The OverAchiever: How to get disappearing mounts

Four mounts will be disappearing as a result of current Wrath achievements becoming feats of strength in Cataclysm. As such, this article's essentially an extension of The OverAchiever: Do them now!, which singled out all of the known future feats. If you're interested in snagging a Swift Zulian Tiger, Swift Razzashi Raptor, Swift Alliance Steed/Swift Horde Wolf or Crusader's Warhorse, you'll find some information past the cut.

The Zul'Gurub mounts are by far the easiest to get, but they're also the most capricious. I've known players who have spent years trying for a drop without ever seeing one ... and then there's always that guildie who waltzes into Zul'Gurub on an idle Thursday for some rep and yells, "It dropped!" The raptor's drop rate is thought to be less than 1 percent, so even with a three-day reset, you don't have good odds of getting it before patch 4.0.3 hits.
Oh well. All you can do is try. Bloodlord Mandokir, the so-called "raptor boss," is located in the southeastern portion of Zul'Gurub (see the map above from Wowhead). He's an easy enough fight for a level 80, but his melee damage and periodic fear ability are still dangerous to a cloth class. He has 466,340 health, which is roughly the same as the average Wrath 5-man heroic boss. If you're going to have problems whittling this down before he'll kill you, I'd advise bringing a friend or two.
Otherwise, this is what you've got to worry about:
- A Speaker NPC will be at the bottom of the stairs. Kill him, and the Bloodlord and his raptor (named Ohgan) will engage you.
- You can kill the raptor if you want, but Mandokir will enrage if you do. The additional damage from the enrage isn't a big deal to a tank -- but again, it can be problematic for some classes, so you may want to keep the raptor alive.
- If you've run into Mandokir's enclosure without doing the accompanying trash, keep him at the top and back of his little ziggurat. He'll fear you every so often, but your character will only make it a step or two down the stairs before the fear wears off, and you won't attract any unwanted attention.
- The only other real mechanic of note here is Mandokir's focus, which isn't an issue if you're soloing him and only a minimal one if you're not. At 80, it's easiest to just ignore it entirely if you're geared. If you're not, stop DPS or healing immediately upon being focused and wait out the debuff to keep from being charged.
- Tank him and spank him.

Like the raptor, the Swift Zulian Tiger's drop rate is estimated at less than 1 percent. If you're angling for it, head north to High Priest Thekal, the "tiger boss," and try your luck. He only has 130,000 health, but unlike Mandokir, he's a two-phase fight with adds. Damage is not high if you're a tank, but you'll need to bring a friend or two if you're not, or if you're a class without a reliable interrupt.
While the Thekal fight seems less straightforward than Bloodlord Mandokir, it's really not. The only real trick to this fight is managing some interrupts in this first phase.
- During the first phase, you'll be tackling the High Priest, Zealot Lor'khan and Zealot Zath (plus the tigers on the platform).
- /focus Zealot Lor'khan. You'll need to know what she's doing at all times.
- DPS them all three evenly, as they must die within 10 seconds of each other; if they don't, they'll be resurrected by the remaining add/s and your night just got longer.
- The only possible hitch here is Zealot Lor'khan's Great Heal, which is why you want to /focus her. Each of these should be interrupted unless you want to spend a very long time on this fight. It's a 4-second cast, so you have plenty of time if you don't dawdle.
- All three adds dead within 10 seconds of each other? Good. Here comes Thekal again, in tiger form. His melee damage will be considerably higher -- but again, this won't mean much to an 80 tank. The only ability of note in phase 2 is Force Punch, which will send you flying backwards, so DPS him with your back against a wall.
- Thekal will occasionally summon tigers, but their damage isn't very high. AoE or DPS them down, and then go back to the boss.

There's really not a whole lot I can tell you about doing ToGC-10 or -25 that hasn't been covered over the past year and a half, and doing this achievement boils down to how well you execute the fights. This is by far the easier of the two ToGC-related mounts to acquire because it doesn't require you to keep everyone alive. Rather, you just have to preserve all 50 attempts, and that's pretty easy to do if you're rocking Icecrown-quality gear and know the encounters. Oh, and having a few overgeared healers hopped up on caffeine doesn't hurt either.
Here's a fight-by-fight rundown. As an aside, PhoenixStyle is tremendously helpful both here and in Icecrown Citadel for keeping raiders honest about who's handling (or mishandling) the more troublesome aspects of these fights. If a healer's really fast on Jaraxxus or a DPS is slow to switch targets for different shields on Twin Val'kyrs, you'll know.
- Northrend Beasts The most common points of failure here are tank deaths on Gormok, chained damage on the jormungars and being unable to run out from in front of Icehowl in time (like the 25-man version, the 10-man heroic version does not afford you a speed boost after Massive Crash). The first is something your tanks and healers have to deal with, the second is solved only be people not being idiots with Burning Bile, and the third is solved only by people not being idiots with Massive Crash. If you're consistently having issues with the latter, ask your raid to download and use Deus Vox Encounters, which will give you a handy little arrow to point you in the direction you need to go.
- Lord Jaraxxus As long as your healers are quick about Incinerate Flesh, your tanks don't let them get eaten by adds, and raiders have the sense to run the hell away with Legion Flame, you should be fine.
- Faction Champions Hoo boy. The problem with this fight is that, while the champions may not play all that intelligently, they still have a tendency to focus and zerg particular players. On 10-man, the burst is a lot more healable, and if you're in Icecrown-quality gear, you have a significantly higher margin for error than players had in patch 3.2. If you're having problems, encourage your raid to switch to PvP specs with more cooldowns and survivability. You may also want to evaluate your kill order. If your raid's consistently having problems getting through the Faction Champions fight unscathed, that's usually a sign that you're killing the wrong champion/s first.
- Twin Val'kyrs Despite the high raid damage, this is the among the easier fights in the instance, as you can brute-force the healing (to an extent) if people screw up. In good gear, even having designated soakers is usually overkill; just make sure your DPS switch targets quickly for the different shields and that nobody's blithely sitting in the path of an opposite-color orb.
- Anub'arak He's a lot easier than his 25-man incarnation, but you'll still have to be careful. However, one of the most dangerous parts of the ToGC-25 Anub'arak encounter, the scarcity of frost orbs during the kite phase, is not an issue here.

You know how much fun we all had doing Immortal? Take Immortal and slap its requirements on a much more difficult raid, and that's the feat. Naturally, this made our list of WoW's 25 most evil achievements this past year.
Honestly, I don't feel I'm in a good place to give advice on this. Back when my guild was running ToGC-25 regularly, we invariably lost a player or two on the Faction Champions
For what it's worth (and again, PhoenixStyle is very helpful here):
- Northrend Beasts My advice here would be the same as that for the 10-man version. Gormok still does a lot of damage, but it's not as scary on a tank with Icecrown health, and all three (well, technically four) bosses will die quickly to good DPS. As always, no idiocy should be tolerated with Icehowl's Massive Crash.
- Lord Jaraxxus Same as the 10-man version. You'll have to get 85,000 healing on Incinerate Flesh targets, but assuming a full complement of alert healers, that's not a big deal.
- Faction Champions Ugh. I think the fastest we ever lost someone here was literally three-tenths of a second. Even Ensidia, while snagging the world-first feat of strength, observed that a bit of luck is involved. That said, the vast majority of deaths on this encounter are completely preventable, and people need to take responsibility for their survival. Your own damage is a distant concern to making sure the champions are tightly controlled, and healers will usually need help dispelling all of the debuffs that get slapped up. Dispel like a maniac, interrupt like it's your job and have a crowd control buddy to help keep your targets locked down, and you should be fine. Unless five of them turn on you at once ... then you will not be fine.
- Twin Val'kyrs Our raid had consistent success giving everyone in the raid barring five people the "light" buff, stacking the raid close to the dark portal on the right side of the coliseum, and designating five "soakers" to grab any dark orbs headed for the raid. Once your soakers get the hang of this, your raid can remain stationary for most of the fight (barring the brief period you'll need to change buffs). Make sure your soakers get lots of heals and just DPS the bosses down.
- Anub'arak This was the Big Boy of tier 9 raiding, and the heroic 25-man version of this fight was very, very ugly back in the day. Again, I don't know what this fight is like with full Icecrown gear, but the most dangerous bits are the kite phase and keeping everyone alive through phase 3. We managed the kiting with a holy priest talented into Body and Soul (allowing fresh spike targets to start the kite with a buffer) and having our paladins rotate Blessing of Protection on targets. The idea is to keep Anub'arak chasing each person for as long as possible, because you don't have the luxury of an ice patch for everyone (you will only get six total during the fight, and you'll need two permanent patches on which to off-tank the adds, so four for kiting). To this end, have each target kite until Anub's speed becomes impossible to outrun, BoP them, have them wait until a few seconds are left on the BoP, then jump onto an ice patch. If you do this correctly, Anub will never have the chance to chase more than three people per kite phase. Two people can use ice patches per phase; the third will run out the clock. The first two should have bought as much time as possible for the third unless you want a dead raider and a failed achievement on your hands.
Working on achievements? The Overachiever is here to help! We cover 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 Azeroth's holidays and special events. Filed under: Achievements, The Overachiever, Raiding






Reader Comments (Page 1 of 4)
itsthebrent Nov 4th 2010 6:10PM
I'm considering trying to solo the ZG bosses on my Rogue now that Recuperate is here. I was always worried about the Raptor boss' melee damage.
mark Nov 4th 2010 9:03PM
sorry to pinch a top post - for something unrelated - but its VERY relevant
jaraxxus - you forgot to mention killing the volcano's/portals
the volcano's - 4 adds not 3 doesnt matter so much - and you rarely get 5
the portals - 2 mistresses is bloody lethal
unless your going for achi AND heroic - and saving the kill for 2nd mistress - kill it INSTANTLY - and save CD's for it
munkella Nov 5th 2010 6:04AM
Bloodlord is very easy in ICC gear. Improved Recuperate is essential, and Reinforced Leather will help a lot too.
Thekal is easy too. Just make sure you interrupt the heal as mentioned in the article.
Ice Nov 4th 2010 6:10PM
Tl;dr: Very carefully or RNG.
Nice guide tho for people who might not know about them. But if you didnt know about them you might have hard time getting them (aka toc limited attempts).
I think Yogg0 and LK 25 should be added since 1% is kinda disappearing. Who would bother doing Yogg0 grind for 1% mount, eh?
Sp1der X Nov 4th 2010 6:17PM
The same people that bother for the Tiger, or Raptor, or Rivendare's Charger, or a Phoenix, or a White Hawkstrider. You see where I'm going with this?
Allison Robert Nov 4th 2010 6:23PM
That's actually something that came up in the earlier OverAchiever on achievements that are becoming feats in Cataclysm -- if you don't have any experience in ToGC, it's a tall order to ask a raid group to master the particulars in the short time you've got left. It's not so much that the encounters are hugely difficult if you're already rocking Icecrown-quality gear, it's just that preserving all 50 attempts (and, on 25-man, doing it without *any* deaths) is a pretty tall order.
Writing a complete guide to each of the ToGC bosses here is beyond the scope of the article though; I just wanted to point out the particular trouble spots and how my own guild handled them.
Fortunately, Invincible and Mimiron's Head aren't going anywhere, but they will be more of a pain in the ass to get (not that heroic LK and even Yogg 0 aren't pains in the ass right now).
Ice Nov 4th 2010 6:25PM
All that you mentioned cept phoenix can be soloed.
That said its little different to "bother" running stratholme 6 hours day killing baron 6-12 times rather than getting possibly 10 really good people for whole ulduar for 1% mount at 'end' boss (or 25 for LK25 which I'm sure cannot be 10 manned atleast on first tiers) for week long lockout. Very few run TK weekly but a lot run ZG cos its 3 day or Strat cos it can be done in 30 mins over and over.
West Nov 4th 2010 6:29PM
it's a 1% drop combined with a roll against your raid mates. good luck!
Natsumi Nov 4th 2010 11:00PM
@Ice
How is it taking you 30 minutes to kill the Baron in UD Strat? It's never taken me more than 10 minutes to solo since I hit 70 back when Kara was the baddest raid around. My best time is about 5 1/2 minutes to down baron and about 2-3 minutes to reset after that. At 80 you can literally waltz through the instance and cherry pick the bosses, even clothies can solo in under 15 minutes by ignoring the trash. If you dedicated 6 hours of time to getting the mount you'd still have a minimum of 18 attempts (at 20 minutes from start to reset) unless you decided to clear or are playing like you are level appropriate.
Ice Nov 5th 2010 6:00AM
"How is it taking you 30 minutes to kill the Baron in UD Strat?"
Well..
There was once commenter who was making his opinion heard thro words. This commenter was not too concerned about simple numbers that werent above 24 hours so he made them up to make his point thro to not get stuck on simple numbers while writing rest of the comment.
As GC says "I used extreme numbers I made up right now to make the example clear".
Basically I pulled the numbers off my behind to make example. I wish people wouldnt nitpick on such things so much. If the times go above hours I would say then its time but when we talk about 15 mere minutes that was example anyway.. I shouldnt always add some signature "Times presented might be extreme examples and may not represent the truth"
xretsim2142 Nov 4th 2010 6:20PM
This was probably mention before but isn't the baron rivendare's mount going away too?
That raptor mount haunts me...
Nice post for people and/guilds to think about before cataclysm drops ^.^
Magma Nov 4th 2010 6:29PM
No, it's not.
Drakkenfyre Nov 4th 2010 6:52PM
No. The mount is staying. A new boss is taking his place.
Viction Nov 4th 2010 6:32PM
Its not going away. It will just drop off the new boss with the same droprate is has now.
Deity Shug Nov 4th 2010 6:19PM
I got the TotC 10 man mount :)
I was very fortunate that one of europe's leading 10 man strict guild is on my server, I joined them at the start of 2010. We done the tribute run a week or 2 after ICC opened, but recently we went back to farm it for a cloak (or something for one of the healers, what do I care I'm a hunter :P). There are now about 3 of those beutiful horses running around in our guild and I've got one and I'm very happy about it! :D
I also got the ICC achivement mount last night, which I'm sure will be removed sometime. I just hope RNG will be nicer to me on the remaining ZG runs.
Pyromelter Nov 4th 2010 7:10PM
Blizzard has repeatedly said that they are not removing icc and ulduar drakes.
MysticalOS Nov 4th 2010 6:20PM
Good luck getting tribute to immortality. Anub is much harder now in 284/277 gear than it was when you were in 245 gear on your first kill. healing debuff nerf and all the gear in game having much heavier stamina (regardless of how low you let raids HP get, the ticks are still percent based of TOTAL health, but how large of a percent is based on how low the health is. IE a prson with 50k health sitting at 1k health, will still take a bigger tick, than a person with 30k health at 1k health would. Overall, anub heals for ridiculous amounts more than he used to. and leeching swarm is that much harder to heal, no leaning on judgement of light or vampric embrace anymore. which means more overhealing is likely to contribute even MORE healing to anub.
topped with tank armor nerfs (not just block, actual armor formula nerfs for 81+ mobs). and the fact that you also HAVE to use 3 tanks now since there is just no way in hell 1 tank can handle 4 adds now (yay 3 tanks healing him big time, plus with tanks having more health, less armor, even greater health ticks from them, oh maybe 40kHPS on anub from the 3 tanks alone).
Impossible? no. will just make your first kill feel like elementary to what it is now.
Mayhew Nov 4th 2010 7:08PM
I will agree with you that there are some mechanics changes that make the fight more difficult than it was pre-change. However, you are wrong in your description of how Leeching Swarm works. Here is the description of the ability, taken straight from wowhead:
"Releases a swarm of insects that attack the caster's enemies, leeching 10% of each target's current health every 1 sec. A minimum of 250 health will be leeched." The key there is that it's based on the target's current health, not maximum health. So as long as healers are disciplined, Leeching Swarm doesn't have to heal Anub for more now than it used to.
Zenith Nov 5th 2010 4:11AM
Agree with Mathew, but I'm looking forward to Retro groups in cata doing anub with ~100k health each. Either he will heal for a LOT(probably too much to dps as I understand it wont increase as much as health), or healers will go insane from having almost the entire raid at around 1% health
Skarn Nov 5th 2010 6:34PM
To back up Mayhew: The Leeching Swarm ticks are based off CURRENT health. NOT total. If they were total health, then healing stream totem would never have been able to keep people up. Everyone would be dead in 10 seconds, losing 10% of maximum health a second. It does have a minimum damage of 250 though. Or maybe 500 in Heroic. The stam boost is not going to affect this, beyond the first few ticks being a bit bigger.
I do think the achievement is actually harder now after the patch though. I haven't been in to actually test it, but two of the best things for the 10-man version were nerfed. Melee incidental AoE and Beacon of Light were nigh OP for this fight.