Category Archives: Game Info

Theorycrafting: Divine Illumination

In the comments on my Holy Paladin introduction post, where I discussed various talent specs for a holy pally, Raquel disagreed with my decision to leave Divine Illumination out of the “bare minimum” spec. Now, I’ve been thinking about picking DI back up again, so let’s take a bit of a look at it.

Divine Illumination is the end talent of the Holy tree for paladins, not to be confused with Illumination or Divine Intervention (which is the usual ability indicated by the ‘DI’ abbreviation). Divine Illumination “reduces the mana cost of all spells by 50% for 15 seconds”, and is on a 3 minute cooldown. (Note that this effect does not apply to Lay on Hands; you still drain all your mana when you blow LoH regardless of this spell.)

Now, the actual mana savings of Divine Illumination are really dependent on your own casting rotation, and the situations under which you’re healing. Obviously, you’re going to get a lot more use out of it in fights where you’re frantically chain-casting your biggest heals just to keep the tank up than you are when you’re leisurely throwing Flash of Lights in a controlled environment.

That said, let’s do a bit of hypothetical numbercrunching. I’ll use my own spell rotation for this, which tends to be approximately three Flash of Lights and then a Holy Light – on average, that is; obviously it’s situational, but over the course of most (progression and newly-on-farm) fights I throw about 25% Holy Lights, 75% Flash of Lights.

Now, again, assume a chain-casting situation, which means that during the 15 seconds Divine Illumination is up, I’m going to wind up throwing 2 Holy Lights and about 6 Flash of Lights – theoretically 7 Flash of Lights, but there’s always a bit of latency (especially for us Aussie players), having to move around, whatever.

So, 2x Holy Lights = 1680 mana and 6x Flash of Lights = 1080 mana, for a total of 2760 mana used in that fifteen seconds. A 50% savings is 1380 mana – in other words, Divine Illumination saves me 1380 mana every 3 minutes, or 460 mana per minute (on average). That’s an equivalent of 38.3 mp5, which is pretty huge for one talent point.

Obviously, that’s not the same as mp5; it’s a mana savings, not a mana return, which means that – just like mana return on crit heals – if you’re not casting, you’re not getting the benefit of this talent. And, like other cooldowns, if you don’t use it, you don’t get the benefit, either. Use it every time it’s up, unless it’s a spiky-damage fight where you know you’ll be throwing out a string of big heals before the cooldown will be up again.

That said, for progression fights where you’re chain-casting or close to it, Divine Illumination certainly looks like it’s worth the talent point – provided you remember to use it.

Zul’Aman: Jan’Alai the Dragonhawk Avatar

My guild is coming to the end of our Christmas break period — wherein we restricted ourselves to more relaxed 10-mans, rather than full 25-man raids — and we’ve finished up with a bit of progression in Zul’Aman. Halazzi’s now solidly on farm, and we spent Monday night working on Jan’Alai, the Dragonhawk Avatar.

IMO the boss is substantially easier than the trash preceding him — which is a gauntlet with frankly annoying mechanics — and one of the most fun fights I’ve seen in a while.

The WoWwiki page on Jan’Alai covers most of his abilities and strat points, but I thought I’d elaborate a bit. There are two key things to consider when you’re working on Jan’Alai:

  1. He throws firebombs on a random timer, all around him. These explode for a lot of fire damage, but they have a very small AoE and you can fairly easily find a gap in between them all before they blow up. The video below shows this in action.
  2. His area has a platform either side, each with about 20 dragonhawk eggs. Every 90 seconds during the fight, two Amani Hatchers (trolls) spawn on the entry stairs and run to the egg platforms, one to the right and one to the left. They will break eggs and release the dragonhawks therein until they’re killed, and are fairly easy to kill. This affects the fight thusly:
    • At 35% of Jan’Alai’s health, all remaining eggs break and the dragonhawks swarm you.
    • Therefore, to avoid dying at this point (which is what you see in the video below), you need to allow the Hatchers to break a certain number of eggs each time they spawn.
    • The best way to do this is kill one Hatcher as soon as it spawns, and allow the other Hatcher to break the desired number of eggs, then stun and kill it.
    • You need to strike a balance between getting enough of the dragonhawks down before 35% that you don’t get mobbed and die when they all pop, and keeping the dragonhawk spawns under control so you don’t get mobbed and die before 35%.
    • Unless you have massive AoE to kill lots of dragonhawks at once, this means you need to slow the fight down, so that there’s a chance to have plenty of Hatcher spawns, letting a few dragonhawks out each time.

See the video below for Jan’alai in action, complete with some notes about what’s happening during the fight. (Apologies for the first bit being a little jerky; I had too many apps running in the background.)

(Or check the video out at imeem: Southern Wardens take on Jan’Alai)

The Holy Paladin: Introduction

Time and again, I see posts in various WoW communities asking for information about how to gear up and spec a holy paladin. Rather than repeat the same information over and over again, I thought I’d do a series of posts discussing the issues.

First up is an examination of the roles of a holy-specced paladin. The holy paladin can fill two main roles: DPS (don’t laugh!) and healing. This article from WoW Insider addresses holy paladin DPS (the so-called “shockadin” build) very well, so I’ll leave the DPS issue aside for now and talk about the much-loved healadin.

Patch 2.0, in December 2006, was a godsend for healer paladins; previously we made good healers in a support role (such as raids, and off-healing in PvP and instancing) but we just didn’t have the oomph to solo-heal anything unless we were dramatically overgeared. 2.0 changed that for the better, and in the post-Burning Crusade world, paladins are popular and widely-accepted main healers for raids, 5-mans and PvP.

Talent Choice

Here’s my ideal “core” healadin spec:

40/0/0: The Bare Minimum
This build has the absolute minimum you want in Holy as a main healer. Looking at the talents:

  • Divine Intellect 5/5: +10% Int = a bigger mana pool and more spell crit.The only choice on this level.
  • Spiritual Focus 5/5: 70% chance not to loseWeight Exercise casting time off heals while taking damage. Extremely useful, and a much better choice than the other talent on this level (Improved Seal of Righteousness – which is a fine talent for a bit of DPS viability, but you wouldn’t want to take it instead of Spiritual Focus).
  • Healing Light 3/3: +12% healing throughput; essential for a serious healer. A no-brainer.
  • Improved Lay On Hands 2/2: Reduces the cooldown on Lay on Hands by 20 minutes and gives the recipient a 30% armor bonus for 2 minutes. This one is less essential, but it’s still very useful – Lay On Hands is useful as an “oh shit” move in boss fights, and the armor boost can provide a big edge to a tank who’s not already at the armor cap. This one’s mostly in the spec because it’s the best choice for the last 2 talent points at this level, though.
  • Illumination 5/5: Crit heals refund 60% of their mana cost. This is THE key healadin talent; don’t leave home without it.
  • Improved Blessing of Wisdom 2/2: adds 8mp5 at level 70. Very nice, but not essential: if you’re always going to have access to Imp BoW from another pally, you can spend the two points elsewhere if you want.
  • Divine Favor 1/1: 2 minute cooldown, the next Holy Light, Flash of Light, or Holy Shock is a guaranteed crit. A great use of one talent point; it’s really nice to be able to guarantee a crit heal when you need it most.
  • Sanctified Light 3/3: An extra 6% crit chance for Holy Light (the big pally heal). Given the value of crit heals for a paladin, this one’s a no-brainer; see a later post for a discussion of the impact of crit heals on mana regen.
  • Holy Power 5/5: Adds 5% to the crit chance of all Holy spells. Even more of a no-brainer.
  • Light’s Grace 3/3: After casting a Holy Light, the next Holy Light casts in 2 sec instead of 2.5 sec; the buff lasts 15 seconds and is a rolling effect. This one requires some finesse to use (“priming” yourself with a low-rank Holy Light to get the buff up before combat, throwing a Holy Light of appropriate rank every 15 seconds to keep the buff ticking, etc), but it’s very handy and allows for significantly improved healing throughput.
  • Holy Shock 1/1: Instantly heals a friendly target or damages a hostile one. Actually not an essential talent for healing – it triggers the GCD, so it’s an inefficient use of 1.5 seconds of healing time compared with a Flash of Light – although it can be handy to hit the target with some healing now rather than at the end of the spell, if their immediate survival is an issue. Also useful for off tanking (for threat generation) and soloing, so it’s worth taking for its utility value, IMO.
  • Holy Guidance 5/5: adds 35% of your Intellect to your spell damage and healing. A big boost to efficacy that only gets bigger as you gear up.

Key talents I didn’t include:

  • Aura Mastery 1/1: increases your aura range to 40 yards. Nice, especially for positioning-crucial fights, but not essential. Potentially worth taking if you have a spare point, but take a look at the kind of fights you’re regularly doing and decide if it would make a difference first.
  • Divine Illumination 1/1: reduces the mana cost of all spells by 50% for 15 seconds, on a 3-minute cooldown. Again, not a bad talent – I haven’t done the numbercrunching on it it to see if it’s worth taking because I simply don’t have the talent points for it, so it’s not even an option, but I suspect it’s probably a pretty decent use of a single talent point if you have one spare.

    (Tangent: I used to have this spell back when crit heals were free (not just 40% of normal mana cost as they are now) and would trigger it + Divine Favor + Holy Light for a mana _refund_ on the Holy Light. The mechanic was: Holy Light is cast at a mana cost of 440 [usual cost is 880 but Divine Illumination halves it], spell crits due to Divine Favor, Illumination refunds 100% of the original mana cost of the spell, ie 880 mana. Net result: one free crit heal plus a free 440 mana, enough for two extra Flashes of Light.)

Once you’ve got this basic build, you can spend the other 21 points as you see fit. Mine are all in Protection to make me an OT (as I generally need to AoE tank trash in Karazhan and Zul’Aman every week). Here are some suggestions for the 21 points:

  • 40/21/0 Main Healer/Offtank: This is my spec. The 21 points in Protection are primarily to make me a better tank (Redoubt, Toughness, Anticipation, plus Improved Righteous Fury is essential for a tank), with 1 point on Blessing of Kings for utility’s sake and 2 points in Guardian’s Favor because Blessing of Protection is, quite frankly, awesome for clothy-rescue in both PvE and PvP.
  • 43/18/0 Main Healer/Raid Support: This one’s intended purely for PvE raid healing, with no expectation of ever tanking. It adds Divine Illumination and Purifying Power on the Holy side for improved mana longevity (remember how mana-intensive being a cleansebot can be!) and Blessing of Kings and Improved Concentration Aura on the Protection side for raid utility. And Guardian’s Favor again because I just love Blessing of Protection, and you should too.
  • 45/0/10 Main Healer/Solo DPS: This is a hybrid of the core main healer spec with elements of the DPS spec recommended in the WoW Insider article, with six points spare. You can spend them where you like, as there’s nothing accessible that’s particularly compelling. (Just a note: holy paladins do their DPS with a one-handed caster weapon. Their DPS comes from spell damage, not “white damage“, so the effect of improved strength is negligible; similiarly, the DPS talents of the Retribution tree generally rely on a high-DPS two handed weapon that dishes out lots of white damage, so are wasted on a holy paladin DPSing with a caster sword and shield.)
  • 42/19/0 Main Healer/PvP Healer: I feel that I’m rather going out on a limb with this one, because I’m still learning a lot when it comes to PvP, but this is what I’d take if I were going that route. 4 points spent on getting 10% stun and fear resistance, 2 points for Guardian’s Favor (because there’s nothing like BoPing your mage friend just when the rogue is tearing into them – remember a BoPped target can still cast spells, just not physically attack! – and the improved cooldown on Blessing of Freedom is very nice), Improved Righteous Fury is actually useful for the damage reduction in PvP where threat doesn’t matter, and the improved cooldown on Hammer of Justice is handy for getting people off you while you wait for a hand from your DPSers.
    (Note that this spec is assuming you still want to keep the standard ‘core Holy spec’ to be a PvE healer first and foremost, and that the PvP healing is just a sideline. If I were making a pure PvP healer spec it’d be a bit different.)

The above are just a few variants on the 40/0/0 Bare Minimum core spec, providing options for whatever playstyle you prefer. In upcoming posts, look out for a discussion of gear and buff choices, theorycrafting about mp5 vs spellcrit vs +heal, suggestions for playstyle and lots more pally fun. :)

(When you consider that the blog is called Banana Shoulders, and I started off talking about paladins in my very first post, this has been a long time coming!)

2.3: The Last Cooking Daily (Manalicious)

Well, it’s been a while since my last post; sadly RL has intervened. (Fear not, the “Write Post” window has been sitting open in my web browser the entire time, looking at me accusingly.)

Time to cover two things: first, a new addition to the blogroll: Moar HP Than Jesus, a druid (tanking) blog from a friend of mine (who has apparently been WoW-blogging since October and never told me!).

Second, the fourth and final cooking daily, which hadn’t appeared on my server until a couple of weeks ago.

Manalicious
The Rokk will give you a quest to go to Netherstorm and gather 15x Mana Berry for a tasty dessert. You can find the mana berries in Netherstorm, in the ecodomes (not the manaforges, which is what a mage friend of mine assumed, leading him to spend a fruitless [ha!] hour combing a blood-elf-infested area closely for some totally non-existent berry bushes) on bushes like those shown to the left. If you don’t have the quest, they blend alarmingly into the ecodome foliage, but if you do have the quest, they develop a case of gold sparklies to help them stand out (as shown in the picture to the left) until you’ve gathered all 15. If you have herbalism as a profession, your Herb Tracking ability will show the berry bushes as gold dots on your minimap, until you’ve gathered all 15.

2.3: Cooking Dailies (More Info)

Well, so far we’ve seen a couple of the cooking dailies hit the live realms, and as the info I’d provided so far seems to be popular, here’s a bit more info:

The quests are given by The Rokk (<Master of Cooking>) in the Lower City, at around 61,16 coordinates. He gives a new one each day, which changes when the daily quests reset. Here are two known quests so far:

Revenge Is Tasty
Requires 1 Giant Kaliri Wing (drops off Monstrous Kaliri at Skettis, a quest item so you can’t farm for them in advance) and 3 Warp Burgers (made with 1 Warped Flesh each, which drop off Warp Stalkers in Terokkar at a 50% rate and Warp Chasers in Netherstorm at a 25% rate). Combine the Giant Kaliri Wing and the Warp Burgers in the cooking pot provided, and turn in the resulting Kaliri Stew.

Super Hot Stew
Requires 1 Crunchy Serpent and 2 Mok’Nathal Shortribs, which are made with meat from windserpents and raptors, respectively, in Blade’s Edge Mountains. Once you have the two components, go to Forge Camp: Terror in Blade’s Edge and kill yourself an Abyssal Flamebringer; stand over the body and use the provided cooking pot to combine the Crunchy Serpent and Mok’Nathal Shortribs into Demon-Broiled Surprise. Turn in the Surprise to complete the quest.

There are at least two more possibilities for the daily quest; I don’t have details on either of them yet. I’ll post again when I’ve seen them.

The cooking dailies require 275 cooking to complete; I haven’t yet checked to see if they also require level 70. The two quests listed above both require access to flying-mount-only areas (Skettis to get the Kaliri Wings, Blade’s Edge Plateau to kill the Abyssal Flamebringer), but a sub-70 character summoned to the area may be able to do them.

2.3: Healers Get Some Loving

With 2.3 scheduled to roll in a couple of days, one of the changes I’m eagerly anticipating is the revision of healer gear. Almost all healing gear is being modified to add spell damage as well, approximately equal to one-third of the item’s +heal value. As an example, Breastplate of the Lightbinder (a plate healing chestpiece with +88 healing) is being updated to add 30 spell damage in addition to the +heal.

This is a welcome change for almost every healer in the game; healers have long bemoaned their itemisation, and the frustration of one’s complete inability to quest and farm has led to a lot of healer burnout (which is bad for pretty much everyone, as high healer turnover harms raid groups and guilds alike).

This change, however, is going to make raiding life a lot more interesting, from two perspectives:

Paladins
Holy paladins can generate a pretty solid amount of DPS (stop laughing, I promise it’s true) with what’s known as the shockadin playstyle, relying on Holy Shock and Seal/Judgement of Righteousness to deliver a decent amount of holy spell damage (which has the advantage that Holy resistances are very rare, too). As an example, with about +750 spell damage on my DPS set, I can pull around 350 sustained DPS – which is far from great, but I’m specced for healing/offtanking. If I ditched the OT part of my spec and sacrificed a little bit of healing efficiency, I’d be looking at more like 450 DPS – considerably more against demons and undead. (In fact, I’m going to go test this on the PTR after I’ve written this post.) In comparison, in healing gear one’s DPS looks more like the 80-100 range.

However, raiding shockadins are so rare as to be all but non-existent; holy paladins on raids are pretty much always healers. At the moment, despite the fact that we wear plate and a goodly portion of our raid synergy (the seal/judgement mechanic) comes from melee, there’s zero incentive to get into close combat – the bonus of a judgement on the target is generally not worth the added healing load of an extra body in melee. So healadins sit back, the seals and judgement on their actionbars going virtually unused.

This may change in 2.3 – obviously, a healer paladin is still going to need to spend most of their time healing. However, the potential to actually deal some worthwhile damage while still in healing gear really suits the paladin’s nature as a hybrid; assigned to spot-healing (or a pull with lower healing needs)? Join in melee, put up judgement of light on the target, and half your healing work is done – you can whale away with seal/judgement of righteousness while your melee swings keep judgement of light active, and just throw some flashes of light to top people up. Obviously, this isn’t going to happen on every fight – or even most fights – but the fact that it’s at least a worthwhile option adds some much-needed versatility to a spec whose contribution to a raid consists of mashing two buttons.

Speaking as a healadin, thumbs up.

Off-Healers
Many raids have one or more off-healers – people who can heal if needed, but are far better suited to pewpewing away. Shadow priests, elemental shammies and boomkin are the classic examples (since holy shockadins just don’t tend to raid, and ret pallies/feral druids/enhancement shammies have totally different gear needs for their roles). Using these people to best advantage tends to be a dilemma for heal leads and raid leaders: what happens when you have a target who needs a bit of healing, but not much? Why, you put an off-healer on the job. But what do they do in between, or after the healing? They pewpew half-heartedly while stuck in heal gear.

The High King Maulgar fight is a perfect example, for those of you familiar with Gruul’s Lair. The offtank for Blindeye needs some healing, but not that much, and not for long; Blindeye is the first kill target, and doesn’t do much damage even while he’s up. An off-healer would be perfect for healing the Blindeye offtank, but what gear should they wear? If they wear healing gear, they’ve got all the DPS ability of a bag of wet feathers and they may as well AFK for a coffee once their heal target’s done tanking Blindeye. If they wear DPS gear, they’ve got sod-all in the way of mana efficiency and conservation for healing (since healing and DPS mana regen/conservation mechanics tend to be different for most classes), so by the time they’re done healing they’re low on mana, and there’s nothing sadder than seeing a shadowpriest resorting to wanding.

2.3 fixes this kind of dilemma. You put your offhealers in healing gear, and they’ve got the mana longevity and efficiency to finish their healing duties with a goodly amount of mana left – and then they can turn to pewpewing and still do 60-75% of the damage they’d do in full DPS gear. (Of course, this assumes that your offhealer is nearly as well-geared for healing as they are for DPS, but in my experience that’s generally true.) Suddenly, your hybrids really are hybrids, able to do more than one job reasonably effectively, rather than people who can do more than one job – but only one at a time.

Speaking as a healer lead, thumbs up.

A quick look at guild banks.

Coming up in 2.3, there’s a new guild bank feature. It’s accessible from any bank and easily seen – it looks like a huge vault door in the bank. A few folks from our guild have been playing on the test realm to get some early experience with Zul’Aman (the new 10-man post-Karazhan raid), and while I was there I figured I’d check out the guild bank. I know a few of my friends are Guild Leaders of their respective guilds, so this might be of interest.

A guild bank doesn’t have bag slots like a player bank, but it does have the option to buy multiple tabs – up to six, at present. The prices on the test realm are punitive for more than a few tabs: the first tab is 1 gold, the second is 10g, the third is 100g, the fourth is 1,000g, the fifth is 5,000g and the sixth is 10,000g. I can’t imagine many guilds will be buying the last two tabs, not when you can still run regular banker alts to hide less-relevant items.

This is the guild bank interface after buying two bank tabs. The tabs are the ? buttons down the right hand side; the + button below the ?s is used to buy new tabs and I assume only the guild leader can see it.

You can see the tabs for the logs at the bottom of the window; unfortunately I couldn’t check out the features as clicking on either log tab immediately disconnects you from the server. Thumbs up Blizz! (Yes, okay, it’s a test server for a reason. I’m sure it won’t go live with that issue.)

I haven’t actually tried out the withdraw/deposit buttons down the bottom right; I think they’re for putting money into the bank and taking it out again.

And here we have the ugly side of guild banks. Here is the bank in use: it’s a HUGE MESS. From a usability perspective this is terrible; it means every guildie has to mouse over every single slot and check the tooltip to see what an item is. A text list in the forums is WAY easier to deal with for users (although much more of a hassle for administrators); at least then only the banker has to know what’s what, and generally will be more familiar with the items they’re holding than an average guildie.

Seriously, Blizzard, I know you’re invested in giving people interfaces full of pretty icons and no text labels, but that only works with inventories where you’re only managing 10-30 items with wildly different icons. For guild banks, with hundreds of items? Wrong design paradigm. Learn to love text labels, or better yet, text-based lists.

Until then, I long for the day someone releases a Guild Bank addon that redraws the guild bank as an operating-system-file-browser style of interface, with small icons and text labels next to them.

And on a less whingy note, here’s the interface for setting bank access permissions, based on guild rank. It’s basically fine, although I’d be happier with an option to allow people to withdraw unlimited stacks a day (eg. for officers moving things around).

I’ll be interested to see how much of this makes it into live realms without tweaking. I can’t believe Blizzard – who are normally so good with usability issues – thought that guild bank interface was a good idea.

A Guide to Daily Quests: New in 2.3

Patch 2.3 has not yet been released, but it’s going to include a number of new daily quests. Here’s a brief introduction to them:

Instance Dailies

From the 2.3 Patch Notes:
New daily quests are available in the Lower City for 5 man heroic and non-heroic dungeons (Once at a time, a bit like battleground weekends, each day you will get quests for a different dungeons). The following non-heroic dungeons are concerned: Shattered Halls, Steamvault, Shadow Labyrinth, Black Morass, Botanica, Mechanar, and Arcatraz. All dungeons will get quests in Heroic mode. If you’re getting the non-heroic and the heroic quest on the same day for the same dungeon, you can complete both by running it in heroic mode once. Non heroic quests will reward you with a Ethereum Prison Key (various reputation), gold, and reputation with the Consortium. Heroic quests will give you 2 Badges of Justice, gold, and reputation with the Consortium

As an example, I’m looking on the test realm right now. The quest givers are two Ethereal NPCs in the Lower City, one aligned with the Consortium – Wind Trader Zhareem and Nether-Stalker Mah’duun. (They can be found by looking for a blue ! on the minimap – another new feature in 2.3.) The normal-mode daily quest today is for Steamvaults, and requires you to kill 14 Coilfang Myrmidons – reward: 16 gold and an Ethereum Prison Key. Today’s heroic-mode daily is for Heroic Old Hillsbrad, for the Epoch Hunter’s Head – reward: 24 gold and 2 Badges of Justice.

Battleground Dailies
Each day you can do one daily quest to win a battleground; the reward is 12 gold and 419 honor. The questgiver is in Lower City; I don’t know if there are also questgivers in other cities, or if it can be done before level 70. The problem with this quest, of course, is that it requires you to win a battleground, which is a problem in battlegroups where one faction dominates.

Cooking Dailies
I’ve been wondering how these are going to work, so here we go! The quest giver is a goblin called The Rokk <Master of Cooking> in the Lower City. Today he’s asking you to cook “Demon Broiled Surprise”.

“I want you to take my beloved cooking pot and head out to Blade’s Edge. Throw in some shortribs and crunchy serpent – already cooked for extra flavor – and broil it over an abyssal’s corpse, the only thing hot enough to do the trick.”

Rewards: 7.5 gold and either a Barrel of Fish (flavour text: “A warning label reads: Do Not Shoot”) or a Crate of Meat (flavour text: “Mostly meat and whatever else was sitting around.”) Both items are white-quality and BoP; they contain a few high-level cooking mats (scarce fish, useful meats, etc) and also have a chance to contain a new cooking recipe.

A Guide to Daily Quests III: Blade’s Edge

3. Blade’s Edge Quests
These give Ogri’la and Sha’tari Skyguard reputation. At Honored Skyguard you can catch a free flight straight from Skettis to Ogri’la, and vice-versa. These quests give you monetary rewards and Apexis Shards, which are used to power some quest items, buy rewards from the rep vendor (including health and mana pots that work in the Blade’s Edge plateaux and Gruul’s Lair) and buy flasks from the crystalforges in Forge Camp: Wrath and Bashir’s Landing. These flasks can be used in Gruul’s Lair, and are very useful for it. In the early days of these dailies you will be scrounging for Apexis Shards (which also drop off mobs killed in the area); after a few weeks, you’ll have more than you know what to do with.

3.1 Precursors:
These are the worst precursors of the lot, because they include 5x 5-man quests. Most of them can be 3- or 4-manned, but the second-last quest absolutely requires 5 people to summon the boss.

They begin with a quest from an ogre in Lower City (below the Scryer bank) to speak to Mog’dorg the Wizened, at the Circle of Blood in Blade’s Edge Mountains. Mog’dorg will give you 3x 5-man quests to kill gronns and loot items from them.

Continue reading A Guide to Daily Quests III: Blade’s Edge