2009-12-14

The label - Single target instant application, no lasting effects.  No time to see a doctor upon drinking.
The typical rate of application on a 1.4 speed weapon - 20%, 2.8 speed - 40%.
May be part of a Deadly Brew mix to cripple victims as well.  Use only as directed.

The Fine Print - Instant Poison has fallen a long way since Wound Poison was greatly buffed to provide an instant damage boost, no longer buy wow gold stacking, and vastly increased the rate of application on attack.  As it stands now, Instant Poison has very little use unless you have the Tier 4 assassination talents to vastly boost the application of it and work Envenom into your rotation on a regular basis.  In PvE, Mutilate builds will have this on their main hand.  If you see it elsewhere or in other builds without the Improved Poisons talent, you might have a good argument as to why you’re beating them on the DPS charts.  While this can be used in combination with Deadly Brew to provide a potent cripple to your instant burst, Wound Poison is more or less essential in PVP to enable you to actually kill those discipline priests and tree druids.

The reality - Used on 1.8-2.0 speed main hand daggers, with Improved Poisons in mutilate builds.  Expect about a ~40% proc rate with envenom down, and ~68-70% with envenom buff active.  This can lead to a lot of big yellow numbers when you envenom, and I’m not talking about the envenom hit itself!  If you are going to work around an Instant/Deadly envenom heavy build to get the most of your poisons, make sure you take Master Poisoner to get your deadly stack up and active ASAP!

The Label - Tends to leave a bad taste in the target’s mouth, reducing their ability to consume food, potions, and incoming mending.  As such, take on a full stomach.
Used 50% of the time on a 1.4 speed weapon, and 93-100% of the time on a 2.6-2.8 speed weapon.  Buyer testimony confirms that as long as you are forcing your fist down their throat, they will drink your medicine.
May be part of a Deadly Brew mix to cripple victims as well.  Side effects are generally mild and may include death.

The Fine Print - Whether you’re in the Field of Strife or the Antechamber of Ulduar, you probably will have this on your main hand if you aren’t a mutilater.&nbsp,cheap wow gold; Even though it scales slightly worse, the vastly higher application rate which more or less guarantees application on your slow main hand hits.  It may not shine for burst, but it does shine for cheap ugg boots steady damage over time and is an outstanding bonus to all of your special attacks.  As for killing Night Elves (or insert your most hated enemy here), it’s more or less essential.  We rogues don’t have a lot of staying power once our cooldowns are used, and we need that enemy down before backup arrives or they fall asleep from being able to outheal our barrage of stabbing.  From the moment you cheap shot, all heals will be reduced by 50% and you’ll have a fighting chance of killing those healing classes, especially with Priests being able to Penance themselves.

The Label - Pop up to 5 in your mouth at any given time.  Chew slowly.  Maximum strength even when you’re forced to turn away for a few moments or be out of range of your loved ones.  We guarantee at least a 40% success rate!

The Fine Print - A recent 50% buff to the AP scaling rate makes this poison attractive for all.  It’s 100% essential if you ever plan on pressing Envenom.  This poison excels in mobility fights or any fight that might have you otherwise unable to attack for a few seconds.  You’ve got to keep this up though.  If you aren’t a deep mutilate build, your Deadly Poison stack will take some time to get back to a full 5 stacks.  If you are a deep mutilate build, well, you won’t even notice it go down if you have Master Poisoner and hit envenom.

The Label - Goes down ugg smooth with no heavy aftertaste.  Can win over a party of enraged goons just as well as Natural Ice, and tastes better to boot.  50% poison odds by volume.  Always drink responsibly.

The Fine Print - We cannot stab what we cannot reach.  If we do not take Fleet Footed, we aren’t catching most people in PvP at full run and will be forced to blow sprint or mount in order to close the gap, and even then it’s going to be a stretch or a stun upon reaching them.  It has a standard 50% rate of application and can be Glyphed to 70%.  Automatically applied with the Deadly Brew talent, making it one of the best PvP talents in the game and can be further enhanced with Throwing Specialization to make us an AoE Interrupt Slowing Mortal Strike DOT annoyance.  Damn, that’s a lot of debuffs.

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The label - Single target instant application, no lasting effects.  No time to see a doctor upon drinking.
The typical rate of application on a 1.4 speed weapon - 20%, 2.8 speed - 40%.
May be part of a Deadly Brew mix to cripple victims as well.  Use only as directed.

The Fine Print - Instant Poison has fallen a long way since Wound Poison was greatly buffed to provide an instant damage boost, no longer ugg boots stacking, and vastly increased the rate of application on attack.  As it stands now, Instant Poison has very little use unless you have the Tier 4 assassination talents to vastly boost the application of it and work Envenom into your rotation on a regular basis.&nbsp,cheap wow gold; In PvE, Mutilate builds will have this on their main hand.  If you see it elsewhere or in other builds without the Improved Poisons talent, you might have a good argument as to why you’re beating them on the DPS charts.  While this can be used in combination with Deadly Brew to provide a potent cripple to your instant burst, Wound Poison is more or less essential in PVP to enable you to actually kill those discipline priests and tree druids.

The reality - Used on 1.8-2.0 speed main hand daggers, with Improved Poisons in mutilate builds.  Expect about a ~40% proc rate with envenom down, and ~68-70% with envenom buff active.  This can lead to a lot of big yellow numbers when you envenom, and I’m not talking about the envenom hit itself!  If you are going to work around an Instant/Deadly envenom heavy build to get the most of your poisons, make sure you take Master Poisoner to get your deadly stack up and active ASAP!

The Label - Tends to leave a bad taste in the target’s mouth, reducing their ability to consume food, potions, and incoming mending.  As such, take on a full stomach.
Used 50% of the time on a 1.4 speed weapon, and 93-100% of the time on a 2.6-2.8 speed weapon.  Buyer testimony confirms that as long as you are forcing your fist down their throat, they will drink your medicine.
May be part of a Deadly Brew mix to cripple victims as well.  Side effects are generally mild and may include death.

The Fine Print - Whether you’re in the Field of Strife or the Antechamber of Ulduar, you probably will have this on your main hand if you aren’t a mutilater.  Even though it scales slightly worse, the vastly higher application rate which more or less guarantees application on your slow main hand hits.  It may not shine for burst, but it does shine for buy wow gold steady damage over time and is an outstanding bonus to all of your special attacks.  As for killing Night Elves (or insert your most hated enemy here), it’s more or less essential.  We rogues don’t have a lot of staying power once our cooldowns are used, and we need that enemy down before backup arrives or they fall asleep from being able to outheal our barrage of stabbing.  From the moment you cheap shot, all heals will be reduced by 50% and you’ll have a fighting chance of killing those healing classes, especially with Priests being able to Penance themselves.

The Label - Pop up to 5 in your mouth at any given time.  Chew slowly.  Maximum strength even when you’re forced to turn away for a few moments or be out of range of your loved ones.  We guarantee at least a 40% success rate!

The Fine Print - A recent 50% buff to the AP scaling rate makes this poison attractive for all.  It’s 100% essential if you ever plan on pressing Envenom.  This poison excels in mobility fights or any fight that might have you otherwise unable to attack for a few seconds.  You’ve got to keep this up though.  If you aren’t a deep mutilate build, your Deadly Poison stack will take some time to get back to a full 5 stacks.  If you are a deep mutilate build, well, you won’t even notice it go down if you have Master Poisoner and hit envenom.

The Label - Goes down cheap ugg boots smooth with no heavy aftertaste.  Can win over a party of enraged goons just as well as Natural Ice, and tastes better to boot.  50% poison odds by volume.  Always drink responsibly.

The Fine Print - We cannot stab what we cannot reach.  If we do not take Fleet Footed, we aren’t catching most people in PvP at full run and will be forced to blow sprint or mount in order to close the gap, and even then it’s going to be a stretch or a stun upon reaching them.  It has a standard 50% rate of application and can be Glyphed to 70%.  Automatically applied with the Deadly Brew talent, making it one of the best PvP talents in the game and can be further enhanced with Throwing Specialization to make us an AoE Interrupt Slowing Mortal Strike DOT annoyance.  Damn, that’s a lot of debuffs.

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HALLS OF LIGHTNING

Lightning Struck

As long as your tank and healer aren’t in greens, this isn’t an overly difficult achievement. Bjarngrim and his adds path around a tiffany series of 3 platforms and will pause at each, gaining a Temporary Electrical Charge that increases their damage. You simply need to pull Bjarngrim while he still has this buff. During the fight you can force him to lose it by killing his adds, and if you’re still gearing up,cheap wow gold, that’s a more reasonable option than trying to survive the damage. The abilities of note here are Mortal Strike, which is a fairly nasty hit in the range of 15-16K, and Whirlwind, which can two-shot melee DPS.

Tanks/healers without the gear to power through this easily should burn cooldowns until the adds are dead, at which point Bjarngrim will lose Electrical Charge and becomes a glorified tank-and-spank (as long as your melee stay out of the whirlwind. If they don’t, it becomes a long glorified tank-and-spank).

Shatter Resistant

This was another achievement my group got entirely by accident. Until I actually sat down to look up information for this article, I confess my usual advice to groups was, "I’ll pull him back and you burn him down…I think."

It turns out that’s still decent advice, because all you need to do is kill Volkhan before he shatters 4 of his summoned golems. While this is a DPS check, it’s not a particularly strong one, and most groups can kill him well before that point. However, if your damage isn’t that great, you’re best off killing adds as necessary. This should be an easier task for ranged DPS, as the golems get slower and slower as their health drops. However, because Volkhan will continually summon these golems during the fight, you’re still better off just burning him down.

Because this (and the Loken achievement, next) is one of the easiest DPS checks for the meta Glory of the Hero, Halls of Lightning is a good trial heroic to evaluate the damage capability of your group. If you have trouble with HoL, you may want to postpone tougher DPS-dependent achievements like Less-rabi and Volazj’s Quick Demise.

Timely Death

Easy, easy, easy. And yes, I said that about Loken.

The deal with Loken is that, despite cheap wow gold being the scourge of early Wrath heroic groups, he doesn’t actually have a lot of health. In order to get him down within 2 minutes, your three DPS need to manage a little less than 1,500 DPS each. Given that your tank will also be doing some damage, the true DPS requirement is even less, and probably closer to about 1,100-1,200. If your group can’t manage this, there’s a lot in Glory of the Hero that’s going to be difficult or outright impossible.

Groups with a strong AoE healer will sometimes elect to stay in for Lightning Nova and simply heal through it to preserve uninterrupted DPS time, but to be perfectly honest I think that’s an unnecessary stress on the healer (although I’ll grant that, as someone who’s often Resto, I also have a reflexive dislike for dumping all responsibility on the healer just because the DPS can’t be arsed to budge). Now, if your healer doesn’t object to it and each group member has at least 16K health, don’t let me stop you, but generally my groups move out for the Nova.

Keep Loken tanked on the strip of light running between his throne and the large globe in the center of the hall. When he emotes that he’s casting the Nova, use your mouse to flip your character around quickly and run in the opposite direction on the strip until the Nova hits. Immediately flip back around to meet Loken again. Lather, rinse, repeat. Eventually you’ll be unable to move any further as you’ll hit the globe; simply rotate Loken until your back is to his throne. At no time do you ever need to move from the strip.The only real secrets are:

Keep your back to the direction in which you need to run
: If you have to run through or around Loken, you’ll get hit by the Nova.

Do not keyboard turn
: This will kill you. If you’re uncomfortable using the mouse to turn, simply strafe out of the Nova along the strip.

Keep the group together
: His AoE damage pulse is much worse if people spread out. While this is somewhat more difficult on Hunters, keep the group as clumped as possible.

If your group lacks the coordination to do this, things like Oculus are going to be an absolute nightmare, which is one of the reasons that I really don’t suggest the "lol heal through it" strategy; it gets people accustomed to shoving tiffany jewelry responsibility to one or two group members, and that’s no good. If your group kills Loken quickly and cleanly with no practice or only a bit, then uninspiring DPS or notso-hotso gear can be fixed. If your group is all blues or epics but can’t kill Loken without people dying or getting hit by the Nova, you may want to reevaluatewhether they’re ready for the tougher heroics.

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Blowing Hodir’s Horn
This quest becomes available at Neutral.  It’s a once a day quest that rewards 250 reputation with Sons of Hodir.  The objective of Blowing Hodir’s Horn is to head northeast of Dun Niffelem to Thunderfall, which is the Frozen battlefield cheap wow gold due to Thorim’s ridiculous temper.  Once there, you must kill Restless Frostborn Ghosts and Restless Frostborn Warriors.  After each kill stand over the corpse and blow Hodir’s Horn.  Do this five times to each mob and you are done!  Estimated time- 5-8 minutes.

 

 Hot and Cold
This quest becomes available at Neutral.  It’s a once a day quest that rewards 250 reputation with Sons of Hodir.  The objective of Hot and Cold is to gather Essence of Ice from Brittle Revenants at Frostfield lake just east of Dun Niffelem.  After you’ve gathered 5 Essence of Ice head south to Fjorn’s Anvil, once there get near the Smolder Scraps scattered on the ground and use the Essence of Ice to freeze them.  When they’re frozen, pick them up and head back to Dun Niffelem to recieve your rep.  Estimated time- 8-10 minutes.

 Polishing the Helm
This quest becomes available at Friendly.  It’s a once a day quest that rewards 250 reputation with Sons of Hodir.  The objective of Polishing the Helm is to go west of Dun Niffelem into the valley, then go into the cave in the mountain to the north.&nbsp,cheap wow gold; When you’re there kill the Slimes to recieve your 5 Viscous Oil.  Estimated time- 4-6 minutes.

 

 Spy Hunter   
This quest becomes available at Honored.  It’s a once a day quest that rewards 350 reputation with Sons of Hodir.  The objective cheap ugg boots of  Spy Hunter is to make your way west of Dun Niffelem until you reach the Corpse of the Fallen Worg.  Use the Ethereal Worg’s Fang within 15 yards of the corpse.  Then follow the Worg that spawns til it finds a spy, kill the spy, rinse and repeat.  Estimated time- 5-7 minutes.

 

Thrusting Hodir’s Spear
This quest becomes available at Honored.  It’s a once a day quest that rewards 500 reputation with Sons of Hodir.  The objective of Thrusting Hodir’s Spear is to take the spear recieved from accepting the quest, venture west of Dun Niffelem and use the spear while targeting a drake flying above.  When that is complete you will be pulled on top of the drake and begin fighting it.  Use the abilities given once mounted on the drake to eventually thrust the spear down its throut.  Estimated time- 3-5 minutes.

 Feeding Arngrim
This quest becomes available at Revered.  It’s a once a day quest that rewards 350 reputation with Sons of Hodir.  The objective of Feeding Arngrim is to go west of Dun Niffelem and use Arngrim’s Tooth on the Roaming Jormungar in the buy wow gold area.  Once they’re disembodied kill them down and a Arngrim Giant will come eat the worm when it becomes weakened.

 

Repeatable Quests

Hodir’s Tribute- Is worth 250 reputation.  The quest is to turn in 10 Relics of Ulduar to the Sons of Hodir quartermaster.

Everfrost- Is worth 350 reputation.  The quest is starts from an item called Everfrost Chip.  You can find Everfrost Chips scattered around the area surrounding Dun Niffelem.

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2009-12-06

This achievement cannot be placed with any one boss as it requires you to kill all of the bosses inside the instance with the exception of Cyanigosa. This achievement is based mostly on luck as the bosses spawned in the instance are random. If you can clear the Violet Hold with no problems, then it just becomes a waiting game. Keep running The Violet Hold every chance you get and eventually (probably when you least expect it) you will finally have killed all the bosses and gain this achievement. A brief description of the boss fights, and other achievements that go along with them are below.

Erekem
An arakkoa type boss, Erekem will spawn from the left side with 2 guards that cannot be crowd controlled. All DPS should be on the boss, ignoring the adds. If the adds are killed first he will apply the Stromstrike debuff which will do tons of damage to your tank. The boss will throw Lightning Bolts from time to time, has a Windfury attack, a quick casting Chain Heal, and can Bloodlust.. All of Erekem’s spells are interruptible. Overall a very simple tank and spank.

Erekem related Achievements:

Moragg
A giant floating eye located on the right side of the Hold. Will cast Ray of Suffering (DoT that inflicts 8% of the target’s total health every second for 5 seconds), Ray of Pain (shadow damage to a target and reduces healing received), Optic Link (channeled beam that does damage over time), and Corrosive Saliva (stacking debuff that reduces the targets armor). This boss encounter is mostly a tank and spank, with the majority of the damage going out going to the tank. It should be noticed both the Ray of Pain and Ray of Suffering can be reflected back on the boss by a warrior, making the fight faster and easier.

Moragg related Achievements:

Ichoron
A water revenant located near the center of the instance, in the only cell with water in it. Ichoron will come out with a protective bubble with about 35 charges on it that needs to be removed. Each attack that hits it will remove one charge from the shield. Once removed Ichoron will collapse and a few water elementals will spawn. The boss will become active once again when all of these have been slain, or if one of the elementals reach him. If an elemental reaches him, it will restore some of his health so they should be killed quickly. Keep in mind the elementals do AoE damage when killed, so rounding them up and killing them is not a good idea. For an easy kill simply use the levers around the room when the adds are spawned. The resulting damage should wipe out the adds and save your group the AoE damage. Rinse and repeat a few times until Ichoron reaches 25% at which time he will stop summoning adds, but will enrage.

Ichoron related Achievements:

Dehydration
This achievement requires you to defeat Ichoron without allowing any Ichor Globules to merge. To make this achievement easy assign someone to click one of the levers around the room each time the adds spawn. The result should be the adds are killed instantly before they even have a chance to move closer to Ichoron. Keep an eye out just in case any manage to escape. Do this until Ichoron is dead and this achievement will be yours.

Xevozz
An ethereal, and probably one of the toughest mini-bosses in the instance. Xevozz has three man abilities: Arcane Barrage Volley which shoots arcane blasts at nearby players, Arcane Buffet which will increase his damage, and he will also summon Ethereal Spheres. The handling of the Spheres will make or break this fight for you.

Throughout the fight Xevozz will summon Spheres, while Xevozz himself does not do much damage if you allow him to get close the Spheres he will feed off them and gain an extra damage boost. If Xevozz is in line of sight of the Spheres for any length of time, he will teleport your entire group right on top of one of theses Spheres. Since the Spheres themselves have an damage aura this should be avoided. The first Spheres should be spawned at the bottom of the instance, so move the boss (making use of the rubble) to the top walkway. Kite him slowly with healers and DPS following along. If all goes well, continue to make circles like this until the boss is dead.

Xevozz related Achievements:

Lavanthor
A giant core hound located on the bottom right of the room, Lavanthor proves to be a very easy fight compared to most. A basic tank and spank, simply face Lavanthor away from the raid and have your DPS go to town. The tank can try to step away to avoid Lava Burn, but since the rest of the group should be taking almost no damage the healer should have no trouble healing through it.

Lavanthor related Achievements:

Zuramat the Obliterator
A void lord located in the top left of the Violet Hold, Zuramat does little himself, but relies on his adds to do the dirty work. Throughout the fight Zuramat will summon adds, but these adds can only be seen by the person who at the time has Void Shift. It is this persons responsibility to kill the adds while they are visible. The effect lasts roughly 15 seconds, but even a healer should be able to take out a few adds during that period. If not killed the AoE damage from the adds can add up very quickly and can wipe your group. Those not affected by Void Shift should burn Zuramat as quickly as possible.

The boss himself does however do Shroud of Darkness, which when damaging the boss reduces healing received on the player by 20%. This debuff can stack but can also be purged and/or dispelled. If it cannot be taken off, your group will have to drop DPS until the debuff is gone.

Zuramat related Achievements:

A Void Dance
This achievement requires you to kill Zuramat without killing any void sentries. Probably one of the more exciting DPS race encounters in WoTLK 5-man, your group will have to push their limits to defeat the boss before the damage becomes overwhelming. To make this easier bring a class that can dispell/purge Shroud of Darkness, making the healing less intense for your healer. If you are lucky enough to have a DK tank have him place an Anti Magic Zone for your group to stand in. Otherwise cross your fingers and DPS, DPS, DPS.

Cyanigosa
The final boss in the Violet Hold, Cyanigosa will spawn after the final portal without a pause, so mana users should try to conserve during the last few portals. Cyanigosa is a typical dragon, don’t’ stand behind her (Tail Sweep), or in front of her (Uncontrollable Energy). Cyanigosa will also cast Blizzard on a selected area, move quickly out of this to avoid taking additional damage. Cyanigosa will cast Arcane Vacuum throughout the fight, which pulls your entire group to her. Return quickly to your original positions to avoid the Tail Sweep and Uncontrollable Energy. This effect also causes an aggro wipe so allow the tank to regain threat before continuing DPS. Overall Cyanigosa ends up being a pretty simple tank and spank with a few twists.

Cyanigosa related Achievements:

Defenseless
This achievement asks you to defeat Cyanigosa without using and Defense Control Crystals while keeping the Prison Seal Integrity at 100%. This achievement is rather straight forward, do not allow anyone to click on the levers throughout the room, this will take away your crutch and make things harder for those who struggle with some of the bosses and portal packs, but can easily be done. The only real difficulty is keeping portal packs who spawn 3-4 adds from reaching the Prison Seal. Have a good tank who does quick pick ups and slow them when needed and this achievement will be yours.

Getting Started
The Oracles are a murloc-like gorloc tribe that inhabits Sholazar Basin. They feel they are guardians of the titan technology that remains in the Basin. The Oracles are part of an ever escalating territorial war with the Frenzyheart Tribe. The Frenzyheart Tribe are fierce wolvar who were driven from their lands by the Scourge. Once they came across Sholazar Basin they decided to make it their home. Their aggressive nature is the reason for the war with the Oracles.

Starting with the quest Playing Along, which is given by Tracker Gekgek after you have killed Pitch, you will begin a chain of quests that will first acquaint you with the Frenzyheart Tribe and then with the Oracles. This has no actual bearing on your ultimate choice of faction so don’t panic. Just continue to do the quests until you reach A Hero’s Burden.

A Hero’s Burden
Upon completion A Hero’s Burden will allow you to begin your journey towards real reputation gain with either the Oracles or the Frenzyhearts . The quest is given by Moodle and requires the player to kill Artruis the Heartless. Artruis is a level 77 elite lich, located in the Sundered Shard which is east of the Lifeblood Pillar. While Artruis is very powerful he may be killed solo by some classes, but it is always smart to bring some help along just in case.

Once engaged, killing Artruis comes in three phases. In phase one Artruis will position himself at the back of the cave with a wolvar, Zepik the Gorloc Hunter, and a gorloc, Jaloot on either side of him. He will cast Frost Bolt, Frost Nova, Ice Lance, and even engage in melee in his attempts to kill you

In Phase Two Artruis will encase himself in ice and will turn Zepik and Jaloot against you. This is the crucial point in the fight. Killing one of the NPC’s allows you to align with the other faction after the fight. So if you want to ally with the Oracles, you would need to kill Zepik, however if you choose to ally with the Frenzyheart Tribe you will need to kill Jaloot.

Once either Zepik or Jaloot is killed, Artruis will reactivate, starting Phase Three. Phase Three is much like Phase One except the NPC that you left alive will now help you complete the battle. Once defeated you will be offered a either the quest Frenzyheart Champion from Zepik or Hand of the Oracles from Jaloot allowing you to become aligned with that faction.

Changing Factions
If at any time you feel you have made a mistake in your choice, or you have simply reached exalted and are ready to change from one faction to the other all you need to do is go back and kill Artruis. This time though you will want to kill the opposite NPC than you did the first time. Keep in mind that once you switch factions all reputation gains will be lost permanently. Also any items you purchased from the opposite faction that required a certain amount of reputation (Revered, Exalted) will no longer be useable. You may only switch between the two factions once a day.