The Burning Crusade Outland The scattered wastes of Outland are all that remain of Draenor, the once beautiful homeworld of the orcs. Following the Second War, the Alliance invaded Draenor by crossing through the Dark Portal. To their horror, they discovered that Ner'zhul - the dark warlord of Horde - had constructed a series of new gateways that could lead the beaten Horde to newer, unspoiled worlds. As the Alliance forces closed in around him, Ner'zhul opened his gateways as a means of escape. However, the gateways' clashing energies resulted in a catastrophic explosion that ultimately ripped the world of Draenor apart.
Nearly thirteen years later - towards the end of the Third War - the fallen night elf, Illidan, discovered that huge chunks of Draenor still existed - floating upon the astral winds of the Twisting Nether. After his defeat at the hands of the evil Prince Arthas, Illidan fled to the remnants of Draenor and dubbed them Outland. He quickly seized control of the chaotic region and sealed the last of Ner'zhul's cursed gateways.
Though he is the undisputed ruler of the ravaged land, Illidan lives in fear that he will be discovered by his powerful enemies - most notably Arthas, the new Lich King, and the remaining Lords of the Burning Legion. Currently, Outland is home to a number of scattered draenei tribes, primitive orcs and the powerful, arcane creatures of the Nether itself. Agents of the Burning Legion have also targeted the region as a vital strategic location in their unending Burning Crusade to scour all life from the universe.
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Alliance Medivh, the Last Guardian, made his home in Deadwind, in the bright tower of Karazhan. Though he was the greatest wizard of his day (and humanity's intended custodian) Medivh was secretly possessed by the dark spirit of Sargeras, the Destroyer of Worlds. Through Medivh, Sargeras opened the Dark Portal and allowed the orcs to wage war upon the mortal kingdoms of Azeroth.
As the war progressed, Medivh fought against Sargeras' control. The raging conflict within him finally drove the wizard irrevocably insane. His childhood friend and the king's lieutenant-at-arms, Anduin Lothar, suspected the mage of treachery. With the aid of Medivh's young apprentice, Khadgar, Lothar stormed Karazhan and killed his one-time comrade. Since that day, a terrible curse has pervaded both the tower and the lands around it - casting a dark pall over Deadwind Pass and the region that is now known as Duskwood
In recent years, nobles of Darkshire ventured into Deadwind Pass to investigate the blight that had settled over the region. They entered the dark tower ?but never emerged. In fact, witnesses maintain that the dread spirits of the nobles now reside within Karazhan's walls, cursed to revel in the tower's crumbling opera house for eternity. Yet far more perilous spirits reside within Medivh's macabre study, for it was there that demonic entities responded to the deranged wizard's summons.
Despite the myriad terrors that lie within, adventurers are still drawn to Karazhan - tempted by rumors of unspeakable secrets that may be found within the tower's arcane libraries. It is said that the vast, magical halls house the powerful spellbooks of Medivh himself.
Only one thing is certain when visiting the dreaded tower of Karazhan... ...you may never find your way out.
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THE REGIONS:
Region Levels for World of Warcraft & The Burning Crusade
Outland
Region Level PvP Hellfire Penninsula (TBC) 58-63 Contested Zangar Marsh (TBC) 60-64 Contested Terokkar Forest (TBC) 62-65 Contested Nagrand (TBC) 64-67 Contested Blade's Edge Mountains (TBC) 65-68 Contested Netherstorm (TBC) 67-70 Contested Shadowmoon Valley (TBC) 67-70 Contested
Eastern Kingdoms Region Level PvP Notes Elwynn Forest 1-10 Alliance Human Starting Eversong Forest (TBC) 1-10 Horde Blood Elf Starting Dun Morogh 1-10 Alliance Dwarf/Gnome Starting Tirisfal Glades 1-10 Horde Undead Starting Ghostlands (TBC) 10-20 Horde Blood Elf Favored Loch Modan 10-20 Alliance Dwarf Favored Silverpine Forest 10-20 Horde Undead Favored Westfall 10-20 Alliance Human Favored Redridge Mountains 15-25 Contested Alliance Favored Duskwood 18-30 Contested Alliance Favored Hillsbrad Foothills 20-30 Contested Wetlands 20-30 Contested Alliance Favored Alterac Mountains 30-40 Contested Arathi Highlands 30-40 Contested Stranglethorn Vale 30-45 Contested Badlands 35-45 Contested Swamp of Sorrows 35-45 Contested Horde Favored The Hinterlands 45-50 Contested Searing Gorge 43-50 Contested The Blasted Lands 45-55 Contested Burning Steppes 50-58 Contested Western Plaguelands 51-58 Contested Eastern Plaguelands 53-60 Contested Deadwind Pass 55-60 Contested
Kalimdar
Region Level PvP Notes Azuremyst Isle (TBC) 1-10 Alliance Draenei Starting Bloodmyst Isle (TBC) 10-20 Alliance Draenei Favored Durotar 1-10 Horde Orc/Troll Starting Mulgore 1-10 Horde Tauren Starting Teldrassil 1-10 Alliance Night Elf Starting Darkshore 10-20 Alliance Night Elf Favored The Barrens 10-25 Horde Horde Favored Stonetalon Mountains 15-27 Contested Horde Favored Ashenvale Forest 18-30 Contested Alliance Favored Thousand Needles 25-35 Contested Horde Favored Desolace 30-40 Contested Horde Favored Dustwallow Marsh 35-45 Contested Feralas 40-50 Contested Tanaris Desert 40-50 Contested Azshara 45-55 Contested Felwood 48-55 Contested Un'Goro Crater 48-55 Contested Silithus 55-60 Contested Winterspring 53-60 Contested
The Guilds:
Level: 62-64 Players: 5 Located: Zangarmarsh - Middle of Serpent Lake Heroic Attunement: Buy key from Cenarion Expedition at revered. Description The Slave Pens is the first instance available to you in Coilfang Reservoir and the third instance you are likely to see in Outlands. It is a little bit more chalenging than Hellfire Ramparts or Blood Furnace and if you show up unprepared you will be making the long run from the graveyard before you get very far.
The pulls in this instance are very basic as long as you pay attention to where the Pats are going and get them far enough away from their neighbors so they don't aggro. Most of your pulls are all linked, esp. the crabs, so once you hit one prepare to have to fight them all.
Quests There is only one half of a quest for this instance and the NPC is located right near the meeting stone as you enter the cave. Two of the NPCs for this quest are found in The Slave Pens and the other two are found in The Underbog. Related links:wow gold Wow Power Leveling
Recommended Party Standard group composition rules apply to this instance.
Well geared Bear/Warrior is needed. These bosses hit hard and will easily one shot clothies if they get loose. Priest/Resto Druid is needed for main healing as the boss fights can be long and a good mana pool is a must. Mage/Lock for CC. I am sure this instance could be done without CC but I surely wouldn't want to try. Druid/Paladin for cure poison is a MUST. Walkthrough The path through the instance is straight forward for the most part with a few little bumps along the road. The patrols are faster moving than the ones in Ramparts though their pathing is just as predictable. The pulls are also pretty standard though the MOBs in here have a few tricks that you have to be wary of.
Champions - These guys can AoE Fear so make sure when you pull you leave enough room between you and the next group. Enchantresses - They can MC players but they also die very quickly. These should be the groups first target. Crabs - These guys move fast and attack in large groups. By themselves they are weak but with all 6 of them on a single tank he will go down very quickly. With a good tank and a well placed Frost Nova they can be AoE'd down nicely. Slave Handlers and Slaves - They call slaves to assist them when attacked. While the slaves are weak they can be really annoying as adds. Once you kill the Handler the slaves run free so always focus your DPS on him. The path to the first boss is pretty straight forward. You will enter a room with a group on the left and stairs on the right. The first boss Mennu the Betrayer paths up and down these stairs. I personally prefer to take out the left group and pull him into that corner. In my experience he will NOT aggro the Naga at the bottom of the stairs when you pull him so I would recommend taking him out first. NOTE: Running under the stairs to check out what is in the corner WILL aggro Mennu.
Mennu the BetrayerMennu is a very simple boss as far as strategy is concerned. The tank pulls him into the corner and the rest of the group gets out of range of the Nova Totems. Have one person in the group designated to Totem duty (Fireblast, Moonfire, whatever) as these totems have a few hundred HP and are very easily killed. Without totems he is just a MOB with a lot of HP and can be easily burned down by a competent group. I want to emphazize again, kill the healing totems INSTANTLY.
(NOTE: I don't have loot pictures yet - Still working on getting them)
Wastewalker Shiv http://www.thottbot.com/?i=57107 Spellfire Longsword http://www.thottbot.com/?i=56629 Princely Reign Leggings http://www.thottbot.com/?i=56896 Trackers Belt http://www.thottbot.com/?i=57059 Vest of Living Lightning http://www.thottbot.com/?i=57108 Up the stairs from where you fight Mennu is where the first lost druid is. He is lying on the floor dead pretty much right in front of you.
On the way to Rockmarr you will come to a bridge where you can look down and see the boss. I have not attempted this BUT I assume that jumping down is a REALLY bad idea. You will come to a room where you have to jump down into the water and swim forward to get back on land. If you jump into the middle it is deep enough where you will not take any damage. Do NOT allow your priest to Levitate off the bridge because he will float right into some Naga pats and chances are that you will grab all three of them.
Rokmar The CracklerRokmar is another pretty straight forward boss. Your tank can grab him and you can fight him easily in his little cave. Besides being a standard Tank and DPS type boss he does have a few abilities of note. He will shoot AoE Frostbolts at the party that do a nice little bit of damage. DPS classes can bandage or you can have a secondary healer spot heal the DPSers because your main healer is going to have to give 100% attention to the tank. Rokmar has a Grevious Wound attack that does a large amount of damage over time to the recipient and the only way to remove it is to heal the target to full. This attack is the reason that the main healer has to focus 100% attention on the Main Tank or anyone else receiving a grievous wound because they will drop fast. He has a knock back attack that can toss the tank around a little bit and does remove aggro when he uses it. Finally he has an Ensnare attack that functions as a slow effect on the target. This on the MT can make Aggro generation difficult but shouldn't be a problem with an experienced tank. This attack on a main healer however can be deadly and the secondary healer should be ready to assist when this happens.
At 20% Rokmar enrages and really starts dishing out the damage. This is the time to use those trinkets and burn him down fast before the healer goes OOM.
(NOTE AGAIN: No loot pictures yet)
Runed Fungalcap http://www.thottbot.com/?i=56630 Coilfang Needler http://www.thottbot.com/?i=57185 Coilfang Hammer of Renewal http://www.thottbot.com/?i=57109 Bogstrok Scale Cloak http://www.thottbot.com/?i=56894 Calming Spore Reed http://www.thottbot.com/?i=57271 After Rokmar you continue to clear in a linear fashion through what is left of the instance and you will come across the second lost Druid in a cage. Make sure you are ready for a fight as soon as you free him because freeing him spawns a Naga patrol. TIP-Have everybody but one person stand at the mouth to this cave before talking to the druid. If you have a mage, have him let the druid out and then blink to the party. If the druid gets in combat, he's very squishy and is not targettable for buffs or heals. If he dies, there goes your NR buff. As soon as you take care of these Naga you will get a nice little buff from the Druid that will increase all stats and give you a good chunk of Nature Resistance for the final boss.
QuagmirranThis boss is a big `ol Fungal Giant and he hits like a ton of bricks. He is not a very difficult boss strategy wise and a coherant party should have no problems taking him down. He has a nasty cleave attack that will do a good chunk of damage so Rogues need to make sure not to get in front of him. He has an AoE poison attack that also does a large amount of damage to everybody in the party and needs to be de-poisoned immediately. The Druid buff will help offset this damage but the healer needs to be focusing on the MT so once again Bandaging and a Secondary Healer will be good for this encounter. His third attack is a poison breath type of attack so keeping him facing away from the party during this attack is key. Hold aggro, DPS steady and keep the MT alive. When he does his squat and poison move, he will deliberately turn and try to spray the party. Save your taunts for this moment to spin him back off the party and tell DPS to lighten up for the few seconds of poison spray. (Loot Forthcoming)
Unscarred Breastplate http://www.thottbot.com/?i=57143 Spore-Soaked Vaneer http://www.thottbot.com/?i=56897 Scorpid-Sting Mantle http://www.thottbot.com/?i=56631 Deft Handguards http://www.thottbot.com/?i=57407 Azureplate Greaves http://www.thottbot.com/?i=56895 That is it for the Slave Pens. Up next for me is a walkthrough for The Underbog that I will try to write next week at the latest. Feel free to edit anything that I may have missed or give me any feedback you have about this walkthrough.