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Post by frozboz on Dec 12, 2012 9:38:57 GMT -5
Have you rerolled a Warrior at all since MoP? My last iron warrior was 67 when the pre-MOP patch hit, and pre-patch he was tearing through Terokkar with no problems at all. When the patch came, I think I couldn't adjust and died shortly after. The rage generation and time spent killing was just painful. So I haven't started a warrior in MoP. I'm on a monk now, currently level 53. I do have the itch to play a warrior again as it used to be a favorite of mine. Cheering you on. I'm doing more picking-and-choosing this time around. I used to try to squeeze all exp out of zones like 1K needles and Tanaris. Now I move around a lot more. EPL felt about the same, as you said (I don't do Boregore though), but the Chiefs quests in 1K needles were horribly difficult this time around. I don't know what it was, but my Sentinel died multiple times to the first Chief and then again to the second. I stopped there, around level 47. The rest of 1K needles (including the oil drilling) didn't feel any different than I remember. In Felwood currently, and it seems about the same as pre-patch too. I'll hit UnGoro/Winterspring next.
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Post by thereallink on Dec 12, 2012 17:05:18 GMT -5
Thanks Froz Good to hear you're moving along smoothly as well. I've never tried Monk but it's also a new class so if it's better or easier than Warrior, that could explain the discrepancy. Yeah the furthest I ever got was in Nagrand at 70 and so I had wrapped up Terrokar at roughly 67-69. Short of a few quests I had to return to later at 69 or 70, I also had found it not *terribly* hard to manage to do nearly every quest in that zone in Cata. Yeah I could only imagine the jump there, post patch. We'd lose Rend and Slam off the get-go I think, and Charge only generates 20 rage instead of 30. Trying to think of what else we wouldn't eventually get once around 70. If mobs there if I recall properly had about 5-7K HP, I'd wager they'd be adjusted to 9K+ HP easily if MoP has adjusted Outlands like it did to Azeroth. The lack of rage currently is challenging enough This is what initially got me once MoP hit too. Died to Sin'Dall and tigers in STV where before, I'd see the jungle as just an IMC grind and not really too challenging in Cata. Whole different story in MoP. Will probably be doing the Chiefs shortly once I wrap up EPL. Might be tonight or tomorrow but so far even in MoP, I've only had the issue of an NPC assistant dying so far just the once (in EPL of all places, go figure). Tarenar's starting "ran away" quest near the river into EPL cost him his life after 3 of 5 corpse groups on my first attempt since I targeted the little casters and not the big abnominations. Once I abandoned *and relogged to fix him not engaging*, I could target the big guys and was able to make him live - not sure how the Sentinel in 1K Needles would work out. Thanks again for the encouragement. I'm hoping to see other Iron Warriors make it up there but our stats on the Ironman site cap out pretty quick. See, that's just the funny way every playthrough can play with you. Everyone says avoid Ix'lar but this time I gave him a shot and had him down nearly instantly whereas the last time I was in EPL he swarmbombed me into melding and abandoning the quest without a second thought. Borelgore though yeah, in retrospect was cutting it awfully close. I don't know if I would've gotten out of the skeleton mob's (the little mobs that the grub coughs up) range if I didn't have Victory Rush become available. I had 2-3 hits left to my name. But again, so many class specifics at play so YMMY. All the better reason to know your class, know what you can take and dish out, and when too much is indeed, too much. Oh yeah, Felwood . Thanks for reminding me. My order will probably be EPL > 1K > Tanaris or Badlands > Felwood > Winterspring and/or Searing Gorge > Burning Steppes > Swamp of Sorrows and/or Un'Goro > Silithus and Blasted Lands. See no reason why, barring mobs' HP skyrocketing, that I couldn't hit 60 in Azeroth... did it before. Hope I could even get 65 or higher but we'll see. The venture to Shattrath will certainly give me a chance to evaluate Outland at that time. If by 55 or so, every mob has like, 8K HP, then I may very well reevaluate my time in the old lands. EPL already feels very much a tipping point to me. We'll see.
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Post by thereallink on Dec 13, 2012 19:10:15 GMT -5
Going to update this briefly again. Even once things go grey, EPL is still nasty for Warriors and probably most other melee classes. The Gates of Stratholme quest is probably undoable even at 50 and Tyr's Hand is risky since all mobs are in packs of twos, mostly. The Cathedral for example, took me 20 minutes to clear alone.
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Post by thereallink on Dec 14, 2012 6:28:24 GMT -5
Ok, while I know I ramble on a lot for Warriors, I do feel this one's a legit warning to all classes since MoP dropped. The Grimtotem bosses that you have to kill for quests in Thousand Needles are quite buffed, even from Cataclysm. Sorry if it's already been mentioned but I'll point out my thoughts briefly: 1. Isha Gloomaxe - Level 42 Gold Elite with 16.510 HP.Charge and stun her, unload some attacks, disarm her immediately and allow your Sentinel to grab hold. I was trying this at level 51 with 3.3K HP so not a chance you'll last if trying this alone anywhere near level. Her Cleave hits for between 400-900 on Plate. HARD. She killed my Sentinel with about 3K HP left and I melded after seeing nearly a 1K hit come on my screen. Thankfully the Sentinel appeared and reengaged her before she left entirely so from there the Tauren died a fast death. Really though, be far above level so you can parry or miss her attacks. If she connects a few hits in a row (within say, 5 seconds as she does swing quite fast), you may be toast. Definately not a quest boss to play with. 2. Elder Stormhoof - Level 42 Gold Elite with (wow) 33,020 HP!This fight went similarly for me as my attempts back in Cataclysm. Even MORE awesome fire effects and especially Earth/Air effects and slightly increased damage it seems so if you're trying this on a system that can barely handle WoW, you might want to turn effects down for this fight. Didn't touch any of the burning stuff to know how much it'd hurt. We both killed this guy without any issue. 3. Grundig Darkcloud - Level 42 Gold Elite with 19,812 HPSimple enough, charge in and unload and allow your Sentinel to grab aggro. He'll continuously cast a Blood Rush icon that'll boost his damage and attack speed by 10% per use, up to a stack of 20. I found it helpful to disarm him past about a dozen stacks since that's where he'll noticably start hurting the Sentinel. Ended that fight with her at 3K HP and I didn't really get hit so not sure how hard he'd connect at say, 20 stacks. 4. Arnak Grimtotem - Level 43 Gold Elite with 17,160 HP.Start out on him, then a little bit in he'll call two Stompers (regular Tauren with 3K HP each), followed by two Reavers with about the same HP. Needless to say, 5 Tauren on your Sentinel and she simply can't keep up for more than 20 seconds or so. Definitely do not want to be anywhere near that mess of mobs once she dies and they all come after you . Aggro cut off point is just past the stone support on the bridge you walked on to get to Arnak's platform so melding isn't always necessary. At least one of the mobs can do a slowing stun for 2-3 seconds so that could mean a whole world of hurt if you hang near the bosses' tent for too long. Can't get him more than halfway down currently so all save Hunters may need to skip this quest for now. *edit*. Ok thanks to Wowhead, there was a good suggestion made of having your Sentinel tank the Chief and the player focus only on the adds. While my Sentinel did get to barely 1K HP left, this tactic did seem to work well enough. The Chief had 3K HP left when I checked him out of worry I'd have to reset the fight and then, bam, was in Execute range so all went well.
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Post by thereallink on Dec 16, 2012 3:44:10 GMT -5
Another general concern quest which probably held true from Cata and still does in MoP is Badlands' "The Lost Vikings" aka 3 Dwarves quest. www.wowhead.com/quest=27829While I never bothered accepting them in Cata, prospective Ironmen and women should at least take the dwarves and test their abilities out in the field on a panther or two. It's a simple 10+K EXP for the starter quest. After that, I read up on every step involved just because, hey, I wanted to try it. The first dragon and kin fight isn't terribly hard - just have to watch for whelps. The second quest going into New Kargath is best done from a hill up into a path that climbs into the towers closest-facing to the Alliance camp. If you see spikey baracades with lots of Horde in formation, that's well, not quite the way in. The path is, if facing the baracades, to the left and it will do a quick bend back. From there you can reach the two generals and have plenty of black dragonflight to kill. The third part of the quest chain can be approached from the south (you'll have to do some fancy jumping up cliffs to top the ridges), or from the north then west. I went from the south since I didn't want to risk getting close to the stronghold at all. The main dragon has around 33K HP. After a few attempts getting feared into whelps (which do respawn quite fast), I ranged-shot the dragon with the ranged dwarf and dragged it back right near the Hidden Cleft path, ironically enough. Basically at the north part of New Kargath, there's a very steep valley, a semi-steep valley, and then the regular very uneven terrain. If you pull the dragon a ways back, you can fight with it in the first very steep valley out of range of all but perhaps a whelp. Even the fear of 3 seconds may make the dwarves grab one but just focus on either using the melee dwarf's charge ability to stun the dragon's Bellow or your own charge, stun, or interrupting attack. Fighting on the upper hills especially for melee is highly discouraged. Whelps everywhere and incredibly random terrain make moving anywhere fairly challenging should you need to flee quickly. Whelps will do 200-400 a hit on plate with fireballs and the dragon about 500 a hit, so do be cautious.
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gopher
Iron Veterans
Always Clumsy !
Posts: 248
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Post by gopher on Dec 16, 2012 5:59:24 GMT -5
Watcher Eva - Lev 21 Neutral rare. Ensure you clear all the horrors/mages/warriors from around him before attacking as his Psychic Scream is a pain. Both on Steamglide and Irongopher, it was only rolling away that saved me (edited to add that this is in Blind Mary's Backyard in Duskwood - sorry!)
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Post by thereallink on Dec 16, 2012 18:32:19 GMT -5
I'll nudge again to say a quest that was previously doable now seems pretty rough. One of Badlands' last remaining quests involves going into an ogre cave to fetch silk and meat for the local camp. "Survival of The Fattest" www.wowhead.com/quest=27825#commentsThe ogres may have around your HP or slightly more but they auto-generate an additional (and just as difficult) Ogre when the one you're fighting has low HP. Actually after I had logged for the night and tried this the next day, I didn't seem to have this issue so not sure what triggers it. Inside the cave there's precious little area to run and flee in, and two melees will start doing a combined 80-200 on plate a second, very fast, or 200-400 fireballs.
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Post by iarnaig on Dec 16, 2012 21:29:51 GMT -5
Playing a non-iron lowbie earlier in Stonetalon and I'd say the Krom'gar Incinerators for www.wowhead.com/quest=25616 will be near impossible for ironmen now. About 1.5k health for the oil canister and another 1.5k-ish health on the elite (I'm sure they used to die pretty much instantly when you killed the canister before, but not now!), who would take me down to below half health before I got it down quite often. And this was a geared character with a spec; not uber gear but still, enough that most quests are giving me no issues. Maybe a ranged character would do better, I saw a hunter doing ok on them, but my cat druid found it painful. I'd also say AVOID Cragjaw, had to use a healthpot to not die and ended with 100 health... ok, it says it's a group quest but still, not recommended
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Post by thereallink on Dec 17, 2012 2:45:58 GMT -5
In Tanaris, Captain Dreadbeard might still pose a problem for Irons. www.wowhead.com/quest=25166#comments 7.5K HP but appears as a skull level mob (don't worry, you have to kill him for the quest so it's not lethal). Will instantly call and ride on a Tidewalker once engaged and the giant has about 3.6K HP. Once you drop the giant, the Captain will jump off and engage immediately. Dreadbeard has a pretty good chance to stun you on a hit which'll reduce movement speed. If you clear all the pirates on the dock, you can drag the Captain fairly far off the ship and snare or slow him down to delay his attacks. Needed to cycle several heals / disarms to bring him down but it's quite doable. Only other thing is he'll do a standstill multi-hit attack that has the graphic of a rend but hits for 25 or so a hit. No big deal unless your HP is next to nothing. ---------- Meant to edit this late last night but was too tired. The Troll quest in Tanaris that has you go kill Mazoga www.wowhead.com/quest=25032 is probably still off-limits to most Ironmen. The troll has 7.4K HP, hits for a solid 200 a hit or so and still has a poison attack every 3 seconds which makes healing or hiding rough. This guy will probably have to wait until a much later level personally.
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Post by thereallink on Dec 20, 2012 1:11:43 GMT -5
In Felwood, our friendly neighborhood elemental Kroshius is still wildly off limits for I'd imagine most classes. www.wowhead.com/quest=283598K HP with 200 HP hits and 400 HP fireballs being borderline grey to me against plate. I'd imagine at level for the IMC it'd be like walking into an exploding deathtrap with the oven already preheated. Avoided him in Cata and will do so again in MoP!
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Post by thereallink on Dec 21, 2012 6:22:06 GMT -5
The west and central ends of Searing Gorge are also as nasty as ever for us in the IMC. This final quest (Rise, Obsidion) www.wowhead.com/quest=28056 might not be doable unless someone randomly passes and grabs one of the mobs since the Dwarf has 4.2K HP and the Golem has 6.4K HP. Golem firesteams do 300+ a hit even in plate. For whatever reason when I activated the quest, the Dwarf ran to me but the giant golem ran across the room to someone else... odd. At this point, most people I'd imagine know in a sense what they can handle so avoiding the packs of two mobs should be a no brainer. The pillow quest with a gazillion dwarves was harmless. Fire elementals and the final giant naga "boss" are doable as well given some room around you. Our lovely friends the Dark Iron Marksmen also will easily put any challenger in a world of hurt, fast. Even being far overleveled agsinst them, you're looking at 260-300 a hit from melee or their bullets on plate. Should you run, they'll either shoot you for 70 a hit or so, or hit you with their harder attack for the higher aforementioned damage. They also have 5.5K HP. They'll gladly punt you down to half health or below before they drop and pray should you dare aggro more than one at a time. Incendosaur (SUPER BOLD PINK) dinosaurs right next to them, should they get a firebreath off, hit for 400 or so... also on the ouch list.
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Post by thereallink on Dec 23, 2012 20:14:48 GMT -5
I'll update again that while most quests in Burning Steppes are fun with the (completely insane) John J. Keeshan at your side, the last few to take out the Dreadmaul bosses might pose a challenge for Irons. For the first boss near Morgan's Vigil ( www.wowhead.com/npc=48287) Whelpmaster Akumi, part of the Draconic Vanguard quests ( www.wowhead.com/quest=28315), he summons several whelps that last for apparently a minute. With him at 13K HP (as most of the bosses there) and Keeshan boosted up pretty far as well when he joins you for the third series of quests, it's not the question of having the ability to take the whelpmaster down, it's simply more apparent to manage hate and aggro. After trying this a couple times, it is likely that for Irons since we have very little damage production for the most part that Keeshan will have to take the boss himself. But when whelps do 200-400 fireballs and the boss attacks, it's likely that Keeshan will die before the boss does. Once that happens, be sure to be far away I found what became viable for me was to attack the whelpmaster, unload everything, let Keeshan grab hold and then standing there and just working away on the boss. Once the 3 whelps spawn, take (hopefully your frostweave bandages by this point), and start healing Keeshan up. He might only regain 4-7K HP total but it should be enough for him to finish up with the whelpmaster. The whelps and the boss will more than likely start adjusting to aggro you at this point so be ready to flee and meld or have an escape route open. By the time I could avoid the whelps and escaped the fight, Keeshan lived with 300 HP and the boss fell. The other three bosses (including the dragon) weren't nearly as much of a challenge. The large Ogre guy though did do a whirlwind for ~180 a hit very rapidly and did some bursts for 500 or so. The Firegut and top cave bosses do 300-500 a hit as well should they get rolling on you so again, be careful. You might have Keeshan with you (and boy he can take a beating) but if you get more than 2-3 mobs on you at once, do watch yourself out there.
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Post by thereallink on Dec 24, 2012 4:05:54 GMT -5
Ok, this is practically begging to be bumped. Winterspring. OWLKIN. Yuck. For the quests "Owlbeasts' Defense" ( www.wowhead.com/quest=28838) and to a lesser extent, "Razor Beak and Antlers Pointy" ( www.wowhead.com/quest=28829). I'm nearly here at 60 and Every. Single. One. Hurts. They have 6.9K HP, use Moonfire on plate for 170 a hit + 3 second reocurring damage for 20-ish so tricky to heal or meld. They melee for 170+ a hit, sometimes very very fast repeatedly and also sometimes will daze you on hit for reduced movement and burst hits (just them clawing normally but every hit landing) for 400+ are not uncommon. Oh and they also do try to heal up a bit here and there These guys will have 1.5x your HP by this point or more, making fighting any of them a challenge as they'll simply out damage your regular attacks if in normal melee. I personally am waiting to get my weapon upgrade at 60 but before that, I've had to heal up mid-way through every fight or flee outright to the edges of the mobs' paths so they'll run back to camp. The Dreamcatcher is guarded by 2 moonkin right next to it and a couple more near the camp. Aggroed them on mount, then ran in a giant circle to pull them all away. Got the dreamcatcher and ran but had two more also join in the mess of mobs. Within two seconds, health went from 3K+ to 900 and I could barely escape past the cave opening (don't go inside as more moonkin are in there if you're going to flee). Probably a very brash move on my part but yeah, from central Winterspring and the Yetis to these guys in the southern part of the zone, there is a difficulty ramp, just FYI.
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Post by frozboz on Dec 24, 2012 9:28:06 GMT -5
For what it's worth, I take the first quest and skip the second. It's not worth it IMO. Those things take too long to kill, plus you're stuck in a cave with repops happening. It's awful. The quests across the road on the southeast of the zone are easier. The quests down in that canyon can be tricky too. There's only one safe way in and out (unless you're flying).
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gopher
Iron Veterans
Always Clumsy !
Posts: 248
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Post by gopher on Dec 24, 2012 12:26:19 GMT -5
A new quest I tried today - killed Steamglide (Lev 37 monk). Quest in Desolace called "Breakout!" where you have to kill the Magram Warden. True to my form, I don't read these things on the net (but do if I see them mentioned here) ;-) First comment says it all...... www.wowhead.com/quest=14314#commentsSteamglide back on the turtle for the moment.
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