Monday, August 24, 2009, posted by WoW Fan at 12:53 AM
The recently announced expansion Cataclysm will feature high-level raid dungeons. Here is a preview video consisting of the following dungeons:

Abyssal Maw
Halls of Origination
Blackrock Caverns
Icecrown Citadel
Icecrown Dungeons




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Saturday, July 11, 2009, posted by WoW Fan at 6:53 AM
Hit and Spell Hit rating is a crucial stat for any serious raider as it reduces the chance to miss with your attack. The following guide is to assist you in understanding the hit cap for both melee and spellcasters depending on class and talent specs:


Spell Hit

26.232 HR is worth 1% Hit
Initial spell hit is 17%, which is 446 HR.

This drops to 14% (368) with 3% talents, which most caster classes have, or 13% (342) for a Balance Druid with Balance of Power.
Mages: Arcane Focus, Precision
Warlocks: Suppression
Priests: Shadow Focus
Shamans: Elemental Precision

This drops again to 11% (289) with 3% hit raid buffs (Imp Faerie Fire from Balance Druids, and Misery from Shadow Priests).

This drops again to 10% (263) including the Draenei racial (Heroic Presence)

For Night Elf Balance Druids, who get a 4% talent instead of 3%, this means they only need 9% (236) to hit cap, if grouped with a Draenei, and specced into Imp FF.


Melee Hit

Melee's a little more complicated. It works out to be 32.79 HR per 1% of hit.

Standard (White damage) melee single wield hit is 8% (263) (So 1h and shield, 2h)
Standard (White damage) melee dual wield hit is 28% (886) (2 1h, or DW 2h with Titans Grip)

However special attacks (Yellow damage) with dual wield, have only an 8% cap.

So:
Initial melee hit is 8% (263), both single and dual wield, for yellow damage

That goes down to 5% (164) with specific talents below:
Death Knights: Nerves of Cold Steel
Hunters: Focused Aim
Warriors: Precision

That drops again to 4% (132) for all those classes with a Draenei in party.

With increased talents in other classes, we also have:
3% (99) for a Rogue with 5/5 Precision.
2% (66) For a Rogue with 5/5 Precision and a Draenei in party.
2% (66) For an Enhancement Shaman with 3/3 in Dual Wield Specialisation.
1% (33) for Enhancement Shaman with their own racial (Alliance only) and 3/3 Dual Wield Specialisation.

I've also been informed that a Rogues Poison's work from the spell cap. I've done a little research on this and it looks like Poisons need 14% (368HR), after accounting for 5/5 Precision, or 13% (342) after Heroic Presence. However similar to spellcasters, poisons will benefit from Misery/IFF, which will lower the poison cap to 11% (289) without Heroic Presence, and 10% (263) with a Draenei in party. Once a Rogue hits this, they'll be capped for both poisons and yellow damage, but white damage will still be uncapped, similar to most dual wield classes.
(Thanks to Dragaei, who let me know poisons used a separate amount.)

Hope this guide will come in handy for you raiders, and eliminate any confusion over hit caps.

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Tuesday, May 19, 2009, posted by WoW Fan at 2:18 AM
This video is a guide to show exactly how to solo the Dwarfageddon achievement in Ulduar. The video recorded is on the 25 man version, with a warlock that is geared in 10 Naxx armor just to reinforce how even the most undergeared players can obtain this achievement easily. Obviously 10 man version will not be an issue at all.

Your vehicle will be a lot better with the more combined item level you have. If you have all best slotted, you'll be able to kill the Sentry's in about 6 hits, otherwise as for the warlock, it took probably 30. Same with the nuking, you will only have to nuke twice to kill everything if you are well geared.

You can bring as many friends as the instance will hold to do this as well. I advise to only have a maximum of 2 people run out on bikes and clump dwarves, the other should ride passenger or just stay close in other vehicles. Too many people might split the dwarves too much and make you take longer than 10 seconds.

Most importantly, doing this will not get you saved to Ulduar. You yourself would have to not be saved to Ulduar already though and go into a fresh instance that hasn't killed Flame Leviathan yet in order to do this event. You'll have to invite a friend and form a raid to get inside, but after that you can drop raid and it wont kick you out and you can confuse the heck out of your guildies when your achievement pops up in guild chat. Here is the video:

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Sunday, April 5, 2009, posted by WoW Fan at 3:18 AM
The Great Feast
The Great Feast is an extremely effective and helpful way to provide food buffs to your raid, second only to Fish Feast as far as raid food quality is concerned. This guide is written mainly with Horde in mind but applies to Alliance as well but with different flight-paths.

Also, if you are a skinner you'll love getting the ingredients for this feast. I usually get between 60-100 Borean Leather each time I farm for 20 of these on my rogue.

Assumptions
• You are level 80
• You can do some form of AoE (this will only affect timing, not the mobs or locations)
• That you are farming for a full stack of feasts (i.e. 20 total feasts)

Ingredients
Chunk o' Mammoth x20
Shoveltusk Flank x20
Worm Meat x20
Chilled Meat x40

Guide

Obtain: Shoveltusk Flank
Starting from Dalaran, get on the flight plan to New Agamand. Once there, mount up and ride along the coast south of Westguard Keep (Alliance Town). Every 40-70 yards there will be 4-7 Shoveltusks.



The mobs you will be killing are:
• Shoveltusk Calf (lvl 63-68)
• Shoveltusk Stag (lvl 64-69)
• Shoveltusk (lvl 63-68)

They are very low level so you should have no trouble blowing through them. Expect to spend about 10 minutes or so of killing to get 20 flanks. Once you have all the flanks, turn around and go back to the Westguard flight point. From there, take a bird to either Dun Niffelem or K3 for the Worm Meat.


Obtain: Worm Meat

Make your way to the cave where you get the oil for the Helm quest at Hodir. There are a reasonable number of mobs here with a fairly consistent repop rate. This will take longer then the Shoveltusk or Mammoth, mostly because you are single killing targets a lot of the time. I would say 15-20 minutes depending on luck and whether others are farming.



The mob you will be killing is:
• Ravenous Jormungar

At this point you have two options: You can either head outside of the cave and kill the roaming mammoths or (and this is what I do) you can hearth to Dalaran and get on the flight path to Borean Tundra.


Obtain: Chunk o' Mammoth

I choose to go to the Tundra for three reasons. First, there are tons of Mammoth there. Second, I can blow through 40 Mammoths in the time it would take me to kill 10 in Storm Peaks and wait on the repops. Third, I can kill until I get my mammoth meat, walking North as I kill and then I get dumped right in the Basin for the Chilled Meat. Saves time.



The mobs you will be killing are:
• Mammoth Calf
• Wooly Mammoth
• Wooly Mammoth Bull

20 Chunks o' Mammoth should take approximately 5 minutes.


From here, walk right into the Basin and kill everything there. They all drop Chilled Meat and you'll get your 40 needed extremely quickly.

And there it is, you have the ingredients needed to food buff your raid. It takes me about 35-45 minutes including travel time to get all of these ingredients. In addition, you can make a handsome income once again if you are a skinner.

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Wednesday, February 6, 2008, posted by WoW Fan at 10:55 AM
Since the launch of the 10man Zul'Aman instance, the Bear Mount have been a sought after land mount for everyone. Obtaining it is another story altogether as it requires clearing the first 4 bosses within 45mins which includes the trash as well. Even with a well geared group this is still a daunting task which is why the Bear Mount is still as elusive as ever.

Now there's a way to get it done the easier by exploiting the timer. Do note that you would still need a full raid group to do this as you will need to clear the bosses as normal. Do note that the chest event will NOT start without doing the Gong Event.

The first thing you would need to do is to wall-jump up to the ledge right up to the small gap of the ZA gate just in front of the gong. Then delete your hearthstone and activate autounstuck. This will port you just over the gate and into ZA. Another technique is to get a warlock and 2 others to do the wall-jump and summon the others up. Here's a video of the wall-jump and location:



After everyone is inside, clear the trash mobs to all 4 bosses without touching the bosses themselves of course. Clear the trash to Eagle boss last. Then everyone just strip naked and die once all the trash are cleared.

Once resurrected inside the instance, quickly buff up and start the Gong Event. Then proceed to kill all the 4 bosses which your group will have ample time to do them since there are no trash mobs to deal with. This does not mean however that you can take things slow and easy as your group would need to clear the trash pretty fast to avoid respawns. Also be wary of the pats as well cause they respawn pretty quickly especially the 2 as you come down the stairs from the entrance.

The Bear Mount is a guaranteed drop from the 4th chest. Importantly, take note that doing this might get you a warning or your account banned if you have been warned before.

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Tuesday, October 16, 2007, posted by WoW Fan at 3:03 AM
The following boss fight tactics are based on the current PTR, the final release may vary to a certain extend.

Nalorakk - Bear Avatar, 1st boss:
Loot Table

It is a 2-Phase fight:

First phase - Human form:

He does a random charge.
Mangle - Increases damage done by bleeds by 100%.

Second phase - Bear form:

Applies 2 different bleed effects.
Raid wide Silence - 4-5 seconds long, does approx 1k damage.

Phase 1 is simply tank and spank. Make sure to heal the random person charged.

Phase 2 have the 2nd tank taunt the boss and be careful of the cleave so make sure the raid is not next to where the 2nd tank is bringing the boss.

When he goes back to human form, have the first tank taunt it, repeat until he is dead.

After this boss you can take your pick at targetting any of the 3 next Avatars first but in terms of difficulty they are listed below.

For the time quest the kill order would logically be: Bear, Eagle, Dragonhawk, Lynx, Malacrass and finally Zul'Jin.


Akil'zon - Eagle Avatar, 2nd boss:
Loot Table

Roughly every 60 seconds he will cast the his Storm on a random person with an emote. This player is raised up in the air and a cloud appears above them, simply everyone find this person and run under him and you will take no damage. The boss channels this spell so feel free to keep attacking at ranged unless you are lucky enough to have him target a melee next to him, just be carteful not to over-aggro the MT.

This is a basic tank and spank fight with a small twist. Also during the storm have ranged/casters target the eagles in the air and dot/attack them to give you more time on dpsing the boss, the melee just concentrate on the boss himself. A very easy fight, might take a wipe or 2 to understand what is going on.


Halazzi - Lynx Avatar, 3rd boss:
Loot Table

This boss has a tiny amount of hp, roughly 600k. This is a 2 phase encounter that rotates (similar to Nightbane) every 25%.

Phase 1 -

He hits quite hard and also does a Mother Shahraz type of ability like Saber Lash that if it hits more than 1 person the damage received by each person is much less than if it were to hit only 1. Once you get him to 75 % he will go into phase 2.

Phase 2 -

During this phase he will transform back into his Shaman form and spawn a Spirit of the Lynx that has approx 200k hp. Also during this phase he will drop a nasty totem known as: Corrupted Lightning Totem that does chain lightning for approx 5k, maybe some nat res is not a bad idea, but not a necessity. The last ability of this phase is a Flame Shock that he will do randomly to 1 target.

Basically tank and spank in phase 1. When phase 2 occurs, 1 tank stays on the Shaman and the other tank takes the Spirit. You need to dps down the Spirit as fast as possible so you will not stay in phase 2, too long because of the nasty totems.

Kill the totems when they spawn (similar to Tidvalas during the Fathom Lord Karathress encounter in SSC), cleanse people if needed. Rinse and repeat till dead.


Jan'alai - Dragonhawk Avatar, 4th boss:
Loot Table

Jan'alai has 2 major abilities, and at 35%ish hatches his remaining eggs(explained later)
- He has a 5 minute enrage that is rather unimportant, as it barely increases his damage.

1 - A "Flame breath" type cone that has a long range but a small width, this does about 4-5k to people in a single line and adds up fast (believe to be random target). It is important to minimize its damage by spreading out appropriatly.

2 - He will periodically teleport the entire raid to him, put up "flame walls" on the outer ring of his area so you cannot escape. He will then begin spawning "time bombs" randomly throughout his area. After approximatly 10 seconds they will blow up dealing 3-5k(?) dmg in a 5 yard area, so you need to find a spot that is safe and does not have fire bombs on it. This ability seems to be on a random timer as sometimes he will forget about it and other times he will spam it.

Throughout the fight he calls 2 "Hatchers"(Low HP) which run to the side and begin hatching eggs into dragonhawks at an increasing rate. You need to Kill 1 Hatcher as soon as possible and go give the 2nd one a hug, tanking and killing the dragonhawks he spawns (we would normally do about 5-7 hawks at a time and just draw out the fight).
When you are comfortable with the amount of hawks spawned, kil the hatcher and mop up the remaining hawks. This is the hardest part of the fight as you will have to heal alot of raid damage due to the small area of the egg platforms and the damage his fire breath does, you should assign at least one healer to go with the group that willl kill eggs, preferably one that is good at raid healing (CoH priest, resto shaman etc). The other difficult part of this fight is his ability to port and put up fire walls to the egg spawns while the hatchers are busy hatching eggs, causing you to get zerged so be careful!

The dragonhawks individually have a stacking flame buffet, and a fire damage based proc on top of their normal melee which is about 1k~ on leather.

The tactics to this boss are really, really simple
1) Minimize his fire breath damage when he isnt spawning hatchers
2) When hatchers spawn kill one, send the group to kill dragonhawks spawned by the other one.
3) Dont die to the fire bomb minigame.
4) Make sure you hatch almost ALL of the eggs before 35% (yes this means light dps for the entire fight), or you will be horribly zerged.
5) Profit


Hex Lord Malacrass, 5th Boss: (in-complete info)
Loot Table

He starts with 4 random adds. Possible known adds:

Ogre - Melee add, Sheep him.
Imp - Fireball Spam, possible banish or kill quickly.
Dragonkin - Flamebreath & Thunderclap, sleep him/kill quickly, if you get this add, preferrably killing is a good option.
Undead - melee and instant casts, shackle him.
Blood Elf - Heals. Interupt heals/Kill quickly.
Serpent - Posion bolts. Sleep it / kill quickly, like the Dragonkin, killing it is preferred due to your druid does not have to shapeshift.

People seem to kill 1 or 2 of the adds before focusing on the boss.

Malacrass:

Does a nasty dot that lasts for approx 15 sec and deals roughly 300-400dmg per tick.

During the fight randomly he will Soul Drain 1 random person, he will take on 2-3 abilites of that persons class. He will continue to use these new abilities till he Soul Drains another victim and repeats a new cycle of attacks.

Every minute or so he will drain everyone of their power by 1% and giving it to himself, thus increasing his size and his damage by 10%.

Tank and spank and deal with the new abilities he may gain.

Possible Soul Drains:

Druid- Thorns & Lifebloom (big heal!!!)
Hunter- Traps
Mage- Frost Nova & Firebolt/Frostbolt
Paladin- Consecrate & Holy Light
Priest- Heal & Mind Control.
Rogue- SnD & Blind.
Shaman- Fire Nova Totem & Healing Wave
Warlock- ? ?
Warrior- Whirlwind & Spell reflect.


Zul'jin - The Final Boss:
Loot Table

Every phase change he does do a threat wipe, when he turns into an Eagle you do not need to worry about a threat list though as explained below. He changes phases every 20%.

Phase 1:
Watch out for his whirlwind (melee range). He also casts a debuff similar to the one in Slave Pens that does a dd and then ticks until the player is topped off. Seems like it was only around 2500-3000 damage, so if you are good at assist healing you can downrank accordingly to top them off just enough so they do not take any ticks.

Phase 2:
As soon as he starts this phase you will notice everyone gets a Paralysis debuff. Dispell it off the main tank and yourself, then other healers if time (or the tank doesn't need a heal). DPS etc do not need it dispelled. After 5 seconds of having the debuff, you will become stunned and take a little damage, assign someone to top people off before the next. He can hit decently hard, so keep the tank topped.

Phase 3:
Stay away from the tornados that spawn and move around the room. They knock you back and deal around 1k damage. If you are a caster (yes healers included) everytime you cast you will get hit for about 1250 damage. The key thing to do in this phase is not get cornered by tornados and stay alive. Heal over time spells really make this phase much easier. Melee need to try and burn him down as quick as they can as they get no punishment for doing damage.

Phase 4:
Lynx form he melees fairly weak all around. He also will fixate upon a random player in the raid and melee them. Intervene near the end of the 10 second or so phase to help out squishy people. Also does a weak version of the whirlwind Leotheras / end boss of Shattered Halls. I think it also places a debuff on people that will make them take more damage, it's either this or the fixate. Watch debuffs and note that that person will need extra heals.

Phase 5:
As stated above, you will get a buffet like debuff put on you every so often. He will choose random people throughout the raid and place a beam of fire on them. If they are not topped they will probably die due to the debuff. It's a simple phase if people are good at staying out of void zones.

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Sunday, May 13, 2007, posted by WoW Fan at 12:25 AM
The purpose of this guide is to provide players with a base-line understanding of what heroic dungeons are, why they are important and, most importantly, how to get groups to run them.


WHAT IS A HEROIC?
According to Blizzard a Heroic dungeon is simply a Dungeon where the “difficulty will be much greater, the rewards will also scale up accordingly.” Additionally, heroic bosses drop Badges of Justice which can be used to purchase epic items and, with the 2.1 patch, primal nethers from the Naaru in Shattrath City.


HOW DO I GET INTO HEROIC DUNGEONS?
In order to enter a Heroic Dungeon you need to have at least Revered with a particular faction and purchase a key from that factions quartermaster.

Revered Honor Hold = Hell Fire Citadel Key
Revered Sha’tar = Tempest Keep Key
Revered Cenarion Expedition = Coilfang Reservoir Key
Revered Lower City = Aunchindoun Key
Revered Keepers of Time = Caverns of Time Key

If you are more concerned with end-game progression I would suggest focusing on Honor Hold and Lower City rep first since you will be required to complete a quest in heroic mode to summon Nightbane (which in turn is part of another heroic quest, requiring Cenarion Expedition revered faction in Slave Pens, to get keyed for Serpent Shrine Cavern).

If end-game progression is not an immediate concern you’re best bet is to focus on getting revered Sha’tar and Cenarion Expedition. Steamvaults in Coilfang and Mechanar in Tempest Keep are popular “first-time” heroics. Both Steamvaults and Mechanar are some of the “easier” runs.


GETTING A GROUP
Group composition is crucial in a 5 man heroic. For the most part you need a tank, a healer and 3 DPS with CC ability (which can be an off-tank if the healer can handle it). You may wish to adjust your spec (points in traps if you are a hunter for example) to increase your utility in heroic runs.

You need to be a good player. Unlike large raids where you can occasionally have one or two weak players, in a heroic everyone needs to be “on game”, play tight and pay attention. If you don’t do a good job in a heroic run you can be sure that the other four players are unlikely to invite you back. People are very skittish about doing heroics with untrusted/untested players because of the difficulty level and the fact that it’s only 5 people.


TRY NOT RELY ON YOUR GUILD FOR HEROIC RUNS EXCLUSIVELY!
With the decrease in guild size as the result of the expansion it can be tough to find a complete balanced group in-guild. My advice, and this is what I do, is to ask every skilled player you do a run with if they would mind you putting them on your friends list for heroic runs. Even if you are not level 70 yet, start doing this now! You will eventually have a long list of competent players to put together heroic pick-up-groups without the headache of PUG incompetence. I want to emphasize the importance of this tactic because it’s the best way to get heroic runs. If you are a good player there is no reason why you can’t run a heroic before or after the times most people are raiding.

If after all this you can’t get heroic runs you might want to look at your spec or play-style and ask for honest feedback from other players.


WHAT TO EXPECT
First of all, how hard a run is on heroic has little to do with how hard a run was on normal mode. In fact the reverse is often-times true. Although this is just my opinion, it’s pretty safe to say that Underbog Heroic, Mana Tombs Heroic are a lot harder than Mechanar Heroic and Steam Vaults Heroic.

On Heroic mode difficulty expect mobs to have more health, new abilities and resistances. Expect some trash mobs to be as hard, if not harder, than some of the boss encounters.

I’ve ranked the following heroic runs in terms of difficulty. Keep in mind this is just my opinion and I’m positive others would disagree. Also, I’m assuming ideal party composition for the run.

Easy Heroics:
The Steamvault
The Slave Pens
The Mechanar

Hard Heroics:
The Underbog
Mana Tombs
Auchenai Crypts
Sethekk Halls
Shadow Labyrinth
Escape from Durnholde Keep
Hellfire Ramparts
Blood Furnace

Very Hard Heroics:
The Botanica
The Shattered Halls
Opening the Dark Portal
The Arcatraz


Additionally, on dungeons that were lower than level 70 in normal mode expect new loot tables and remember that every boss in a heroic zone will drop a Badge of Justice. All end-bosses in heroic dungeons will drop epic items.


CONCLUSION
Heroics are a lot of fun. You get to work as a tight team, get good items and, in the end, it makes you a better player for 25 mans and in general.


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Monday, March 5, 2007, posted by WoW Fan at 12:06 PM
Deadly Boss Mods provides boss mods for all raid bosses with status bars for all timers. You can also use its API to write your own boss mods.

Features
- Boss mods for all raid bosses
- Some boss mods have very advanced features like the Loatheb healer monitor which allows you to setup a heal rotation and see the cooldowns of all healers
- Synchronization system for accurate timers
- No dependencies, no embedded libraries, 100% stand-alone
- Modular design - all boss mods are plugins and can be exchanged, removed or updated separately
- Load on demand - boss mods and the GUI are separate AddOns and they will be loaded when they are needed, e.g. the GUI uses no memory if you don't open it
- Efficient code: very low memory (the API only uses about 700kb!) and CPU usage
- Special effects like the screen flash and the screen shake effect to draw your attention on critical events - for example DBM will warn you when Thaddius changes your polarity
- Bars can change their color over time and flash before they expire
- Four bar designs to choose from with a user-set color
- Option to create custom timers, so-called "Pizza Timers" for your pizza or whatever you prefer to eat while raiding
- Option to increase the range of your combat log
- Powerful object-oriented API - you can use it to write your own boss mods!

Slash Commands
/dbm - shows/hides the GUI
/dbm timer







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Monday, January 15, 2007, posted by WoW Fan at 5:16 PM
Once again this post is very much due to the contribution of Mithan. God bless his soul for all the hard work he has put in to make this info available to us all.

The Burning Crusade is scheduled to ship without several Raid Instances. The Raids that are confirmed to ship with the expansion (to my knowledge) are Gruul's Lair, Magtheridon's Lair and Karazhan. The rest are scheduled to be added in via patch at a later date. All 5 Man instances will be working.


Blizzard's Interactive Map: http://www.worldofwarcraft.com/burningcrusade/townhall/outlandmap.html


Azeroth
Caverns of Time (Tanaris)
You must complete "Escape from Durnholde" to proceed to "Opening the Dark Portal".

5 Man Instances:
The Escape from Durnholde (Level 66–68)
Opening the Dark Portal (Level 70)

25 Man Raids:
The Battle for Mount Hyjal (Level 70)

Karazhan (Deadwing Pass)
To open the gate, the Master Key is required. This is gotten by doing a quest chain starting on Archmage Alturus (outside Karazhan) and requires you to run a few instances back in Outlands.
10 Man Raids:
Karazhan (Level 70) Loot Link


Outlands
Hellfire Citadel (Hellfire Peninsula)
These are all located on Hellfire Citadel itself, with the exception of Magtheridon's Lair which is to the west side and bottom of the Citadel. Shattered Halls requires a Shattered Halls key, which is found on Keli'dan the Breaker (the final boss) of Blood Furnace.

5 Man Instances:
Hellfire Ramparts (Level 60-62, Heroic) Loot Link
The Blood Furnace (Level 61-63, Heroic) Loot Link
The Shattered Halls (Level 70, Heroic and Flamewrought Key) Loot Link

25 Man Raids:
Magtheridon's Lair (Onyxia Style) (Level 70)

Coilfang Reservoire (Zangarmarsh)
The instances are reached by swimming through a tunnel underneath Coilfang Reservoire.

5 Man Instances:
The Slave Pens (Level 62-65, Heroic) Loot Link
The Underbog (Level 63-65, Heroic) Loot Link
The Steamvault (Level 70, Heroic - Requires Steamvault Key) Loot Link

25 Man Raids:
Serpentshrine Cavern (Level 70)

Auchindoun (Terokkar Forrest)
The instances are reached by swimming through a tunnel underneath Coilfang Reservoire. Shadow Labyrinth requires the Shadow Labyrinth Key which is found on Talon King Ikiss in Sethekk Halls.

5 Man Instances:
Mana Tombs (Level 64-66, Heroic) Loot Link
Auchenai Crypts (Level 65-67, Heroic) Loot Link
Sethekk Halls (Level 67-69, Heroic) Loot Link
Shadow Labyrinth (Level 70, Heroic - Requires Auchenai Key) Loot Link

Tempest Keep (Netherstorm-Flying Mount Required)
5 Man Instances:
The Mechanar (Level 70, Heroic) Loot Link
The Botanica (Level 70, Heroic) Loot Link
The Arcatraz (Level 70, Heroic) Loot Link

25 Man Raids:
The Eye (Level 70)

Gruul's Lair (Blade's Edge Mountains)
Multiple Bosses to kill in this raid so not a straight "Onyxia style" type raid but not a traditional raid either.

25 Man Raids:
Gruul's Lair (Level 70)

Black Temple (Shadowmoon Vale)
The lair of Illidan Stormrage and the main focus of the Burning Crusade expansion pack.

25 Man Raids:
Black Temple (Level 70)


Raid Instance Compilation
Most of these raids are traditional style raids but a few are basically like Onyxia, meaning you go in and kill a single boss. Some such as Gruul's Lair require killing a few bosses but are still done in the style of Onyxia.

10 Man:
Karazhan (Level 70)

25 Man:
Magtheridon's Lair (Onyxia Style) (Level 70)
Gruul's Lair (Onyxia Style - Multiple bosses) (Level 70)
Serpentshrine Cavern (Level 70)
The Battle for Mount Hyjal (Level 70)
The Eye (Level 70)
Black Temple (Level 70)


Token Rewards
http://www.thottbot.com/beta?i=8512



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