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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!

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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!

 

Classic

 

Qiraji Resonating Crystals

 

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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

 

Bju8wFa.png?1

 

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

 

RwPs1Nt.png

 

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

 

eVxYR2U.png

 

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

 

UXeKao6.png

 

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

 

mpNRlXb.png

 

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

 

Lrnlxv4.png

 

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

 

NZvwXEn.png

 

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

 

HeBpJbq.png

 

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

 

H7pVpQ8.png

 

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

 

YfIEgxK.png

 

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

 

ZaPbPL5.png

 

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

 

fyipCXR.png

 

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

 

cK8GOOA.png

 

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

 

02KOx6N.png

 

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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      Clearcasting-  For each 0 mana you spend, you have spend, you have a 1% chance to gain Clearcasting Casting Arcane spells has a 10% chance of making your next Arcane Missiles or Arcane Explosion free. Arcane Missiles fires 1 additional missile. Surging Blaze- Flamestrike and Pyroblast cast times are reduced by 0.5 sec and damage dealt increased by 10% Pyroblast and Flamestrike's cast time is reduced by 0.5 sec and their damage dealt is increased by 5%. Call of the Sun King- Phoenix Flames gains 1 additional charge and deals 15% increased damage always critically strikes.  From the Ashes- Your direct-damage spells to targets affected by Charring Embers Phoenix Flames damage increased by 15% and your direct-damage spells reduce the cooldown of Phoenix Flames by 1 sec. Phoenix Flames- Normal: Hurls a Phoenix that deals [ 77.05% of Spell Power ] Fire damage to the target and reduced damage to other nearby enemies. Alexstrasza's Fury : Hurls a Phoenix that deals [ 77.05% of Spell Power ] Fire damage to the target and reduced damage to other nearby enemies. Always deals a critical strike. Evocation- Increases your mana regeneration by 750% for 6 sec and grants Clearcasting. Arcane Surge- Expend all of your current mana to annihilate your enemy target and nearby enemies for up to [ 431.5% of Spell Power ] Arcane damage based on Mana spent. Deals reduced damage beyond 5 targets. Generates Clearcasting. For the next 15 sec, your Mana regeneration is increased by 425% and spell damage is increased by 35%. Aether Attunement- Consuming Clearcasting has a 15% chance to grant Every 3 times you consume Clearcasting, gain Aether Attunement. Aether Attunement : Your next Arcane Missiles deals 150% 100% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% 50% increased damage. Splintering Sorcery- When you consume Nether Precision, conjure 2 Arcane Splinters that fire at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% 35% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% 23.4% of Spell Power ] Arcane damage over 16 18 sec. This effect stacks. Magi's Spark- Your Touch of the Magi now also conjures a spark, increasing causing the damage from dealt by your next Arcane Barrage, Arcane Blast, and Arcane Missiles by to echo for 25%. 25% of their damage. Upon receiving damage from all three spells, the spark explodes, dealing [ 150% of Spell Power ] Arcane damage to all nearby enemies. Mirror Image- Normal: Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. Reabsorption : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. You are healed for 5% of your maximum health whenever a Mirror Image dissipates due to direct damage. Reduplication : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. Mirror Image's cooldown is reduced by 10 sec whenever a Mirror Image dissipates due to direct damage. Splinterstorm- Whenever you have 8 or more active Embedded Arcane Splinters, you automatically cast a Splinterstorm at your target. Splinterstorm : Shatter all Embedded Arcane Splinters, dealing their remaining periodic damage instantly. Conjure an Arcane Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing [ 70% 35% of Spell Power ] Arcane damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 20% chance to grant you Clearcasting. Spellfrost Teachings- Direct damage from Arcane Splinters has a 5% 3% chance to summon a Greater Arcane Echo that deals [ 8.25% of Spell Power ] damage to all nearby enemies and increases the damage enemies take from you by 6% for 5 sec reset the cooldown of Arcane Oreb and increase all damage dealt by Arcane Orb by 50% for 10 sec. Alexstrasza's Fury- Phoenix Flames and Dragon's Breath always critically strikes and Dragon's Breath deals 50% increased critical strike damage damage, and contributes to Hot Streak. Controlled Destruction- Damaging a target with Pyroblast increases the damage it receives from Ignite by 1%. 0.5%. Stacks up to 25 50 times. Leydrinker- Consuming Nether Precision has a 15% 10% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 25% effectiveness to the primary target and up to four nearby enemies. Phoenix Reborn- When your direct damage spells hit an enemy 20 25 times the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Controlled Instincts- For 8 seconds after being struck by an Arcane Orb, 30% 20% of the direct damage dealt by an Arcane Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. Frostfire Empowerment- Your Frost and Fire spells have a chance to activate Frostfire Empowerment, causing your next Frostfire Bolt to be instant cast, deal 100% increased damage, explode for 80% of its damage to nearby enemies, and grant you maximum benefit of Frostfire Mastery and refresh its duration. Mana Adept- Arcane Barrage grants you 2% 1.5% of your maximum mana per Arcane Charge spent. Sparking Cinders (New)- Living Bomb explosions have a 15% chance to increase the damage of your next Flamestrike or Pyroblast by 15%. Burning Blood [NYI] (New)- Damage dealt to targets below 30% health is increased by 10%. Heat Shimmer [NYI] (New)- Damage from Ignite has a 5% chance to make your next Scorch deal 25% increased damage and deal damage as though your target was below 30% health. Gravity Lapse (New)- Your Supernova becomes Gravity Lapse. Gravity Lapse The snap of your fingers warps the gravity around your target and 4 other nearby enemies, suspending them in the air for 3 sec. Upon landing, nearby enemies take [ 50% of Spell Power ] Arcane damage. Inspired Intellect (New)- Arcane Intellect grants you an additional 3% Intellect. Monk
      Mistweaver Monk- Mistweaver Monk core passive Increases damage/healing by 4%: Celestial Breath, Celestial Harmony, Chi Burst, Chi Wave, Enveloping Mist, Essence Font, Expel Harm, Healing Sphere, Invigorating Mists, Invoke Chi-Ji, the Red Crane, Invoke Yu'lon, the Jade Serpent, Mastery: Gust of Mists, Refreshing Jade Wind, Renewing Mist, Reverse Harm, Rising Mist, Soothing Mist, Thunder Focus Tea, Thunderous Focus Tea, Vivify Increases periodic damage/healing by 4%: Celestial Breath, Celestial Harmony, Chi Burst, Chi Wave, Enveloping Mist, Essence Font, Expel Harm, Healing Sphere, Invigorating Mists, Invoke Chi-Ji, the Red Crane, Invoke Yu'lon, the Jade Serpent, Mastery: Gust of Mists, Refreshing Jade Wind, Renewing Mist, Reverse Harm, Rising Mist, Soothing Mist, Thunder Focus Tea, Thunderous Focus Tea, Vivify Increases damage/healing by 79%: Rising Sun Kick Increases damage/healing by 4%: Blackout Kick and Teachings of the Monastery Increases damage/healing by 245%: Tiger Palm Increases damage/healing by 184%: Spinning Crane Kick Increases periodic damage/healing by 400%: Crackling Jade Lightning Revival- Heals all party and raid members within 40 yds for [ 325.45% 1,301.8% of Spell Power ] and clears them of 3 harmful Magic, all Poison, and all Disease effects. Healing increased by 100% when not in a raid reduced beyond 5 targets.  Jade Ignition- Whenever you deal damage to a target with Fists of Fury, you gain a stack of Chi Energy up to a maximum of 30 stacks. Using Spinning Crane Kick will cause the energy to detonate in a Chi Explosion, dealing [ 85% 127.5% of Attack Power ] Nature damage to all enemies within 8 yards, reduced beyond 5 targets. The damage is increased by 5% for each stack of Chi Energy. Xuen's Bond- Abilities that activate Combo Strikes reduce the cooldown of Invoke Xuen, the White Tiger by 0.2 0.25 sec, and Xuen's damage is increased by 10%. 15%. Jadefire Stomp- Strike the ground fiercely to expose a path of jade for 30 sec, dealing [ 40% of Attack Power ] Nature damage to up to 5 enemies, and restores restoring [ 91% of Spell Power ] health to up to 5 allies within 30 yds caught in the path. Stagger is 5% more effective for 8 sec against enemies caught in the path suffer an additional [ 65% of Attack Power ] damage. Dual Threat- Your auto attacks have a 20% chance to instead kick your target dealing [ 80% 175% of Attack Power ] Physical damage and increasing your damage dealt by 5% for 5 sec. Lotus Infusion (New)- Allies with Renewing Mist receive 15% more healing from you and Renewing Mist's duration is increased by 2 sec. Jadefire Fists (New)- At the end of your Fists of Fury channel, you release a Jadefire Stomp. This can occur once every 25 sec. Jadefire Stomp Strike the ground fiercely to expose a path of jade for 30 sec, dealing [ 40% of Attack Power ] Nature damage to up to 5 enemies, and restoring [ 91% of Spell Power ] health to up to 5 allies within 30 yds caught in the path.Stagger is 5% more effective for 8 sec against enemies caught in the path. suffer an additional [ 65% of Attack Power ] damage. Ferociousness (New)- Critical Strike chance increased by 2%. This effect is increased by 100% while Xuen, the White Tiger is active. Paladin
      Laying Down Arms- When an Armament fades from you, the cooldown of Lay on Hands is reduced by 15.0 sec and you gain Shining Light or Infusion of Light. Shared Resolve- The effect of your active Aura is increased by 33% 0% on targets with your Armaments. Divine Wrath- Increases the duration of Avenging Wrath or Crusade by 3 sec, and Radiant Glory by 1.5 sec. Avenging Crusader- You become the ultimate crusader of light for 12 15 sec. Crusader Strike and Judgment cool down 30% faster and heal up to 5 injured allies for 360% 420% of the damage they deal. If Avenging Wrath is known, also increases Judgment, Crusader Strike, and auto-attack damage by 30%. Holy Bulwark- Will the Light to coalesce and become manifest as a Holy Armament, wielded by your target. Holy Bulwark : While wielding a Holy Bulwark, gain an absorb shield for 15.0% of your max health and an additional 5.0% 2.0% every 2 sec, stacking up to 30%. Becomes Sacred Weapon after use. Crusader's Might- Crusader Strike reduces the cooldown of Holy Shock and Judgment by 1.5 sec. Infusion of Light- Your critical Holy Shocks empower your next spell cast: Flash of Light : Mana cost reduced by 70% 30% Holy Light : Generates 2 100 Holy Power. Judgment : Greater Judgment prevents an additional 100% damage dealt by the target. Hammer and Anvil- Judgment critical strikes cause a shockwave around the target, dealing [ 100% of Attack Power ] additional damage or healing at the target's location. Inflorescence of the Sunwell- Infusion of Light has 1 additional charge, increases Greater Judgment's effect by an additional 50%, reduces the cost of Flash of Light by an additional 30%, and causes every 3 casts of Holy Light to generate an additional Holy Power Holy Light's healing is increased by an additional 50%. Radiant Glory (New)- Wake of Ashes activates Avenging Wrath for 8 sec. Each Holy Power spent has a chance to activate Avenging Wrath for 4 sec. Priest
      Perfect Vision- Reduces the cooldown of Premonition by 6 15 sec. Narrowed Visions- Premonition gains an additional charge and now only rotates to the next spell when you cast Premonition. Waste No Time- Premonition causes your next Power Word: Radiance, Heal, Heal or Prayer of Healing cast to be instant and cost 15% less mana. Exaltation- Increases the duration of Rapture by 5 sec. Rapture enhances 2 additional shields. Prompt Deliverance- Reduces the cooldown of Purify by 2 sec. For 6 sec after casting Leap of Faith you may cast it a second time for free, ignoring its cooldown. Void Blast- Entropic Rift upgrades Smite into Void Blast while it is active. Void Blast : Sends a blast of cosmic void energy at the enemy, causing [ 228% 125% of Spell Power ] Shadow damage. Luminous Barrier- Create a shield on all allies within 40 yards, absorbing [ 239.59% 958.36% of Spell Power ] damage on each of them for 10 sec. Absorption increased by 100% when not in a raid decreased beyond 5 targets.  Voidheart- While Entropic Rift is active, your Atonement healing is increased by 20% 10%. Fatebender- Premonition's effect is increased by 30% if the divined spell is different than the previous premonition. Increases the effects of Premonition by 30%. Divine Feathers- Your Angelic Feathers increase movement speed by an additional 10%. When an ally walks through your Angelic Feather, you are also granted 100% of its effect. Premonition- Gain access to a spell that gives you an advantage against your fate.  Using your abilities rotates through the available spells. Premonition rotates to next spell when cast. Premonition of Piety Increases your healing done by 5% and causes 50% of overhealing on players to be redistributed to up to 3 nearby allies for 10 sec. Premonition of Insight Reduces the cooldown of your next 3 spell casts by 5 sec. Premonition of Solace Your next single target healing spell increases your target's healing received by 25% for 10 sec. Preventive Measures- Increases the damage absorbed by Power Word: Shield by 10% and the healing done by Prayer of Mending by 10% 15%. Clairvoyance- Under construction. After casting Premonition of Solace, your next Premonition grants all of your Premonition effects at 100% effectiveness. Assured Safety- Power Word: Shield casts apply 1 stack of Prayer of Mending to your target. Prayer of Mending casts apply a Power Word: Shield to your target at 20% 25% effectiveness. No Escape- Entropic Rift slows enemies by up to 80%, 70%, increased the closer they are to its center. Divine Hymn- Heals all party or raid members within 40 yards for [ 285% 1,140% of Spell Power ] over 8 sec. Each heal increases all targets' healing taken by 4% for 15 sec, stacking. Healing reduced beyond 5 targets. increased by 100% when not in a raid. Indemnity- Atonements granted by Power Word: Shield last an additional 2 3 sec. Rapture- Immediately Power Word: Shield your target, and your for the next 3 8 sec, Power Word: Shield Shields has have no cooldown and absorbs absorb an 80% additional 40%. damage. Foreseen Circumstances- Pain Suppression reduces damage taken by an additional 10%. Guardian Spirit lasts an additional 2 sec. Under Construction- Not yet implemented. Your Flash Heal, Heal, and Holy Word: Serenity are 30% more effective when cast on yourself. Desperate Measures (New)- Desperate Prayer lasts an additional 10 sec. Angelic Bulwark's absorption effect is increased by 15% of your maximum health. Rogue
      Flensing Knives (New)- Slice and Dice causes your Backstab to deal an additional [ 20% of Attack Power ] Plague damage. Clear the Witnesses (New)- Your next Fan of Knives after applying Deathstalker's Mark deals an additional [ 20% of Attack Power ] Shadow damage and generates 1 additional combo point. Deathstalker's Mark (New)- Ambush from Stealth applies 3 stacks of Deathstalker's Mark to your target. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker's Mark, dealing [ 30% of Attack Power ] Plague damage and increasing the damage of your next Ambush or Mutilate by 10%. You may only have one target Marked at a time. Singular Focus (New)- Damage dealt to targets other than your Marked target deals 3% Plague damage to your Marked target. Momentum of Despair (New)- If you have critically struck with Fan of Knives or Shuriken Storm, increase the critical strike chance of Fan of Knives, Shuriken Storm, and Black Powder by 15% for 12 sec. Shadewalker (New)- Each time you consume a stack of Deathstalker's Mark, reduce the cooldown of Shadowstep by 3 sec. Hunt Them Down (New)- Autoattacks against Marked targets deal an additional [ 10% of Attack Power ] Plague damage. Darkest Night (New)- When you consume the final Deathstalker's Mark from a target, gain 60 Energy and your next Envenom cast with maximum combo points is guaranteed to critically strike, deals 30% additional damage, and applies 3 stacks of Deathstalker's Mark to the target. Ethereal Cloak (New)- Cloak of Shadows duration increased by 2 sec. Lingering Darkness (New)- After Deathmark expires, gain 3 sec of 10% increased Nature damage. Corrupt the Blood (New)- Rupture deals an additional [ 2.5% of Attack Power ] Plague damage each time it deals damage, stacking up to 10 times. Rupture duration increased by 3 sec. Shaman
      Totemic Coordination- [NYI] Chain Heals from your totems are 30% 25% more effective. Reactivity- [NYI]  Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness Healing Stream Totem now also heals a nearby second ally at 50% effectiveness. Cloudburst Totem stores 25% additional healing. Oversized Totems- [NYI] Increases the size and radius of your totems by 15%, and the health of your totems by 30%. Totemic Rebound- [NYI] Chain Heal now jumps to a nearby totem within 20 yards once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally the totem to cast Chain Heal on an injured ally within 0 to 30 yards for [ 30% of Spell Power ]. Junps to 2 nearby targets within 20 yards. Restoration Shaman- Restoration Shaman core passive Increases damage/healing by 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases periodic damage/healing by 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases damage/healing by 54%: Ascendance, Chain Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 54%: Ascendance, Chain Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases damage/healing by 172%: Chain Lightning and Ride the Lightning Increases damage/healing by 128%: Lava Burst Increases damage/healing by 94%: Lightning Bolt Increases damage/healing by 108%: Flame Shock Increases periodic damage/healing by 108%: Flame Shock Increases damage/healing by 6%: Swelling Waves Increases damage/healing by 5%: Swelling Waves Increases periodic damage/healing by 20%: Flame Shock Increases damage/healing by 20%: Chain Heal Increases damage/healing by 12%: Healing Stream Totem Increases damage/healing by 25%: Swelling Waves Decreases damage/healing by 20%: Swelling Waves Increases damage/healing by 5%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases periodic damage/healing by 5%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Enhancement Shaman- Enhancement Shaman core passive Increases damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Decreases damage/healing by 21%: Chain Lightning, Elemental Blast, Lightning Bolt, Ride the Lightning Increases damage/healing by 47%: Earth Shield Decreases damage/healing by 4%: Swelling Waves Increases damage/healing by 40%: Swelling Waves Increases damage/healing by 25%: Chain Heal Increases damage/healing by 43%: Earth Shield Decreases damage/healing by 9%: Elemental Blast Increases damage/healing by 10%: Elemental Blast Swift Recall- [NYI] Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec. Cannot occur more than once every 20 sec per totem. Lively Totems- [NYI] Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal at 100% effectiveness when you summon them. Elemental Shaman- Elemental Shaman core passive Increases damage/healing by 7%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 7%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases damage/healing by 19%: Swelling Waves Increases damage/healing by 47%: Earth Shield Increases damage/healing by 43%: Earth Shield Increases damage/healing by 12%: Elemental Blast Increases damage/healing by 67%: Chain Lightning, Maelstrom, Ride the Lightning Decreases damage/healing by 40%: Lightning Bolt and Maelstrom Increases damage/healing by 5%: Lava Burst and Maelstrom Increases damage/healing by 51%: Flame Shock Increases periodic damage/healing by 51%: Flame Shock Increases damage/healing by 164%: Elemental Blast Increases damage/healing by 29%: Lava Burst and Maelstrom Increases damage/healing by 57%: Lightning Bolt and Maelstrom Increases damage/healing by 25%: Chain Heal Decreases damage/healing by 13%: Chain Lightning, Maelstrom, Ride the Lightning Increases damage/healing by 3%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 3%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Healing Tide Totem- Summons a totem at your feet for 10 sec, which pulses every 2 sec, healing all party or raid members within 40 yards for [ 43.75% 175% of Spell Power ]. Healing increased by 100% when not in a raid reduced beyond 5 targets. Warlock
      Withering Bolt- Shadow Bolt and Drain Soul deal 15% 8% increased damage, up to 45%, 24%, per damage over time effect you have active on the target. Haunt- A ghostly soul haunts the target, dealing [ 68.75% 226.87% of Spell Power ] Shadow damage and increasing your damage dealt to the target by 10% for 18 sec. If the target dies, Haunt's cooldown is reset. Empowered Unstable Affliction- Reduces the cast time of Unstable Affliction by 10% 20% and damage dealt by Unstable Affliction has a chance to generate a Soul Shard. Wither- Replaces Corruption. Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing [ 68.97% 13.8% of Spell Power ] Shadowflame damage immediately and an additional [ 298.23% 206.29% of Spell Power ] Shadowflame damage over 18 sec. Mark of Shatug- Your Summon Vilefiend becomes Summon Gloomhound and learns the following ability: Gloom Slash Tooth and claw are drenched in malignant shadow magic, causing the Gloomhound's melee attacks to deal an additional [ 244.44% 40.74% of Spell Power ] Shadow damage over 6 sec. If this effect is reapplied, any remaining damage will be added to the new Gloom Slash. Infirmity (New)- The stack count of Agony is increased by 4 when applied by Vile Taint. Enemies damaged by Phantom Singularity take 10% increased damage from you for its duration. Malefic Touch (New)- Malefic Rapture deals an additional [ 46.23% of Spell Power ] Shadowflame damage to each target it affects. Improved Haunt (New)- Increases the damage of Haunt by 35% and reduces its cast time by 25%. Haunt now applies Shadow Embrace. Malign Omen (New)- Casting Soul Rot grants 3 applications of Malign Omen. Malign Omen Your next Malefic Rapture deals 20% increased damage and extends the duration of your damage over time effects and Haunt by 2 sec. Warrior
      Seismic Reverberation- If Whirlwind or Cleave hits 3 or more enemies, it hits them 1 additional time for 30% damage. Opportunist- When Tactician resets Overpower's cooldown Overpower has its cooldown reset by Tactician, your next Overpower deals 10% additional damage and 10% additional critical damage. Second Wind- Restores 6% health every 1 sec when you have not taken damage for 5 sec. While you are below 35% health, restores 1.0% health every 1 sec. The amount restored increases the closer you are to death. Vicious Agility- Heroic Leap reduces the cooldown of Charge by 5 sec and Charge reduces the cooldown of Heroic Leap by 5 2 sec. Lethal Reflexes- Slayer's Strikes have a 50% chance to reset the cooldown of Overpower Mortal Strike critical strikes increase the damage of your next Mortal Strike by 15%. Barbaric Training- Slam, Cleave, and Whirlwind deal 20% 10% more damage and 10% increased critical strike damage. Boneshaker- Shockwave's stun duration is increased by 2 sec 1 sec and reduces the movement speed of affected enemies by 40% for 3 sec after the stun ends. Reap the Storm- Overpower Mortal Strike has a 20% chance to cause you to unleash a flurry of steel, striking all nearby enemies for [ 157.5% of Attack Power ] damage and applying Overwhelmed. Deals reduced damage beyond 8 targets. Relentless Pursuit- Charge removes all movement impairing effects and grants you 70% movement speed for 3 sec. Charge removes all movement impairing effects, this effect cannot occur more than once every 30 sec. Battlelord- Overpower deals 35% increased damage and has a 35% chance to reset the cooldown of Mortal Strike Strike and generate 10 Rage. Crushing Force- Slam deals an additional 30% damage and has a 7.50% increased critical strike chance. Mortal Strike deals an additional 5% damage and deals 5% increased critical strike damage.
    • By Starym
      Well, Mists of Pandaria Remix is breaking all kinds of barriers in WoW. From being the first event of its kind in the game, to the many transmogs players are getting, crazy powerful characters, and now our fastest level 70 ever!
      Well, sort of. Previously leveling went from 1 to max level, but in Remix players start at 10. But considering just how fast 1-10 goes it's pretty much negligible. But enough introing, how did this happen??
      Shiekrunner managed to get to level 70 in 48 minutes and 30 seconds. Yep. That is a thing that happened. But it wasn't JUST the crazy leveling speeds of Remix that got the job done, however. There was a whole guild behind the Demon Hunter, some old-school prep including pet battles, and more! The entire run is recorded and ready to watch below, but let's go through just what was involved in getting this crazy speed done.
      This certainly wasn't a 1-man operation, as Shiekrunner had a 9-player group from the Tatortreiniger guild behind him helping out, downing raid bosses and getting them ready for him to loot the XP. The group consisted of five ilvl 476-ish players, one 380, and, of course, a level 20 Monk pushing the dungeons! In said dungeons a Demon Hunter was running skips in Scarlet Halls and Temple of the Jade Serpent (which some may frown upon, as it's ye-olde creative use of game mechanics, aka jumping through and around walls) and the rest go on branching paths for optimal XP.
      They did this running random Heroics for the bonus XP, avoiding grabbing the XP items and saving them for later. And boy, the later was quite something, as Shiekrunner gathered up 333% bonus XP and skyrocketed from level 47 to 61 in a couple of seconds.
      And then, quite a few more dungeons later and some picking up the of the pre-cleared raid XP, the moment had arrived. Level 70!
      In case you're wondering about the video length, a few of the raids were fast forwarded. And here's a more detailed breakdown of everything that went into the record, as Shiekrunner gave us a bit of an interview on the process:
      We achieved this as a coordinated group consisting of 9 players. Here's a detailed breakdown of our strategy and team composition:
      Dungeon Team:
      Shiekrunner (me) - The leveling character
      Nöxyi-Blackmoore - Level 70, iLvl 476
      Cémix - Level 20 Monk
      Lethestes-Blackmoore - Level 70, iLvl 343
      Permokremixx-Steamwheedle Cartel
      Raid Team:
      Leonie-Blackmoore - Level 70, iLvl 476
      Vashalla-Blackmoore - Level 70, iLvl 476
      Lunites-Blackmoore - Level 70, iLvl 476
      Nöxyi-Blackmoore - Level 70, iLvl 476
      Gadriel-Blackmoore - Level 70, iLvl 470
      Lethestes-Blackmoore - Level 70, iLvl 380
      Shiekrunner (me) - The leveling character
      Dungeon Strategy
      For Scarlet Halls and Temple of the Jade Serpent, our Demon Hunter, Nöxyi-Blackmoore, performed speedrun skips. This allowed our Monk and DH to take branching paths for simultaneous boss kills.
      Permokremixx had to create a new character each time we entered a raid  to keep us all under level 20 and avoid the slow dungeon, Stormstout Brewery.
      We also had an additional player for instant queues into the dungeon and miscellaneous tasks, such as protecting the leveling character and trading items like gems.
      Permokremixx and Lethestes queued as tank and healer, respectively, so our DH and Monk didn’t need to change specs every time we joined a dungeon.
      Because of our optimizations, we could still queue for random heroics but only got the following good dungeons:
      Temple of the Jade Serpent
      Scholomance
      Scarlet Monastery
      Scarlet Halls
      We were hoping to get Temple of the Jade Serpent and Scarlet Halls as often as possible as they were the fastest with the skips.
      Raid Strategy
      The players not participating in the dungeon were already inside the raid, clearing up to the first boss. This stacked the XP bonus, allowing us to finish with a 333% XP boost. At level 25, we joined Mogu'shan Vaults; at level 35, we moved to Heart of Fear; and at level 40, we entered Terrace of Endless Spring.
      One tactic we used was avoiding looting most of the XP bonus items from dungeons, opting to have them sent by mail instead. We made sure to loot the Threads of Experience for additional XP% whenever possible. We then opened these items when we had our full XP potential, allowing us to level up 15 levels in around 10 seconds with a 333% increased XP boost.
      Our guild, Tatortreiniger on Blackmoore, with fully geared MoP Remix characters and high-level cloaks, played a crucial role by sitting inside raids and clearing the raids fast.
      Preparation Prior to the Run
      Preparation included completing specific account-wide pet battle dailies on a non timerunning character that can be turned in on another character at any time via the quest log or more efficiently by using this macro:
      /run local info; for i=1, C_QuestLog.GetNumQuestLogEntries() do info = C_QuestLog.GetInfo(i) if info and info.isAutoComplete then ShowQuestComplete(info.questID) end end
      (This will turn in any quest that you can turn in via your quest log.)

      So giant congratulations on this incredible feat, and there's even hints of it being improved on! And in case this wasn't insane enough for you, as Shiekrunner himself says, there is a potential 5-10 minute improvement possible, since this was the group's first real run of this strategy.
      Be sure to check out more from Shiekrunner and the guild:
      Shiekrunner's Youtube Shiekrunner's Twitch Conzilf2p's Youtube (the level 20 Monk) The Guild's Raider.IO page 
    • By Staff
      Blizzard has posted another short story, this time, about Monte Gazlowe, Trade Prince of the Bilgewater Cartel.
      (Source)
      Monte Gazlowe, Trade Prince of the Bilgewater Cartel, has been probing working conditions among the goblins, touring factories, mines, and other operations. The process has been slowly eating away at him: Everywhere he tours, he sees a burned-out workforce, cheap machinery, and unhealthy working conditions that consistently drag production and denigrate their people. Worse yet, every boss has the same opinion: “This is the goblin way! Dog eat dog! Only the winner comes out on top!” But is this really the goblin way, or is it just the way Jastor Gallywix wanted them looking?
      Read and Download the Rest of This Short Story by Andrew Robinson
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