Dying in Azeroth: The Graveyard Zerg
The gates of the new Ahn'Qiraj area have been opened on nearly half of the realms, with war effort turn-ins
complete on many more. One design feature of these dungeons has brought a old tactic to light - the graveyard
zerg. For those of you unfamiliar with the term "zerg," it comes from another Blizzard universe -
Starcraft - and refers to a race which would frequently overwhelm their opponents by sending large numbers of fairly
weak troops at them. In World of Warcraft, you may see the term used to describe any tactic which involves
overwhelming an opponent with numbers, rather than by strength or tactics. A graveyard zerg in WoW refers to
players dying and then running back to resurrect and rejoin the fight as quickly as possible - conceivably granting
players a near-endless supply of fresh troops.Blizzard designs with this in mind, however, and for various reasons it's an impractical tactic for many fights. Blackwing Lair, Molten Core, and Zul'Gurub are all a good distance from the nearest graveyard. Closed gates in areas of Blackwing Lair will physically prevent a player from entering once a fight as started. Respawns in Molten Core will prevent a player from easily rejoining their group (some of these seeing through stealth as well). The green dragons leave a 15-minute debuff on a player which leads to an extremely quick death should they re-enter the fight. Outdoor boss Kazzak becomes more powerful for each player who dies while fighting him. (Admittedly, I've seen people graveyard zerg Azuregos, another outdoor boss, before. But it's certainly not the easiest way to kill him.)
However, the graveyard nearest Ahn'Qiraj is very near to Ahn'Qiraj - right outside the gate, in fact - making one wonder if graveyard zerg is going to become more of a stock tactic. The 40 player instance has a fairly quick respawn rate (about 30 minutes - which is still much slower than the 15 minute core hound or 7 minute lava imp respawns in Molten Core), and I haven't noticed specific respawn timing for the 20 player instance. I suppose this gives players additional flexibility while attempting to learn the instance, it seems sufficiently easy to do that you have to wonder whether it will persist after the initial "learning" phases. My thoughts - if anyone does give this a try, they'd best be prepared for skyrocketing repair costs.
Filed under: Instances






Reader Comments (Page 1 of 1)
Chubby Feb 27th 2006 2:42PM
Personally, I hope Blizzard puts this new GY by Raid Instances on all their future products.
There is absolutely no fun or joy in wiping several times in lets Say BWL and having to spend 15 minutes just getting everyone to run back.
With the time it takes with rebuffing and medding to start again each wipe can take 30mins+ and that takes time away from either progessing through the zone or continue learning strategy against a particular boss.
Chubbs
angeldevoid Feb 27th 2006 3:07PM
Acctually...
this is how we defeated the colossus bugs durring the event.
we made a line of players and coaxed the bug to follow us to town. there guards would keep the bug at bay while we kept placing debuffs & DOTs on him between colossus swipes.
Peter Feb 27th 2006 3:26PM
6 minute core hound respawns? What MC are you running? Last time I checked they respawn after 15 - 18 minutes.
elizabeth Feb 27th 2006 3:36PM
Er, I was apparently confusing my respawn timers. You're right, the hounds are on a 15 minute timer, and I was thinking of the lava imps, which are actually on a 7 minute timer. (It would have taken a lot longer to learn the instance with core hounds respawning that fast, considering the sort of trouble my initial MC runs had with them...) Thanks for pointing that out, I've corrected the original post.
forzaq8 Feb 28th 2006 6:47AM
kinda remind me of Omen raids
everyone just kept rezing at the GY
first time i learned that the faster you die , the more longer you have to wait ( i waited for 2 minutes )
which i don't think helps GY zerg