This instance entrance is in coilfang reservoir. It is the furthest right entrance after coming up from the water.
Location: Middle of Serpent Lake in Zangarmarsh
Lore: Swamplord Musel'ek is actually the most related lore wise out of any bosses in the entire dungeon as he is the leader of the Murkblood, a tribe of Broken.
Length: Hour-Hour and a half with a good group
What Class Makes This Dungeon Easy: A Feral druid or hunter are both nice here. As long as you have two tanking classes for the third boss you're good.
This instance is decently long, and provides some good upgrades for off-specs along with some decently challenging boss fights. However, I have one major problem with this instance: The bosses, while challenging, don't entertain at all, they're very boring in terms of design (with the exception of the Hunter and his pet). If you know the pulls you can skip alot of trash which will help. This instance is tuned for levels 63-64 and there are two quests for it which will take you here anyways.
Ok, the first boss comes relatively quick into the instnace, about 7 pulls in. Hungarfen is much like the end boss of the Slave Pens and is an oversized fungal giant. All he does is toss mushrooms at people which explode so just run away from them. At 20% he roots himself and all dmg done to him for 10 seconds will heal him, soooooo, when he emotes and roots himself don't be a tool and try to climb the dps meters, ...just stop attacking. Loot and collect epics.
The next boss is techinically Overseer Tidewrath, however the Third boss (Ghaz'zan the Hydra) usually eates him before your group can get to him. So Ghaz'zan is the most annoying fight in the game for me...well n/m second most annoying...anyways, he just does insane amounts of nature damage and a 180 degree acid spit thingy and a stacking dot on the MT. People told me before that NR gear is necessary, but thats bs, just nuke him down.
Moving on! I'll leave the most annoying trash in the game for you to enjoy on your own and skip to the next boss, Swamplord Musel'ek and his pet Bear. It's pretty simple, nuke hunter first, then kill bear. He's a hunter so he freeze traps in combat, multishot etc. Pretty easy fight. This boss is actually the most related lore wise out of any bosses in the entire dungeon as he is the leader of the Murkblood, a tribe of Broken.
The next boss is the Black Stalker, an oversized vegetable that basically does a lightning discharge and a levitate ability which makes healing annoying, other than that hes a joke.
First boss is pretty easy-the only things you need to know are this: stay away from the mushrooms, do NOT do any damage to them, and when he gets roots around him-like the druid roots spell-get away, because he'll start doing 500 DPS to everything in a 10 yrd radius.
A little confused about second boss, though. We went up to him, and wiped because another boss came up in the middle of the fight, knocked us all into the water...and killed the boss we were fighting. We then got eaten by the fish, and the boss aggroed on us and took out our healer.
But, after we took the long GY run back, we tried the boss that had appeared. Pretty easy fight, just make sure to keep heals on the tank. Does an AoE nature volley every few seconds, just dispell that and you'll be fine. And make sure to keep the boss in the middle, he does an AoE knockback.
Right before the third boss, there's one of those giant guys who has a ridiculously huge aggro radius-we had a 67 hunter with us who aggroed him from a good 40+ feet away. Be sure to be ready for him.
On the boss: his bear is immune to sheep and sleep, the thing I noticed is that if you zerg the bear to 25%, he releases the bear and turns the nearest beast-mob into his pet. Our trusty hunter kept a level 30 pet with him just for that reason, and so we had no problem :)...he puts down freezing traps every 20 seconds or so, and then does an aimed shot at a random person which does around 2k damage.
Last boss: By far the easiest but most fun fight in the instance. Does chain lightning, but it doesn't hit people behind him. Levitates the MT up in the air about 30 feet (I pulled aggro so I got to go flying :)) but besides that, just zerg him down. has a ton of health.
Ok, some comments on the bosses.
1) The first boss is a simple fight. Have the MT tank him where he satnds and inform him of mushrooms that grow from the ground. Th way you can tell is pressing "V" on your keyboard and makes the musrooms name and healthbar apear when they grow. When the mushrooms come up move away and keep the dps on him. At or near 20% he will root himself becoming a ort of "shield" that absrbs any dmg taken and uses it to reflect it at people in a 8-10yd radius and use the dmg taken to heal himself. So no dps while he is rooted. Not to fear, because after 10-15seconds he will de-root himself and you can finsih him off. Make sure you saty away from the mushrooms and keep your MT up d the fight is simple.
2) The Second boss is actually hard to kill without dealing with yur third boss. The Overseer is supposed to be the second boss, however a large Three-Headed Hydra type monster eats him and if your there in the middle, it wont be a petty site. The best plan of action is to let Gaz'zhan (the hydra), eat the boss and take on Gaz when he is set on his platform over looking the water. Now the fight is a major usage of nature dmg and a hunter with aspect of the wild and nature pots will com in handy. The MT will be taken mad dmg so haveing 2-healers will help immensly. the MT needs to tank Gaz with his back faceing the raid and the raid needs to stay in range of dpsad healing range, but do not get close to his tail or he will pull an Onyixa tail whip and smack u into the water below the platform.Do your best to get out of the water, which ha lvl 63 elite fish that will eat you up in a second. While fighting the three-headed montr does a 180degree aoe type nature dmg that hurts like something so all heals need to keep the MT up. Gaz will occationally do a love tap but if you stay in your postions you will have no to ittle knock into water hppenings and give your healers the chance only need to heal the MT. After you kick Gaz into submission, jump into the water, don't worry by killing Gaz the fish die with him, and travel to the north of the room and exit to fight the third boss.
3) Th thrid boss is a type of Hunter,named Swamp Lord Musel'ek, that controls a 65 elite bear, which is actually a druid needed for quest. Haveing your MT and a off-tank comes in handy in this fight. Put your MT on the tswamp lord and the offtank on the bear. The Bear is immune to polymorph/sheepng and does simple but heavy dps. The Musel'ek will do an occational Aimed shot that can not be silenced or stopped. After defeatting the swamp lord, the Bar is realesed from his control and transforms into his human form, and the fight is over. Simple fight, just keep both tanks up and for you hunters at this moment, dismiss your freindly pet otherwise he/she will be mindcontrolled and will make the fight a little more difficult.
4) Around the next corner is a giant wannabe War of the Worlds creature called the Black Stalker. He is big but don't let his size intimidate you. he key to this fight is be aware. The big bad Fe strider will do a chain lightning that can be avoide by the raid group if they stay at max rae for healing and dps and are spread ut from eachother. The MT may be thrown into the air, another tactic by the Stalker, and will be frozen in the air for 20seconds. However, this is here being alert comes into play. If your the MT you can still hit, Taunt, Sunnder and hod aggro, and can still reieve healing. Now, the MTmay not be the only one thrown into the air, the Healer throwing ajor heals and the high dps people can be thrown into the air aswel. Now like I said, if your stuck, enjoy the view continue your dps or healing roll an when you fall back to earth, get back into your position and keep up the fight. Now people day he has allot of life, true in the since he has life, but his life is the same to that athe other bosses, and te Black Stalkers moves make it sem like he has allot life.
Just a sidenote on the fourth and last boss, The Black Stalker. Make sure you and your party enter the room or he'll return to his place again, with full health/mana.
For those of you trying Underbog on Heroic, be wary of The Black Stalker fight. He now spawns 3 adds that cast shaman style Lightning Bolt for roughly 1k. Their spawn is not tied to his health % but rather to a timer we believe. The only way we found to drop him was to go all out dps and basically ignore the adds.
Hm, pass inst first plz imua, few weeks ago underbog lord crited tank 17k dmg. So i rly dont know how is possible 2 pass him with one healer and every swing on tank deals atleast 4-5k crits up 2 10k max over 20k couse he grows in size. And if your healer had +3.2k healing i belive. Dont listen 2 imua and take 2 healers. Tact on boss no 3 btw, its quite easy 2 kite him( bear). U only need any class that can aggro them and remove aggro from it(mage, hunter even rogue). Just hit bear few times and use swift potion, blink, aspect of pack then when u get 2 end of road, IB, invisib, FD or vanish
Btw black stalker randomly spawns adds, we started 2 nuke and 9x adds apeared on 90%, on next try we nuked him down without adds spawn, So basicly all u need here is luck and loads of it. IF u have only 3 adds when is down up 2 60%, just nuke and run out, adds will be gone when u get out of boss part, Make sure that palla bubbles :)
There are quests associated with this instance, regardless of the bad Wowhead info:
Oh, it's On:
Stalk the Stalker:
Lost in Action:
Bring Me a Shrubbery (repeatable for Sporeggar rep):
If you lack a second tank for the bear at Swamplord Musel'ek, a hunter can kite the bear with aspect of the pack, back to the spot where you jump down after fighting Ghaz'zan.
Chances are, you will get charged at least once when kiting so be ready to switch to aspect of the monkey. The bear doesnt do that much damage on mail (Heroic or Normal mode) but pack a Heal pot and Healthsone if available.
There is a double bog giant pull just before the first boss that can be tricky to solo heal once the giants start growing a few times, one of these can also be kited if you wish to lighten the healing load.
The last 2 boglords before the Black Stalker hit insanely hard. If your tank takes a knockback and critical strike at the same time in quick sucession, he's probably a dead man regardless of gear. Having any kind of off healer helping here is strongly recommended for Heroic mode.
If you are after Sporeggar rep and have Heroic acess consider that Sanguine Hibiscus spawns about every 30 mins, but the heroic mobs do not respawn till 8am when the instance hard resets.^^
Almost all the humanoids on Heroic mode can be mind controlled, but the best targets are the Naga Warriors, and the big Broken dual weilding hammers, both of which make excellent off tanks.
Full run arround 1200 rep
This is the easiest Heroic dungeon. A full clear will take 2-3 hours with an average group, and yeilds 4 Badges
All trash is relatively easy with two exceptions. The packs of Rays between Ghaz'zan and Musel (bosses 2 and 3) are immune to most CC (including fear) and have a fear of their own. Pull these a long way from other packs. The Wasp pulls interspersed with the Rays are also trickey, however the smaller wasps can be feared, and the big ones can be Ice Trapped. Right near the end of the instance there are two underbog Lords, these are a simple tank and spank but hit like a mac truck. They are the only gear check in the instance, your tank and healer will need relatively good gear and to be on their toes. They do not have an excessively large hp pool however.
Begin the fight at the very edge of his plataue by the ramp up to him, and as the mushrooms spawn slowly move him backwards. You must move him backwards so that as each mushroom matures, you are out of its range. They function the same as in normal mode, but spawn faster. As long as you have decent dps he will die before you run out of room to keep pulling him back. At 20% he will gain a buff that heals him when he takes melee dmg. Simply back your melee dps off, and he goes down fast.
Pull him down the ramp, turn him about 20 degrees to his LEFT and tank him against the wall. Position dps/healers on the ramp you cleared to approach him. Make sure that dps stands relatively close to the wall, otherwise his knockback will send you off the side for a swim, and you'll feed the fish below. Ghaz must be turnt slightly to his left otherwise his frontal AOE may hit the group. Get the positioning right and hes a simple spank and tank
Set tank on Musel, dps claw. Claw bounces around charging people, but does not do a lot of dmg. If a rogue can pick him up and evasion tank that helps, or if your tank can hold aggro on him that also helps, but dont count on it. Once Claw drops to 20% he becomes friendly, now begin dps on musel. He has no new abilities, and his aimed shot does not do enough dmg to be a serious issue. If you have a well geared feral druid who is NOT the MT, you may want to have him drag Claw away from the group and DPS down Musel. I wouldn't suggest this as a rule though, If you drop musel's hp too far with Claw around still, he can wreak havoc while the group is trapped.
An absolute joke of a boss, he has no hp, and unless you have two or more melee dps his tethers can simply be ignored. Send in the tank, give him a few secs to gain initial agro, and zerg zerg zerg. He will spawn adds, but ignore them, they are immune to fear and have a few hp, but dont do much dmg. I tend to do this instance with a very, very high dps group, but even an "average" group wearing lvl 70 dungeon sets will be able to kill him in under 90 secs quite comfortably. Key thing is to ignore the adds, once they start spawning they continue to do so at least as fast as you could kill them, so dont worry about them.
You can definitely solo this on an Affliction Lock in Heroic mode. I went an hour ago with a Warrior, Pally, Rogue, Shaman and my Warlock.
Our Warrior was tanking him at the base of the platform and it was going well, but because of the knockback our Pally and Rogue got thrown down below into the sea of crazy elite eels. At this point I started backing out while still refreshing dots and our tank died. The Shaman and myself started running for our lives so he dropped his earth elemental which saved up for about 3 sec and then he died. I was still running a bit aways but still refreshed my 3 instant dots. Occasionally I would have to back up a little to get in range to put either UA or Immolate on him too to get more damage. I kited him all the way to where the 1st boss was, and was on my way back around in the direction I came to when he finally died.
This boss is incredibly sluggish and if you don't get too close you can kite him to death as stated above. :) Happy killing :P
ok just wondering how much rep u get for a full *heroic* run
When you enter this instance it's gonna be like entering Mushroomland...
If you got an experienced kiter in your group i would suggest that that person kite Claw, when you reach Swamp Lord Musel'ek. I as a hunter got this task. Tank aggroed Swamp Lord Musel'ek, and immediatly after i used my Distracting Shot on claw (an attack that does a big amount of threath) i had on Aspect of the Cheeta which of course is risky if you get hit but powerful if you can kite. I ran away and jumpep shooted an arcane shot. I did this along the tunnel all the way back to where you jump down. I wasn't sure if Claw could get CC'ed so at the end of the tunnel i jumped over him (took off Aspect of the Cheeta) i didn't get dazed at any time and when i had a big distance i jumped shot again. When i was back at my group Swamp Lord Musel'ek was almost dead. I Feign Deathed, and helped kill him (took about five seconds) and then we killed Claw (which is actually a druid in bear form)
This is great for skinning, on my run today I was the only skinner and I got about 50 Knothide Leather from the whole run :)
screw this place, i am obviously blizzards favorite dude to pick on, this place reminded me why i dont do instances, to long and i never get &*!@ to drop. gg luck % of 0
About how long does this instance take with an "Average group" (a healer, something inbetween, tank, dps, dps)
I just did Underbog on Heroic and here is my experience.
1 Affliction Warlock
2 Destruction Warlock (Im one of them)
1 Protection Paladin
1 Holy Priest
This is one of the most fun experiences I have had in Underbog. Our Paladin would pull two groups at once and all three of us Warlocks would Seed of Corruption them down. We got through this pretty fast, took us an hour. We wiped once and that was on the Stalker. Bad luck on him, 2nd attempt we stomped him.
Bog Giants give you 7 reputation with the Cenarian Expedition for each kill on normal mode, and Hungarfen gives 70 reputation with the Cenarian Expedition.
Very Easy 4 badges on Heroic Mode
This instance can be done in stealth in heroic mode as all coilfang heroics(tactics to other coilfang stealth HC instances in their site). Everyone of the group must have improved stealth/prowl and
or similar will cut repair bill from first rounds. It will be hard to find a resto druid with 3/3 feral instinct (
), but when you will find one keep his name in your friends list. Whole coilfang heroic run gives you 10 Badge of justice in max 2.5 hrs. That was how long it took for me the first time, but we had 2 first timers to heroics. Its always good to have many rogues with you as they can distract and sap mobs when needed. And remember it's stealth run so dont assume ress and rogues remember to use mind-numbing poison when there are casters around to allow more time to kick them.
On the way to first boss distract and avoid all the groups that you see, but DON'T go to the water. Fish see trough stealth and will aggro=wipe. When you get to first boss kill the 2 bog lords near him and then kill him normally. Then proceed in stealth to next boss. Next group to kill is after last bog lord, kill it in middle of the bridge where they patrol. After them kill the group after them(can see trough stealth). No more groups needed to kill before second boss. On second boss tank needs to tank him back against a pipe on the right side of that platform, when looking from the direction you came. You will be half inside that pipe, but boss wont evade. Now its the hardest part. you need to stealth all the way to the 2 bog lords between third and last boss. My advise is to first go the right side, go across after first group of underspores and then go on the left side. Then you need to go between the 2 groups just before third boss and time it so that patrol has just passed you. Now just kill 2 bog lords and then third and fourth boss, but remember on the third boss that everyone is in front of him when he dies, otherwise someone finds themselves at water in the beginning of instance. I did this instance second time today with almost the same group and it took about 25 mins with total of 3 deaths.
This is the way I'll be farming my next bojs.
Cleared Underbog today with 5 Death Knights with only 2 deaths (single person x2) due to pulling too many on himself. Rather easy and VERY fun.
I spent a lot of time trying to find the entrance to the instance. Any coordinates? Under water or above the surface?
Soloed on a 76 Affliction Warlock, (geared in all greens, few blues from low level northrend instances) Was fun but died once on the first boss.
Mobs are no problem as long as you take the time to manually force your void to attack each mob individually for the humanoids, they liked to aggro me even if i hadn't attacked them. Constant health funneling. I know this would be impossible to solo at 75 due to lvl 76 getting a massive boon to health funnel.
The first boss, Hungarfen, was easy once i kited him with my void away from the mushrooms he spawns. They make short work of your void unless you move him away. If you do that there is zero trouble using syphon life and haunt on every boss and just health funnel to your pet constantly or as needed.
About 45 total for Sporregar rep. Very nice.
Located towards the north end of the map in Zanzamarsh? Divide map in half then its in the middle of the right half.
Entrance is in the middle of a big pond. Waterwalking helps getting to it.
Swim down, there are air pockets, so no need to worry about underwater breathing.
Its like hellfire citadel in that it has a 60's instance (62-64 for Slave Pents, 63-65 for Underbog) then a 5 man lvl 70 instance and then a raid instance.
Slave pens requires either a sleep/sheep (prefer both) or improved sap with 5/5 MOD.
Underbog requires a warlock for banish on elementals. Sheep/Sap is helpful but not needed.
Update on the lvl 70 instances in about 2 weeks.
Just completed with;
healing (although in full shadow spec)
Imp sap came in handy
Good use of traps for in-fight CC
watch the poison and his tail. 1k poison ticks has a poison cloud also
we kited the bear and got the hunters pet to off tank while we dps'd boss. then dps'd bear to 75% when he tame's.
levitates people and has a nasty poison 700 a tick. tank and spank, keep max range
shadow priest 64
resto shaman 63
feral druid 62
frost mage 64
dunno rogue 63
Cakewalk, the only problem we had was the hydra boss, second boss i think. His breath weapon really really hurts.
All level 62 or 63
The first boss has alot of life and tough skin. If you have a shaman, nature resist totems and Stoneskin totems are a must. The boss will sprout mushrooms that have a nasty DoT that can be fatal if you don't mind your surroundings. Once the boss gets under half of his hit points, do not cast any DoT's on him. As when he gets to 1/4 of his life, giant vines will ground him. Get away! For he will emmit poison and any damage caused to him while vined will
<--thus..the No DoT's after half life... Found that out when our Arms warrior executed for 4k.
isnt slave pens harder then this place? Because im sure that the lvl brackets are lower then underbog and well quite frankly....this place seemed easier then slave pens we did both of these instances back to back and we only had 1 wipe and it was on the crab boss (2nd boss in slave pens.....(he is quite possibly the hardest boss iv encounterd in BC so far). Anyway just wanted to get that out there....I mean theres better gear here for one...and two its easier and third.....for all you herbalists out there...this place is heaven....it seems everything is pickable....literaly...pretty much all the mobs have herbs on them. So for me Id highly recommend this place for an easy fun instance
how long does this instance take?
it can take from 1 and 1/2 hrs to 3 hrs
all depends on your group
i've done this several times as a prot paladin tanking. bubble is very useful on the 2nd boss to get rid of the poison once it stacks up high. bubble then take it off as fast as u can and regain aggro. fastest run i've done was an hour and 7 mins. good for sporregar rep
In heroic the end boss spawmns adds
The level spread is that big because they are including Heroic as well.
This heroic is piece of cake with decent group. Usually it takes roughly 1 hour, yesterday did it in 50 mins. Easy 4 badges and void ftw :D
we did the whole instance with only one wipe...damn shrooms
my group consisted of:
warrior-fury -mt 68
warrior-arms- off tank/dps/me- 63
shaman-cant remember spec-64
the two tank system worked really nicely
keys to the bosses(sorry i cannot remember names):
first boss...giant; stay away from the shrooms my suggestion is just set up a macro that will say in party chat or whatever... shroom and when you see it just run a lil;also toggle v so it shows when they spawn; when he gets low health like 20% he will entangle himself and not attack... dont hit it bc it heals him afterward just dps FTW
after you face the first boss right before the second one there are mobs of four this can be easily dealt with if you mind control their priest with your priest have him heal your group or you can MC one of there guys because the priest is pretty squishy if you just wanna dispatch him quickly but its your choice either way will do
once you get past this giant and you are close to the hydra there will be mobs of 4 with a 2 man patrol... the trick is pull the mob that is just inside the "door" once you go up the ramp (you will understand once you get there) to the right first then the second mob that is on the left dont pull that pat till you dispatch these two groups first... imo i would pull the "spearmen whatever" first and pull down to the ramp the rest will follow
second boss...the hydra thing; get in his belly; this guy will spit in front of him and will whip the things behind him sooo... stand about in his belly and you should be able to miss a lot of it... oh and if worst comes quicker than his death just kite FTW
just jump down from where you fight the hydra and through a hole that is in the wall; there is a dead guy on your left that is part of a quest just go close to his body if you need it; then there are pats of 2-4 and they are ugly bug things lol... they have a short fear spam that they will use just use simple pulls ftw
third boss: WAIT! if you have not killed the bog lord pat that patrols close to the boss (he is kinda sneaky for a giant) get him before you go further bc it will suck if you dont and he causes a wipe when facing the boss...have your off tank handle the druid he hits like a truck kill him last and just dps the crap out of the boss...oh and be ready he will set a freeze trap that freezes everyone except the main aggro i think but you will see him set the trap so be ready
fourth boss: Black Stalker this one is tricky he sends some nasty lightning chains around that cannot be interrupted, and also will send a random char into the air which is ok if its a caster but not soo much if its the mt i.e. good to bring that off tank; you just realy gotta dps this sucker he doesnt hit that hard but his chain lightning is a bad momma make sure you got your mt healed good the whole fight or when that comes around it can hit from 1k up easy one small favor if any warrior out there knows will spell reflect work on this guy when he sends his chain lightning? if you know please or i will just back to it later ty
well GL and of course:
FOR THE HORDE!
good group i went with consisted of:
>65 BM hunter (me)
>66 holy priest
>66 prot warr
never wiped, completed in about an hour maybe less
Just got a question .... is heroic underbog stealthable?
Are any other heroics stealthable?
Just curious what kind of gear you need to start doing heroics.
Our pally tank only had like 9.5k HP unbuffed and we were wiping pretty easy.
This is one of my favorite instances great drops for all classes exept mages and priests. Only tough boss is the last one he has a spell that does 700+ damage per second. Key is to have a good tank and and a off- tank because usualy the main one dies. The most important thing on the last boss is stay close to the middle or he will reset.
Jeez those Bog lords are almost like a boss themselves watch out guys those have alot of health
What amount of hp is adequate to tank this instance? I am a prot pala lvl 65 with 8.2k hp with kings
Helped some guildies last night on underbog.
70 rogue (me)
67 pally (prot)
63 priest (holy)
66 hunter (BM i think)
63 shaman (not sure on spec)
pulls are pretty straight forward throughout the instance. was hard for the pally to keep aggro since i generated alot of threat.lol
first boss: dps the hell outta him, keep him away from the mushrooms as best as possible. make sure the healers stay outta the range of the posion from the shrooms. When he roots himself back off and re-engage after.
second boss: if you stay close to his middle you seem to have the best luck. he moves around alot which makes it hard to stay there but keep the dps goin and shouldnt be a problem.
third boss: Make sure to kill the bog giant to the right first. I had the pally take the druid while i went at the boss, took about 2 mins to take him down then went on to help on the druid. pretty easy fight none the less.
fourth boss: bascially tank and spank, he has a nasty punch..knocks someone at random in the air. The chain lightning is unavoidable. has a spell that ticks for about 700 damage per second, rogues can use COS to dispel it.
Rogues can easily tank this as long as you have a decent healer.....not the best tank but works when you have no choice.
can someone please submit the times of all instances ?
im wondering how long time underbog takes.
my group and i wiped once because we all forgot about the mushrooms at the first boss but other than that we did fine, i did this run with my Guild.
66 Elemental Shaman (me)
70 Feral Druid (tank)
65 Disc/holy priest (healer)
64 Marks Hunter
64 Affliction Warlock
the main thing to look out for is when you verse the hydra boss make sure the tanks back is against the wall so he does not get knocked and fall in the sea surrounding the platform!
also with the Hunter like boss make sure u kill the pat, cause he can get annoying, get druid to sleep hunters pet then Nuke the boss when he dies go for the pet, but when it gets to like 75% healh it dosent attack anymore and it turns into a caster form and just walks away.
personally i think this instance is damn easy best setup is as follows
druid or shammy healer
and a rouge
at the end boss clear all the mobs help some guy out get a nat res buff and get the hunter to use aspect of the wild easy 140 nat res tank the boss facing away from your group and dont over agro this whole intance is pretty much tank and spank
The last boss of the instance the one who throws ur tank in the air.. Have your tank get under the mushroom on the right there. Then when he levitates your tank he wont go nywhere cause he is under the mushroom. easy fight then
66 holy priest(me)
63 feral druid
No deaths. It is really a pretty easy instance. Just have a rogue/mage sap/sheep most pulls. Also having a hunter to freeze when needed helps greatly.
I was so disappointed. The few blue drops went to the rest of the team. I had one green drop that was dissenchant fodder only. I will try again and hope to get better. Watch this space.
Sporeggar Reputation Guide
The Underbog Dungeon Quests Guide for Burning Crusade Classic
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