From, gear, Haste, Health, Heroic, mana, mechanic, Rage, Rage mechanic, Strike, tank, tanks, warrior, warriors, Weapon, Weapons, wow
Posted on 2010 under AddOns |
14
Jul
As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.
The most obvious question these changes raise is “Why are stats being changed, and why now?” As the game has matured, we’ve run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a “good stat” for a class and a “bad stat” can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat — and these are just a few examples.
Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we’ll do our best to answer any questions you may have here on the forums.
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Tags: About, Armor, Armor Penetration, Bear, blessing, BlizzCon, Blue, catacl, cataclysm, Chance, Character classes, crusade, Dodge, DPS, druid, From, Frost, Frost Presence, gear, General, Haste, healers, Health, Holy, holy paladin, hunter, Last, loot, Mail, mana, mana regen, Mastery, mitigation, mount, paladin, paladins, Parry, Posts, profession, Protection, Quest, raid, Reforging, Regen, Restoration, retribution, Righteous, shaman, Special, specialization, Spell Ranks, spells, stamina, stat system, Strike, talent tree, Talents, tank, tanking, Ward, warlock, warrior, warriors, Weapon, Weapons