Heroics
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== Heroic Dungeons == | == Heroic Dungeons == | ||
- | Heroic dungeons provide nourishment in the form of gear and [http://www.wowhead.com/?item=23572 Primal Nethers] | + | Heroic dungeons provide nourishment in the form of gear and [http://www.wowhead.com/?item=23572 Primal Nethers]; as well, the experience gained running them is valuable for future raiding. Hard heroics require that players know their job within the party and work well together as a team. |
- | + | === Attunement === | |
- | + | As of patch 2.3, with the faction reputation required to run heroics dropping to honored, everyone should be able to run every dungeon. | |
+ | === Progression === | ||
- | + | * [http://www.wowhead.com/?zone=3562 Ramparts] - cleared twice | |
- | + | * [http://www.wowhead.com/?zone=3791 Sethekk Halls] - cleared | |
- | * | + | * [http://www.wowhead.com/?zone=3717 Slave Pens] - cleared multple |
- | + | * [http://www.wowhead.com/?zone=3716 Underbog] - cleared multiple | |
- | + | * [http://www.wowhead.com/?zone=2366 Black Morass] - cleared to 15th portal | |
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+ | === Difficulty === | ||
Here is a suggested order of difficulty for the heroic dungeons, via a forum post somewhere, with tips: | Here is a suggested order of difficulty for the heroic dungeons, via a forum post somewhere, with tips: |
Current revision
Contents |
Heroic Dungeons
Heroic dungeons provide nourishment in the form of gear and Primal Nethers; as well, the experience gained running them is valuable for future raiding. Hard heroics require that players know their job within the party and work well together as a team.
Attunement
As of patch 2.3, with the faction reputation required to run heroics dropping to honored, everyone should be able to run every dungeon.
Progression
- Ramparts - cleared twice
- Sethekk Halls - cleared
- Slave Pens - cleared multple
- Underbog - cleared multiple
- Black Morass - cleared to 15th portal
Difficulty
Here is a suggested order of difficulty for the heroic dungeons, via a forum post somewhere, with tips:
Easy: Pens, Vaults, Mech, Ramps(1), Crypts Easy-Medium: Underbog(2), Seth Halls, Furnace(3) Medium: Botanica(4), Shadow Lab, Arcatraz (5) Medium-Hard: Durnholde, Mana-Tombs (6) Hard: Black Morass (7), Shattered Halls (8) (1) Don't bring more than 1 melee DPSer, it's not worth the pain on Omor. (2) Bring somebody that can CC elementals, eg hunter, warlock, or even mage (snare kiting). Can be done without, just painful (3) Bring somebody that can CC things in combat for Broggok. Also have either a hunter or warlock in group for megahit demon packs before Kel'dan, which are nerfed in 2.1. (4) AR on the tank for robot pulls- amended in 2.1. Some form of defensive dispel (priest, paladin, felhunter) is required for 1st boss. 3rd boss (Thorngrin the Tender) is doable but a major pain and not really worth the effort, fixed in 2.1. Shadow Priests trivialize much of the instance. (5) Zereketh is very hard and SR on the tank is recommended. Bring 2 healers for Skyriss. (6) SR on the tank for Pandemonius. Melee DPS is largely a liability on both Pandemonius and Shaffar. Bring tons of DPS for Shaffar, requirements hopefully eased in 2.1. (7) Bring tons of DPS. (8) Have 2 or more players who can CC. Bring a paladin, Limited Invulnerability Potions, or a group with KTM and impeccable tricky aggro control for the second boss, hopefully fixed in 2.1.