Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Monday, March 15, 2010

My Most Hilarious Heroic Old Kingdom Experience

...And quite possibly the most hilarious Heroic Old Kingdom run ever.  This is my story (and I'm sticking to it).

So, last Wednesday I had just finished my usual round of Icecrown dailies (Argent Tournament, Shadow Vault, and the bombing runs) and figured I may as well queue up for a random heroic group and get a couple frosties.  Of course, the Dungeon Finder tool—as it is wont to do—decides that my queuing choice of tank/healer is just a result of me being unable to choose tank/tank, and it chucks me into Heroic Old Kingdom as a tank.  As it turns out, the group consists of:
  • myself tanking,
  • a freshly 80 Druid healer,
  • a Death Knight,
  • a Hunter,
  • and the unluckiest Warlock ever.
We get inside and start working our way through the place, and for a while everything is going pretty normally (with the exception of a Frost Presence mishap, but that was quickly resolved).  We defeat Elder Nadox with relative ease and continue on down the steps to start on Prince Taldaram trash only to find that the Warlock isn't with us—she'd gone AFK after the first boss and was still upstairs.

'Eh,' I think to myself,  'it's just Heroic Old Kingdom trash right?  We don't need a 5th for this.'  Heck, there's an achievement for defeating Taldaram with only 4, and it doesn't seem like anyone else is too worried about it, so we press on and clear the 3-4 trash packs up to the first platform.  As we engage the platform mobs, the Warlock comes back from AFK and starts making her way to us...only she goes up the wrong platform.  Oops.  Sadly, the rest of us are just a bit too late to save her (although if I'd had another second, I probably would have been in Lay on Hands range).  =\

We clear the trash and start looking to resurrect her only to find that she's released and we can't seem to find her corpse.  Well, waiting for someone to make that run is just a fantastic waste of time (if only we'd had a Warlock to summon her to us...  >.> ), so we decide to press onward, and since the trash has all been cleared, that meant engaging the boss.  We pull, Taldaram knocks over one person who is immediately freed, then a second with the same effect...and then he disappears.  The four of us just kinda look around in confusion for a few moments.  What happened?  The boss shouldn't have been dead yet, so where did he g—Oh.  That's where.  "Warlock has died."  /facepalm

Apparently, Taldaram doesn't have a range on his blood sucking ability, Embrace of the Vampyr.  Any player in the entire instance is a valid target and the Warlock, unfortunately, was running past Nadox's room—close enough to be on our minimaps, but far enough to be effectively out of range of any timely help. Sadly, as it turns out, while Taldaram's Embrace of the Vampyr may have infinite range, the rest of his abilities do not, so rather than run back and resuming the fight, the coward despawns.  He may or may not have said something about it not being his time, the rest of us were too busy laughing to take notice.  >.>

Oh well, it's a PuG, things of this nature are to be expected, right?  So we start running back to the Warlock to go resurrect her before she dies again.  At least, I thought that's what we were doing.  However, "we" did not include the Hunter, who had run to Taldaram's spawn point when he vanished, and hadn't moved.  At all.  I'd managed to take three steps or so on the way back towards the Warlock when the boss respawned.  Ding!  Round 2!

Well, guess there goes that plan.  The Warlock can just hang tight for a couple minutes while we kill off the boss and run back to resurrect her, right?  It's not like we had much of a choice at that point, so I turn around, grab aggro on the boss, and we begin to repeat the fight.  Bite 1, no biggie.  Bite 2, hey that tickles.  Bite 3...guys where'd he g—Oh hell.  "Warlock has died."  Yes, when I said we repeated the fight, I meant it literally.  The only difference was where she died—this time it was at the bottom of the initial ramp.  You know, where the Ahn'kahar Watchers spawn for the All Things in Good Time daily?  There.

It would have been a complete waste of time it it weren't so damn funny.  We run back, safely escort the Warlock back (and even past, if you can imagine it) the second boss, and we're still laughing when we start pulling the trash at the Amanitar/Jedoga/Volazj split.

Feeling a bit bad for the Warlock now, we went straight for the Herald.  The trash was cleared without incident, no one stood in the Shadow Crashes, and we pulled the boss.  Insanity 1 passes without too much incident, so things are going pretty good, right?  Insanity 2 starts up and things are going well.  I clear my adds, others are clearing their adds, the Warlock is dead.  Wait, what?  Yep.  Old Kingdom really, really hated that Warlock.  Not just normal abhoration, but complete and utter "with passion rivaling the heat of a thousand suns"-level of pure hatred.  Or perhaps it was karmic retribution.  She was a Warlock, after all.  XD

Needless to say, once Volazj was down she didn't stick around for the optional bosses.  Sadly, neither did the Hunter nor Death Knight, but the Druid healer was up for them, so we just duo'd the rest of the instance.

The End.

Tuesday, November 24, 2009

Holy is Where the (Gryphon)Heart Is

Yes, I know that's a terrible title, but too bad!  It's my blog and I'm going with it.  =P

Recently, Bell of 4 Haelz and Big Bear Butt of, well, Big Bear Butt posted their experiences of playing Retribution Paladins who have effectively been forced to go Holy or Protection in order to get groups (see: Bell's Locked Into Healing post & BBB's Tales from the LFG Tavern post).  While this post is only tangentially related to theirs', their posts in addition to a PuG experience a few nights ago did inspire me to write this one.

Now, Gryph has been a Holy Paladin for as long as I can remember.  Even before the 3 Paladin talent trees were first announced, I knew I wanted Gryph to be a more spiritually-, and less physically-, centric Paladin.  In my mind he's always been an individual defined more by his strength of will rather than his physical prowess, and when the Paladin talent trees were announced, Holy fit the bill quite perfectly.  For the first 4 or so years after WoW's launch, Gryph has been Holy, through and through (minus brief periods of time after the talent resets when he was unspecced).  In fact, I've never even spent so much as a copper to respec Gryph.

When dual specs came out, I finally took the plunge and grabbed him a tanking spec for pretty much the same reason that Bell and BBB probably picked up their second specs: easier group finding.  On Feathermoon Alliance, it turned out, it's significantly easier to find a group as a tank than a healer.  (Plus, I just like helping people, and being able to fill the two most desired roles in a group felt like it would be immensely helpful.)  Big mistake.  I don't think I've healed a PuG 5-man since.  =\  I'm pretty sure I've tanked more WotLK 5-mans than I've healed by now, both with PuGs and with all-friend groups.  Perhaps in Cataclysm I'll try Retribution as my second spec instead.

Anyway, as it turns out, I don't really think I enjoy tanking that much.  I say this because every time I'm tanking and someone does something silly (like not watch their own aggro), I go into a frothy-mouthed rage.  On the other hand, I'm much more calm when healing, and usually enjoy the same shenanigans that piss me off when I'm tanking.  Maybe Holy is just more fun because I have a lot more experience with it, or perhaps I'm just feeling inadequate as a tank because I'm not used to fitting emergency buttons into my tanking rotation (whereas emergency buttons feel much easier to integrate into my healing playstyle because they keep people alive—which is the primary purpose of healing).  One thing I do know, though: I'm never going to tank a 25-man raid in WotLK.  This is partly because I'm just not good enough of a tank, and partly because half the people in TRI have Protection Paladins (and the other half have some other tank).  =P

Thursday, September 10, 2009

10 Changes That Will Make The Stockade More Heroic

Wow!  It seems that my last post about 10 Changes That Will Make Deadmines More Heroic has become the most popular post on my blog by far (nearly twice as popular as the main page, in fact  o.O)!  On top of that, my 10 Changes That Will Make ___ More Heroic (where ___ is any single old-world dungeon) suggestion has been accepted as this week's Blog Azeroth shared topic!  I highly encourage you all to check out Relevart's suggestions for Ragefire Chasm, as well as Darkpurple's suggestions for Scarlet Monestary and Xeoneo's suggestions for Maraudon (all of which are more serious than my Deadmines post, as well as much better thought out and would seem like genuinely cool instances).

Anyway, to celebrate the above (and because it's been nearly 2 weeks since my last post  >.>), I bring you volume 2: 10 Changes That Will Make The Stockade More Heroic!
  1. The Stockade has been renamed "The Stock-Cade", and is now a fully stocked arcade!
  2. All bosses must be beaten via minigame challenges.
  3. New limited resource system—quarters!
  4. For added realism, it will cost 1 gold to continue in the instance after a wipe.
  5. A brand new randomized miniboss encounter has been added to the instance.  Alternates daily between Whack-A-Gnome, Pin the Tail on the Tauren, and Skee-Ballistae!
  6. The left wing of the instance is now a Space Invaders-like gauntlet involving Gnomish flying machines and harpoon guns!
  7. Loot is no longer randomized!  Instead, it can be chosen by players...via the Claw game.
  8. The Stock-Cade is open from 2pm to 4am on weekdays, and 10am to 6am on weekends.  However, private after-hours parties can be scheduled for a small fee.  No food, drinks, or pets allowed.
  9. Fierce gaming tournaments will be held in The Stock-Cade daily, including Bejewelcrafted, Gold-Peggling, Mega Mash Siblings, Road Brawler Theta, and Dance Dance WaaauughhASpiderIsEatingMyFace...olution.
  10. Oh, and as for the prisoners...they're in another castle.  ;)

Friday, August 28, 2009

10 Changes That Will Make Deadmines More Heroic

  1. The Defias Traitor now offers a new daily heroic quest: The Big Pay. It sends you into Heroic Deadmines to acquire the Head of VanCleef, and pays double the normal daily quest reward amount.
  2. Rhahk'Zor is now a two-headed ogre. Both heads have to be killed simultaneously, else the living head will resurrect the dead one. Aggro speech changed to "VanCleef pay bigger for your heads!"
  3. Miner Johnson promoted to Majer Johnson (yes, the misspelling is intentional). He now dual wields mining picks.
  4. The Sneed's Shredder encounter is now a vehicle fight for which players have to use catapults, motorcycles, ballistae, siege vehicles, and/or gnomish flying machines to succeed. However, the shredder itself is still susceptible to the Gnomish Universal Remote.
  5. Sneed himself must now be fought by all 5 players jumping into his Shredder (now a 5-person vehicle) and using it to stop him. Two players stand on the shoulders and attack via the newly built-in turrets, one pilots and repairs the shredder, one manages the saw blade and fuel supplies, and the last uses the grappling arm to grab planks of lumber for repairing and barrels of pyrite for fuel. Combat pets can sit in front of the primary screen and play StarCraft: Brood War*.
  6. Gilnid is now known as The Smelterer, and now smeltinates the foundryside with cool new abilities like Molten Ore and Melt Metal.
  7. Mr. Smite has fallen in love and started a family. Players now face not Mr. Smite alone, but the bovines he commands (namely Mrs. Smite and the Smite-ettes). The Smite family now improvises with interpretive dance. Your party will have to /dance for supremacy. To facilitate this, the Dance Battle System will finally make it into the game!
  8. Cookie has hired an apprentice...an ooze named Cream. Additionally, the pair now have a chance to drop main and off-hand fist weapons with brand new models—salt and pepper shakers! Hooray! Be warned, though, defeating one will cause the other to kick it up a notch. BAM!
  9. In an effort to become more politically correct, Captain Greenskin has been renamed Captain Jadepidermis. Also, he can now summon sharks. With friggin' laser beams. On their heads.
  10. Regular Deadmines was merely a setback! The Defias Kingpin has returned...with a vengeance! Edwin VanCleef has upgraded his Madcap's Outfit to a complete set of Totally Triumphant VanCleef's Battlegear, and now dual wields pirates who dual wield cutlasses. Also, those cutlasses have a chance on strike to summon ninjas. Ninjas with turtles. Teenage ninjas with turtles. Mutant turtles. And also a giant sewer rat. Plus, he's now 34.33% (repeating, of course) Cleefier than ever before.
*: For those of you who don't get the reference, see this.