Diving in to the Deadmines
You have your party, everyone knows their job, and now it is time to bring da pain, da noise, da in-laws... Oh wait - I got my "day planner" list mixed in my notes. Sorry.
For the most part, the non-instance areas of the deadmines are simple for a group above level 17-18, with one exception. Just make sure that if you come across one of the elites in the non-instance part you take care of them first. The miners should present no problems for the group unless you happen to aggro too many of them. Don't do that.
If you are taking the optional signtseeing tour of "Undead" portion of the deadmines you need to be a bit more careful. As a matter of fact, this is a good place for you to practice your group strategy in dealing with tougher mobs (after you get to the Mast Room in the Deadmines instance most of the mobs will be elites). What I would recommend is to treat this undead area as if it were the instance and see how well your group pulls mobs, sheeps adds, and so forth. If your group has trouble over here, don't bother entering the instance (I'm not kidding here). You will get slaughtered when you get to the tougher areas of the instance.
Assuming all went well here (or that you didn't bother with the dwarven quests) it's time to get to the instance. You can't miss the instance portal - there's not too many 20 foot tall pulsating portals down there. Take a couple of minutes to get your buffs in place and work out last minute strategy changes before you go in.
Into the Instance
Now that you are in the instance, you will notice that the composition of mobs isn't that much different than in the non-instanced part of the Deadmines. There are a few more elites around, but you shouldn't have much trouble. Let the beatings begin!
After you wander down a few passages you will come to a decent sized cavern with a closed door. Standing in front of the door is a rather grumpy Ogre by the name of Rhahk'Zor (the Foreman). You have to kill him before the door opens in here. I'd strongly recommend pulling all of the rest of the elite mobs in the room before you get his attention. Although he is tough, he is the easiest boss in the instance. If you managed your pulls correctly you should be able to take him down without a problem.
You can pull and fight Rhak'Zor without aggroing the two elites by the door if you are careful. Submitted by Dryfft
This area is also where you need to start keeping an eye out for the wandering patrols. Each major section of the instance has their own patrol that respawn more rapidly than the rest of the mobs, so be alert. The patrols wanddering between to Rhahk'Zor and the Mast Room are 2 elites, the patrols after the Mast Room are 3 elites. Nothing can ruin your day faster than being jumped by a patrol while you are in the middle of a boss fight. The "Detect Humanoids" ability is a real plus for advanced warning of patrols.
After sending Rhahk'Zor to his dirt nap, you will see more of the same (miners, elite henchpersons) until you get to the Mast Room. This is your first decent fight.
The Mast Room
This was one of those rooms that made me stop and go "Gahhh..." when I saw it. Yeah, it's cartoonish, but it was really cool as well. Before you enter this room you need to have your pulling strategy down pat. In addition to the boss you are facing in here, there are several elite goblins (lvl 19-21) as well. If you happen to be unfortunate enough (or dumb enough) to get their collective attention, you are in for a kicking.
Start your pulling outside of Mast Room itself. Have your puller be the only one that approaches / enters the Mast Room until you don't see any goblins from the doorway. From there bring the group into the very back of the Mast Room (far right as you enter) and stay there until the rest of the room is cleared.
Once you get into the room you will see Shredder - a deranged refugee from a Mad Max junkyard (yes, I'm dating myself here). Shredder wanders a path from in front of the exit door to an area off to the right side of the room. If your puller is careful and talented, you can pull the Goblins near the exit without pulling Shredder. There is one goblin that hides to the far left of the exit door that a lot of groups miss. Once all of the goblins are cleared, it's time for Shredder.
Shredder can cast Fear - Submitted by Dryfft
Shredder is actually two battles - one is with Shredder itself, and the second is with Sneed, the goblin that drives Shredder. Once Shredder is killed, Sneed will pop out and you will have to beat him down as well. It's not an incredibly tough battle, just be ready for round two when Shredder goes down. Oh, and I swear that this is the exact time that the wandering patrol will show up. Keep your eyes peeled, and if possible take the patrol out before you tackle Shredder (the patrols do re-spawn, but not too quickly).
If you want to have some fun, before you aggro Shredder you can get up on one of the big massive logs in the room. Sneak your party up on the log and attack Shredder from above. I haven't tried it, but Shredder can't be much of a climber, right?
If you survive Shredder and the Mast Room without serious injury you are doing fine. The next few boss battles are a lot tougher, but if you are this far there is hope for you.
Final notes on the Mast Room - Pallies - this is where you get your Whitestone Oak Lumber from for your Test of Righteousness Quest. If you picked up the Underground Assault quest from Snori in Stormwind you will get your dohickey from the pile of scrap that used to be Shredder.


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