Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
(→‎Trash Mobs: Added tranq shot dispel to bog frenzy, added explicit note that stinger/wasp can still be trapped in heroic, removed some specific damage numbers as they seem to be nerfed)
Line 25: Line 25:
 
| '''Underbats''' || Elite version of the common Sporebats found in Zangarmarsh. Have an AoE knockdown ability. Typically come in groups of 3-4 or with Underbog Shamblers. Can be polymorphed and trapped. ||
 
| '''Underbats''' || Elite version of the common Sporebats found in Zangarmarsh. Have an AoE knockdown ability. Typically come in groups of 3-4 or with Underbog Shamblers. Can be polymorphed and trapped. ||
 
|-bgcolor="#555555"
 
|-bgcolor="#555555"
| '''Underbog Shambler/Frenzy''' || Nature elementals which can afflict their target with a disease which inflicts nature damage the next 5 times that target takes damage. Also a Frenzy variety which enrage and deal increased damage. Can be banished and trapped. Shamblers heal themselves and others. ||
+
| '''Underbog Shambler/Frenzy''' || Nature elementals which can afflict their target with a disease which inflicts nature damage the next 5 times that target takes damage. Also a Frenzy variety which enrage and deal increased damage (can be dispelled by a hunter's [[Tranquilizing Shot]].) Can be banished and trapped. Shamblers heal themselves and others. || Can be trapped or banished
 
|-bgcolor="#444444"
 
|-bgcolor="#444444"
| '''Bog Giants''' || Powerful giants with extremely damaging melee attacks. Can be picked with herbalism once killed. Immune to all forms of crowd control. || One bog giant hits hard. Two giants (before Hungarfen) together hit really hard, make sure you use some additional source of healing on tank, and kill one of giants as soon as possible
+
| '''Bog Giants''' || Powerful giants with extremely damaging melee attacks. Can be picked with herbalism once killed. Immune to all forms of crowd control. || The two-pull before Hungarfen becomes difficult because of healing aggro. Use special aggro management ([[Misdirection]] on second target, split healing with an off-healer) Kiting one is possible but suffers from additional growths
 
|-bgcolor="#555555"
 
|-bgcolor="#555555"
 
| '''Fen Rays''' || Elite version of Marshfangs found in Zangarmarsh. Casts Psychic Horror, horrifies the target for 2 secs. Psychic Horror is targeted, not AoE, and is used only on the 2nd person on the aggro list. Horror effect cannot be countered by Fear Ward or Tremor Totems. Of particular interest to hunters, as they are the only nether ray with normal stats. They can be both polymorphed, and hibernated by druids. They automatically unstealth players by mere proximity, making stealth useless against any group that includes them. || In heroic mode, they can only be stunned, or mass tanked, immune to all other crowd control.
 
| '''Fen Rays''' || Elite version of Marshfangs found in Zangarmarsh. Casts Psychic Horror, horrifies the target for 2 secs. Psychic Horror is targeted, not AoE, and is used only on the 2nd person on the aggro list. Horror effect cannot be countered by Fear Ward or Tremor Totems. Of particular interest to hunters, as they are the only nether ray with normal stats. They can be both polymorphed, and hibernated by druids. They automatically unstealth players by mere proximity, making stealth useless against any group that includes them. || In heroic mode, they can only be stunned, or mass tanked, immune to all other crowd control.
 
|-bgcolor="#444444"
 
|-bgcolor="#444444"
| '''Lykul Stinger/Wasp''' || Bee-type mobs which inflict a poison which deals minor nature damage. However, targets which are inflicted with poison from both a Wasp and Stinger take sharply increased damage. Cannot be polymorphed, but can be frost nova'd. Can both be trapped by hunters, and Wasps should be killed first in a mixed mob group due to their relative weakness and poisons. The poison can be interrupted or spellreflected. || Wasps and Stingers hit weak in heroic, but constantly spam poison spit.
+
| '''Lykul Stinger/Wasp''' || Bee-type mobs which inflict a poison which deals minor nature damage. However, targets which are inflicted with poison from both a Wasp and Stinger take sharply increased damage. Cannot be polymorphed, but can be frost nova'd. Can both be trapped by hunters, and Wasps should be killed first in a mixed mob group due to their relative weakness and poisons. The poison can be interrupted or spellreflected. || Wasps and Stingers hit weakly in heroic, but constantly spam poison spit. They can still be trapped.
 
|-bgcolor="#555555"
 
|-bgcolor="#555555"
 
| '''Wrathfin Naga''' || Humanoid mobs which inflict a bleed that deals significant melee damage and cannot be dispelled. Can be sapped, polymorphed, trapped, and seduced. || Wraithfin Sentry are immune to seduce but can still be sheeped.
 
| '''Wrathfin Naga''' || Humanoid mobs which inflict a bleed that deals significant melee damage and cannot be dispelled. Can be sapped, polymorphed, trapped, and seduced. || Wraithfin Sentry are immune to seduce but can still be sheeped.
Line 37: Line 37:
 
| '''Murkblood Lost Ones''' || Humanoid mobs Spearmen (flings spears and cast [[Viper Sting]]), Tribesmen, Oracles (casts [[Fireball]]) and Healers (casts [[Holy Light]], [[Heal]] and [[Prayer of Healing]]}. Come in groups together. Healers will cast Prayer of Healing if left alone which will completely heal all nearby Murkbloods and Wrathfins and so should be killed first or crowd-controlled until last. The heal is interruptible. || No much difference in heroic mode.
 
| '''Murkblood Lost Ones''' || Humanoid mobs Spearmen (flings spears and cast [[Viper Sting]]), Tribesmen, Oracles (casts [[Fireball]]) and Healers (casts [[Holy Light]], [[Heal]] and [[Prayer of Healing]]}. Come in groups together. Healers will cast Prayer of Healing if left alone which will completely heal all nearby Murkbloods and Wrathfins and so should be killed first or crowd-controlled until last. The heal is interruptible. || No much difference in heroic mode.
 
|-bgcolor="#555555"
 
|-bgcolor="#555555"
| '''Underbog Lord''' || Even more powerful Bog Giants, found before the final boss. Will start by hitting for 6-8k on plate in heroic mode, and must be dropped quickly as they grow in size and power over time. Immune to cc/slowdown, very large aggro radius. They have a kickback ability which hits for 6k on plate, so the MT must stand with his back against a wall. Build threat as fast as possible, healing threat is an issue here. This is a good place to use cds/trinkets (elixirs if you must), we found them to be harder than the bosses. After 4 "Bog Lord Grows in Size" emotes, they were hitting the MT for 10k, and crit our priest for 43k! || This<br>thing<br>HITS
+
| '''Underbog Lord''' || Even more powerful Bog Giants, found before the final boss. Must be dropped quickly as they grow in size and power over time. Immune to cc/slowdown, very large aggro radius. They have a kickback ability which hits for 6k on plate, so the MT must stand with his back against a wall. Build threat as fast as possible, healing threat is an issue here. ||
|}
 
   
 
== Strategy Guides ==
 
== Strategy Guides ==

Revision as of 16:00, 7 July 2007

Template:Coilfang Reservoir

Underbog is the 2nd 5-man wing within the Coilfang Reservoir.

The Underbog is home to the last vestiges of natural life left within Coilfang Reservoir that has not been completely stamped out by the Naga incursion. The only Naga presence in this section defends the structure they built to house their hydra god, Ghaz'an. The rest of the Underbog is a natural habitat, home to the most powerful species of animal life in Zangarmarsh.

It will give Cenarion Expedition Reputation through Friendly, and through Exalted on Heroic.

Bosses

In order of appearance:

  • Hungarfen Hungarfen is an oversized bog giant with two bog giant guards. Once his two guards are cleared and Hungarfen is engaged, underbog mushrooms sprout in random locations on his platform and explode after a few seconds for stacking area effect nature damage over time. At approximately one quarter health, Hungarfen roots himself and releases a poison cloud which does nature damage which in turn heals Hungarfen.
  • Ghaz'an Ghaz'an spits acid in his forward arc for substantial damage, and breathes acid on his target for stackable damage.
  • Swamplord Musel'ek Musel'ek is a hunter with standard hunter abilities such as aimed shot and multishot. He also has an area effect freeze trap. His pet, Claw, has a shout that reduces the party's armor by 75%, and a charge that interrupts casting and immobilizes for 4 seconds.
  • The Black Stalker The black stalker's more dangerous attacks include a static charge that does 750 nature damage per second for 10 seconds, chain lightning, and a levitation, which may put the target out of range and causes the target to take normal falling damage when released. In heroic mode, she also spawns spore striders.

See the individual boss pages for more detailed information and strategies.

Trash Mobs

Mob Special note Heroic
Underbats Elite version of the common Sporebats found in Zangarmarsh. Have an AoE knockdown ability. Typically come in groups of 3-4 or with Underbog Shamblers. Can be polymorphed and trapped.
Underbog Shambler/Frenzy Nature elementals which can afflict their target with a disease which inflicts nature damage the next 5 times that target takes damage. Also a Frenzy variety which enrage and deal increased damage (can be dispelled by a hunter's Spell nature drowsy [Tranquilizing Shot].) Can be banished and trapped. Shamblers heal themselves and others. Can be trapped or banished
Bog Giants Powerful giants with extremely damaging melee attacks. Can be picked with herbalism once killed. Immune to all forms of crowd control. The two-pull before Hungarfen becomes difficult because of healing aggro. Use special aggro management (Ability hunter misdirection [Misdirection] on second target, split healing with an off-healer) Kiting one is possible but suffers from additional growths
Fen Rays Elite version of Marshfangs found in Zangarmarsh. Casts Psychic Horror, horrifies the target for 2 secs. Psychic Horror is targeted, not AoE, and is used only on the 2nd person on the aggro list. Horror effect cannot be countered by Fear Ward or Tremor Totems. Of particular interest to hunters, as they are the only nether ray with normal stats. They can be both polymorphed, and hibernated by druids. They automatically unstealth players by mere proximity, making stealth useless against any group that includes them. In heroic mode, they can only be stunned, or mass tanked, immune to all other crowd control.
Lykul Stinger/Wasp Bee-type mobs which inflict a poison which deals minor nature damage. However, targets which are inflicted with poison from both a Wasp and Stinger take sharply increased damage. Cannot be polymorphed, but can be frost nova'd. Can both be trapped by hunters, and Wasps should be killed first in a mixed mob group due to their relative weakness and poisons. The poison can be interrupted or spellreflected. Wasps and Stingers hit weakly in heroic, but constantly spam poison spit. They can still be trapped.
Wrathfin Naga Humanoid mobs which inflict a bleed that deals significant melee damage and cannot be dispelled. Can be sapped, polymorphed, trapped, and seduced. Wraithfin Sentry are immune to seduce but can still be sheeped.
Murkblood Lost Ones Humanoid mobs Spearmen (flings spears and cast Ability hunter potentvenom [Viper Sting]), Tribesmen, Oracles (casts Spell fire flamebolt [Fireball]) and Healers (casts Spell holy surgeoflight [Holy Light], Spell holy greaterheal [Heal] and Spell holy prayerofhealing02 [Prayer of Healing]}. Come in groups together. Healers will cast Prayer of Healing if left alone which will completely heal all nearby Murkbloods and Wrathfins and so should be killed first or crowd-controlled until last. The heal is interruptible. No much difference in heroic mode.
Underbog Lord Even more powerful Bog Giants, found before the final boss. Must be dropped quickly as they grow in size and power over time. Immune to cc/slowdown, very large aggro radius. They have a kickback ability which hits for 6k on plate, so the MT must stand with his back against a wall. Build threat as fast as possible, healing threat is an issue here.

Strategy Guides

Quests

Videos