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In commemoration of the new servers opened up, I figure IÂ’ll write an early guide for the Wailing Caverns, one of two low level instances for the Horde.
Recommendations Before Beginning A few things I thought I should cover before getting into detail about the Wailing Caverns. For any instance, I suggest you get an UI like Cosmos that contain in-game instance maps. Atlas (Included in the Cosmos UI) has awesome instance maps, labeling bosses by order of encounter. Due to copyright issues I canÂ’t post the map here so youÂ’ll have to follow by word of mouth.
Suggested level is 18+, preferably 20+ for a tank. On the new servers, people are reaching down as far as 17 but be careful not to stretch yourself too thin. WC is extremely easy to find. ItÂ’s located in the Barrens, directly SE of the crossroads (you can see it labeled on the map).
Quests available to this instance ? Level 17 - Deviant Hides (located directly above the WC entrance in a cave) Dropped by all Deviate mobs. Ignore the quest and just loot the items as you go through the instance. Should complete in 2 runs tops. ? Level 18 - Troubles at the docks (In ratchet) Separate from WC so I won’t cover this quest ? Level 18 - Serpent Bloom (Under the Spirit Rise, in a cave in Thunderbluff (NW) This is an ANNOYING quest. First of all, when you’re in a group, everyone is looking for these plants. The best solution is to set up an order in which people pick them up. When venturing in WC, look in corners for the plants to gather. ? Level 18 – Smart Drinks (Ratchet) The items are dropped by Ectoplasms, so much like Deviant Hides, you’ll complete them on the way to bosses. ? Level 21 – Deviate Eradication (Also above WC entrance) See Deviate Hides ? Level 22 – Leaders of the Fang (Thunderbluff, Elder Rise) Will cover below. ? Level 22 – Waking Naralex (Right inside WC) Below. ? Level 25 – The Glowing Shard (Dropped by Multanous the Devourer) Below.
Quests in blue must be sought out before starting. Quests in red are inside the instance.
The Instance Crowd control The most important key to surviving any instance is crowd control. Read this part and learn your duty before you even begin. If you are a mage the mobs inside WC are humanoids or beasts. Polymorph them in every pull to ensure that your group can handle the adds. If you are a rogue sap the humanoids (as a replacement to polymorph or working together) and if you are a druid make sure to “hibernate” beasts.
Key points about the mobs Your main objective in this instance is going to be killing a bunch of druids to awaken the final guy. Read closely what I just said. Killing druids. I hate druids. They have a nasty habit of healing themselves. So tanks, make sure to interrupt them nonstop. Shamans donÂ’t forget to use earth shock while taking, it can save your butt when one of the druids start healing. Also, use tremor totems to avoid being sleepÂ’d.
There are four bosses to kill before the final guy: Lady Anacondra (IÂ’ll give you a dollar if you guess what kind of mob she is), Lord Pythas, Lord Serpentis, and Lord Cobrahn (see a pattern yet?).
Once you get all four gems from the bosses, make sure to clear the rest of the lair before attacking the boss. When you speak to the NPC, stay on your toes. ItÂ’ll be like a short escort and protect mission,, making sure he survives through waves of attackers. Then Multanous the Devourer will come. HeÂ’s a bad mofo; a melee mob that hits extremely hard, so be careful out there, healers.
Items There are several blue items that drop in this instance. Before I go into further detail about that, the instance drops a set called Embrace of the Viper, an awesome leather set for players until later levels (SM era).
As for rares, he drops a good ring, leather and mail armor. Two staves, Living Root and Crescent Staff are included. Finally, Wingblade (a sword) and Seedcloud Bucklet (shield).
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