Mount Series: Dungeons and Raids (Part 2)

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The newest installment of the Mount Series is here!

Our Mount Series continues with the dungeons and raids mount drops from Classic to Wrath of the Lich King. Check out which mounts you could be farming on your road to 300 mounts!


In case you missed our first post on preparing to start the grind to 300, you can always check it out here, as well as navigate to our other posts. Now that we've got preparation out of the way, it's time to get down to the serious stuff. We're all mount farmers here, so what better way to start than with the incredibly long-winded Dungeons and Raids farm!


Message from Blainie 


Hi everyone, just a quick update on the series and what is happening. As some of you might have seen on my Twitter, I did hope to complete this series in video-format, with actual runs of the different raids and dungeons accompanied by my commentary. I've had some major issues with my SSD over the past few days which led me to lose a lot of data that I needed. 


Due to this, the Dungeon and Raid portion of the Mount Series is going to be done in a text format, since there just wasn't time for me to re-do the videos. I didn't want to keep you all waiting even longer, so here is the first part of this section. Enjoy!


Series Posts 


You can check out the rest of the series below:


Planning and Tracking Your Mount Runs 


If you're seriously considering farming the various mounts listed below, you're most likely going to be doing a huge number of dungeon and raid runs each day and week. It can be difficult to keep track of what still needs to be done for the week, so I'm going to present a few options that you can use.

  1. Create your own method - This is my personal favourite and it's what I use when farming large groups of instances. There are a variety of ways in which you can track the mount farming yourself, such as an Excel spreadsheet. It doesn't need to be overly complicated, it just needs to be something simple that works for you. You can take a look at what I used to use here and use it as a template if you wish.
  2. Use an add-on or website to help - This works as an alternative if you don't want to have to create something yourself. There are a number of add-ons and websites that can be used to configure and plan your mount farming trip. These include:
    • Collect Me works for both mounts and pets, showing you which mounts you are missing and where you can get them. This will help with working out which ones you still need to farm quickly.
    • Telsa Mount Planner can help you to plan the route you're going to take, as well as breaking it down into more manageable parts.
    • Mount Farm Helper was suggested to me by a user on Twitter and it can be used to show in-game targets for mount farming.

Now that we've got our planning done, let's take a look at the mounts that can drop in the dungeons and raids of Classic, Burning Crusade and Wrath of the Lich King!




Qiraji Resonating Crystals




Mount: inv_misc_qirajicrystal_02.jpgRed Qiraji Resonating Crystal


Other mounts included: inv_misc_qirajicrystal_01.jpgYellow Qiraji Resonating Crystal (image), inv_misc_qirajicrystal_03.jpgGreen Qiraji Resonating Crystal (image), inv_misc_qirajicrystal_04.jpgBlue Qiraji Resonating Crystal (image)


Source: Trash in the Temple of Ahn'Qiraj, Silithus. (Raid location)


Fastest route: Take your faction's portal to Uldum and fly. If you don't have this unlocked, get to Dalaran and then take the portal to the Caverns of Time. Fly from there.


Notes: You will be farming these 4 mounts by killing the first trash pack repeatedly. You will pull the pack of Sentinals at the start and kill 3 of them, then run out of the instance and reset it. Rinse and repeat.


The red tank has a much lower drop rate than the other three and will take longer to obtain, but they all drop from the same mobs.


Best class: Makes no difference, they will perform equally.


Level requirement to solo: 70+ is recommended.


Deathcharger's Reins




Mount: ability_mount_undeadhorse.jpgDeathcharger's Reins


Source: Lord Aurius Rivendare in Stratholme, Eastern Plaguelands. (Dungeon location)


Fastest route: There's a few possible routes here depending on your class and faction. If you're a Death Knight, you can use your Death Gate to get to the instance very quickly. Just fly across to Stratholme. Mages can make a portal to Ancient Dalaran, which will put them in the Hillsbrad Foothills. This is one of the faster ways for Alliance.


Horde players can come from the Undercity or Silvermoon City, but Undercity is most likely faster due to the lack of flying in Eversong Woods/Ghostlands.


Players with the Mists of Pandaria Challenge Mode teleports can use these to teleport to Scholomance and fly from there.


Notes: You want to try and skip as much trash as possible, since you can now do this dungeon 10 times per hour. Move quickly and make sure to clear out the buildings behind each boss. Any ranged skill (for melee) is useful for the last pieces of trash before Ramstein appears.


Best class: Rogue, for rogue_burstofspeed.jpgBurst of Speed.


Level requirement to solo: You can do this at level 70, but higher is better. You need to be able to avoid as much aggro as possible, so leveling your Rogue up to 80+ won't hurt.


Burning Crusade


Swift White Hawkstrider




Mount: ability_mount_cockatricemountelite_whiteSwift White Hawkstrider


Source: Kael'thas Sunstrider in Magister's Terrace (Heroic), Isle of Quel'Danas. (Dungeon location)


Fastest route: If you can find a Mage or if you have your hearthstone set in Vale of Eternal Blossoms, take a portal to Shattrath and use the portal located in the capital. If not, you'll need to take your faction's portal to Hellfire Peninsula and fly to Shattrath from there.


Notes: The dungeon is pretty self-explanatory. You can't really get lost in here, but you can speed it up in a few ways. For the first boss room, you can just pull the boss and all the trash will aggro as well. There's no need to try avoid them, you can't. If you're a high enough level you can just run under the mana wyrms in the room of the second boss.


When you reach the corridor leading to the room of Kael'thas, try to run around the trash rather than pulling it. You can skip the long RP scene by not engaging them.


Best class: Rogue, as always for dungeon runs.


Level requirement to solo: 80+ is recommended to keep it quick.


Raven Lord




Mount: inv-mount_raven_54.jpgReins of the Raven Lord


Source: Anzu in Sethekk Halls (Heroic), Terrokar Forest. (Dungeon location)


Fastest route: If you can find a Mage or if you have your hearthstone set in Vale of Eternal Blossoms, take a portal to Shattrath and fly down to Auchindoun. If not, you'll need to take your faction's portal to Hellfire Peninsula and fly to Auchindoun from there.


Notes: The dungeon is pretty simple, just make sure to be careful of the mind control totems that are placed by trash mobs. This is especially important if you are using a lower level character to farm with. When you engage Anzu, if your damage is too low, he will enter an "immune" phase. Just kill the adds and then finish off Anzu.


Best class: Rogue.


Level requirement to solo: 80+ to keep it quick.


Fiery Warhorse




Mount: ability_mount_dreadsteed.jpgFiery Warhorse's Reins


Source: Attumen the Huntsman in Karazhan, Deadwind Pass. (Raid location)


Fastest Route: Take your faction's portal to Blasted Lands and fly across to Deadwind Pass. Alliance players can also fly down from Stormwind.


Notes: Nothing special here, he spawns about 10 seconds away from the entrance. Just enter the stables, pull the boss and kill everything. If you are a lower level, pull the trash slowly. As soon as you engage the boss, anything that you did not pull will aggro.


Best class: No difference.


Level requirement to solo: 80+ for tankier classes, 85+ for some of the squishier ones.


Ashes of Al'ar




Mount: inv_misc_summerfest_brazierorange.jpgAshes of Al'ar


Source: Kael'thas Sunstrider in Tempest Keep, Netherstorm. (Raid location)


Fastest route: You can take your faction portal to Hellfire Peninsula and fly up to Netherstorm. Engineers can take a quicker route by learning to make a inv_misc_enggizmos_07.jpgDimensional Ripper - Area 52.


Notes: This is a very simple fight if you're a high level, but it can cause some serious problems for lower levels. You'll have to follow the proper tactics in order to kill it. It's important to note that if you are using a pet class, you need to dismiss your pet to avoid the mind control in the first phase. If you don't, you will be MC'd and you will kill your pet. 


Before the fight begins, clear the room of trash, as well as the corridors leading up to it. You can engage Kael'thas and then run out of the room, all the way down the corridor. Wait there until the first boss add appears and kill it. Move down the corridor in the direction of the boss and wait for the next add. Repeat this until you are back outside the main boss room and all 4 boss adds are dead. 


Wait for the weapons to spawn and kill them all. If you're going to use one, I would suggest the staff (inv_staff_52.jpgStaff of Disintegration) since it will make you immune to the disorient of the Mage and the stun of the Engineer.


When all 4 bosses are resurrected, make sure you are standing next to the one you want to kill first. I always choose the Mage, since she can be incredibly infuriating to deal with. If you can't use the staff, you are vulnerable to her disorient (10 seconds), so make sure to take in a PvP trinket to get rid of it. As you kill each one, I would suggest leaving the Warrior until last, since you can allow the Engineer's debuff to wear off. This makes Kael'thas a lot easier.


Kael'thas will engage you once the 4 mini-bosses are all dead again. Try to save your cooldowns for his second phase, since it's much more intense. He will reduce your stats by a great deal at that point, so you need to make sure Pyroblast is ALWAYS interrupted. It can 1-shot you at the end of the fight.


Kill the phoenix when you can and swap back to Kael'thas. Kill him and loot your mount (hopefully).


Best class: Death Knight, since you can spell_shadow_antimagicshell.jpgAnti-Magic Shell the harder-hitting Pyroblasts towards the end.


Level requirement to solo: 80+ for classes that can heal themselves or absorb damage sufficiently, 85+ for all others. 


Wrath of the Lich King


Blue Proto-Drake




Mount: ability_mount_drake_proto.jpgReins of the Blue Proto-Drake


Source: Skadi the Ruthless in Utgarde Pinnacle (Heroic), Howling Fjord. (Dungeon location)


Fastest route: Alliance players can fly from to Ironforge to Menethil Harbor. They can take a boat from the harbour to Valgarde and then fly to the dungeon.


Horde players can take a zeppelin from Undercity to Vengeance Landing and then fly to the dungeon.


Players can also go to Dalaran and fly from there, but this is slower.


Notes: You can skip much of the first corridor by walking up onto the snowy slope on your left. Run along this and you won't aggro the mobs down below. Be prepared if you fall!


Skip the first 2 bosses and run through to Skadi. The first few packs are easy to AoE down and you will get 2 harpoons to use. Save these, since you can't bring him down at that point anyway. Wait inside the room to the left and kill the third harpoon mob as soon as it spawns. Run back outside and wait for the message telling you that Skadi is now in range of the harpoons. Fire a harpoon from each launcher and he will jump down. Avoid his bladestorm, kill him and collect your mount (hopefully).


Best class: Rogue, since there is a lot of trash to skip.


Level requirement to solo: 85+ if well geared, I'd recommend 90+ for an easier run.


Bronze Drake




Mount: ability_mount_drake_bronze.jpgReins of the Bronze Drake


Source: Infinite Corruptor in The Culling of Stratholme (Heroic), Caverns of Time. (Dungeon location)


Fastest route: Take a portal to Dalaran and then use the portal there to the Caverns of Time.


Notes: This is one of the easiest mounts in the game to get due to its 100% drop rate. Clear the dungeon within the time limit (displayed at the top of your screen) and you will be given the chance to kill the Infinite Corruptor. As you run up towards Mal'ganis, follow the road rather than turning towards his tunnel/room. You will go round a bend and find the boss standing there. Kill him and you can loot your mount.


Best class: It really doesn't matter here, since you have to escort Arthas, so speed won't make much difference.


Level requirement to solo: 85+ can be done, but to keep it simple you'll want to be 90+.


Azure Drake




Mount: ability_mount_drake_azure.jpgReins of the Azure Drake


Other mounts included: ability_mount_drake_blue.jpgReins of the Blue Drake (image)


Source: Malygos in the Eye of Eternity, Borean Tundra. (Raid location)


Fastest route: Alliance players can take a boat from the habour in Stormwind City to Valiance Keep. They can then fly to the dungeon.


Horde players can take a Zeppelin from Orgrimmar to Warsong Hold. They can then fly to the dungeon.


Notes: As a lower level, you'll need to actually partake in the mechanics of the fight. Once you engage the boss, just get some damage in until he moves into his second phase. You'll need to kill one of the new adds and jump onto their hover pad. Ride the pad into the air and kill all the other adds.


Once they are all dead, Malygos will destroy the platform and you'll jump onto a red dragon's back. Maintain your heal at 5 stacks and use the combo points this generates to keep stacking the flame DoT on Malygos. He'll die eventually and you can find your loot next to the floating blue heart. Alexstrasza will summon a ball of flame that holds the loot.


Best class: No difference here, just survive the first phase. Ranged is at a slight advantage over the adds phase, but it really isn't a big deal.


Level requirement to solo: 85+ can be done comfortably, you just need to be able to survive the first phase.


Black Drake




Mount: ability_mount_drake_twilight.jpgReins of the Black Drake


Source: Sartharion in The Obsidian Sanctum (10 player), Dragonblight. (Raid location)


Fastest route: Take a portal to Dalaran and just fly south to the raid.


Notes: You're going to need to kill the boss without killing any of the mini-bosses around the instance. If you're a high enough level, you can just run into the centre and kill the boss. Be prepared for all the trash in the instance to aggro, so make sure to kill the boss quickly.


If you're a lower level, things can get a lot more tricky. I would suggest waiting to get this mount until you're at level 90-100, especially since it is a 100% drop rate. There's no rush to start farming this one.


Best class: Anything that can kill the boss quickly.


Level requirement to solo: 90+. 


Twilight Drake




Mount: ability_mount_drake_twilight.jpgReins of the Twilight Drake


Source: Sartharion in The Obsidian Sanctum (25 player), Dragonblight.


Notes: See above.


Grand Black War Mammoth




Mount: ability_mount_mammoth_black.jpgReins of the Grand Black War Mammoth


Source: Any boss in the Vault of Archavon, Wintergrasp. (Raid location)


Fastest route: Take a portal to Dalaran and then fly.


Notes: Firstly, your faction needs to control Wintergrasp to be able to do this. You have four chances per week at getting this mount, since there are four bosses to kill. There is no specific order to kill them in, you can just run between them and clear them out.


If you're a lower level, be very careful of doing Toravon the Ice Watcher. His damage will ramp up over time, meaning you'll be dying very quickly towards the end of the encounter. You especially need to watch out for the orbs that he spawns. Move away from them quickly, but this can become more difficult with the various movement speed decreases. 


Best class: Anything that can stay alive vs. Toravon. Death Knights work especially well, as do Hunters.


Level requirement to solo: 85 is do-able, but very, very difficult. I would suggest 90+ for clearing this.


Onyxian Drake




Mount: achievement_boss_onyxia.jpgReins of the Onyxian Drake


Source: Onyxia in Onyxia's Lair, Dustwallow Marsh. (Raid location)


Fastest route: Alliance players can have a Mage create a portal to Theramore and then fly to the raid. Alternatively, you can take a portal to the Caverns of Time from Dalaran and then fly up from Tanaris.


Horde players can take a portal to Orgrimmar and then fly down to the raid.


Notes: The fight itself can be rather annoying if you have no ranged abilities, so I would recommend taking any form of ability you might have that can do damage at a distance. You'll need to keep your back facing the wall when killing her due to the knockback. If you are knocked back into the whelps, you'll find yourself being overwhelmed pretty quickly.


She will eventually enter phase 2 and lift-off into the air. The eggs around the room will hatch and a huge number of whelps will aggro onto you. Clear these out as fast as possible, since they can whittle your health down surprisingly quickly. 


You'll need to follow her around the room, slowly taking down her HP and avoiding her large breath attack. Once she returns to the ground, you can finish the fight off and claim your mount. Maybe.


Best class: Anything ranged has a big advantage here. Rogues are one of the strongest melee due to inv_throwingknife_07.jpgShuriken Toss.


Level requirement to solo: 85+ is doable by pet classes quite comfortably, but I would recommend 90+ for others.


Mimiron's Head




Mount: inv_misc_enggizmos_03.jpgMimiron's Head


Source: Yogg-Saron in Ulduar (25 player Hard-mode), Storm Peaks. (Raid location)


Fastest route: Take a portal to Dalaran and fly. Engineers can also use their spell_fire_bluefirenova.jpgWormhole Generator: Northrend to teleport to the Storm Peaks.


Notes: Now this is one is going to need a bit more discussion, since we need to cover a few aspects of the raid.


Firstly, if you are farming this mount for the first time, it's unlikely that you have a save prepared. Log on to one of your less-geared characters and move to Ulduar. Set the raid to 10-player (it can be changed later) difficulty and start clearing through it. You need to use a Demolisher against Flame Leviathan (FL) in order to kill it as fast as possible.


Once FL goes down, you can ignore the two bosses on either side and move straight to XT. Kill XT and, if you would prefer an easier fight, don't kill his heart. If you do, he will enrage and you'll enter the hard-mode of the fight.


Use the teleporter behind him to move to the Antechamber. Once there, you want to go straight ahead and up the stairs to Kologarn. Kill him and you'll be presented with a number of options. You need to clear out a number of bosses here in order to move on to the next area.


I generally move anti-clockwise, starting with Hodir. Work your way around the room until you have killed Hodir, Thorim, Freya and Auriaya. Auriaya patrols the large room, so you can just pick her up between visiting the Keepers. The last keeper, Mimiron, doesn't need to have his trash cleared. Once you have killed Freya, use the teleporter outside her room to go to the Spark of Imagination. Mimiron will be in the middle of the room you find yourself in.


Once the Keepers are all dead, teleport to the Conservatory of Life and go to the last doorway in the room. Clear the trash and move on to General Vezax. Once he is dead, it's time to now start re-using this save. Here's how:

  • Make sure you do not engage Yogg-Saron and log out of your alt.
  • Log into the character you want to kill Yogg on and create a custom premade within the LFG tool.
  • Make sure auto-accept is selected.
  • Log out and log into your character which is currently in Ulduar.
  • Find the premade you made and join the group.
  • Log out again and log into the character that is leader of the group.
  • Set the raid to 25 player and then zone into Ulduar.
  • Accept the lockout and teleport to the Prison of Yogg-Saron. 
  • Kill Yogg.

You can repeat this on any character you have, as long as you do not kill Yogg-Saron on the character that holds the save. You can even extend the save through resets in order to keep it.


For the fight itself, it can be challenging for many lower level characters. You'll need to stack the adds in the first phase under Sara, then kill them all. Yogg will spawn when her HP reaches 1.


The next phase will have tentacles spawning around the room and underneath you. Yogg won't be killable at this point, so kill the tentacles and make sure to avoid the beams on the ground. Once the portals to his brain open, you will be presented with 1 of 3 scenarios. Kill the neutral mobs around the room to open up the "brain room". Go into the room and kill his brain. If you can't kill it before he makes you go insane, use a portal to get out of the room and wait until he opens the portals once again.


You will be thrown out of the room if you kill the brain and Yogg will now be vulnerable to damage. Nuke him down as fast as possible, since there will be adds everywhere. Loot the boss and hopefully see your mount drop!


Best class: Anything that has high damage and enough healing to survive the general damage of the fight. 


Level requirement to solo: 85+, but I would recommend being as high as possible.


Invincible's Reins




Mount: ability_mount_pegasus.jpgInvincible's Reins


Source: The Lich King in Icecrown Citadel (25 player Heroic), Icecrown. (Raid location)


Fastest route: Take a portal to Dalaran and fly.


Notes: The one that you are all most likely waiting for, how to farm this efficiently. Before you begin, make sure the raid difficulty is set to 10 player Normal and you are playing an alt. Enter the raid and begin clearing the bosses. You will clear the first 4 bosses and reach a huge, open space inside the Citadel. You can now choose which wing to clear first. I generally move clockwise, starting with the Plagueworks. 


The trash here is rather simple, just make sure you don't die to the spell_nature_purge.jpgDecimate from the 2 mini-bosses, Precious and Stinky. The bosses are rather self-explanatory, just kill them.


When you move onto the Blood Quarter, you'll kill the Princes and the Blood-Queen. When the Queen dies, if you are an engineer, you can skip a large portion of the raid. You'll be forced to jump through a hole in the floor, created by a falling chandelier. If you use your trade_engineering.jpgGoblin Glider just as you fall through, you can glide through the wall just in front of you. As soon as you go through the wall, turn left and move into the "nothing". You'll end up gliding down slowly towards Sindragosa, therefore skipping a large amount of trash and walking.


If you're not an engineer, you can just walk around Valithria and not engage her. Since she is a healing-boss, this used to be a big barrier for many players trying to farm the mount. This has since been changed.


Kill Sindragosa and then begin the "save" process again. You can keep this lockout and use it repeatedly, just as we did for the Ulduar lockout. The process is as follows for Icecrown Citadel (ICC):

  • Log out of the character that has just cleared the raid.
  • Log onto the character you want to kill the Lich King on.
  • Create a custom premade using the LFG tool and enable auto-accept.
  • Log back onto the character that is currently inside ICC.
  • Join the group that you started on the LFG tool.
  • Log out and back on to the character that created the group.
  • Set the raid size to 25 player Normal and then zone in to ICC.
  • Once inside, change the difficulty to Heroic and accept the lockout.
  • Kill the LK.
  • Rinse and repeat!

It's important to note that, in order for this to work, you NEED to do the initial lockout on Normal. You then need to make sure you only try to change the difficulty when inside the raid. If you try to change it to Heroic outside, it won't let you zone in to the lockout.


Once you're on the correct character, it's time to actually kill the Lich King. The fight will being with some fairly long roleplaying, but you'll eventually learn this line for line. Once it's over, the boss will aggro immediately. You need to keep yourself above 90% HP whenever he casts ability_rogue_envelopingshadows.jpgInfest. If you don't, the damage will just get higher and higher and you'll die to it. Keep healing yourself and just DPS away. 


He will spawn adds that need to be killed, otherwise they will keep a debuff moving between them, ability_creature_disease_02.jpgNecrotic Plague, which will eventually pass to you and kill you. 


The other main mechanic in the first phase is the shadow traps, which are dark circles that spawn on the ground. Move away from them at all costs. They will throw you from the platform as soon as you touch them. If you are thrown off, use anything you can to get back, such as a glider, leap or charge.


You can also tank the boss at the bottom of the stairs so that the traps will only ever throw you against the stairs. Just keep moving backwards slowly when he spawns the trap, otherwise it might throw you forwards.


When he transitions, you have two options. Stay on the edges of the platform or sit in the middle. This depends entirely on your ability to stay alive. In both cases, you need to kill the adds that spawn. Your main priority is the ice orbs, since they will explode and throw you off the platform if they reach you. They can be hard to see on the platform during his spell_frost_arcticwinds.jpgRemorseless Winter, so keep an eye out.


As soon as he transitions, you won't need to worry about shadow traps anymore, so you can stand wherever. A new spell will enter the fray instead, which can be just as worrying. ability_rogue_envelopingshadows.jpgDefile will increase in area if you stand inside of it. Get out of it ASAP.


The fight is pretty simple from here, if you get pulled into Frostmourne, just kill the spirits and stay alive. The fight will finish when he casts inv_sword_122.jpgFury of Frostmourne. From there on, it's just RP.


Best class: Death Knight, by far.


Level requirement to solo: This can be done at level 85, but it is very difficult to meet the enrage timer. I'd suggest going for 90+.


Second Half of the Dungeon and Raid Mounts 


Keep an eye out for this in the next few days, since I didn't want to make the post too long. In the next part, you'll see mounts from Cataclysm, Mists of Pandaria and Warlords of Draenor.


Good luck hunting!

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Thanks for the info! I'm glad to say of all these mounts, I only need 3, and I slapped myself for all the time wasted not doing things like the trash reset in AQ, or the Glider trick in ICC.


My question though is for the ICC and Ulduar lockout, that looks like a great way to save time, but doesn't it keep one of your viable alts from trying for the mount as well per week?

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Best, clearest and concise post/guide I have ever seen about mount farming. Cheers mate!


I'm delighted to hear that the guide was helpful, hopefully I can keep the same clarity in the next posts!



Thanks for the info! I'm glad to say of all these mounts, I only need 3, and I slapped myself for all the time wasted not doing things like the trash reset in AQ, or the Glider trick in ICC.


My question though is for the ICC and Ulduar lockout, that looks like a great way to save time, but doesn't it keep one of your viable alts from trying for the mount as well per week?


Yeah, I was kicking myself when I was farming ICC and only found out about the glider trick at around run #350.


Technically, yes, but I always made sure to put the lockout onto a character that had very little to no chance of soloing the boss that I was trying. For example, for ICC, I used a level 85 Warrior. It could solo the first 12 bosses on Normal 10 player pretty easily, but it did not have the healing to do the LK.


Try to find an alt that has a similar situation, since as you said, you don't want to waste an opportunity each week.

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ou can keep this lockout and use it repeatedly, just as we did for the Ulduar lockout. The process is as follows for Icecrown Citadel (ICC):

  • Log out of the character that has just cleared the raid.
  • Log onto the character you want to kill the Lich King on.
  • Create a custom premade using the LFG tool and enable auto-accept.
  • Log back onto the character that is currently inside ICC.
  • Join the group that you started on the LFG tool.
  • Log out and back on to the character that created the group.
  • Set the raid size to 25 player Normal and then zone in to ICC.
  • Once inside, change the difficulty to Heroic and accept the lockout.
  • Kill the LK.
  • Rinse and repeat!

Is there a video guide somewhere or can you re-explain that via Character A, Character B, etc. ... I'm grasping the concept but the jumping to what character next I can't pin point. 

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ou can keep this lockout and use it repeatedly, just as we did for the Ulduar lockout. The process is as follows for Icecrown Citadel (ICC):

  • Log out of the character that has just cleared the raid.
  • Log onto the character you want to kill the Lich King on.
  • Create a custom premade using the LFG tool and enable auto-accept.
  • Log back onto the character that is currently inside ICC.
  • Join the group that you started on the LFG tool.
  • Log out and back on to the character that created the group.
  • Set the raid size to 25 player Normal and then zone in to ICC.
  • Once inside, change the difficulty to Heroic and accept the lockout.
  • Kill the LK.
  • Rinse and repeat!

Is there a video guide somewhere or can you re-explain that via Character A, Character B, etc. ... I'm grasping the concept but the jumping to what character next I can't pin point. 



Hey there, no problem. The process would work as follows:

  1. Character A clears up to the Lich King on 10-player normal.
  2. Log out of Character A inside the raid.
  3. Log on to Character B.
  4. Create a group in the group finder and set it to auto-accept.
  5. Log out of Character B.
  6. Log on to Character A.
  7. Join the group that you created.
  8. Log out of Character A.
  9. Log on to Character B.
  10. Turn off auto-accept.
  11. Set the raid to 25-player normal.
  12. Enter the raid and accept the lockout.
  13. Change it 25-heroic and then accept the lockout again.
  14. Kill the Lich King and get your mount!

You can repeat this over and over, using Character C/D/E in place of Character B.

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    • By Stan

      This week's Alpha Build 26433 added racial abilities of Mag'har Orcs and we also stumbled upon icons/names of Zandalari Troll racials.
      Mag'har Orc Racials

      Ancestral Call (Cooldown: 2 min)
      Invoke the spirits of your ancestors, granting you their power.
      Might of the Blackrock - Increases versatility by 102 at level 110.

      Open Skies
      Increases mounted speed by 10%.

      Pure Blood
      Reduces the duration of Poisons, Diseases, and Curses by 10%.

      Sympathetic Vigor
      Increases pet health by 10%.
      Zandalari Troll Racials
      While the effects of the Zandalari Troll racial abilities are still unknown, we found icons and names related to their racials and added some speculations:

      City of Gold (Possibly related to Atal'Dazar)
      (+% gold from all sources or a teleport?)

      Embrace the Loa
      (Increases Nature damage done by %?)

      (Increases all healing received by % or a dot similar to Gift of the Naaru or Zul'jin's Regeneration in Heroes of the Storm)

      Pterrordax Swoop
      (Active knockback ability?)

      Ward of the Loa
      (Reduces Nature damage taken by %?)
    • By Stan

      We have a list of all Azerite traits that have been added to the game so far.
      We've datamined 198 Azerite traits so far and the list has been updated for Alpha Build 26433. Some Azerite traits are placeholders and values may be slightly off.
      Class-Specific Azerite Traits
      Death Knight
      Dark Grudge Decimate Scourge the Unbeliever Deep Cuts Icy Citadel Festering Doom Bone Spike Graveyard Latent Chill Horrid Expulsion Marrowblood Demon Hunter
      Seething Chaos Gaping Maw Devour Revel in Pain Furious Gaze Infernal Armor Druid
      Twisted Claw Long Night Rejuvenating Breath Bloodline Primordial Rage Heartblood Fungal Essence Streaking Stars Raking Ferocity Masterful Instincts Coordinated Restoration Power of the Moon Hunter
      Aspect of the Cheetah Arrowstorm Ride the Lightning Vigorous Wings Rotting Jaws In The Rhythm Whirling Rebound Seize the Initiative Raking Talons Flashing Fangs Serrated Jaws Wildfire Cluster Haze of Rage Arcane Flurry Latent Poison Mage
      Blast Radius Ignition Point Packed Ice Arcane Pummeling Arcane Annihilation Flames of Alacrity Packed Ice Brain Storm Preheat Winter's Reach Monk
      Swift Roundhouse Fit to Burst Invigorating Brew Boiling Brew Iron Fists Sunrise Technique Overflowing Mists Staggering Strikes Paladin
      Zealotry Divine Illumination Righteous Bastion Avenger's Might Bulwark of Light Martyr's Breath Inspiring Beacon Rejuvenating Grace Fortifying Auras Critical Flash King's Shield Righteous Flames Healing Hammer Strong Light Searing Blades Healthy Judgment Deferred Sentence Furious Wrath Expurgation Warmth of the Light Dauntless Divinity Priest
      Bindings of Fate Torment of Torments Pillar of Light Moment of Repose Permeating Glow Searing Dialogue Weal and Woe Blessed Sanctuary Thought Harvester Rogue
      Contaminant Subtle Blade Swashbuckler Sharpened Blades Deadshot Double Dose Night's Vengeance Storm of Steel Twist the Knife Shaman
      Astral Shift Storm's Eye Lightningburn Ancestral Reach Flames of the Forefathers Electropotence Embrace of the Tides Healing Way Overloaded Striker's Grace Volcanic Lightning Primal Primer Soothing Waters Lava Shock Strength of Earth Ebb and Flow Warlock
      Suffer Unshackled Fel Meteoric Flare Wracking Brilliance Shadow's Bite Heavy Rain Erratic Omen Inevitable Demise Umbral Blaze Warrior
      Bloodcraze Heavy-Handed Battering Ram Deafening Crash Trample the Weak Executioner's Precision Gathering Storm Bloodcraze Sword and Board Generic Azerite Traits
      Increase Versatility 15 Haste Increased Intellect 46 Strength Agility 20 Item - Proc Mastery Netherlight Fortification Test Spell - Anders Test Power 6 Azerite Empowered Longstrider Resounding Protection Blood Siphon Woundbinder Lifespeed Elemental Whirl Heed My Call Fury of the Sands Overwhelming Power Gutripper On My Way Mote in the Eye Embrace of the Sands Portal: Dalaran - Broken Isles Savior Winds of War Vampiric Speed Test Azerite Power Champion of Azeroth Impassive Visage Bulwark of the Masses Gemhide Azerite Fortification Self Reliance Azerite Veins Uncertainty Uncertainty Uncertainty Uncertainty Crystalline Carapace Ablative Shielding Strength in Numbers Upwelling Synergistic Growth Concentrated Mending Bracing Chill Ephemeral Recovery Weeping Aura Ruinous Bolt Rezan's Fury Rezan's Command Meticulous Scheming Blightborne Infusion Filthy Transfusion Secrets of the Deep Sandstorm Glacial Contagion
    • By Stan

      Muffinus outlined changes coming to Island Expeditions in a new Alpha Build later today.
      A tutorial quest for Island Expeditions will be available at level 115. It must be completed to unlock Expeditions. The unlock is account-wide. Two new Islands will open up for testing: Molten Cay and Dread Chain. New creatures have been added to Islands. You can find our preview of the first Island Expedition here. We'll be back with more previews soon!
      Blizzard (Source)
      4/19 - These changes will be in the next build: - A tutorial quest and island are now available at level 115. Players must complete the tutorial quest to unlock Expeditions. This unlock is account-wide.
      - Normal mode requires level 110+
      - Heroic, Mythic, and PvP require level 120
      - At the start of the Island, 3 high-value targets will appear in the fog on your map as red X's, giving your party some initial direction.
      - Two new islands are available: Molten Cay and Dread Chain.
      - Around 800 new creatures have been added (some will lack abilities)
      - New end of island invasions: Naga, Black Dragons, Twilight Dragons, Saurok, Trolls
      - End of island invasions now have a pre-spawn visual (so they don't spawn on top of you)
      - New chest type: puzzle. Find levers, pressure plates, etc. needed to open an ancient chest.
      - Questgiver required objects (e.g. Torch, Shovel) spawn closer to their questgivers
      - Visual updates to skyboxes, times of day, and weather effects.
      Thanks for all of your feedback! I've updated the update post with some major changes coming in the next build. 

      Of note, we now put three red "X marks the spot" markers on your map at the start of the island. These are always some of the most high value targets on the island, and should give your party some initial direction about where to go. Also it feels very pirate-y. :)

      The red markers will also show up when an Azerite growth event occurs, at the site of the growth, and when end of island invasions occur, at those sites.

      We've got a bunch more invasions and a ton more creatures in this build as well!

      In addition, you'll now be queueing for a random island, and three islands are unlocked: Un'gol Ruins, Molten Cay, and Dread Chain.

      Feedback Request: The current plan is to have three islands available every week on a rotation. Since we now have three available, we'd like to hear from you about how many times you'd like to engage in this content during the week. Hop in, run a few during the next week, and let us know what you're feeling!
    • By Stan

      A detailed preview of the Battle of Stromgarde Warfront on Battle for Azeroth Alpha.
      The first public testing of Warfronts is now over and we had the chance to test out Battle of Stromgarde on Battle for Azeroth Alpha.
      Check out our Battle for Azeroth content hub for more information!
      Warfronts are 20-player scenarios very similar to Wintergrasp or Tol Barad in terms of gameplay. The goal of a Warfront is to destroy the opposing faction's leader. In this case, it was Muradin Bronzebeard located in Stromgarde Keep. The opposing faction's forces periodically emerge and attack areas captured by your team, so it's good if you're group is dispersed across the map, ready to defend attacked areas. Resources 
      You collect resources (iron & wood) to build and upgrade structures and units / troops. Iron is gathered by peons when a mine is captured. It's used in the construction of buildings and troops. You can carry a maximum of 200 iron at a time. Wood is gathered from piles of wood throughout the warfront. It's used in the construction of buildings and troops. You can carry a maximum of 100 wood at a time. Introductory quests teach you how to collect iron and wood. You're also given a scroll that allows teleporting to your base on a 5-minute cooldown. Your base contains a chest that periodically generates iron over time (similar to the garrison cache). The current amount of iron in the chest is indicated as a buff. Contributing Resources
      When a structure is under construction, you'll need to contribute both iron and wood to build it. There's a progress bar indicating how much resources are needed before a particular structure becomes available. Contributing resources is very similar to how Broken Shore structures are handled. Capturing various areas unlocks access to more powerful units. Structures
      Let's begin with your base. It can be upgraded up to level 3. Additional structures that can be build here include: Altar of Storms, Armory, Barracks, Workshop and the Warmill.
      Great Hall (Level 1)
      Required to construct other buildings. Stronghold (Level 2), Cost: 380 Iron, 180 Wood - Requires Altar of Storms and Armory
      Increases number of peons collecting Iron. Increases rate of unit production from Barracks Unlocks commander specific units from Barracks. Fortress (Level 3), Cost: 620 Iron, 260 Wood - Requires Workshop
      Increases number of peons collecting Iron. Increases rate of unit production from Barracks. Increases damage dealt by Demolishers. Commanders can now use special ability. Altar of Storms
      Constructing the Altar grants you access to the Bristling Power buff that you can get for 10 iron or wood. Stacks up to 10 times. If you have Essence of Storms, you can gain the Call of the Storm buff as well. Armory
      Grants access to research which increase the combat powers of troops. Barracks
      Barracks are used to train units. Train Grunts (20 Iron) The backbone of your army. Assault enemy locations and help you capture the battlefield. Train Axe Throwers (30 Iron) Agile ranged troops able to deal great damage from a distance. Train Shaman (50 Iron, You need to capture Circle of Elements) Powerful casters who draw their strength from of elemental spirits. Useful to quickly heal nearby groups. Train Wolf Riders (50 Iron, You need to capture Newstead) Fast moving powerful fighters. Able to lock enemies down with nets, and burn large areas of ground. Workshop
      Unlocks Demolishers for 80 Iron each. Only 3 Demolishers can be active at once. Demolishers have access to the Bombard ability. War Mill
      Constructing War Mill grants access to two buffs for your troops. Steel Weapons - Increases all damage dealt by 10%. Steel Armor - Reduces all damage taken by 10%. Key Areas
      In addition to upgrading your base and building structures for the generation of units, the map contains key areas that need to be captured in order to advance. Capturing Newstead allows your team to recruit mounted troops. Each area has a powerful commander. Once defeated, the area can be captured by clicking the flag. 
      Circle of Elements
      Construct a Spirit Lodge to bring powerful caster units to your army. Unlocks Shamans (50 Iron) and Elemental Spirits (50 Iron) Drywhisker Mine
      Allows for the collection of Iron. Hatchet Ridge
      Allows for collection of wood. High Perch
      Construct a tower, providing fast access to captured locations. Newstead
      Construct a Bestiary to recruit mounted troops. Unlocks Wolf Raiders (50 Iron) and Kodo Riders (60 Iron) Completing the "Raiding Their Stores" quest in Newstead rewards an item that increases your primary stat by 20% in Warfronts: Chunk of Boar Meat Baked Egg Slice of Cheese Flagon of Applebrew Valorcall Pass
      Capture to lay siege to Stromgarde. Gameplay Video

    • By joat
      Who We Are
      Tequila Sundown is a mythic raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of three within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.
      We are always looking to add players with a friendly personality and lots of passion for the game. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 6/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid. We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders. You must be able to take constructive criticism and have ownership over your level of play, and be willing to put in the effort to be a contribution to the team.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for farming the previous raid difficulty.

      Recruitment Needs
      Healer: We need to add a healer to our core. Holy Paladin preferred.
      DPS: We are looking for dps with the gear/experience to contribute immediately. Will consider all specs but we currently lack a dedicated Mage, Elemental Shaman, and Windwalker Monk. Bonus points for good healing offspec. 

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team:

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#1832 & saever#4432