Re: Life at 60: Running end game instances
"FunkyM" <funkym@xxxxxxxxxxx> wrote in message
> Jonathan wrote:
>> "FunkyM" <funkym@xxxxxxxxxxx> wrote in message
> See part of the problem is 4+ hours seems waaaaaay too long for any
> instance. That's about an entire night's play time and probably an good
> chunk of Saturday or Sunday play time. Spending an entire weekend just
> doing one instance seems a bit insane.
It does take a large time commitment to run high-level instances. You
could organize you guild to run just one or two bosses each night; you might
not make it to Hakkar or it might take a long time to get the whole instance
down, but you will kill bosses, get gear, and increase your rep. If you
guys try the first few bosses (Snake, Spider, and Bloodlord) a few times
each week you will get them down and can start running them regularly.
My guild finally has everything but the optional bosses down, last night
we downed Snake and Bloodlord in, I don't know, maybe a half hour, then
spent an hour trying and failing on Jin'Do. You *can* do these things in a
short amount of time, but it takes a lot of time to gather the experience
and gear to be able to do them quickly.
> This is the other part of the problem, not into instance running so my
> warrior has never been in Strat, and been to UBRS and DM once each and
> unless the guild starts doing those more it's not likely that's going
> to change. All the gear is coming from PvP and BG rewards because
> that's where he is all the time.
If you're not into running instances you might want to set your goals at
something other than ZG and Zandalar Tribe faction. It takes good gear from
running a lot of instances to handle a run like ZG or MC. BG gear often
doesn't have the right stats for instances; at the very least your tanks and
healers need to be well equipped from many instance runs, primarily Dire
Running end-game stuff takes a time commitment and you do have to spend
some time running instances to get ready for it. Personally I enjoy it;
it's fun downing hard bosses (or at least bosses that take a group to do
together) and getting gear that makes me more powerful. For me (and many in
my guild) it's fun running instances together and "gearing up" so we can
tackle the end-game instances like ZG.
I guess it's something you'll just have to talk with your guild about;
if you guys don't put in the time running stuff like DM, UBRS, Strat, etc.
then trying ZG, Onyxia, MC, etc. will be a lot of headaches. You *can* get
a lot done if you have a few hours to play for a few nights each week, but
those hours need to be spent working on the right things.
My advice (to be successful in ZG): spend those few hours you have
running guild instances to get people good gear, and learn to work as a team
doing 10-man runs like Stratholme and 15-man UBRS. After doing this for a
while so everyone at least has *some* blue items, go into ZG. Cut down the
AFK time, move quickly from one pull to the next, and just accept that it
takes time to learn. Try different strategies on the trash mobs and
experiment with which ones you can clear and which ones you can avoid.
Pick just one or two bosses you really want to do. Try them no more
than 3-4 times each, discuss what worked and didn't work, and move on to the
next one. No point in getting everyone frustrated over nothing, some nights
it just doesn't come together. I suggest the snake boss and The Bloodlord,
those are the easiest two for my guild. The Spider Boss isn't that bad if
you have poison cleansing totems down and everyone knows the routine.
-Zabandazar (Frostwolf server)
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