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	<title>MMORPG news &#187; Wow Instance and raid Guide</title>
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		<title>WoW Patch 3.3 Icecrown notes for Druids</title>
		<link>http://www.videogamesclassical.com/wow-patch-3-3-icecrown-notes-for-druids</link>
		<comments>http://www.videogamesclassical.com/wow-patch-3-3-icecrown-notes-for-druids#comments</comments>
		<pubDate>Fri, 11 Jun 2010 08:09:47 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Fall of the lich king]]></category>
		<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Icecrown]]></category>

		<guid isPermaLink="false">http://www.videogamesclassical.com/?p=1330</guid>
		<description><![CDATA[Druids
* Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
* Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
* Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.
* Tranquility: The cooldown on this [...]


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			<content:encoded><![CDATA[<p>Druids</p>
<p>* Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.<br />
* Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.<br />
* Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.<br />
* Tranquility: The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes.<br />
* Talents<br />
o Balance<br />
+ Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse. In addition, Eclipse now grants a 40% critical strike chance to Starfire and 40% increased damage to Wrath, up from 30%.<br />
<span id="more-1330"></span>+ Force of Nature: Health on the treants has been increased.<br />
o Feral Combat<br />
+ Predatory Strikes: The Predatory Swiftness buff from this talent now has an 8-second duration.<br />
o Restoration<br />
+ Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% and reduces the base global cooldown of Lifebloom by 2/4/6/8/10% instead of its previous effects.<br />
* Pets<br />
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.<br />
* Glyph of Rapid Rejuvenation: This glyph allows for the druidâ€™s haste to reduce the time between the periodic healing effects of Rejuvenation.</p>
<p>Bug Fixes</p>
<p>* Glyph of Hurricane: Now modifies the spell tooltip on Hurricane to indicate the spell also applies a movement slowing effect.<br />
* Hurricane: When cast from Bear Form, Cat Form, or Dire Bear Form, this spell will now channel properly instead of stopping the channel as soon as the shapeshift is cancelled.<br />
* Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation. Tooltip error corrected.<br />
* Nature&#8217;s Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes.<br />
* Swipe (Bear): Tooltip corrected to display 8 yard range.<br />
* Rejuvenation: Druids will no longer get a more powerful spell error message when attempting to overwrite a Rejuvenation they cast.</p>


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		<title>Icecrown Raid Guide: Lady Deathwhisper</title>
		<link>http://www.videogamesclassical.com/icecrown-raid-guide-lady-deathwhisper</link>
		<comments>http://www.videogamesclassical.com/icecrown-raid-guide-lady-deathwhisper#comments</comments>
		<pubDate>Tue, 08 Jun 2010 02:56:48 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Icecrown Citadel]]></category>
		<category><![CDATA[Icecrown Citadel guide]]></category>
		<category><![CDATA[Icecrown Raid Guide]]></category>
		<category><![CDATA[Lady Deathwhisper]]></category>

		<guid isPermaLink="false">http://www.videogamesclassical.com/?p=1316</guid>
		<description><![CDATA[Yesterday,we discussed the raid strategies for Lord Marrowgar, the first boss of the instance.Today we will take a look at the second boss of the Lower Spire, Lady Deathwisper. Lady Deathwisper is the second boss of Icecrown and consists of mainly spawns of adds. Depending on which raid mode you are in, 10 or 25, [...]


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			<content:encoded><![CDATA[<p><a href="http://www.videogamesclassical.com/wp-content/uploads/2010/06/lady_deathwhisper.jpg"><img class="alignright size-full wp-image-1317" title="lady_deathwhisper" src="http://www.videogamesclassical.com/wp-content/uploads/2010/06/lady_deathwhisper.jpg" alt="lady_deathwhisper" width="188" height="258" /></a>Yesterday,we discussed the raid strategies for Lord Marrowgar, the first boss of the instance.Today we will take a look at the second boss of the Lower Spire, Lady Deathwisper. Lady Deathwisper is the second boss of Icecrown and consists of mainly spawns of adds. Depending on which raid mode you are in, 10 or 25, there will be a different amount of adds. On 10 man, adds will only spawn on one side at a time, starting on the left and then moving to the right next. On 25 man, adds spawn from both sides and in the back as well which is something you must look out for.</p>
<p><strong>Mechanics</strong></p>
<p>Her first mechanic that you need to know about is her <em>Mana Barrier</em>. This ability allows her to absorb any incoming damage and the damage taken will be put into her mana pool. Once her mana drops to zero.</p>
<p>The second ability is her <em>shadow bolts</em> and <em>death and decay</em> which are periodically cast. Shadow bolt is just a single-target spell that hits a random member and Death and Decay places a large AoE on the ground that players must step out of.<br />
<span id="more-1316"></span>The main mechanic of this fight which we noted on before, are the adds that spawn periodically. There are two different types of adds, one is a caster and the other is a melee. Every now and then she can â€œ<em>Empower</em>â€ one of the adds which makes them in a sense, stronger.</p>
<p>Cult Fanatic â€“ Melee (When reanimated, will be immune to physical damage and will be need to be killed by magic users).</p>
<p>When they cast <em>Dark Transformation</em>, the tank should kite this add.</p>
<p>Cult Adherent â€“ Caster (When reanimated, will be immune to magic damage and will be need to be killed by physical users).</p>
<p>Here last ability is <em>Touch of Insignificance</em> which is a debuff placed on the tank on phase two which will reduce threat by 20%, stacks up to 5 times. The offtank should tank when it reaches 3.</p>
<p><strong>Strategy</strong></p>
<p>This encounter is a very simple fight and requires only that people kill the adds at the right time. On 10 man, there should be no problem killing the adds as they spawn, have the tank pick them up. Melee kill the casters and casters kill the melee adds. On 25 man, you will need three tanks, one for each side and one in the back which spawns one more add. Once all the adds are the dead, DPS can proceed to killing the boss, or draining her shields.</p>
<p>Once her shields are drained, no new adds will spawn and players will have a couple new things to worry about. First of all, she casts <em>Touch of Insignificance</em> on the current tank, the two tanks need to taunt at three stacks to avoid not gaining aggro.</p>
<p>The second thing you need to look out for are the <em>Frostbolts</em> that she casts, which need to be interrupted. They hit hard on lesser geared tanks and can kill them in one shot if she follows up with a quick melee swing after.</p>
<p>Lastly, all players should avoid are <em>Vengeful Shades</em> that fly around, they deal Shadowfrost damage to players within 15 yards when they blow up and can cause deaths if timed with a frostbolt volley. Just move away before they blow up and it should be fine.</p>


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		<title>Icecrown Citadel Raid Guide: Lord Marrowgar</title>
		<link>http://www.videogamesclassical.com/icecrown-citadel-raid-guide-lord-marrowgar</link>
		<comments>http://www.videogamesclassical.com/icecrown-citadel-raid-guide-lord-marrowgar#comments</comments>
		<pubDate>Mon, 07 Jun 2010 08:33:29 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Icecrown Citadel]]></category>
		<category><![CDATA[Icecrown Citadel guide]]></category>
		<category><![CDATA[Lord Marrowgar]]></category>
		<category><![CDATA[Lord Marrowgar guide]]></category>

		<guid isPermaLink="false">http://www.videogamesclassical.com/?p=1311</guid>
		<description><![CDATA[Lord Marrowgar is the first boss of the instance, located in the Lower Spire, there are a bunch of trash mobs to kill before reaching the boss. The trash is relatively easy and the only thin you should look out for are the traps on the ground that awaken the Deathbound Ward. These are large [...]


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			<content:encoded><![CDATA[<p><a href="http://www.videogamesclassical.com/wp-content/uploads/2010/06/lord_marrowgar.jpg"><img class="alignright size-full  wp-image-1312" title="lord_marrowgar" src="http://www.videogamesclassical.com/wp-content/uploads/2010/06/lord_marrowgar.jpg" alt="lord_marrowgar" width="249" height="183" /></a>Lord Marrowgar is the first boss of the instance, located in the Lower Spire, there are a bunch of trash mobs to kill before reaching the boss. The trash is relatively easy and the only thin you should look out for are the traps on the ground that awaken the Deathbound Ward. These are large skeletal monsters that cleave in front of them so be sure to keep your tank in front and everyone else behind.</p>
<p><strong>Mechanics</strong></p>
<p>Once all the trash is cleared, letâ€™s take a look at some of the mechanics and abilities of the boss.</p>
<p>The first and one of the main abilities of the encounter is <em>Saber Lash</em>. This ability basically gives the boss a cleave that splits the damage to targets in front of him. To deal with this, you will need two-three tanks depending on their gear. Itâ€™s also important that only the tanks are ever in front of the boss as the cleave can hurt.</p>
<p><span id="more-1311"></span>The second ability of the encounter is the <em>Bone Spike Graveyard</em> which impales random raid members onto a spike that deals 10% of their maximum every second. These bone spikes must be killed the free the member from it.</p>
<p>The third ability that is constantly used throughout the encounter is the <em>Coldflame</em> ability. This creates a line of frost that must be avoided and any members standing in it shall take 6,000 damage per second. (The damage is frost damage so resistance can be used to help with this.)</p>
<p>The last ability that you should know about is the <em>Bone Storm</em>. Basically a gigantic bladestorm where he moves around the room following random raid members. The closer you are to the boss the more damage you take. Relatively easy to heal through unless someone is soaking up the Coldflame and Bonestorm at the same time.</p>
<p><strong>Strategy</strong></p>
<p>25-man</p>
<p>For the 25-man version of the encounter, you will need three tanks. Each tank will be taking similar amounts of damage so healing assignments are recommended. There are two different position techniques that can be used to tackle this encounter. The first strategy requires the raid members to stack behind the boss, right on the edge of the hitbox with the tanks tanking Marrowgar where he starts but facing the wall. This strategy will allow raid members to avoid coldflame completely and also making killing bone spikes easier. The only downfall of this way of positioning is that hunters will have to be further away from the boss thus making it harder for raid members to free them from bone spikes. Other than that, most of the cold flame will be targeted to the tanks and they simply have to move back and forth.</p>
<p>The second strategy involves people spreading out and involves people moving left and right to avoid flames. Ranged spikes will be dealt with by ranged while melee spikes usually die fast to cleave and everyone else around it. While this was the original strategy used it has fallen out of favor as the first strategy allows more constant DPS and faster killing of spikes.</p>
<p>Periodically Marrowgar will enter a Bone Storm which members will have to move away from, spreading out to the sides of the room. After the bonestorm, tanks will move him back to the center and continue in the same positioning.</p>
<p>Lord Marrowgar is a one-phase fight and between Bone Stormâ€™s and Bone Spikes there isnâ€™t much to deal with.</p>
<p>10-man</p>
<p>The 10-man strategy is similar to 25-man other than you will only need two tanks instead of three.</p>
<p>Good luck slaying the first boss of Icecrown Citadel and check back soon for the second installment of the guide, Lady Deathwhisper!</p>


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		<title>Deadly Fireworks: Building Icecrown Citadelâ€™s Gunship Battle</title>
		<link>http://www.videogamesclassical.com/deadly-fireworks-building-icecrown-citadel%e2%80%99s-gunship-battle</link>
		<comments>http://www.videogamesclassical.com/deadly-fireworks-building-icecrown-citadel%e2%80%99s-gunship-battle#comments</comments>
		<pubDate>Thu, 01 Apr 2010 09:14:51 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Argent Tournament]]></category>
		<category><![CDATA[Arthas]]></category>
		<category><![CDATA[Deadly Fireworks]]></category>
		<category><![CDATA[gunship]]></category>
		<category><![CDATA[Gunship Battle]]></category>
		<category><![CDATA[Icecrown]]></category>
		<category><![CDATA[Icecrown Citadel]]></category>
		<category><![CDATA[Lich King]]></category>
		<category><![CDATA[Muradin Bronzebeard]]></category>
		<category><![CDATA[Orgrim's Hammer]]></category>
		<category><![CDATA[Saurfang]]></category>
		<category><![CDATA[Skybreaker]]></category>
		<category><![CDATA[Wrath Gate]]></category>

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		<description><![CDATA[The frozen earth of Icecrown roils with throngs of the undead Scourge, reanimated bodies so numerous that there are few physical locations where the Horde and the Alliance can build their camps and strongholds. Instead, the defenders of Azeroth take to the sky.
Two gunships, the Skybreaker of the Alliance and Orgrimâ€™s Hammer, named for the [...]


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			<content:encoded><![CDATA[<p>The frozen earth of Icecrown roils with throngs of the undead Scourge, reanimated bodies so numerous that there are few physical locations where the Horde and the Alliance can build their camps and strongholds. Instead, the defenders of Azeroth take to the sky.</p>
<p><a href="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle.jpg"><img class="aligncenter size-full wp-image-942" title="wow-gunship-battle" src="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle.jpg" alt="wow-gunship-battle" width="300" height="225" /></a>Two gunships, the Skybreaker of the Alliance and Orgrimâ€™s Hammer, named for the former Warchief of the Horde, patrol the skies of Icecrown. Early in the campaign against the Lich King, these grand vessels were used to scout overland terrain, where they frequently came into open conflict with each other, brightening the skies with their cannon fire.</p>
<p>Now, in the wake of the Argent Tournament, the enemies of the Scourge have finally gathered to lay siege to Icecrown Citadel. With the fortress nearly impenetrable on land and the spires of the citadel touching the sky at their peaks, itâ€™s become clear to the leaders of both the Horde and the Alliance that an aerial assault, spearheaded by these two gunships, is the only way to infiltrate Arthasâ€™s stronghold.</p>
<p><a href="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle-2.jpg"><img class="aligncenter size-full wp-image-943" title="wow-gunship-battle-2" src="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle-2.jpg" alt="wow-gunship-battle-2" width="300" height="225" /></a>Two prominent warriors have stepped forward to lead the attack: Muradin Bronzebeard of the Alliance and High Overlord Saurfang of the Horde. Both seek to defeat the Lich King and spare the living from another plague â€” but there are other, more personal stakes for these heroes. Saurfang seeks to uncover the fate of his son, whose body was lost at the battle of the Wrath Gate, while Muradin, bearing the weight of Arthasâ€™s atrocities, seeks justice, closure, and possibly even redemption for his former student.</p>
<p><a href="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle-3.jpg"><img class="aligncenter size-full wp-image-944" title="wow-gunship-battle-3" src="http://www.videogamesclassical.com/wp-content/uploads/2010/04/wow-gunship-battle-3.jpg" alt="wow-gunship-battle-3" width="300" height="225" /></a>And yet, even with their noble goals, there will be no shared glory for the Alliance and the Horde in this attack. The dock atop Icecrown Citadel is only big enough for one ship. Halfway up the spires, the Skybreaker and Orgrimâ€™s Hammer are fated to clash again in a storm of gunfire, swinging blades, and bellowing warriors. Foremost in this mayhem are the combat crews, veteran heroes whoâ€™ve already begun the assault on Icecrown and who will fight to the last for a chance at Arthas â€” heroes like you.</p>


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		<title>WoW Zulâ€™Aman (ZA) Part2</title>
		<link>http://www.videogamesclassical.com/wow-zul%e2%80%99aman-za-part2</link>
		<comments>http://www.videogamesclassical.com/wow-zul%e2%80%99aman-za-part2#comments</comments>
		<pubDate>Mon, 01 Feb 2010 09:03:03 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Wow Zul'Aman]]></category>
		<category><![CDATA[Zul'Aman guide]]></category>

		<guid isPermaLink="false">http://www.videogamesclassical.com/?p=496</guid>
		<description><![CDATA[This is an article about the Zulâ€™Aman dungeon,Last time we talked about the history of the WoW Zulâ€™Aman,this article will mainly talk about the people,culture and geography of ZA.
People and culture
Forest trolls are vile creatures. They practice evil voodoo magic and worship primal beings they call the Forest Gods. Violent cannibals, forest trolls eat their [...]


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			<content:encoded><![CDATA[<p>This is an article about the Zulâ€™Aman dungeon,Last time we talked about the history of the WoW Zulâ€™Aman,this article will mainly talk about the people,culture and geography of ZA.<br />
People and culture<br />
Forest trolls are vile creatures. They practice evil voodoo magic and worship primal beings they call the Forest Gods. Violent cannibals, forest trolls eat their own kind as well as their enemies with equal zest. They despise humans and elves, who slaughtered innumerable forest trolls and robbed them of their empire in ages past. Forest trolls joined forces with the Horde in the Second War, as the orcs promised them vengeance against Lordaeron and Quel&#8217;Thalas, but the trolls&#8217; savagery was too much even for the orcs. So the trolls hate orcs now, too, who they feel betrayed them. In short, forest trolls hate everyone â€” including each other.LoC 116<br />
Witch doctors control Zul&#8217;Aman, with shamans and warchiefs in lesser leadership positions. The exception to this tradition is Warlord Jin&#8217;zakk. The voodoo witch doctors wield arcane magic, while shamans provide divine support. Forest troll society revolves around hunting, spear fishing, shamanism and voodoo. They make their capital at the Shrine of Ula-Tek, a massive ziggurat they hold sacred. Forest troll society is patriarchal, though cunning and aggressive females occasionally hold important positions. Forest trolls are primitive, possessing few metalsmithing skills and no knowledge of steam technology. They are masters with thrown weapons, be they axes or spears.<br />
With both Lordaeron and Quel&#8217;Thalas fallen, the forest trolls see a chance to regain their old empire. They push the borders of their realm ever outward. Warbands strike south, north and west, seeking to reclaim more of their land. The trolls are myriad â€” almost 20,000 total, and most of them skilled hunters. They have been fighting for centuries and are competent tacticians. Alone, Zul&#8217;Aman has little chance against the Scourge. However, if approached in the right manner (by a tauren or goblin, perhaps?) and promised their empire, they may be willing to join an alliance.<br />
Like all trolls, Zul&#8217;Aman&#8217;s forest trolls are lean, strong and tough. They possess long ears and noses and jutting canines. Their faces are hard and feral. Forest troll hide ranges from dark brown to light green. Many forest trolls wear primitive jewelry, often wood or bone, on their clothing, strung around their necks or thrust through their noses and earlobes. The males often maintain tall, dyed mohawks. Some paint themselves in tattoos. Forest trolls are organized into tribes, with names such as Blackleaf and Treeblight, and members of the same tribe are relatively loyal to each other.<br />
Several quel&#8217;dorei bands still wander loose in Zul&#8217;Aman. The high elves, scattered and lost as they are in Zul&#8217;Aman, still have some importance to the Scourge. The Scourge is lead by Necromancer Ru&#8217;sad. The elves know forests better than the Scourge, and the ghouls and zombies make a fearsome amount of noise trudging through the overgrowth alerting the elves. The gargoyles are somewhat more helpful; they fly through the clearings and dense tangles of the jungle scouts for Scourge patrols in the jungle and their leaders in Stratholme. They allowed the scourge to discover one refugee group and kill them as they slept.<br />
The Scourge are confident that it is only a matter of time before they finally destroy the elves. They intend to prevent them from joining with their allies in Hillsbrad or Khaz Modan, or rally together. They intended to stop them from reviving the Sunwell.LoC 115-116.<br />
Geography<br />
Zul&#8217;Aman is a temperate forestland of towering trees, dark shadows and ancient ruins and ziggurats. These ruins and odd, stepped pyramids remain from the days of Zul&#8217;Aman&#8217;s empire, but they could be much older. They may be Titan or Old God remnants. Elevation rises toward the north, and a hilly region dominates the Quel&#8217;Thalas border. The mighty Greenrush River begins in Zul&#8217;Aman&#8217;s Lake Abassi and exits the region in the southwest.<br />
Primitive forest troll settlements are scattered throughout the zone. Weathered ruins hide among the trees, covered with vines and the dust of ages. Trolls guard treasure and captives, and ancient ruins of indeterminate origins dominate forest clearings. Bands of high elf refugees avoid destruction at troll and undead hands</p>
<p>Source from:<a href="http://www.oofay.com">http://www.oofay.com</a></p>


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		<title>WoW Zulâ€™Aman (ZA) Part1</title>
		<link>http://www.videogamesclassical.com/wow-zul%e2%80%99aman-za-part1</link>
		<comments>http://www.videogamesclassical.com/wow-zul%e2%80%99aman-za-part1#comments</comments>
		<pubDate>Mon, 01 Feb 2010 09:00:36 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Wow Zul'Aman]]></category>
		<category><![CDATA[Zul'Aman guide]]></category>

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		<description><![CDATA[Wow Zul&#8217;Amanï¼ˆZAï¼‰is a 10-man raid dungeon located in the Ghostlands.It was designed to be more difficult than Karazhan and with better loot. In fact, the first bosses in ZA require Kara-level gear, while the later bosses need significantly better &#8211; even Tier 5 equipped groups don&#8217;t consider this a walkthrough. Since the instance contains only [...]


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			<content:encoded><![CDATA[<p>Wow Zul&#8217;Amanï¼ˆZAï¼‰is a 10-man raid dungeon located in the Ghostlands.It was designed to be more difficult than Karazhan and with better loot. In fact, the first bosses in ZA require Kara-level gear, while the later bosses need significantly better &#8211; even Tier 5 equipped groups don&#8217;t consider this a walkthrough. Since the instance contains only six bosses, it indeed requires less time than a Karazhan full clear.<br />
History of Zulâ€™Aman<br />
Once, forest trolls controlled a vast swath of Lordaeron. Their empire was called Zul&#8217;Aman, and the current area known as ZA was their power center. Many centuries ago, high elves and humans allied to defeat the empire and drove the trolls to near extinction. Now, the tiny area in northeastern Lordaeron is all that remains of the trolls&#8217; continent-spanning empire. In the intervening years, the trolls gave up their imperialist mindset, though they protect their small territory jealously. Warbands patrol the forest, slaying all living (and undead) creatures that are not trolls or natural forest beasts. They worship ancient deities, though whether these deities are the mythic old gods or some strange creation of their voodoo witch doctors is unknown.<br />
Though the trolls&#8217; empire was destroyed in antiquity, they have always controlled the sprawling forest now called Zul&#8217;Aman.Their dominion once stretched across the continent, and they threatened the nascent human nations and the fledgling kingdom of Quel&#8217;Thalas with extinction. Eventually, the high elves traded arcane knowledge to the humans for help in defeating the trolls, and the two races bludgeoned the forest troll empire. Now ZA is reduced to its present borders. The trolls have never been content with this setback and have never forgiven the humans or elves for their near genocide. With Lordaeron and Quel&#8217;Thalas in ruins, the trolls move out to reclaim their kingdom.<br />
Any trolls encountered try to kill on sight. Explorers need to be careful. Explorers are not totally without allies in ZA. Several bands of high elves,survivors from Quel&#8217;Thalas, fled south and now wander throughout the forest. Those who stay one step ahead of the trolls survive; those who do not are dead (and probably eaten by the cannibalistic trolls). Scourge patrols, hunting the elven refugees, also stalk through the land.<br />
The forest troll kingdom of ZA is a dark, primal woodland. The trolls&#8217; voodoo energies permeate the climate and ancient, stepped ziggurats rise above the canopy. The forest troll empire once stretched across the continent, and with both Lordaeron and Quel&#8217;Thalas in ruins the forest trolls send patrols in all directions to expand their territory and recreate their kingdom. Warlord Jin&#8217;zakk commands the trolls, and his witch doctors and shamans provide magic support.</p>


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		<title>Halls of Reflection</title>
		<link>http://www.videogamesclassical.com/halls-of-reflection</link>
		<comments>http://www.videogamesclassical.com/halls-of-reflection#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:34:27 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Boss]]></category>
		<category><![CDATA[Dalaran]]></category>
		<category><![CDATA[Frostworn General]]></category>
		<category><![CDATA[Halls of Reflection]]></category>
		<category><![CDATA[Lich King]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Sylvanas]]></category>
		<category><![CDATA[tank]]></category>

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		<description><![CDATA[Beware, Lich King is awaiting you. And Jaina Proudmore? She is a poor girl still in love with something that is deep inside Lich King head.
Â 
First two bosses
Not exactly easy fight on heroics as you can get wipe easily &#8211; there will be four waves of mobs, boss, short quite period where you can drink, [...]


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			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-215" title="icecrown-citadel-screenshot4" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-screenshot4.png" alt="icecrown-citadel-screenshot4" width="479" height="331" />Beware, Lich King is awaiting you. And Jaina Proudmore? She is a poor girl still in love with something that is deep inside Lich King head.</p>
<p>Â </p>
<p><strong>First two bosses</strong></p>
<p>Not exactly easy fight on heroics as you can get wipe easily &#8211; there will be four waves of mobs, boss, short quite period where you can drink, again fourÂ  waves, second boss. Waves are nothing special &#8211; Priest, Mage, Hunter, Warrior, Rogue. Use crowd control, kill them fast and think (really) about your mana. Either stay in corridor where you entered the circular room (tank before all others to pick everything that moves) or just move to one side of room (you can stay on any of bosses, as they are not attacking you before their time is). Usual &#8220;kill the healer first&#8221; is good idea. Of course.</p>
<p><em>Falric</em></p>
<p>Tank and spank, nothing more &#8211; and you should kill him fast as he gets help from Hopelesness where your damage and heals are getting worse and worse. Worth of watching is AoE fear which does also some damage.</p>
<p><em>Marwyn</em></p>
<p>Nothing much different from Falric, just don&#8217;t be stupid and watch ground &#8211; move away from Well of Corruption. It&#8217;s advisable to not remove Shared Suffering (removing it will do damage to target and nearby allies, on heroics its normally 40K/12sec, easy to heal through).</p>
<p>After this (i would say nice) fight continue to third boss, piece of cake. And btw, if you wipe on first two, you might need to <strong>disband</strong> and for your group again.</p>
<p><strong>Frostworn General</strong></p>
<p>Fun is in reflections of every party member summoned by this &#8220;boss&#8221; &#8211; kill them alongside with boss. Nothing hard.</p>
<p>Â </p>
<p><img class="aligncenter size-full wp-image-216" title="icecrown-citadel-screenshot5" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-screenshot5.png" alt="icecrown-citadel-screenshot5" width="478" height="332" />Most funny part of this instance is &#8220;Running from the King&#8221; &#8211; no, you will not fight Lich King. Instead you will be running &#8211; long way. Again there will be several waves of mobs (more and more of them). Of course you can try and attack Lich King, but 23M HP is good reason to forget this silly idea.</p>
<p>Running is fun, just run to ice barier (Jaina or Lady Sylvanas will take care of them) and kill the wave trying to kill you and your faction champion (Raging Ghouls, Lumbering Abominations, Risen Witch Doctors)</p>
<p><strong>Faction ship awaits at end</strong></p>
<p>There is faction ship at end with chest with final rewards. Currently bugged as ship can be entered only with levitate from priest &#8211; touching stairs leads to disconnects. Also walking on ship is not advisable &#8211; leads to disconnects on various places.</p>
<p>Use portal to get back to Dalaran.</p>


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		<title>The Frozen Halls</title>
		<link>http://www.videogamesclassical.com/the-frozen-halls</link>
		<comments>http://www.videogamesclassical.com/the-frozen-halls#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:21:07 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Boss]]></category>
		<category><![CDATA[Forgemaster Garfrost]]></category>
		<category><![CDATA[Krick and Ick]]></category>
		<category><![CDATA[Lich King]]></category>
		<category><![CDATA[Scourgelord Tyrannus]]></category>
		<category><![CDATA[The Frozen Halls]]></category>
		<category><![CDATA[Tyrannus]]></category>
		<category><![CDATA[wow]]></category>

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		<description><![CDATA[eep on the right, killing any Laborers or anything that is in your way &#8211; don&#8217;t forget to free the slaves in case you are on quest chain. Shortly you will arrive at first boss.
First boss &#8211; Forgemaster Garfrost &#8211; is really funny.
Just pull boss and adds, aoe them down. Spread and watch for &#8220;Throw [...]


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			<content:encoded><![CDATA[<p>eep on the right, killing any Laborers or anything that is in your way &#8211; don&#8217;t forget to free the slaves in case you are on quest chain. Shortly you will arrive at first boss.</p>
<p><strong>First boss &#8211; Forgemaster Garfrost &#8211; is really funny.</strong></p>
<p>Just pull boss and adds, aoe them down. Spread and watch for &#8220;Throw Saronite&#8221; &#8211; the remains on ground are important to get rid of Perfmafrost debuff (just hide behind saronite pack to get out of sight). Should i say that you should not get hit by flowing saronite?</p>
<p><img class="aligncenter size-full wp-image-194" title="icecrown citadel screenshot3" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-screenshot3.jpg" alt="icecrown citadel screenshot3" width="480" height="335" /></p>
<p><em>At 66% and 33% there will be 2 sec stun for all members and boss will leap over to other anvil &#8211; tank should get him (but not before he gets rid of Permafrost debuff). Easy.</em></p>
<p>Continue on right side, but do not take path uphill, just on left side of path is second boss &#8211; go get it after you clear the area around him.</p>
<p><strong>Second boss &#8211; Krick and Ick &#8211; is another demonstration, that Blizzard hates gnomes</strong></p>
<p>Anyway, he is very funny and bit harder if you aren&#8217;t used of moving, moving and moving. You will be killing Ick (Krick, the gnome, is just sitting on him). Just listen to Krick :</p>
<p>&#8220;No, that one! That one! Get that one!&#8221; means random member will get chased &#8211; kite him, stay out of his range (important, as he has double damage buff). Takes 12 second, then you are safe.</p>
<p>&#8220;Quickly! Poison the all while the&#8217;re still close&#8221; is obvious reason to move away from boss. Casting time 5 seconds. So hurry.</p>
<p>&#8220;Enough moving around! Hold still while I blow them all up!&#8221; is another run for your life. Mines will be spawned at your current position, so keep moving, avoid existing mines (they just grow and blow).</p>
<p>After 2nd boss is dead, head uphill until you arrive at tunnel &#8211; it&#8217;s gauntlet like event. As usual, dont stand in ice circles on ground. In fact, just run to middle of tunel (tank picking up mobs) where is metal platform &#8211; it&#8217;s safe place from falling ice. Just AOE everything down (including Glacial Revenenant on heroics).</p>
<p><strong>Final boss &#8211; Scourgelord Tyrannus</strong></p>
<p>is attackable even when mounted, but target him, not his mount (which is not attackable at all). It&#8217;s again about moving and controlling your dps.</p>
<p>Rimefang, his dragon mount, will shoot frostbolt at random player (usual tactics, move away) and create a patch of ice on ground. Tyrannus will cast Overlord&#8217;s Brand on player &#8211; that player must stop damaging Tyrannus (will damage tank instead) &#8211; if healer has this debuff, stop healing as any healing heals Tyrannus (with amplification). Tank should watch boss for Unholy Power (empowerement) in which case he should kite Tyrannus immediately to closest ice patch on ground (it slows him greatly down and allows further kiting) &#8211; lasts for 10 seconds. Healers keep tank topped as there is occasional Dark Smash with large damage spike.</p>


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		<title>Forge of Souls</title>
		<link>http://www.videogamesclassical.com/forge-of-souls</link>
		<comments>http://www.videogamesclassical.com/forge-of-souls#comments</comments>
		<pubDate>Thu, 07 Jan 2010 05:56:56 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[Bronjahm]]></category>
		<category><![CDATA[Corrupt Soul Fragment]]></category>
		<category><![CDATA[Devourer of Souls]]></category>
		<category><![CDATA[Forge of Souls]]></category>
		<category><![CDATA[tank]]></category>

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		<description><![CDATA[Â 
First boss &#8211; Bronjahm (Father of Souls)
Tank in middle, others stay behind. Watch for spawned &#8220;Corrupt Soul Fragment&#8221; and don&#8217;tÂ  let it reach boss (good idea is to move boss away). At 30% boss teleports in middle and creates Soulstorm &#8211; hug boss, be prepared for fear (healers heal the one feared) and don&#8217;t forget [...]


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			<content:encoded><![CDATA[<p>Â </p>
<p><strong><img class="aligncenter size-full wp-image-218" title="icecrown-citadel-screenshot6" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-screenshot6.png" alt="icecrown-citadel-screenshot6" width="478" height="335" />First boss &#8211; Bronjahm (Father of Souls)</strong></p>
<p>Tank in middle, others stay behind. Watch for spawned &#8220;Corrupt Soul Fragment&#8221; and don&#8217;tÂ  let it reach boss (good idea is to move boss away). At 30% boss teleports in middle and creates Soulstorm &#8211; hug boss, be prepared for fear (healers heal the one feared) and don&#8217;t forget to get back immediately.<br />
<strong>Second and last boss &#8211; Devourer of Souls</strong></p>
<p>Tank and spank, watch for Mirrored Soul spell (stop dps at that moment). Well of Souls is usual crap on ground, where you should know that standing in anything like that is not good idea. Beware of Wailing Souls spell &#8211; just don&#8217;t get in front of boss. Unleash Souls spell seems easy, just spawns many mobs with low hit &#8211; just kite them around (they cannot be attacked anyway).</p>
<p><img class="aligncenter size-full wp-image-187" title="icecrown-citadel-screenshot2" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-screenshot2.jpg" alt="icecrown-citadel-screenshot2" width="480" height="384" /></p>


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		<title>Icecrown Citadel (ICC)- The Frozen Halls- where to get the entrance and strategies</title>
		<link>http://www.videogamesclassical.com/icecrown-citadel-icc-the-frozen-halls-where-to-get-the-entrance-and-strategies</link>
		<comments>http://www.videogamesclassical.com/icecrown-citadel-icc-the-frozen-halls-where-to-get-the-entrance-and-strategies#comments</comments>
		<pubDate>Thu, 07 Jan 2010 05:46:04 +0000</pubDate>
		<dc:creator>dace</dc:creator>
				<category><![CDATA[Wow Instance and raid Guide]]></category>
		<category><![CDATA[5 man instance]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[ICC]]></category>
		<category><![CDATA[Icecrown Citadel]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[The Forge of Souls]]></category>
		<category><![CDATA[The Frozen Halls]]></category>
		<category><![CDATA[The Halls of Reflection]]></category>
		<category><![CDATA[The Pit of Saron]]></category>
		<category><![CDATA[wow]]></category>

		<guid isPermaLink="false">http://www.videogamesclassical.com/?p=177</guid>
		<description><![CDATA[Bit of help is never wasted. The most basic, where to find new 5 man instance is currently most asked question in chat. So i am here with helpfull hand. Err. Helpfull picture. And of course, something more &#8211; strategy.
Does the question &#8220;where the hell is entrance&#8221; sounds ridiculous? Actually it is not. Everybody should [...]


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			<content:encoded><![CDATA[<p>Bit of help is never wasted. The most basic, where to find new 5 man instance is currently most asked question in chat. So i am here with helpfull hand. Err. Helpfull picture. And of course, something more &#8211; strategy.</p>
<p>Does the question &#8220;where the hell is entrance&#8221; sounds ridiculous? Actually it is not. Everybody should know where Icecrown Citadel is &#8211; if not, it&#8217;s easy to see on the map. But entrance to new 5man instance set is cleverly placed on ridiculous place and hard to find. Well, here is easyÂ  help &#8211; see the picture.<img class="aligncenter size-full wp-image-180" title="icecrown-citadel-where-to-find-the-instance-entrances" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-where-to-find-the-instance-entrances1.jpg" alt="icecrown-citadel-where-to-find-the-instance-entrances" width="535" height="331" /></p>
<p style="TEXT-ALIGN: center">Â </p>
<p>Â The entrance in &#8220;ground&#8221; level is to 25 man. To 5 man instances (three wings) you have to fly a bit up and get there from western side. Clever, right?</p>
<p><img class="aligncenter size-full wp-image-181" title="icecrown-citadel-instance-entrances" src="http://www.videogamesclassical.com/wp-content/uploads/2010/01/icecrown-citadel-instance-entrances1.jpg" alt="icecrown-citadel-instance-entrances" width="537" height="141" /></p>
<p>And while you are inside, you should know that on left side is &#8220;The Forge of Souls&#8221; &#8211; the place, where you should start (and yes, Jaina Proudmore is inside with quest which you need to get done for &#8220;attunement&#8221; for all three wings).</p>
<p>Then middle entrance is to &#8220;The Halls of Reflection&#8221; and right one to &#8220;The Pit of Saron&#8221;. Good to know after wipe. If you start from left and just follow the quest line, you will be ported from one instance to other &#8211; possible wipe might lead in slight confusion. Also because the actual order is Forge of Souls -&gt; The Pit of Saron -&gt; The Halls of Reflection. Well, it&#8217;s Blizzard after all <img src='http://www.videogamesclassical.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>


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