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Zul'Aman
19 article entries (Last added 115 days 6 hours ago) [Various Sources]
Howto: Zul'Aman Timed Run

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Leica wrote on 17th January 6pm
For the latest version, please check: the Elitist Jerks forums.

We've gotten our fair share of practice at the the timed event, and have a fair share of War Bears. We've been running 2 ZA groups each cooldown,, and since December 20th both have been achieving the timer. Our first kill beat the timer with seconds remaining, by our third we had several minutes left, and our kills now typically have 6 to 8 minutes remaining. The main requirement to get a bear is that all your players are smart and focused, you can recover from small mistakes, so don't get discouraged and give up if you're a minute behind, but large mistakes can and will cost you.

We typically run our bear groups with Warrior and Feral Tanks, some weeks we'll run one with Warrior and Protection Paladin. We also typically run three healers. The remainder of the group is filled with DPS, typically we'll run one, sometimes two AoE. I'm certain we could stack our groups for faster clears, but we realized from the start that beating the timer requires no stacking, so long as you're playing smart and hard.

Our kill order is Eagle, Bear, Dragonhawk, Lynx. I believe this is the fastest kill order, even with the waterfall route from Eagle to Lynx. Obviously, the timer can be done with both paths, so choose the one you prefer.

Buff & Start:

Prior to speaking with Harrison Jones buff up, eat consumables, and run a final ready check. We run full consumables: They're cheap and they help improve our time buffer at the end in case of disconnects or mistakes.

Throughout the run, we're killing the warrior's mob first, followed by the feral druid's. From a threat perspective, it makes sense to kill the druid's first, but to maximize damage we prefer to be on the sundered mob as soon as possible. If you are close to the threat cap, simply switch to the druid's mob. Our current target is typically judged with wisdom if possible to keep hunter and caster mana up on trash.

We kill the batch that spawn at the door and drag the elite down the stairs towards the next roaming pack as we finish it off. If the roaming pack is near the bottom of the stairs we'll move onto that, if not, we head immediately for the eagle gauntlet.

Eagle:

For the eagle gauntlet we kill the caster from each pair and offtank the warrior mobs. We'll kill eagles as they spawn, and offtank the warrior spawns. When we reach the top we'll pull the tempest to stop spawns, and while our tank builds aggro on that we'll AE down the offtanked warrior mobs.

Finish tempest and move up to the eagle boss.

We simply tank the eagle boss in the middle, and spread out along the edge of the raised rectangle in the center of his platform. When his storm cooldown has 3-5 seconds on it we collapse beneath him and continue dps throughout the storm phase. After the storm phase when he spawns adds we continue to dps the boss, we'll typically seed the boss to kill off the adds, or just keep full dps on him. Either way he typically dies shortly after the second add phase.

When the eagle boss dies everyone loots badges, mounts up, and heads to bear boss. We kill the patrol at the bottom of the stairs now if we did not kill it before.

Bear:

Killing the bear boss trash is just a matter of moving up towards the boss, it essentially pulls itself. One pack of bears will come as you hug around the corner, so it's best to just pull that pack as you're finishing off the first set of trash. Bear Riders are tanked apart from each other to prevent stacking auras. We'll kill the caster mob first to eliminate totems, the axe throwers to eliminate their damage, then warriors or bear riders depending on the pack we're on.

The bear fight is very straightforward, it's a tank and spank, end it as fast as you can. Loot your badges, mount up, and head to dragonhawk trash.

Dragonhawk:

For the dragonhawk trash we have one person assigned to countdown on the scouts. We queue up long/damaging casts during the countdown and blow them up. They can be stunned, rooted, and slowed if needed. When bursting scouts it typically only takes 1-2 dps, but your healers shouldn't be afraid of tossing nukes they have to help out, no healing is necessary on scouts really.

We progress through the trash, flame casters are priority 1 followed by anything else. When we reach the final hut we check the status of the patrol. If it's far, we skip it, move up and kill the 4 pack by Mind Controlling the close flame caster then moving to the bottom of the boss' staircase to finish off the rest. If the patrol is on the stairs, we move up and kill it, then do the 4 pack.

For the dragonhawk boss we kill one hatcher, and let the other hatch his full set. Ranged DPS is helping with the dragonhawks as they're spawning, even if it's single target. Once the wave is fully hatched what hasn't been killed by single target is AE'd down. While we don't typically run a paladin tank a ret or holy paladin can help hold things in place and off your AE, frost traps and earthbind totems at the bridge's bottleneck is also helpful. We repeat the same process on the second round of hatchers. Once both sides are clear of eggs we burn the boss down. On our early mount runs we didn't kill entire sides at a time, choose what you're comfortable with, it's more important not to wipe. That doesn't mean you can kill 2-3 hatchlings at a time, but doing 15 of 20 eggs on each side, then dealing with the final 10 when you bring him to 35% works just as well and is a bit more conservative.

You can skip looting dragonhawk's badges, his corpse will still be up when you go back to do the chest event. Immediately head across to the Lynx's area, killing the patrol of 2 trolls as you pass them.

Lynx:


Pull and kill the static lynx pack. Single target down the elder lynx while the small adds are picked up, and swap to AE as soon as it's safe.

Move against the ruins to your right and hug the wall, if the patrol is in a safe spot, just skip him and move to and kill the Lynx/Trainer pack, if the patrol is in your way, you can kill it or wait, use your judgment to determine which will be faster. Around the corner you'll kill the pack with the trainers and lynxes, then mount up and head along the shore of the pond. Stay behind your tank, you'll want him to pick up the alligator pack, kill that pack and continue with the lynx trash. It's all pretty straightforward trash, one thing some people don't know is that the mind control can be removed with purge and arcane shot in addition to dispel.

When you reach the entrance to Halazzi's room, you'll want to see where the patrol is, if it's not in the right close corner of the room, you may as well pull a static pack. We mind control the flame caster for its dps, if the patrol was close and is near the doorway with your flame caster still MC's, you can use him on the patrol as well. Once that room is clear, it's time for the boss. He only takes 3-4 minutes or so to kill, so if your timer is above that, you're in good shape.

For this boss we never take DPS off Halazzi. The lynx may have slightly less HP, but all of your debuffs, and all of your tank's aggro, are already on the boss, and if you choose to dps the cat you have to rebuild that, only to rebuild it on the boss again when the cat dies. Chain lightning totems are killed as soon as they spawn, otherwise we simply offtank the cat and treat the boss like a tank and spank.

Bear Cavalry:

If you played smart, and did well, one of your players should now be a member of the Bear Cavalry.
Zul'Aman Strategy Guide

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Daldain wrote on 9th November 9pm
The original and latest updated version at the Elitist Jerks Forums and MMO-Champion.

C) Nalorakk - Bear Avatar, 1st boss:
Trash Clear: CC is nice to have and two tanks are needed. Initially boss stands with guards, you pull the guards and the boss retreats. You have to do this four times and the pulls get progressively harder.

A 2 Phase fight:

First phase - Human form:

He does a random charge.
Mangle - Increases damage done by bleeds by 100%.

Second phase - Bear form:

Applies 2 different bleed effects.
Raid wide Silence - 4-5 seconds long, does approx 1k damage.

Phase 1 is simply tank and spank. Make sure to heal the random person charged.

Phase 2 have the 2nd tank taunt the boss and be careful of the cleave so make sure the raid is not next to where the 2nd tank is bringing the boss.

When he goes back to human form, have the first tank taunt it, repeat until he is dead.




After this boss you can take your pick at targetting any of the 3 next Avatars first but in terms of difficulty they are listed below.

For the time quest the kill order would logically be: Bear, Eagle, Dragonhawk, Lynx, Malacrass and finally Zul'Jin.

B) Akil'zon - Eagle Avatar, 2nd boss:
Trash Clear: Ignore the eagle spawns and continue to pull until you reach the boss. Healers drink when out of combat - the dps should AoE the eagles and two humaniods that will continue to spawn until you reach the temple.

Roughly every 60 seconds he will cast the his Storm on a random person with an emote. This player is raised up in the air and a cloud appears above them, simply everyone find this person and run under him and you will take no damage. The boss channels this spell so feel free to keep attacking at ranged unless you are lucky enough to have him target a melee next to him, just be carteful not to over-aggro the MT.

This is a basic tank and spank fight with a small twist. Also during the storm have ranged/casters target the eagles in the air and dot/attack them to give you more time on dpsing the boss, the melee just concentrate on the boss himself. A very easy fight, might take a wipe or 2 to understand what is going on.




E) Halazzi - Lynx Avatar, 3rd boss:

This boss has a tiny amount of hp, roughly 600k. This is a 2 phase encounter that rotates (similar to Nightbane) every 25%.

Phase 1 -

He hits quite hard and also does a Mother Shahraz type of ability like Saber Lash that if it hits more than 1 person the damage received by each person is much less than if it were to hit only 1. Once you get him to 75 % he will go into phase 2.

Phase 2 -

During this phase he will transform back into his Shaman form and spawn a Spirit of the Lynx that has approx 200k hp. Also during this phase he will drop a nasty totem known as: Corrupted Lightning Totem that does chain lightning for approx 5k, maybe some nat res is not a bad idea, but not a necessity. The last ability of this phase is a Flame Shock that he will do randomly to 1 target.

Basically tank and spank in phase 1. When phase 2 occurs, 1 tank stays on the Shaman and the other tank takes the Spirit. You need to dps down the Spirit as fast as possible so you will not stay in phase 2, too long because of the nasty totems.

Kill the totems when they spawn (similar to Tidvalas during the Fathom Lord Karathress encounter in SSC), cleanse people if needed. Rinse and repeat till dead.




D) Jan'alai - Dragonhawk Avatar, 4th boss:

Jan'alai has 2 major abilities, and at 35%ish hatches his remaining eggs(explained later)
- He has a 5 minute enrage that is rather unimportant, as it barely increases his damage.

1 - A "Flame breath" type cone that has a long range but a small width, this does about 4-5k to people in a single line and adds up fast (believe to be random target). It is important to minimize its damage by spreading out appropriatly.

2 - He will periodically teleport the entire raid to him, put up "flame walls" on the outer ring of his area so you cannot escape. He will then begin spawning "time bombs" randomly throughout his area. After approximatly 10 seconds they will blow up dealing 3-5k(?) dmg in a 5 yard area, so you need to find a spot that is safe and does not have fire bombs on it. This ability seems to be on a random timer as sometimes he will forget about it and other times he will spam it.

Throughout the fight he calls 2 "Hatchers"(Low HP) which run to the side and begin hatching eggs into dragonhawks at an increasing rate. You need to Kill 1 Hatcher as soon as possible and go give the 2nd one a hug, tanking and killing the dragonhawks he spawns (we would normally do about 5-7 hawks at a time and just draw out the fight).
When you are comfortable with the amount of hawks spawned, kil the hatcher and mop up the remaining hawks. This is the hardest part of the fight as you will have to heal alot of raid damage due to the small area of the egg platforms and the damage his fire breath does, you should assign at least one healer to go with the group that willl kill eggs, preferably one that is good at raid healing (CoH priest, resto shaman etc). The other difficult part of this fight is his ability to port and put up fire walls to the egg spawns while the hatchers are busy hatching eggs, causing you to get zerged so be careful!

The dragonhawks individually have a stacking flame buffet, and a fire damage based proc on top of their normal melee which is about 1k~ on leather.

The tactics to this boss are really, really simple
1) Minimize his fire breath damage when he isnt spawning hatchers
2) When hatchers spawn kill one, send the group to kill dragonhawks spawned by the other one.
3) Dont die to the fire bomb minigame.
4) Make sure you hatch almost ALL of the eggs before 35% (yes this means light dps for the entire fight), or you will be horribly zerged.
5) Profit




F) Hex Lord Malacrass, 5th Boss:

He starts with 4 random adds. Possible known adds:

Ogre - Melee add, Sheep him.
Imp - Fireball Spam, possible banish or kill quickly.
Dragonkin - Flamebreath & Thunderclap, sleep him/kill quickly, if you get this add, preferrably killing is a good option.
Undead - melee and instant casts, shackle him.
Blood Elf - Heals. Interupt heals/Kill quickly.
Serpent - Posion bolts. Sleep it / kill quickly, like the Dragonkin, killing it is preferred due to your druid does not have to shapeshift.

People seem to kill 1 or 2 of the adds before focusing on the boss.

Malacrass:

Does a nasty dot that lasts for approx 15 sec and deals roughly 300-400dmg per tick.

During the fight randomly he will Soul Drain 1 random person, he will take on 2-3 abilites of that persons class. He will continue to use these new abilities till he Soul Drains another victim and repeats a new cycle of attacks.

Every minute or so he will drain everyone of their power by 1% and giving it to himself, thus increasing his size and his damage by 10%.

Tank and spank and deal with the new abilities he may gain.

Possible Soul Drains:

Druid- Thorns & Lifebloom (big heal!!!)
Hunter- Various Traps
Mage- Frost Nova & Firebolt/Frostbolt
Paladin- Consecration & Holy Light
Priest (Heal)- Heal & Mind Control.
Priest (Shadow)- Mind Blast & Shadow Word: Death.
Rogue- Slice and Dice & Blind.
Shaman- Fire Nova Totem & Healing Wave
Warlock- Curse of Doom & Rain of Fire
Warrior- Whirlwind & Spell reflect.




G) Zul'jin - The Final Boss:

This is already mentioned by Hephaustus and Renew, credits to both, it is bang on and solid so no need to write our own.

Every phase change he does do a threat wipe, when he turns into an Eagle you do not need to worry about a threat list though as explained below. He changes phases every 20%.

Phase 1:
Watch out for his whirlwind (melee range). He also casts a debuff similar to the one in Slave Pens that does a dd and then ticks until the player is topped off. Seems like it was only around 2500-3000 damage, so if you are good at assist healing you can downrank accordingly to top them off just enough so they do not take any ticks.

Phase 2:
As soon as he starts this phase you will notice everyone gets a Paralysis debuff. Dispell it off the main tank and yourself, then other healers if time (or the tank doesn't need a heal). DPS etc do not need it dispelled. After 5 seconds of having the debuff, you will become stunned and take a little damage, assign someone to top people off before the next. He can hit decently hard, so keep the tank topped.

Phase 3:
Stay away from the tornados that spawn and move around the room. They knock you back and deal around 1k damage. If you are a caster (yes healers included) everytime you cast you will get hit for about 1250 damage. The key thing to do in this phase is not get cornered by tornados and stay alive. Heal over time spells really make this phase much easier. Melee need to try and burn him down as quick as they can as they get no punishment for doing damage.

Phase 4:
Lynx form he melees fairly weak all around. He also will fixate upon a random player in the raid and melee them. Intervene near the end of the 10 second or so phase to help out squishy people. Also does a weak version of the whirlwind Leotheras / end boss of Shattered Halls. I think it also places a debuff on people that will make them take more damage, it's either this or the fixate. Watch debuffs and note that that person will need extra heals.

Phase 5:
As stated above, you will get a buffet like debuff put on you every so often. He will choose random people throughout the raid and place a beam of fire on them. If they are not topped they will probably die due to the debuff. It's a simple phase if people are good at staying out of void zones.



Engineering Flying Mount, Hippogryh, Bear Mount, ZA Weapons

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Teza wrote on 12th October 4am
More screens will be added to this news, check every 10 mins or so.

Bear Mount

http://www.worldofraids.com/news/october/2.3/bearmountm.jpg

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Forum Post of the Day: The fight to enter Zul'Aman

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Amanda Rivera wrote on 8th October 7pm


Patch 2.3 is adding a lot to the game we know as WoW, including a new ten man instance, Zul'Aman. With the addition of this instance, a question arises on the forums: exactly how will players get into the instance with all the chaos that will be going on outside?

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World of Warcraft Zul'Aman location problems addressed

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Enrico S. wrote on 3rd October 9am
World of Warcraft problems with Zul'Aman location addressed - Image 1Some Alliance players have a problem with the location of the Zul'Aman instance in Blizzard's World of Warcraft. Since it is located within Horde lands, they feel that they will probably be spending more time fighting outside the portal than running the raid.

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WoR previews Zul'Aman

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Mike Schramm wrote on 30th September 11am
World of Raids has posted everything they know about Zul'Aman, the next 10man instance due in patch 2.3. Tigole has said that Zul'Aman is coming to the PTR next week, so if your guild is a big fan of the PTR, you could be headed to the Troll city in the Ghostlands very soon.

They've got pictures up of four of the bosses, and info about the two last bosses, Hexlord Zin'jakk and Zul'jin himself, that we'll fight together. The first boss (whichever one that is-- I thought it was the Bear boss, but that fight seems more complicated) is supposed to be easier in terms of raid coordination, but Zul'Aman is definitely a continuation of what's going on in Karazhan, according to Blizzard. They say the difficulty will start around Nightbane or Prince and head upwards from there. Also, as we've heard, Zul'Aman will have a timed quest similar to the Baron Run, where you can try doing the instance quickly to earn better loot.

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Season 3 infos and Zul'Aman Preview

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Teza wrote on 30th September 7am
Additional Season 3 informations

Kalgan has been forgotten and is now locked within the Blizzard office, thats how he could post interesting tidbits of info about Season 3 on the weekend.

Arena Sets bonuses compatibility (Source)

As of patch 2.3 all items in the gladiator season 1, 2, and 3 sets will be part of the same set, so you can use those items interchangably and keep the set bonuses (ie: you can wear the season 2 shoulders along with the season 3 helm, chest, legs) and retain the 4 piece set bonus.

You had better be changing the 4pc set bonus then, -1 second of concussive shot is absolutely horrible and no way better than +35 resilience :/

Many of the set bonuses have been updated (including that one). The new 4 piece set bonuses are also retroactive as a result of the above change.


Armor Penetration and PvP gear (Source)

There's more +armor on the pvp gear than there is +armor penetration on the melee pvp gear.
The priest and warlock season 2 armor sets already have +910 bonus armor on them. As of season 3, the mage set will also have the +910 armor (all the armor pen on season 3 melee gear adds up to less than 910).



Zul'Aman Preview

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Know Your Lore: Zul'jin

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Elizabeth Wachowski wrote on 30th August 11am

If you may recall, back in the ancient days of yore two weeks ago, Know Your Lore did a report on the history of the trolls and promised to get to Zul'jin the following week. Then Know Your Lore got strep throat, which is a ridiculous thing to get at the age of 24. So I broke my promise and humbly apologize. Here is a monkey befriending a kitten.

Who: Zul'jin.

What: Leader of the Forest Trolls.

History: As stated in the previous article, all trolls came from one original species, but divided into several sub-groups based on their values. After they fought and lost a war with the night elves and the world got Sundered, they were tossed around to all different places. The forest trolls of the Amani Empire were sent back to northern Lordaeron, where they managed to rebuild a pretty extensive empire. Then the silly night elves showed up again, in the form of the arcane-addicted high elves, who put up magical runestones and built their city on sacred troll land.

The trolls attacked a couple of times, but were scared off by the arcane magic. There was an uneasy stalemate for several thousand years, but one day, the trolls launched their full forces at the elves. The elves called upon the humans of Arathor for help and agreed to teach them the secrets of magic. The humans and the elves routed the trolls in the Alterac Mountains, and the Amani Empire was beaten into submission. (Yes, I know I'm repeating myself but it's important, because ...) This is where Zul'jin comes in.

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Zul'Aman Preview

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Teza wrote on 12th August 5pm
Zul'Aman will be launched with the patch 2.3 (Source).

Zul'Aman is a 10 man raid dungeon located in the Ghostlands, it will require no attunement. The loot will be superior to Karazhan, also bosses will drop heroic badges which can be used to buy the new heroic rewards in 2.3.

Loots:

2 new Zul'Aman weapons have been revelaed at BlizzCon 07, so we pretty much know several things about ZA loots (item level, dps on weapons..).

http://www.worldofraids.com/news/zulaman/za-weaponsm.jpg http://www.worldofraids.com/news/zulaman/zul_daggerm.jpg

Jin'rohk, The Great Apocalypse: 2h sword, 128.4 dps, 3.70 speed, 49 stamina, 45 haste rating and 120 atp.
Dagger of Bad Mojo: 1h dagger, 98.6 dps, 1.80 speed, 21 agility, 40 atp and ignores ~154 armor.


Bosses:

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Why is Zul'jin evil now?

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Nethaera wrote 6th August 1pm

Q u o t e:
Well I mean he was never "good", but why exactly is he a bad guy now?


Zul'jin has certain goals he's always wanted to attain. The question you should be asking is, what are those goals? and what could be standing in his way of attaining them? These and many more questions are yet to be answered. You'll learn of them though in Zul'Aman.

He felt that his whole life was some kind of dream and he sometimes wondered whose it was and whether they were enjoying it.
- Douglas Adams
Zul'Aman screenshots and impressions

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WoW Insider Blog wrote on 3rd August 4pm

We've got some nice eye candy from Zul'Aman for you, including some images of the animal aspect bosses Nalorakk, Akil'Zon (above) and Halazzi. We had a chance to stealth into the instance earlier in the press room, and our initial visual impression of the dungeon can be described in two words: Indiana Jones. Or rather, a cross between Indiana Jones and Zul'Gurub on steroids. A 20-minute "sacrifice" timer started counting down as soon as we zoned in, and at the end of the timer Hex Lord Malacrass's voice yelled across the zone that we had failed in our mission, and that every sacrifice made him stronger.

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Expansion @ Blizzcon and Zul'aman info.

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MMO-Champion wrote on 2nd August 12pm

    We're now one day away from the Blizzcon, time for the final batch of news. The source is fairly reliable and I'd say it's 80% accurate.

    Wrath of the Lich King
    • The level cap at Blizzcon will be set to 72 (It will be 80 at the release, of course)
    • Utgarde Keep should be one of the first dungeon you can access, and the first wing will be playable at Blizzcon.
    • Horde players will be able to access Northrend by taking a Zeppelin in Tirisfal Glades, they will arrive at Vengeance Landing in Howling Fjord. (This wasn't mentionned, but we can assume that Alliance players will arrive at Valgarde)


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    NO MORE RANDOM LOOT. W0000000000T!!!!!!!

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    Drysc wrote 26th July 12pm
    There have always been boss and item design goals to have bosses that drop loot they themselves are wielding. You can see this in Scarlet Monastery, Shadow Labyrinth, and Molten Core, just to name a few.

    As no itemization for Zul’Aman has been shown to anyone yet, it would be difficult to discuss specific cases where this may occur within the dungeon. It's certainly not a new philosophical change though, it's been there since the game's release.

    We’re still working to provide everyone with an immersive and challenging experience in Zul’Aman, and we hope to be able to share more information in the coming months.


    Their system of oppression, what did it lead to? Global robot depression.
    Zul'aman, epic mounts, comics, armory tools.

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    MMO-Champion wrote on 26th July 3am
    Zul'aman
    Warcry posted their preview of Zul'aman. Nothing really new but there are still some informations (I may have missed them in previous interviews)
    • The 4 Animal Gods will be : Nalorakk (Bear), Lynx (Halazzi), Dragonhawk (Jan'Alai) and Eagle (Akil'Zon).
    • The 2 other bosses will be Jin'zakk and Zul'jin (Final Boss)
    • The dungeon is splitted in 4 wings. You should be able to complete each wing within an hour with a decent group.
    • Blizzard is working on something called "Logical loot". Previously, the loot tables were somewhat random. They're not going back and fixing years of content, but now, players can expect creatures to drop things that one would expect. If that bad guy is holding a big, shiny axe, then odds are his loot is a big shiny axe.


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    Few more Zul'aman information, 2.2 Issues #2

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    MMO-Champion wrote on 24th July 12am
    Zul'aman
    Gamesradar.com posted a preview of Zul'aman. Frictionless Insight also posted one. Only a few things are new :
    • Zul'jin and his enclave of forest trolls have found a way to infuse themselves with animal spirits.
    • You will have to chase Narolakk (Bear God) through the instance before you can fight him.
    • The bear mount droprate will be stupidly low, same as the [item=19902]
    • Zul'aman will feature 6 boss, the 4 animal gods, a Witch Doctor, and Zul'jin.
    • The very first monster of the instance will be a boss.
    • The 4 emprisonned spirits will help the raid during the fight against Zul'jin.
    • There are 4 prisoners you can save, it seems that they will die overtime. You'll have to be fast if you want to save all of them and get the uber loots.

    For more informations about Zul'aman you can check the Zul'aman preview #1 or Tigole's post about it.

    2.2 on PTR
    Hortus posted a few things about the 2.2 patch on the PTR. The most interesting information is the confirmation that the Guild Banks and Zul'aman won't be in this patch.
    Quote from: HortusPre-mades
    Because of the very high level of interest in pre-made characters for the PTR they copy systems is very busy, the queues are very long and may take several days before your character is available. We are aware of this and the only solution is to be patient.

    If you get an error when trying to copy a pre-made it is because the queue is full and not taking more requests, try again later.

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    Zul'Aman's location causes gripes

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    WoW Insider Blog wrote on 23rd July 5pm

    The next 10-man dungeon, Zul'Aman, is located in the Ghostlands. That makes it the first raid dungeon located in Horde/Alliance territory, which is raising some hackles on both sides on the WoW forums. Teallc wonders why there are so many instances in Horde territory already -- RFC, WC, SFK, RFK and RFD are all in Hordelands. The Alliance get Stockades, Gnomeregan and Deadmines. To get to Zul'Aman from, say, Shattrath City, the Alliance will have to port to Ironforge, take a lengthy gryphon ride to Lights Hope Chapel, and then run up into the Ghostlands -- leaving themselves vulnerable to attacks from Horde raid groups. Meanwhile, Horde just has to hop in the Silvermoon City portal and take a very short windrider trip to Tranquillien.

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    Tigole on Zul'Aman: Have fun storming the castle!

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    WoW Insider Blog wrote on 12th July 12pm

    Zul'Aman, previewed yesterday at E3, has widely been reported as a "more casual" dungeon due to the fact that it won't require any lengthy key quest or attunement process and its shorter reset time. Tigole, however, has taken exception to the casual tag for Zul'Aman and has attempted to clarify the difficulty level of the dungeon. Says Tigole:
    • Zul'Aman will be more difficult than Karazhan
    • Zul'Aman will have better drops than Karazhan
    • You'll probably need gear from Karazhan (or better) to succeed in Zul'Aman


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    Clarifications for the Zul'Aman zone

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    Karl B. wrote on 12th July 3pm

    World of Warcraft - Image 1


    It seems a lot of confusion has arisen regarding the announcement of the Zul'Aman zone in World of Warcraft. To help clear things up, Blizzard poster Tigole has posted the following clarifications on Zul'Aman:
    • Zul'Aman will be a 10-person raid zone
    • Zul'Aman will be on a quicker reset than 7 days (some might call this "casual")
    • Zul'Aman will be MORE difficult than Karazhan and drop better loot (some might call this hardcore)
    • Zul'Aman will feature 6 bosses and it's our goal that you can kill them all in one night -- perhaps 2-3 hour clear times (some might call this casual)
    • Zul'Aman will not have a key requirement. Nor will it have an attunement quest (some might call this casual)
    • Zul'Aman will have a VERY challenging timed quest for those who choose to participate in it. This will be hardcore and will be very rewarding. Players do not have to engage in the timed run (very similar to the Baron run in Stratholme)
    • We're tuning the first boss in Zul'Aman to require less raid coordination than some other raid bosses. He will still hit very hard so you'll need to be geared properly but it won't take 15 minutes to explain the fight. It will be a simple yet challenging fight. The other boss fights get more complex and challenging from there. If players want a basis of comparison, imagine the tuning of ZA started around Nightbane/Prince difficulty and ramped up from there.
    Zul'Aman will also bring a few changes graphics-wise. The new Forest Troll models will make their debut in the Zul'Aman zone, and Tigole says that there will also be a lot on brand new item art. Finally, for the hardcore raiding guilds, Tigole had this to say:

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    Screenshots from inside Zul'Aman

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    WoW Insider Blog wrote on 30th April 10am

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    [Troll architecture, making use of spears and skulls since 2004.]
    Borst from the World of Raids forums has reported back this morning with some screenshots from the other side of the Zul'aman portal on live servers. For those of you not familiar, Zul'Aman is an instance just chock-full o' trolls, much like Zul'Farrak and Zul'Gurub are. Unlike the other two, however, the trolls in Zul'Aman make use of the beefier-looking troll model -- specifically, the Forest Trolls who are currently seen in the south-eastern side of the Blood Elf starting area. It is also, per an interview with Tigole, a L70 raid instance, although I haven't personally seen anything official from Blizzard stating if it's a 25 man or a 10 man as yet.

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