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  • The eventual nerfing of Karazhan

    by 
    Mike Schramm
    Mike Schramm
    08.22.2007

    When Lua from Doomhammer posts on the forums asking for a little Karazhan trash relief, Bornakk (who's new on the forums-- not sure whether he's a CM or a mod yet) says no-- Blizzard is happy with the pacing of Karazhan. So you're meant to be taking a long time clearing all those little mana guys before and after Curator.But this idea of making Karazhan faster brings up another point I've been mulling over for a while now. When we first heard about Kara, a "new 10man instance," back when we were all playing vanilla WoW, I got really excited about the fact that we were going to have a new UBRS-- an epic raid that 10 people could finish off in a few hours. Kind of a short but preview of the bigger raids to come. Fighting Rend while Nefarian was yelling at him was some of the best times I'd ever had in WoW, and I looked forward to leading the same kinds of groups through Karazhan.But Karazhan didn't turn out like that, did it? It's still more complicated, and for many guilds, it's still the main event. There's a timer on it, most groups take at least two days to clean it out, and while the encounters in UBRS weren't necessarily easy if your group wasn't up to it, the encounters in Karazhan are pretty merciless-- Moroes takes coordination that even the Drakk fight never needed.That's not necessarily a bad thing-- I like Karazhan a lot. But just as UBRS was diluted from its original form (as a harder 15 man instance with more trash than it has now), I wonder if Karazhan will eventually have the same fate. When more and more guilds have moved up the ladder, and we're all farming Zul'Aman and progressing on Mount Hyjal, will Blizzard eventually nerf Kara into the new UBRS, with streamlined trash and no timer?

  • Breakfast Topic: Ready for pull?

    by 
    Mike Schramm
    Mike Schramm
    01.09.2007

    What's the hardest non-boss pull in the game?For the level, the stats say that Defias Pillagers are among the hardest pull in the game. That's probably because they're the first casters players face, not to mention lots of players head towards Deadmines too early, because they're anxious to see the game's instances. According to the "casters are hard" rule, I'll also throw in Murloc casters-- they come in packs, they run away (pulling more), and they hit hard (that gurgle is one of the most hated sounds in the game).At the higher levels, the Lava packs in MC have gained a reputation for being hard pulls (mostly because of those Flamewalker fireballs). As for the other endgame instances, I can't think of a harder pull of non-boss mobs-- my guild handled the other stuff pretty well (err-- when we didn't make mistakes, that is). The ZG bats are annoying but definitely handle-able, and the AQ bugs are tough to pull one group at a time, but once you've got the right group of them, they're easy to whittle down.But for my money, the hardest non-boss pull in the game (if you're not ready for it) is the pull in UBRS we usually do right before the Beast. It's the group of three dragons and two orcs on the far side of the room across from the Beast's lair. If you're not well-geared and/or ready for it, I think that single pull is a real test as to how your group can handle focusing fire, crowd control, and aggro and healing management. So what do you say?