Heroic speed runs
Most of us have been running heroics since the daily random quest was first introduced with TotC, and since then we've been running them every day, on every one of our 80s, for what seems an eternity. Even over-gearing them and short dungeon finder queues can no longer keep the heroic grind from being mind-numbingly dull.
Enter speed runs.
By speed runs, I'm not talking about just going fast. Even PUGs these days move pretty quickly through heroics. I'm talking about going as fast as you possibly can. Racing through the heroics, pulling crazy numbers of mobs, skipping everything skippable. Not only will your heroic run be much shorter, but it will suddenly be much more dangerous too. When you're pushing line of how much you can do, even slight positioning errors or DPS pulling aggro can result in wipes.
Speed runs have the potential to put the challenge back in heroics, and today we're going to talk about how to pull of the best time that you can.
Not for PUGs
Right off the bat, I want to stress this is not something for PUGs. Sure, you can go fast and pull a few packs at a time, but if you try a speed run in a PUG, you're probably destined for a wipe. PUG members are forever wandering off, getting lost, DPSing too soon, begging to hit all those optional bosses, etc. And fair enough, they didn't sign on to blitzkrieg the place.
Definitely get a group of friends together to do this. Just like I don't recommend trying to force PUGs to do your heroic achievements, I don't don't recommend trying to force them to do speed runs. Besides, you'd probably waste any time gained trying to explain to them how you go faster if they don't DPS for a while.
Rule #1: Skip everything
Your first goal in a speed run is to skip as much of the content as possible. Wrath heroics are absolutely filled with optional bosses, many of which people don't realize are optional. Sure, it may only take you 30 seconds to down the boss that you're passing anyway, but 30 seconds is a lot of time to waste on a speed run.
This also means skipping trash whenever possible, which sometimes takes very specific positioning. If just one person wanders too far to the side, you can suddenly pull far more than you bargained for. This is particularly true at the end of Halls of Lightning.
I'll be included a list of all the bosses that I know can be skipped in the tips section at the end of this article.
Rule #2: Punches in bunches
The concept here is that it takes exactly the same amount of time to AoE down four mobs as it does to AoE down 10 mobs. So make big pulls. Gather that first group, then the next, then the next. Check out the first two pulls in the video above -- they're massive. The actual amount that you can pull will depend on you tank and healer, but in general you want to be pulling so much that the tank needs to use tanking cooldowns. Anything less and you're likely wasting time.
Rule #3: Don't DPS ... yet
This seems to be the hardest rules for people to follow -- but do not DPS until your tank has finished pulling everything that he's going to pull. If you start attacking that first group, you will pull aggro. Your tank is busy running toward the next group down the line -- he's just generating enough aggro to keep those mobs of the healer and on his tail. If he stops to compete with you on threat, you won't be moving. DPS are the greatest cause of failure of rule #2. The tank cannot gather up huge packs unless you let him.
Here's what often happens: tank hits first group and moves on. DPSer starts attacking while moving. Either the tank stops pulling and goes back (at which point you're pulling one group at a time), or the DPSer pulls aggro and starts taking damage. The healer heals him and pulls aggro and dies. Now it's a wipe -- or at best, a sloppy, brute-force recovery from a potential wipe. Either way, it's slower. One of the joys of speed runs is that execution matters again, but that means holding off on your DPS.
Once the tank pulls his last pack of mobs, then open up; give it everything you've got. Hunters should absolutely use Misdirection and rogues should use Tricks of the Trade. You'll notice in the video above the tank was a warrior -- arguably the worst at AoE threat -- and he had no problem holding aggro at all even on groups of up to 20 mobs, because the DPS waited until he was done pulling. Sure, if your tank is gearing solely for mitigation and not threat you could have problems -- but then you should be smacking your tank upside the head anyway.
You'll also note that on the video above at the stairway just past King Dred one of the DPSers started attacking on the run, causing the tank to have to run all the way back down the stairs to pick up the stray mob, wasting valuable time.
Heroic speed run tips and tricks
Here's a list of some of the tips and tricks that I've learned while speed running heroics. Most of the time you just follow the three rules of speed runs and you're good. But it also helps to know what is and is not skippable.
- Ahn'kahet (Old Kingdom) Prince Taldaram and Herald Volazj are the only two bosses you have to fight, out of the five bosses in the instance. After fighting Taldaram, go down the hallway to the platform at the top of the stairs. Turn right and jump off the ledge there to minimize the trash you have to fight. Be sure that pet classes dismiss their pets before this jump. You should be able to kill Volazj before the second Insanity is cast.
- Azjol'nerub The second boss, Hadronox, can be skipped. This is easily accomplished by resetting the mobs in the spiderweb area. Just have a hunter, rogue or night elf as the only one in line of sight of the mobs. They engage the mobs, then Feign Death, Vanish or Shadow Meld. The mobs will all despawn and you have a short window of time to run down to the hold that leads below. Also note that Anub'arak shrugs off DoTs before he submerges; however, you have a tiny window to reapply the DoTs so that he keeps taking damage while submerged. You should be able to kill him after only two submerges, though the final pack of mobs will still come after he's dead.
- Culling of Stratholme This place is where speed runs go to die. Almost all of it's on a timer, and you can just hope for good luck in random mob spawns. We like to pull the Infinite Corruptor in with Mal'ganis (though of course you can skip him).
- Drak'tharon Keep You can literally skip every boss up until the final boss. To skip Trollgore, just engage him and then run into the next room, and he'll leash. Novos you can just walk through -- he'll engage, but you'll be long gone before the first add appears. Alternatively, you can skirt around the left edge, as you see in the video above.
- Forge of Souls Chain pulling can be very dangerous in here, since the mobs actually do significant damage, so be cautious. Bronjahm can be skipped -- just engage him and run past. By the time you get about halfway up the walkway, he'll leash back to his room.
- Gundrak Eck is the only skippable boss here that I'm aware of. Big pulls and jumping off ledge shortcuts are your main ways to save time.
- Halls of Lightning General Bjarngrim can be skipped -- just choose a path opposite the direction he's patrolling and move on. In the big room past Ionar, the vast majority of the mobs can be skipped if you choose your path very carefully and pull only very specific packs.
- Halls of Reflection There's nothing skippable here, and much like CoS, you're pretty much stuck on a timer.
- Halls of Stone Maiden of Grief and Krystallus can be skipped. The Tribunal is still slow and painful.
- Nexus Nothing is skippable in the Nexus, but you can do some truly massive pulls. My tank is a big fan of pulling Anomalus all the way over to Ormorok's area.
- Oculus Nothing skippable here either; however, this instance can be run in about 11 minutes just with good, solid execution. You just need teammates who know where they're going.
- Pit of Saron You cannot skip any bosses, but there is a shortcut. Tank Ick as close to the pathway leading up to the tunnel as you can without his leashing (about 20 yards away or so). As soon as he dies, have the entire party mount up. You can then ride up the pathway before the first two packs of mobs get there. You'll still have to fight the second two packs. Also as you're completing the tunnel, be sure to have someone run out ASAP to engage Tyrannus to start his long RP sequence while you're killing the last swarm of tunnel adds.
- Trial of the Champion About the only thing you can do here is teach your party to joust.
- Utgarde Keep Prince Keleseth can be skipped, but the four mobs in front of him cannot. So clear them and move on. A great deal of the trash can by bypassed, especially the trash immediately in front of and to the side of the base of the staircases. Just hug right and keep moving.
- Utgarde Pinnacle Svala and Gortok (the statues encounter) can be skipped. When you engage Skadi, don't hesitate but move as quickly as possible to the harpoon launchers and AoE the adds down. If you're lucky, you'll get all three harpoons you need on the first pass. When you're fighting King Ymiron, remember that you can use your PvP trinket and various class and racial abilities to break out of his stuns, giving you more DPS time.
What pro tips do you guys have for speed runs of heroics? What secret do you know that can shave a good chunk of time off a run? Did I miss any other bosses that you can bypass?
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 6)
Runciter Apr 23rd 2010 11:13AM
On Pit of Saron, you actually can skip three of the four pulls leading to the tunnel: The first two like you said, and the third just by hugging the wall to the left. It doesn't look like you can, but you can!
nieboh Apr 23rd 2010 12:10PM
Also, on this, it seems that the two mob packs don't start moving down the ramp until you get near the base, so even if you kill Ick over by his starting point, as long as everyone mounts up and stays together you can still ride past the first two without having to bother with them. The third can indeed be sidestepped by hugging the cliff on the left.
mds Apr 23rd 2010 11:17AM
It's said that these tactics are something that should be done in an arranged group, and yet many of these tactics are being used and abused in PUGs with regularity, which is behavior I disagree with. Then again, the random dungeons are often as impersonal as an elevator ride these days.
In Azjol Nerub, if you glitch the encounter and someone then dies either during the encounter or gets gibbed by the adds when they catch up (as may be likelier in a pug), they will find it difficult to impossible to rejoin the group. Said group has often hauled off down the hole. I've seen this occur, it's frustrating for the dead person, and this feels too close to the old Zul'Aman exploit for me. I don't judge the groups that use it, but I agree a lot of these things listed are bad habits for PUGs.
Irem Apr 23rd 2010 12:01PM
Unfortunately, once the playerbase figures out that something -can- be done, they figure that it always -should- be done, and that results in PUG groups thinking that this sort of run is the norm and heaping abuse on the tank or on less experienced players because their heroic daily took longer than ten minutes. I've even heard people complain that anyone not equipped to do speed runs is inconsiderate and inconveniencing the rest of the group, and that they should be forming their own parties with their friends to do normal runs rather than using the dungeon finder (when really it ought to be the other way around)!
Cliffbar Apr 23rd 2010 12:43PM
Actually, if someone does die there, it is possible to rejoin the group. If you jump off the top of the ramp aiming to the left of the two scarab guys, you won't aggro them, and then it's just catching up to the rest of the group
MazokuRanma Apr 23rd 2010 2:16PM
I'm kind of surprised they'd actually openly recommend readers use the Hadronox exploit in AN. People should keep in mind that while it does work, and I really think it's unlikely you'll be caught, this -is- a ToS violation, and you can therefore be penalized if you try this in a PuG and a disgruntled member opts to report you. This is quite clearly abuse of game mechanics, after all. I personally flat out refuse to use this trick in a PuG run, it's not worth the risk to me.
Hollow Leviathan Apr 23rd 2010 7:03PM
The worst part is when leveling PUGs use these strategies. Dudes! We're all here for XP, kill those suckers, don't jump in the water in Gundrak, pull those adds, please!
Dbodinem Apr 23rd 2010 11:24AM
Ditto on Runciter's comments.
You can skip by hugging, actually easier than getting a group together to do coordinated mount run most of the time.
jugismaero Apr 23rd 2010 11:25AM
I collect the emblems, so I'm not usually a fan of speed runs. What is the purpose unless you are doing it the first time of the day for frost?
Hih Apr 23rd 2010 11:27AM
People have done speed runs for *everything*. The point is for fun. Not for emblems.
(cutaia) Apr 23rd 2010 11:47AM
Hih,
You're not 100% correct about the motivations of people doing speed runs. Sure, there are people who do these for fun, but there are also far too many people in random dungeon groups who insist on using boss-skipping tactics strictly for the sake of getting their 2 daily frost badges quicker. Why? Because they've got 5 other alts they want to run the daily with still.
Irem Apr 23rd 2010 12:09PM
Curse of the end of the expansion. Most people have been running these dungeons nonstop for over a year and are sick to death of them, and quite a few of them have everything they'll ever need from Triumph badges. So how many badges you can get is dependent to a certain extent on how many people in your group need gear or are okay with clearing the whole instance.
jugismaero Apr 23rd 2010 6:37PM
I think that it should be agreed upon. That normally isn't the case, though. I didn't even start the end-game play until after the queue, so naturally I need the emblems, and I have an alt that I am buying heirloom gear for. It is frustrating when people want to do speed runs and are rude about things like GS or whatnot. I didn't do any dungeons when leveling, so it's all kinda new to me.
nieboh Apr 23rd 2010 12:37PM
@Irem
I have a few alts that haven't yet made it to 80, and my wife is on the verge of having her very first max-level toon (her shaman is 78 now...got her warrior to 65 or so before WotLK hit, and had her warrior at around 56 when BC hit...she enjoys taking her time.) I absolutely cringe to think about what it will be like to get her to run heroic instances when she finally makes it to 80.
I think there should be more options available than just your group role when signing up for random dungeon. "Relatively Clueless", "Still gearing up", and "Git 'er done". They can shove all the "Git 'er done" people together and they'll be happy not having to carry someone who might struggle or slow them down. The people gearing up can do all the optional bosses and get more emblems for buying their gear. Not sure about the relatively clueless group...maybe this doesn't need to exist. Those people might want to run the instances in non-hero mode first to get their feet wet.
(cutaia) Apr 23rd 2010 12:41PM
I don't know if it's an end-of-expansion curse. I think it's more an issue with Blizzard's impementation of this idea. Convincing overgeared ICC-25 raiders that they should still run a heroic every day? Well, what'd they expect would happen?
I hope that they stray away from this type of reward system in the future. Anytime you're putting random people together like this, there should be a somewhat reasonable expectation that the players' goals aren't entirely contradictory.
Methuus Apr 23rd 2010 12:46PM
Yeah, the point is just for fun to see how fast you can actual do them. If you read Brian's main blog (warcrafthuntersunion.com) he says that his guild does these as fun competitions. Teams form up and a heroic is picked randomly, then everyone gathers at the portal for the instance and they have a race (with some minor prizes supplied by the guild for the winners).
Lemons Apr 23rd 2010 2:55PM
@nieboh
Unfortunately segregating the battlegroup in such a way would just make for would make the already long queue times even longer.
@(cutaia)
They're not ENTIRELY contradictory...both want badges, and both want to finish the instance. Not really a big deal imo. When I was gearing my pally we would sometimes do optional bosses and sometimes we wouldn't. One time I got mad and left a group cause we didn't do Eck, but looking back that was actually really dumb. I left because of one badge, but finishing the instance would have netted me three badges.
Irem Apr 23rd 2010 2:59PM
@nieboh I like that idea. :D
@cutaia I can see what Blizzard was trying to do. The Frost emblems are there specifically to tempt geared players into the 5-mans so that there are always enough people to fill parties. The reason I say it's the end of the expansion curse is because by now, most of the playerbase that's interested in this stuff is max level and raiding, and there's no reason for them to go into a 5-man on their mains other than to get Frost badges. We're also at a point at which all those players outgear the instances, which allows for cutting corners and speed runs with a well-geared group, and contributes to them feeling like they're slowed down by someone for whom the stuff in heroics is an upgrade.
When we hit the new 85 heroic dungeons in Cataclysm, I think the system will work more smoothly from the beginning, even if they offer something like badges for daily randoms. Just because there won't be this massive gap between fresh 85s (the group the instances are tuned to be a challenge for) and players who are so geared that they can practically sleepwalk through the content.
Frostheim Apr 23rd 2010 4:29PM
The dungeon finder system definitely has disadvantages with overgeared people just wanting to blast through. On the other hand, one of the advantages of it is that they did make it worthwhile for the overgeared people to do them.
The result of this is a *lot* more people wanting to run heroics (shorter queue times) and undergeared people almost always end up in a group with overgeared, making the dungeon run far, far more likely to succeed and get them the loot and badges they need to gear up.
I worry that if it was split into experience groups, then it would basically be like making it "hardmode" and "ez mode" runs. For every person that would like to take on a half hour heroic run that's truly challenging, I'll bet there are 50 more that would prefer the assistance and guaranteed victory.
(cutaia) Apr 23rd 2010 5:24PM
"making the dungeon run far, far more likely to succeed and get them the loot and badges they need to gear up."
Of course, that brings up yet another problem: Where are new 80s supposed to learn how to play well with all that shiny gear? How can they practice when everything dies too fast for them to get through their rotation?