Wintrow
18-08-2006, 03:22 PM
Background:
Started as a NE Druid (-> Alliance). But I'm an altoholic so I have made one of every class.
Quite logically I am also playing some Horde.
I must say... the maze of Wailing Caverns is a LOT harder than the straight path of the Deadmines. And I'm not only talking about the layout.
As a fresh L19 Tauren Warrior I have discovered some ... pointers for poor overwhelmed ppl that wipe a lot on WC.
- When you see a small pool that you know you'll have to swim through, don't stop when you are hit while swimming. Yes, there are mobs in the pool. But they can't follow you out of the water.
- Serpentbloom is found in the corners of WC. In and out of the instance portal.
- When coming at the cliff overlooking the big pool, go right. The portal is over there, not to the left.
- After taking that right turn be carefull, the path will suddenly narrow into some sort of bridge and if you're not paying attention you'll drop into the underlying level and either die of the mobs there or get the party into trouble by dragging the adds back to them.
- The druids of the fang are a major PITA. As a warrior, always wear a shield, not persé for the added armor (allthough your healer won't mind), but to shield bash the druids. Be carefull though, don't shield bash their lightnings or their heals. Because they have a third annoying ability: They put a random party-member to sleep.
They sleep a dps-er? No biggy he'll wake up again
They sleep you? The leather wearers can handle it for a while if needed
They sleep the healer? Ow boy, the fight better be over soon...
I recommend using an addon like 'SpellAlert' or 'Enemy CastingBar' to let you know what the druid is casting. If you don't wanna use this:
- lightning bolt: druid's hands crackle with ... yes indeed ... lightning
- (self) heal: druid's hands glow green
- sleep: druid's hands glow white/grayish
If you got another spell-interrupter that's on the ball you can take turns on single targets. In fact:
- Take a second spell-interrupter. A second warrior dpsing with a shield in Battle Stance, A rogue with Kick, a mage with Counterspell, a L10 shaman with Earthshock will do. A second interrupter will help immensely not only to interrupt the heals, but to interrupt the sleeps of the second druid. Several times you will be dealing with multiple druids and again, their sleeps are the worst thing that can happen. Even 2 shambler-adds are better than 1 druid-add.
- As with most instances, but especially in WC, take along someone who knows the layout somewhat. You could spend a long time running around before realising who and what is where.
- Lastly when doing that inevitable corpse-run, you can shave some time off by jumping into the big lake in front of the portal instead of running around it.
That's about it... Anyone else got any good ideas? I am slowly starting to 'get' this instance. Quite a shock after knowing Deadmines like the back of my hand (*looks at back of hand* "Hey, what's that?" :D ).
Started as a NE Druid (-> Alliance). But I'm an altoholic so I have made one of every class.
Quite logically I am also playing some Horde.
I must say... the maze of Wailing Caverns is a LOT harder than the straight path of the Deadmines. And I'm not only talking about the layout.
As a fresh L19 Tauren Warrior I have discovered some ... pointers for poor overwhelmed ppl that wipe a lot on WC.
- When you see a small pool that you know you'll have to swim through, don't stop when you are hit while swimming. Yes, there are mobs in the pool. But they can't follow you out of the water.
- Serpentbloom is found in the corners of WC. In and out of the instance portal.
- When coming at the cliff overlooking the big pool, go right. The portal is over there, not to the left.
- After taking that right turn be carefull, the path will suddenly narrow into some sort of bridge and if you're not paying attention you'll drop into the underlying level and either die of the mobs there or get the party into trouble by dragging the adds back to them.
- The druids of the fang are a major PITA. As a warrior, always wear a shield, not persé for the added armor (allthough your healer won't mind), but to shield bash the druids. Be carefull though, don't shield bash their lightnings or their heals. Because they have a third annoying ability: They put a random party-member to sleep.
They sleep a dps-er? No biggy he'll wake up again
They sleep you? The leather wearers can handle it for a while if needed
They sleep the healer? Ow boy, the fight better be over soon...
I recommend using an addon like 'SpellAlert' or 'Enemy CastingBar' to let you know what the druid is casting. If you don't wanna use this:
- lightning bolt: druid's hands crackle with ... yes indeed ... lightning
- (self) heal: druid's hands glow green
- sleep: druid's hands glow white/grayish
If you got another spell-interrupter that's on the ball you can take turns on single targets. In fact:
- Take a second spell-interrupter. A second warrior dpsing with a shield in Battle Stance, A rogue with Kick, a mage with Counterspell, a L10 shaman with Earthshock will do. A second interrupter will help immensely not only to interrupt the heals, but to interrupt the sleeps of the second druid. Several times you will be dealing with multiple druids and again, their sleeps are the worst thing that can happen. Even 2 shambler-adds are better than 1 druid-add.
- As with most instances, but especially in WC, take along someone who knows the layout somewhat. You could spend a long time running around before realising who and what is where.
- Lastly when doing that inevitable corpse-run, you can shave some time off by jumping into the big lake in front of the portal instead of running around it.
That's about it... Anyone else got any good ideas? I am slowly starting to 'get' this instance. Quite a shock after knowing Deadmines like the back of my hand (*looks at back of hand* "Hey, what's that?" :D ).