Hellfire Random Remix

It was a long Saturday for some of us and it looked to be a long Sunday for others, but we all still logged on at 9pm Pacific time for instance night.

A couple of us admitted that we would not be heartbroken if we skipped a week and that a long dungeon crawl might not be our fondest desire at that moment.  So after a run through the options, we decided to just let the dungeon finder pick our destination for the night.

We also had a character change this time around, the first change out in our horde group and only the second since I traded out Blintz, my rogue, for Vikund the paladin way back in the day.

This time around Potshot decided to put in his death knight, Maliverney, in place of his druid, Azawak.  So a tank change in the lineup.  That gave us the following group for the night:

59 Orc Shaman – Earlthebat (Earlthecat)
60Undead Mage – Bigbutt (Bungholio)
60Tauren Druid – Hurmoo (Vikund)
60 Blood Elf Paladin – Enaldie (Ula)
60 Undead Deathknight – Maliverney (Skronk)

It was just a little after 9pm when we were all grouped and selected the random option.  Take us away dungeon finder!

And we ended up in Hellfire Ramparts.

Enter the Ramparts

Looking at the dungeon finder interface, once you hit 60 you are apparently too high of a level to get a classic dungeon a random pick.  You are limited to the Outlands.

Well, what the hell… so to speak.

A couple of us had already wandered into the Burning Crusade expansion in order to pick up our flying skills and mounts and, while there, ran just a couple of the initial quests for a gear upgrade or two.  I think Enaldie, Hurmoo, and Bigbutt all had a new had and pants.  But the rest of our kit was strictly classic Azeroth.  Hurmoo, for example, was still swinging the Scepter of Celebras.

Because of this, there was one school of thought that felt an Outlands instance might be a challenge.  We hadn’t ramped up on the gear, we were working with a new class tanking, and we hadn’t actually been there at level for more than two years, at which point we had problems finishing up, all of which seemed to add up to a non-faceroll experience, to use the SynCaine term.

The reality though…

Okay, Hurmoo died two fights in when we pulled a group and got a patrol in addition, though the reason Hurmoo got jumped on was that he was playing with Wild Growth before Maliverney had a solid aggro lock on everybody.  And even then, the fight went down okay with some healing from Earl and Enaldie.

No, we were in for a quick kill AOE fest with no crowd control required.  Once we settled down a bit and Maliverney got into the tanking groove, we were splashing through the trash pretty quickly.  The first boss, Watchkeeper Gargolmar, gave up the ghost pretty fast.

Soon we were past him, up the ramp, and clearing out the courtyard with the two remaining bosses within sight.  We went left first and took on Omor the Unscarred.

Omor Awaits

There were some vague recollections of this being a tough fight, with Omor summoning some sort of helpers part way through the fight, but we didn’t spend too much time dwelling on that.  We asked Enaldie to keep her consecrate going in order to pick up any random adds and went straight and Omor.

I think Omor only got to summon a single felhound.  I couldn’t recall if he had any other special attacks, everything went by so quickly.  And when he died, we got the instance achievement.


That seems kind of flimsy, handing out the achievement for the second of three bosses.  Then again, the last boss has all of the cool stuff, so they probably figure you are going to go after him no matter what.

Then it was on to the last fight, the event with Vazuden and his dragon mount Nazan.

This fight left a couple of lasting impressions with us.  For example, we all remembered that the battle event starts when you kill the last pair of guards.  Those guards look just like any number of guards in the instance, so it is easy to think you’re just clearing some trash rather than kicking off the event.

Also, it was well recalled that we need to step out of the blobs of fire that Nazan shoots at people during the fight.

After those two facts, things were a little blurry.  But those two facts turned out to be enough as we went into the fight.

Fight Finale

The fight was exciting, if only because people had to keep on the move.  That can be tough on the casters.

You can see the end of the fight above, with Hurmoo casting tranquility while standing in one of those blobs of fire.  That was enough to keep us all going and finish off Nazan.  That finished the instance and got us our bag of goodies.


We looted the chest at the far end of the platform, took our victory shot, and looked at the clock.

Nazan Defeated

The time was 9:50pm.

So we decided to do it again.

And when we finished that round it was 10:40pm.

So we decided to do it one more time.

We did get sloppy on the third round, when early on, in the exact same fight where Hurmoo died the first time, we ended up pulling two groups plus a patrol leading to more damage hitting the tank than the healer could keep up with.  But we didn’t, technically, wipe, since we were close to the door.  So Hurmoo ran out when everybody else was dead, then came back to ress people.

But after that we pressed on and wrapped up the third run at around 11:30pm.

Weapon upgrades

Three runs through yielded some good drops, getting upgrades for all of us.  You can see Earl’s new Crystalfire Staff (which looks like he took it off of one of General Grievous’ bodyguards) and Enaldie’s Hellreaver in the picture above.

The evenings run left us with another idea for how to go forward.  We might just see if we can run through the Outlands, and how quickly we can manage it, doing nothing but random dungeon finder instances.  How much of the expansion can we avoid this time through?

6 thoughts on “Hellfire Random Remix

  1. dorgol

    I used the Dungeon Finder to go from 60 to 80 on my DK, tanking the entire way.

    Final random dungeon count: 81.

    But that’s including Northrend 5-mans in addition to my experience in Outland.

    Outland Randoms saw me hit up most of the available choices, but I never was able to do Escape from Durnholde, despite it being a level 65 dungeon (I did the prequest, but apparently most people didn’t bother, so they couldn’t queue for it). Of course I never saw Shadow Labyrinth, Arcatraz, Mechenaar, Botanica, Steamvault or Shattered Halls. Not really surprising as those are the level 70 dungeons and Northrend kicks in at 68.

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  2. Karalina

    Since your Horde group seems to be leaning toward leveling further than 60, I highly recommend ya’ll pick up Thrall’s quest line that runs through Nagrand. If you enjoy the lore of the game…this quest chain shouldn’t be missed.

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  3. Jacob

    @dorgol – Yes, it’s very hard to get into the Caverns of Time dungeons. I took took me a lot of time (maybe four hours of queue, spread out across a few days) to do Escape from Durnholde, because so few people ever complete the quest that unlocks the dungeon. I never did Black Morass.

    Most people run Sethekk Halls over and over and over, which is the main other option in that level range.

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  4. Ponder

    I leveled a druid tank through outlands by:
    – random dungeons
    – doing all hellfire peninsula quests
    – doing odd quests in Nagrand (Nesingwary to level cooking)

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  5. *vlad*

    Most people who started playing after Wrath came out probably don’t even know where the Caverns of Time are, except through a LFG portal.
    That inital ‘tour of the caverns’ quest should be optional these days, as well as the Durnholde before Black Morass requirement.

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