The OverAchiever: Starting Glory of the Hero

Time for some thrilling heroics. -- Jayne, "The Train Job"
When I look at the Dalaran landing pad, I see fewer red proto-drakes than I should be. This pains me, dear readers. The 5-man heroic achievements are a lot of fun, if admittedly time consuming, and they force you to think on your feet and wring the most out of your character's abilities. Plus - it's a proto-drake. If you didn't get a 10-man or 25-man drake before 3.1 hit, you're out of luck there. Odds are good that you're still waiting for a green one to hatch out of the worthless egg that snake-oil salesman from the Oracles sells you, some jerk is camping the Time-Lost spawn 24/7, and the worst DPS in your Pinnacle PuG was the guy who won the blue drake off of Skadi, right right?
A lot of the WoW population has been at 80 for a while now and has some quality gear under their belts, much of it obtainable without setting foot in a raid. You should be able to pull off all of the 5-man heroic achievements in decent blues with a good group. I highly recommend trying to run with a stable set of players and -- if at all possible -- at least one Shaman. This is more true if your group is still gearing up and needs the damage boost provided by Bloodlust/Heroism.
I thought initially about organizing these from the easiest to the hardest, but I think it's ultimately less confusing to list them dungeon by dungeon. We'll address each dungeon alphabetically, so let's get started with Ahn'kahet:
As a quick note, these guides are being written from the perspective of a player who is usually playing a Druid tank (and occasionally healer). I'll try to point out if I know of alternate strategies for different groups or tanks, but I certainly don't know them all. If there's a strategy you've successfully managed that I don't mention here, please drop a note in the comments.
AHN'KAHET: THE OLD KINGDOM
This is one of the harder heroics overall, but the achievements here range from very easy to fairly difficult. As such, it's a good heroic to use as a diagnostic tool; the individual achievements here will allow you to figure out if you've got the tank quality, healing throughput, and DPS firepower to get through the meta-achievement. If you can manage all of the achievements here, you should be able to manage everything else.
A Bloodlust will help a lot on the final boss and, depending on your group composition, may also help on the first.
Respect Your Elders
As you're probably aware by now, the Ahn'kahar Guardians which spawn periodically during this encounter render the boss and his titchy little adds immune to all damage. Ordinarily you handle this by killing the Guardian (they have about 35K health) and then going back to DPSing the boss and AoEing the adds, but here you're going to have to come up with a way of keeping the Guardians occupied elsewhere. The immunity effect is canceled once you get them out of range, which I believe is roughly 40-50 yards. You know the somewhat elongated room in which you'll find Nadox? Its length is a rough guide to the distance you need to maintain between Nadox and the Guardians in order to keep the latter from granting the former total immunity.
You'll need:
Tank
Off-tank (DPS DK, Warrior, or Paladin is fine)
Healer
Off-healer if needed (hybrid DPS is fine)
DPS
If your tank is very well-geared, you can usually pull this off without an offhealer. I've also had a group successfully use DPS Shamans as Guardian tanks here, but any sufficiently hardy class that can heal itself could probably manage it. Most strategies suggest having your off-tank pick up Nadox and your real tank pick up the Guardians because Nadox's melee is very weak but damage from the Guardians really starts adding up.
Now, I used to do this all in Nadox's room, but commenters in the Wowhead thread on this achievement noted a much better way to do it that I'll be using in the future. As you clear to the boss, take the path to your left, and clear all of the trash you find in the hallway immediately preceding Nadox's room. Have your off-tank aggro him, pull him out of the room down the stairs to the left, and tank him at the farthest end of the hallway you just cleared (if this doesn't make any sense, the commenter Caylie on the Wowhead thread provides pictures). Your DPS and healer stay here as well and just nuke down the boss. If you're situated correctly, Nadox will never go immune.
Your real tank will sit at the stairs and wait for Guardians to hatch. Because they'll make a beeline for your healer, they'll head down the stairs toward Nadox and you can pick them up very easily and keep them tanked here. You may need an off-healer to toss you a few heals because you will be well out of range of the real healer. However, if you're sitting on some decent gear, blowing a few cooldowns and a health pot is usually sufficient if your DPS is competent and Nadox dies quickly.
The Party's Over
Fairly simple. The most obvious way to do this is just to have someone drop group and leave the instance, but apparently you can also have someone drop group, wait for the rest of the group to start DPSing the boss, and then participate as you normally would. The person who drops group doesn't get the achievement but can still help on the kill. Weird.
Volunteer Work
If your tank and healer are well-geared, this isn't tough. Jedoga's damage will increase substantially when her "sacrifice" isn't nuked down, but it's really nothing that a few cooldowns -- or, failing that, a lot of healing -- can't handle. If your tank is still having difficulty living through this, try to have an off-healer in the group who can help out a bit. If that still doesn't work, you can attempt to rotate taunts on Jedoga across her platform -- but with diminishing returns on taunts in 3.1, I think it's safe to say that you should treat this as a tank/healer gear check more than anything else.
Volazj's Quick Demise
This achievement is significantly easier with a Protection Warrior tank, as they can Spell Reflect Volazj's Mind Flay and cause a ton of damage to him, but it's still doable with any class of tank provided they don't threat-cap their DPS.
This achievement becomes fairly straightforward once you realize that the real boss isn't Volazj but rather your Insanity adds. Volazj himself will actually die quickly to competent DPS; it's the adds for whom you need to be blowing cooldowns and potion timers. With a Bloodlust/Heroism and good DPS, you will probably find yourself triggering both Insanities at the same time. If your group has the capacity to deal with these adds within 30-40 seconds, congratulations -- you can do this achievement with time to spare. If you can't, time to start tinkering with group composition or some of the more punk ways of managing this achievement. The good news is that there are a lot of ways to manage this (the Wowhead comment thread lists most of them), from Warlock summons to Army of the Dead to Divine Intervention to having your healer suicide straight off the pull or just come as DPS. The bad news is that none of these will compensate if you just can't pump out the damage you need.
My groups tend to go for the straight burn method, using Bloodlust at the start of the fight and triggering both Insanities at the same time. Using Army of the Dead going into the Insanity phase is extremely helpful if you have a Death Knight, as is stacking your group on top of each other to minimize time spent getting to ranged adds for your melee DPS/tank. Blow all of your serious survival and DPS cooldowns on the adds and get back to killing Volazj posthaste. If you manage this, you should have plenty of time to kill Volazj before the 2-minute mark. The fastest I've managed it is 52 seconds; the slowest has been 1 minute and 27 seconds, so I tend to favor this over more gimmicky techniques because there is room for error or slower/less bursty DPS.
Filed under: Analysis / Opinion, Instances, Features, Bosses, Guides, Wrath of the Lich King, Achievements, The Overachiever






Reader Comments (Page 1 of 2)
Kiki Apr 19th 2009 4:21PM
The only reason I haven't gotten it yet is because I don't care enough for the mount to do Oculus more (or heroics in general) :D
Flight form ftw.
Futue Apr 19th 2009 5:32PM
Hehe me 2.
The mounts look cool, but SFF instacast beats all!
Draelan Apr 19th 2009 4:18PM
I plan on going for the Red Proto-Drake over the summer. Just need to prod some of my guildmates to join me.
Max Apr 20th 2009 9:39PM
it would make me very happy to see this guide continued.
especially for the oculus ones
Gatorg Apr 19th 2009 4:20PM
Props on the Firefly reference.
Dachande Apr 19th 2009 6:40PM
Seconded, though I have a slight distaste for that episode due to how Fox aired it. But I digress. Any reference to The Man They Call Jayne is just shiny by me.
Anyway, good guide. I think you convinced me to give it a shot with my newly-80 Death Knight tank.
Seph Apr 19th 2009 6:55PM
yes adam baldwin will always be the man they call jayne
Task Apr 19th 2009 4:38PM
I would like to go for the drakes but considering that it will be harder to find the TL drake, I'll stick with my Onyx Netherwing drake for now. :P
And I haven't done Oculus myself either.. :(
Codexx Apr 19th 2009 4:41PM
Appears we got here just in the nick of time. What does that make us?
Big damn heroes, sir!
Ain't we just?
daerangûl Apr 19th 2009 4:47PM
Or, perhaps proto's are just to ugly
Eisengel Apr 19th 2009 5:16PM
This.
After the Netherwing Drakes, there's no way I'd fly around on one of those deformed, waddling, saurian turkey vultures. The sleek, stylish Cenarion Expedition Hippogryph is a different story however...
spacehyena Apr 19th 2009 11:06PM
I adore them BECAUSE they look like waddling, saurian vultures. There's alot of design love there... the artists took their time with the proto drakes. Tiny details, like the quivering wings during soaring loop and during the death animation...that's beautiful stuff. It gives the proto drakes serious character. As a designer myself, I say the concept folks did a fantastic job with these beasties.
Sure, the netherwing drakes were sleek and futuristic...perfect for a sci-fi-ish expansion. Now we're someplace much different. Only something as rugged and no-frills as a proto-drake could so convey the harshness and primal fury of the continent we're currently attempting to conquer.
Eisengel Apr 20th 2009 3:33AM
@spacehyena
Sure, I appreciate them from a design perspective... but I wouldn't want to ride around on a giant Titan turd either. :^) In general I think the design team may have gone a little overboard with the rustic, rough-hewn looks of the gear and items, and often it seems the equippable item design isn't always considered with the environment. For instance the epic Tailoring patterns, Ebonweave, Moonshroud and Spellweave, all have thin bikini-type tops (at least on females) while we're in this frozen wasteland... however the previous premier crafted sets (Frozen Shadoweave and Spellstrike, etc) were long, heavy flowing robes in the dense foests, steaming swamps and burning wastes of Outland.
Another huge miss I think are the caster head item designs. I haven't yet seen a single clothie with their helm turned on, unless they had the PvP head, or a tier head. The common texture looks like some weird bondage mask.
I can also don't quite understand why huge, stone-hewn weapons would be more powerful than magically-enchanted and carefully forged metal weapons, like the King's Defender vs a Blackened Blade of the Champion. While they fit the setting... they don't quite make a lot of, well... sense. Now... if the weapons were made of rough-forged Saronite... or were hewn from ancient blocks with Titan runes imbedded in them... that would make some sense.
Yes, there was a lot of design work done on a lot of the items in Wrath... however many don't look all that nice, and some just don't make sense or fit the setting. A work appreciated only for its design and composition is art... but a work in an environment against other pieces (i.e. things in WoW) needs to not only be designed well, but also should fit the reality, environment and culture they're built into while also having some aesthetic merit.
Yes, a lot of work went into the proto-drakes, and if they were only artistic elements, that would be enough... but as player-equippable mounts in WoW, I think they don't quite fit, and at least to me, their look is basically unappealing.
rosencratz Apr 20th 2009 5:37AM
@ Eisengel
That's nice and while i agree with you on some elements of that.
This has always been the case.
IN TBC and pre TBC. Gear has always been a bit iffy. Sometimes the better egar stat wise doesn't look as good aesthetically. This will always be the way.
I disagree with you in 2 places. I DO believe the coherent design of the current gear does work. Everything more or less fits the setting.
I agree on the caster hat front however, why do all cloth helms have to be gimp masks? The only one i've had switched on since i landed on northrend and upgraded my old stuff is the hat of wintry doom and the only advantage to that is you look pimp rather than gimp.
I also disagree with you on the protodrakes, to me they look far far more like what a dragon should look like than the normal dragons in WoW. They're great, vicious, hardy look things. It's fair enough if you don't like them, they're entirely optional in the first place but bear in mind, some people like gimp masks.
BobbyLee Apr 19th 2009 4:48PM
Just a note on the "Volunteer Work" achievement, if you dont quite have the tank and/or heals to pull it off as mentioned in the article, you can pull Jedoga all the way back to the stairs by the door you entered from. Every time the sacrifice starts she makes the long trip back, and her enrage runs out just before she gets to you. Just make sure nobody gets up in front of the tank.
Nice article, looking forward to the rest of the series.
Kvothe Apr 19th 2009 10:50PM
Unfortunately, this one doesn't work anymore. I tried it about 3 days ago with some friends... The boss simply resets if you run too far from her now. You gotta do it with the boss actually getting the buff from the acolytes.
Raz Apr 19th 2009 5:01PM
The second line of this article could have been "My pet should be able to tank Heroics" and I'd still be so happy about the Firefly reference, I wouldn't have been mad at you :D
309blank Apr 19th 2009 5:33PM
I have a question. I only need less rabi with my dk tank and i wanted to ask for a viable group setup/ strat!
after about 3 to 5 wipes unter 15 % or accidental kills im kind of disheartened.
i will can give you some tips for everyone whos asking in a reply for all the other achievements though :)
bendak Apr 19th 2009 5:42PM
@309blank:
We did less-rabi with:
-DK tank (as dps spec)
-Fury warrior
-Holy pally
-Elemental Shaman
-Survival hunter
The key was to get an interrupt rotation down, and for the shaman to spec into the one talent (forget the name) which lowers cooldowns of his shocks so he could shock every 5 seconds.
bendak Apr 19th 2009 5:34PM
Red proto's are much more rare that Plagued proto's and arguably harder because of the amount of achievements and time involved. You need a core group of people who are willing to do these, and to wipe a lot in heroics, AND who are willing to run oculus at least 4 times in less than ideal conditions. So it's a tall order.
Couple points of advice from someone who's done it:
- Get a core group of people and run it all with them. You will all start out with different achievements, so start at the top of the list and go down to every achievement... even if only 1 of the 5 needs it, do it. Also be prepared to have many off nights because some of them couldn't get on, but it's better than leaving someone behind. You're either just going to have to run it again anyway when they come back, or end up having to ditch them like jerks. If you're going the PUG route you will eventually get them but it'll take forever and be met with lots of frustration (try telling a PUG you want to force wipe on the Less-rabi achievement for the 15th time because he transformed).
- Use consumables. Potions, food buffs, and if you know an alchemist, flasks. I can count at least 10 times when an achievement wouldn't have happened if I didn't pop a potion at the right time.
-The difficulty on them varies wildly, and can also change wildly based on your group composition but rest assured you can do them all with any normal tank/healer/3dps setup. It's just that one achievement that might take you days takes another composition 10 minutes. But down the road at some point that other composition may be in the opposite situation.
-If one of your group members is a death knight, it's going to be easier in general.
-Make sure someone is a disenchanter. You are all going to make a lot of gold.
-Take a break for a week if you've had some rough achievements and tackle it later.
Part of me wishes they took the drake away with 3.1 because it's only going to get easier, but I think the daunting list of achievements will keep most people from completing it anyway. And gear isn't everything for these (just look at the oculus ones).