The OverAchiever: Night of the Glory of the Hero

This is the Glory of the Hero series thus far, organized by dungeon:
- Part I: Ahn'kahet
- Part II: Azjol-Nerub and Culling of Stratholme
- Part III: Drak'Tharon Keep
- Part IV: Gun'drak
- Part V: Halls of Lightning
- Part VI: Halls of Stone
- Part VII: The Nexus
Get back here! You know perfectly well they're bribing us to stay with a goody bag these days.
Experienced Drake Rider
This one's very straightforward; you just need to convince your group to let you ride one of the dragons you wouldn't normally take. While you don't have to use it for the entire dungeon (you only have to be riding it during the final boss encounter), you're best off taking it at the beginning anyway to familiarize yourself with the controls. All three drakes are pretty simple.
A warning (and I learned this the hard way): you will not get credit for this achievement if you die during the fight. Don't get brave on any Eregos kill when you're trying to get this done.
Amber Void
Both this and the Ruby Void achievements were once sinfully easy to get; you ran a five-emerald drake group and simply kited Eregos all over the dungeon. You could outrange the whelps, you could outrange the void phase, and the group would just keep whittling Eregos' health down with Leeching Poison. While it took ages, it was an easy way to snag two achievements in one go, and regrettably it was nerfed. While it's still possible to pull off a five-emerald or a five-ruby strat, I'm not sure I'd be willing to try either with a PUG; the former requires a lot of target switching on everyone's part to keep the whelps from overrunning the group, and the latter requires a fairly precise Martyr rotation.
However, Amber Void can be done very easily with a combination of ruby and emerald drakes. The most conservative method is generally two rubies and three emeralds, with at least one of the rubies using Martyr on cooldown to reduce AoE damage.
The strategy is really very simple:
- Pull Eregos as you normally would.
- One of the ruby drakes (Ruby A) should immediately start using Searing Wrath on him to build aggro and Evasive Charges for Evasive Maneuvers (the latter should be up as much as possible). The other ruby (Ruby B) can start Searing after a few seconds.
- All three emerald drakes should put full stacks (three) of Leeching Poison on Eregos and healing the group as required.
- Once whelps appear, Ruby B should start Searing them and building Evasive Charges. Once they're dead, he should pop Evasive Maneuvers.
- When Eregos enrages, Ruby B pops Martyr and one of the emeralds pops Touch the Nightmare to reduce Eregos' damage. Ruby A can also Martyr if Ruby B doesn't have enough charges. Touch the Nightmare isn't absolutely necessary here, but it does cut down on damage if the emerald drakes have the health to spare.
- All three emeralds continue to maintain Leeching Poison on Eregos, healing as necessary, and -- with high HP -- the Nightmare attack.
- Run away from Eregos during Planar Shift as you normally would.
- Lather, rinse and repeat. Both rubies should be using Martyr on cooldown, or at very least through the enrages.
Emerald Void and Ruby Void
Why do I lump both achievements together? Because the easiest way to get both is to do them at the same time with an all-amber drake group.
This sounds risky -- and with a PUG, it generally is. I'm not sure I'd recommend doing this with the random set of people you get through the dungeon finder, but to be perfectly honest, I have managed it that way when people are truly interested in the achievement. The odds of success are obviously much higher with a geared group, as the health buffer on the drakes with higher ilevels gives you a very comfy margin for error.
Here's the deal:
- All five drakes must be ambers. We'll call them by the unimaginative names Drake A, B, C, D and E.
- Pull Eregos as you normally would. Drakes A, B, C and D should clump up together. Drake E should be slightly off to the side.
- Drake A casts Stop Time. After this wears off, Drake B casts Stop Time, and so on and so forth.
- A, B, C and D all spam Shock Lance while Drake E channels Temporal Rift. The idea behind E being off to the side here is to make it easier to see what this player is doing at any given time.
- When Drake E reaches 10 Shock Charges (which should happen quickly), he casts Shock Lance. Drakes A, B, C and D all stop Shock Lancing and channel Temporal Rift to 10 Shock Charges each.
- Drake E goes back to channeling Temporal Rift. Drakes A, B, C and D go back to spamming Shock Lance until Drake E reaches 10 Shock Charges again.
- For this entire period, you should be rotating Stop Time among all five drakes. If you pull off the damage rotation described above, Eregos should hit Planar Shift or be pretty close to it after three Stop Times.
- Run away from Eregos during Planar Shift as you normally would.
- Lather, rinse and repeat.
- If this all sounds like I'm reciting instructions on how to build a nuclear reactor as translated from Sumerian to Tagalog and then back again, this is a way to keep it simple: When Drake E is channeling Temporal Rift, you should be casting Shock Lance. When Drake E is Shock Lancing, you should be channeling Temporal Rift.
Make It Count
This was once among the more difficult achievements required for the Glory of the Hero meta, but with so many people running around in tier 9 these days, a competent group can get it even without trying.
My one real suggestion is not to combine any of the drake achievements with Make It Count, because there's an increased risk of wiping to mistakes. You can wipe on Eregos and still get Make It Count, but it leaves people snappish and needlessly stressed over the rush.
Apart from that, Make It Count is pretty much the same it always was:
- Hope your tank is an impatient little ferret on a caffeine drip.
- Agree in advance on who's taking which drake.
- Kill as little trash as possible. If it doesn't aggro or isn't likely to, leave it alone.
- The pull order should be one of the platforms above and to your right/left after getting drakes, then the inner ring, then the other platform. Fly back through the now-cleared ring (avoiding trash outside of it) to reach Varos Cloudstrider on the central platform.
- Hotkey your drake so you don't have to open your bags and look for it.
- No unnecessary AFKs (which unfortunately you can't guarantee in a PUG).
Working on achievements? The Overachiever is here to help! We've covered everything from Glory of the Hero and Insane in the Membrane to Master of Alterac Valley and Lil' Game Hunter, and you can count on us to guide you through holidays and Azeroth's special events. Filed under: Achievements, The Overachiever






Reader Comments (Page 1 of 2)
Grovinofdarkhour May 27th 2010 4:08PM
I think I've finally decided on an in-game goal to accomplish while waiting for Cataclysm.
Thanks Allison :)
jealouspirate May 27th 2010 4:09PM
Woohoo, it's back! Great guide.
Completing Glory of the Hero and getting my red Proto-Drake was a ton of fun.
Even though they're all quite easy now, I plan to go for it again with my Mage who's about to hit 80.
AltairAntares May 27th 2010 4:13PM
I don't remember the last time my group didn't get make it count, usually the only reason we get close to not making it is that someone left like a healer or tank and we had to wait.
Themock May 27th 2010 4:36PM
One of the easiest ways to do any of the void achievements is to have the group's healer stand on the platform and heal the drakes from there. Just grab all ruby or all amber and get 2 achievements at a time.
Mohsus May 27th 2010 5:00PM
any healer can do it, but a holy paladin has several advantages-
beacon of light allows them to heal the damage they take
they can go immune if the group is silly and doesn't keep the whelps down
and most importantly they can judge light on eregos, causing the drakes to heal themselves for massive amounts.
Heilig May 27th 2010 5:04PM
The judgement of light tip is huge. it heals almost enough to keep everyone alive by itself.
Themock May 27th 2010 5:06PM
good tip! I do it on my resto druid. Keeping the HoTs ticking is important. Especially on yourself during the astral plane phase. And making sure the group comes back close enough to the platform and doesn't let the whelps get out of control of course.
Pyromelter May 27th 2010 6:01PM
Uprate this comment, everyone. There is absolutely no reason to ever use the complicated 5-amber drake strat. Just make sure if you are doing ruby void that at least one amber drake is assigned to the whelp adds, because the whelps are what will end up killing the healer. WG/Rejuv for druids is great, the holy pally as mentioned works awesome, if you have a shaman healer, make sure the drakes are stacked for really nice chain heal action; not sure if disc priest shields work on the drakes, but the direct healing of disc and the aoe healing of holy both work just fine.
Amber/Emerald void at the same time are really the easiest with a healer on the platform and 4 Ruby drakes. The taunt/evade mechanic along with the Ruby AOE makes it such that it's just a cakewalk.
Orrine May 28th 2010 3:37AM
Oh, you just made my 20 wipes look funny
moink May 28th 2010 4:12AM
Yes, priest shields do work on the drakes. I haven't done the void achievements this way, but I've learned from several times of me dismounting and then a nearby drake being attacked that dispel magic and shields are the keys to keeping the drakes up through the "trash" dragons.
Heilig May 27th 2010 5:01PM
Your 5 amber strat is unnecessarily complicated.
While channeling Temporal Rift, you will build charges based on how much damage is done, so while one drake is channeling the other 4 are shock lancing, BUT THAT'S ONLY ON THE VERY FIRST ONE.
After the first drake gets 10 shock charges, he calls it out and the other 4 drakes channel. he unloads his charges and does enough damage for all 4 drakes to get a full stack immediately. There is no spamming required. It basically looks like this, in this sequence:
Drake 1 channels
Other drakes shock lance until Drake 1 has 10 charges, then they channel and the pattern starts
Drake 1: Shock lance one time
Drake 1: Channel
Other drakes: Shock lance one time
Other drakes: Channel
If you do it right (vent helps) you can just get in a simple rhythm and he will never even enrage because he dies so fast.
Cyrus May 27th 2010 5:12PM
"Drake A casts Stop Time. After this wears off, Drake B casts Stop Time, and so on and so forth."
Really? I wouldn't recommend this at all. Stop Time has diminishing returns on Eregos, so by the third time you try to use it he's immune. This means that it's not there to help you when he enrages.
At least, that's how I remember it. I did this before 3.3 and maybe they changed it in that patch, or maybe doing it your way does involve taking the damage from enrages but that's a tradeoff because it screws up the timing of spawning whelps. Or something, I don't know, but the point is if the first two or three people spam Stop Time then there's no reason for the next person to waste a cooldown on it because it won't work.
I wouldn't recommend doing both ruby and emerald void in a PuG for all the reasons you mention. If you're doing just one or the other, I think Emerald Void would actually be easier. A tank who knows how to use the Ruby Drake would take very nearly no damage and control every single whelp.
csjenova May 27th 2010 7:43PM
Your group should have enough DPS to push him to astral phase before the third time stop wears off, even with the diminishing returns. Then with the down time during astral phase, there is plenty of time for drake A's time stop to go off CD so after the astral phase drake D time stops, Drake E time stops, drake A time stops again. Should be back to astral phase again and drakes B and C have their time stops off CD.
If you don't have the DPS to push him to astral phase before the 3rd time stop wears off, this strategy will not work real well. The idea is you KEEP him time stopped so he never has time to cast enrage or summon welps, as the ambers are terrible at handling damage and multiple targets. It's cake, and my group used the strat pre boss nerf of 3.3 and t9/ICC gear. Not meaning to sound like a douche, if it comes off that way, just trying to elaborate on why the strat works, even with the DR.
Draelan May 27th 2010 9:37PM
I don't recall there ever being diminishing returns. The only time I've seen him Immune to Time Stop is when he goes into the astral phase. (Since he's immune to everything during that.)
I could be wrong, but it's just that every time I've seen someone go for a 3rd time stop, he's been pushed into the first astral phase, so it fails.
csjenova May 27th 2010 11:24PM
After the 3rd time stop he hits the DR and is immune to a 4th for 15 seconds, or something around there. It's possible they removed this for some reason, but that's the way it was when my group was working on it. As you said though, Draelen, if he hasn't been pushed to the astral phase by that point then someone is doing their rotation wrong so it's really more of a non issue now that there is gear scaling on the drakes. Even before the gear scaling you could push him to astral before the 4th time stop would be needed, but there was less wiggle room.
Rob May 27th 2010 5:33PM
Good guide. A few days ago my fresh 80 DK tank got Occ. One person left immediately (as usual). The rest of us laughed and waited a few seconds to get a second group. We tore through that place so fast we got Make It Count. In my experience this tends to happen when one person decides we can't do whatever from the get go; I did hPOS with avg ilvl 200 tank (me) and heals, we did the full thing with zero problems after a ICC geared healer decided it was too much trouble.
In before cool story, bro! :)
TL;DR Make It Count is pretty easy nowadays. The others require a modicum of competency.
Shelly May 27th 2010 9:52PM
No one should drop hpos, with just the tiniest bit of cc, that "impossible hill" is as easy as pie. Just waiting on all those people who refuse to cc hit cata and /classquit or /gamequit cause they can't aoe every last pull for leetz numbers.
Task May 27th 2010 5:37PM
"If this all sounds like I'm reciting instructions on how to build a nuclear reactor as translated from Sumerian to Tagalog.."
Allison, have you been learning Tagalog from Zach? :P (I'm a fellow Filipino like Mr. Yonzon)
I give you +200 internetz for the quote.
And you've made my day again, thank you.
Pyromelter May 27th 2010 6:05PM
Allison, might want to mention "Experienced Drake Rider" (part of the meta). It's not anything special, rather that achieve is just that you've killed eregos while using each of the 3 drakes (meaning you'll have to do occ at least 3 times to get that achieve).
(cutaia) May 27th 2010 6:51PM
That's totally the first thing she talks about. :D