Mad rogue beyond Thunderdome: Your guide to the Ring of Blood

The Ring of Blood is probably the most talked-about quest in the Outlands. It definitely has the most talked-about rewards -- a choice of six excellent weapons, including a two-handed axe, a rogue dagger, a fist weapon, a nice caster staff, the aforementioned Staff of Beasts, and a healing club. I know a lot of people are really interested in successfully completing the quests, and since I aspire to please my reading public and get that sweet, sweet fist weapon, I grabbed four of my guildmates and took the plunge into the Ring of Blood.
What followed was an excellent lesson in how Alliance and Horde, by calmly working together and trying to help each other, can turn a simple fifteen-minute quest into a two-hour nightmare.
Lured by the promise of getting to comment on the quest in this article, I managed to gather a crew of four guildmates, all above 65, who wanted to finish Ring of Blood. We had Synbios, our protection-specced tank; his roommate Gorah, a resto shaman; Darkboom, a level 67 mage; and Darkboom's friend Exiledchaos, a newly enhancement-specced shaman who likes Arrested Development a little too much. We all headed out to the Laughing Skull Ruins in the northern part of Nagrand to start the quest at Gurgthock's ring.
In retrospect, it probably wasn't a good idea to start the quest at 7 pm on a Friday night. Perhaps 7 in the morning on Sunday would have made things a little easier. But when we saw that the Ring of Blood was already inhabited by two Alliance groups, we knew that we couldn't turn back without forever being ashamed at ourself for running from the allies.
Gorah instructed us not to gank, because we knew that would make it a longer time. Instead, we stood in line and waited for the quest guy to open up, figuring we could all take turns in the arena. We did the first quest in the series of six -- a pretty simple tank and spank fight with Brokentoe -- with the Alliance helping us. It was kind of cute, in a gnomish sort of way. It was only after the first fight that we realized the big problem with the quest.
It's a six-part chain quest, so everyone has to turn in the first part of the quest so you can all progress to the next part at the same time. Otherwise, someone will get left behind and you'll have to repeat a fight. This wouldn't be so bad, except that as soon as another group starts a fight, you can't talk to the goblin NPC anymore -- whether to turn in the quest or start the next one. So basically, we had three groups sitting directly on top of the NPC, competing to see who got to do the next fight. We lost the next four or so chances to the Alliance, who had picked up a strategy of dropping a freezing trap on top of the NPC. We still weren't actively fighting, but it wasn't looking good.
We managed to tag the NPC and kill the next group -- two Murkblood brothers who were pretty simple to defeat. We waited through a few more Alliance groups and then got the next guy, a giant called Rokdar. He hit hard, but it wasn't very difficult. After this, though, we started having problems. We fought the fourth boss, a giant voidwalker who absorbed some of our attacks, with no issues -- but it turned out that Synbios, our tank, hadn't turned in the third quest. We had to wait in line again to redo the voidwalker. The Allies were displeased, to say the least, so we tried to curry their favor by helping them with their own bosses.
We killed the voidwalker again and started the fifth boss, the Warmaul Champion. This guy was actually pretty hard -- our tank was taking some massive hits, and the boss was charging random people in the crowd. It didn't help that about halfway through, an Alliance group that had just finished up decided to vent their frustration by attacking us. We wiped and called for aerial support. Some very nice shamans came down and helped us finish off the attacking Alliance, who headed off for greener pastures as two more groups arrived to do the Ring of Blood.
Luckily for us, the confusion had cleared out the area around the NPC enough for us to abandon the quest, restart the fifth round, and finally kill the Warmaul Champion. (Note: have one or two dedicated healers, have a well-equipped druid or warrior tank, and prepare for your clothies to get charged.) Unfortunately for us, we had started the quest before Gorah had abandoned his. We had left behind a groupmate once again.
Some difficulty in communication and a lot of swearing ensued, and we somehow managed to spawn both the sixth round guy and the Warmaul Champion at the same time. Everyone died. Not just us, but two Alliance groups, one other Horde group, and the very nice 70 shamans that had flown in to rescue us. And the two bosses weren't going away. Finally, Exiledchaos managed to evade bug one out by climbing onto a roof, and both bosses despawned. We took five to clear our heads (we had been there for about an hour and a half) and came back with new instructions. "No one but Synbios is to even TALK to the NPC. Stay five feet away, and let Synbios get the Warmaul Champion."
The break must have cleared our heads, because we killed the Warmaul Champion much easier this time. A lot of Alliance and Horde helped, probably because they felt sorry for us. Synbios turned the quest in and started up the final boss, Mogor, Hero of the Warmaul. We took him down fast. He hits hard, but he's less of a pain than the Warmaul Champion, although he does ankh after you kill him the first time. He also uses chain lightning, so have everyone who isn't melee stand far back.
After two hours, the five of us finally walked away with our weapons. Synbios, Exiledchaos and I took the Mag'Hari Fury Brand, Darkboom chose the Battle Mage's Baton, and Gorah picked Mogor's Anointing Club because he's one of those weird healer people. So, guys, what did you think?
Exiledchaos: I thought the quest chain was a good idea, but much like everything else Blizzard does, it fails. Terribly. If they could've made sure that only one mob spawns at a time, it would've been perfect. I have four things to fix: a queuing system, guards, fixing the multi spawn bug, and turning in quests when a fight is going on.
Gorah: I thought over all the quest was fun. Good idea, good story line, but the execution was horrible. Way too many people fighting over doing one repeated quest. They should make it one long chain, or in an instance of sorts, to avoid the mass lciking and people missing parts of the quest. We also need to have the ability to turn the quest in while one is going on.
Darkboom: It was a good quest, but an idiotic way to do it. It took 2 hours to do a 20-minute quest.
Synbios: Umm, coolness 7 out of 10, but the way it all went down with everyone mass zerging, it took away from it. A one-room, five-man dungeon would have been better.
Me: I swore never to do the Ring of Blood again. The next day, I went in after midnight to help a priest friend who had just turned 65.
This time, the quest took fifteen minutes.
Filed under: Walkthroughs, Quests, The Burning Crusade, Guides






Reader Comments (Page 1 of 1)
therandomguy Feb 1st 2007 7:53AM
When I finally get to Outalnd, perhaps it won't be so bad XD
Toli Jan 29th 2007 3:22PM
I agree that it was painful, but I think a simple thing they could do to make it less frustrating is give us 2 NPCs, one to get the quest, and he has you complete it to his buddy next to him. Then people could complete to teh 2nd NPC while a fight is in progress, and one person per group could then go to the other NPC to start up the second one.
Atie Jan 29th 2007 2:29PM
wow...good advanced knowledged to use! Will remember to not hit during prime time!
Jp Jan 29th 2007 2:42PM
I'm going to have to agree heavily with the bad timing aspect. I did this quest series from start to finish last night with a good group in roughly 35 minutes(the Warmaul Champ kept eating through our feral tank like he was wearing cloth, so even though we killed him 4 or 5 times, it took until the 6th time for our tank to finally get credit. As a warning, bring someone who can rez, as releasing spirit fails the quest). Simply because we were the only group wanting to do it.
I'm going to be blunt and say it: when you noticed there were 2 alliance groups trying to do it, you should've gone and done Buying Time, Durn, one of the Safari quests, or an Auch instance, instead of waiting around.
Matt Jan 29th 2007 3:21PM
PvE server FTW! We all worked together, Horde and Alliance, because we realized that it would take far less time to do it with 20 people DPSing than with 5.
BartmanDK Jan 29th 2007 2:48PM
Well when i did it whing some guild frinds of mine only one of us had to actuly go get the quest, the rest of us got a box saying if we would like to join it or not, so we got it over in like 15 min or less
crsh Jan 29th 2007 11:33PM
Who cares about the dagger, that fist weapon is awesome (think Claw of the Black Drake-level from BWL) and worth respeccing fist specialization for.
Ok, fine, you can't ambush/backstab with a FW. :D
Ian Jan 29th 2007 3:30PM
So because you couldn't organize your group mates, that makes it a bad quest?
I'm not on a PvP server, which makes this quest quite a bit easier. But when my group did it, we had no problem getting everyone to turn in a quest before starting the next one. Simple communication.
Smithra Jan 29th 2007 3:15PM
Bartman,
The catch in quests like this is that if someone hasn't turned in the last leg, they're not yet eligible for the new leg and they won't get the "[name] has started [quest]" message.
Lenny Jan 29th 2007 3:28PM
Good knowledge to know. Someone on our guild forums had mentioned that this was a good quest chain to partake in. Is your guild \ server in this time zone or more west? I'm on a mountain server even though I'm in Raleigh and it makes scheduling events like this fun.
Halicante Jan 29th 2007 4:16PM
We have tried for 2 days to get this quest done but the alliance keep attacking us during the pulls. It's pretty (read: really m-fing) annoying, but hey, pvp server I guess :-/ The 70 hunters sniping us from the rooftops really pisses me off though...and the 70 rogues who would stunlock us after the encounter started.
But I digress. It will be done eventually....maybe just 3 weeks after the PVE realm folks though lol
priest Jan 29th 2007 4:40PM
PvP server, whine more.
jorton Jan 29th 2007 5:58PM
I hit 65 just in time to be invited by our guild to make a go at Ring of Blood. My experience was mixed:
Got there and there were about 10 of us Horde, and 10 Alliance.
At first everything was good, Horde and Alliance seemed to be taking turns turning in and starting battles, we were all helping each other across faction lines.
Then some jackass Alliance started camping the quest giver and started battles for them over and over, so fast that we couldn't even talk to the quest giver.
I couldn't tell, but it seemed (by the random order of the boss, the same people tanking over and over, etc) like either they were having a lot of problems with everyone being on the same boss at the same time, if they didn't realize that they could all get credit if they did the same one, or if they were purposely messing with us. The same group of 10 was doing boss #4, boss #2, boss #5, boss #1, boss #2, etc...
So we couldn't even catch the quest giver in time to turn in our previous battle, let alone start our next one. After about 15 of their battles in a row, we all mounted our kodos and sat on the quest giver. It didn't make it impossible for them to camp the quest giver, but slowed them down to the point where we could at least progress a little. Still by then most of the group had to get to sleep, so we left unfinished.
Oh well, we still had fun, and it was awesome watching those bosses fall no matter who was fighting.
isobelle Jan 29th 2007 8:07PM
@5:
you fail.
Bill Jan 30th 2007 11:42AM
I did this twice. The first time, I was just an extra body, since I was level 64. So I was able to observe what happens. I'd recommend anyone just go and watch a few rounds and see what happens. Since it's an outdoor event, feel free to jump in and help. If you're lucky and get the killing blow, your name will be /shouted across the zone.
I'm Horde. The Alliance tagged at least one of the spawns, but apparently our group was still able to get credit for it.
When I was eligible, I went up and found two groups already doing it, so they invited me. Turns out they were pretty coordinated, and split into two 5-man groups (NOT raid groups), and talking over Vent. The first group was the people with the chain, and the second group was the assist group.
When the first group was done, we took a breather, and then started on the second group. Since I was main tank, they had me trigger the events.
We had a few setbacks. Once, one of the bosses glitched, and reset back to full health. I also lost aggro on the boss who likes to randomly charge into the squishies, so we lost our healer.
Other than that, I'd say the biggest advantage was coordination over voice chat.