Now where were we? Ah yes, Dire Maul!

Huh, I actually had to check my own blog to see where I last left off in our little dungeon adventure.

As far as I can tell, Uldaman had been cleared.

Right! So let’s get on with it! Next on the list is the first wing of Dire Maul and I’m glad we were able to complete Uldaman at 31, because the minimum level to enter Dire Maul is 31.

1-3

Dire Maul used to be a massive instance for players close to or at max level, spanning from level 56-60. You were supposed to tackle different parts of the instance at different levels and return many times, but technically you could clear the whole thing in one long run.

Today the dungeon has been slightly updated, split in different parts and because most players leave for TBC content at 58, Dire Maul didn’t get a lot of visitors anymore, so the level range was heavily reduced to a minimum of 31 with mobs ranging from 36 to 52 in all wings.

To be honest, I didn’t do a lot of DM runs back in the day as the location was a little bit inconvenient. We did a bunch of guild runs and I did complete all quests in there and we also did the tribute run, but unlike other instances I don’t really remember the trash mob placement or bosses and their abilities.

diremaul

At level 31 with only two players and low dps, the trash in this instance is absolutely brutal. We’re slowly getting into the realm of more trash abilities and boss phases/abilities and with “huge” trash packs of 4-5 mobs with different abilities and mixed melee and ranged mobs, it can be really tricky. Of course the bosses are nothing to sneeze at, but in general I was more afraid of some Satyr packs than I was of the bosses. Kiting the mobs while getting some distance to recover HP is key.

Let’s take a look at the bosses:

Lethtendris

lethtendris

The list of abilities sounds scary, but I don’t know what kind of group the boss was designed for. She has an add which dies instantly to a successful Touch of Death, but even in the event of the ability missing, there’s not really a lot of danger. Damage is low and you can ignore pretty much everything. Killed on the first try, she was 9 levels higher than our two Gnomes.

Pusillin

pusillin

Not really a boss, but a special encounter if you chase the little imp through the instance. There’s not much happening here except for the (non elite) mobs that spawn in the fight.

Hydrospawn

hydrospawn

A little bit challenging. He summons adds at regular intervals, which seem to love the healer, so they’re a top priority. The other nasty ability he has is a debuff that stacks quite high and reduces my stamina significantly. Removing the debuff kept the healer busy. Damage is also pretty high at times.

Zevrim Thornhoof

zevrim

I really like this boss, he’s one of my favorite encounters so far and we died a couple of times to him. He randomly sacrifices a member of the group at which point he resets his aggro. If the tank gets sacrificed, the healer quickly gets aggro and has to maintain distance to the boss until the sacrifice wears off and the tank can get aggro again. If the healer gets sacrificed, the tank needs to try and keep his distance from the boss as well as manage the defensive abilities, because this boss can hit like a truck and more than once I got killed withing a few seconds. Aggro management, cooldown timing and movement are all part of this fight and that makes it really engaging. After a while you get the hang of it, but with him being 9 levels higher, there’s always the risk of death.

Alzzin the Wildshaper

alzzin

Damn! Damn, damn! We tried so many times…and we failed. This fight is ridiculous and a lot of fun! Fortunately we are completely unable to beat him (41) at our current level (31), so we can enjoy the fight a couple more times at slowly increasing levels until we beat him.

He’s a shapeshifting Satyr and can transform into a Satyr, a Tree or a Wolf. Each form has its own set of nasty abilities. As a Satyr you get damages by his Thorns and Poison (fortunately I can cleanse the last one). As a tree he has an annoying knockback, disarm and self heal. Not too bad, but even as a tree his basic melee abilities hit for a lot!

That’s one interesting thing about being so low level: Casters often deal less damage with their spells and once they run out of mana, the fight becomes dangerous.

The Wolf form is the most dangerous one. Not a lot is happening, but the damage output is ridiculously high (75% speed and 50% damage bonus plus damaging abilities). In this phase I’m mostly just running away…or trying to. So I don’t waste cooldowns and the healer saves some mana.

Just with these shapeshifting abilities we might have been able to eventually kill him, although we had a bunch of wipes above 50%. It’s really tough and also a little bit depending on luck, but I’d say it might be possible. Unfortunately the real encounter begins at 50% where Alzzin decides to summon minions…minions that aren’t elite, but come in great numbers and reset their aggro with every successful melee hit. Great! The first batch of adds is still manageable but there’s always more coming and the already complex and hectic fight descends into utter chaos. 39% was by far our best try. With just regular BoP dungeon drops and normal quest rewards I’m pretty sure this fight is impossible at 31 with two players. We’re going to gain one level, get a bunch of slightly better quest gear and try again. Technically we can enter the later DM wings already, but there’s really no point in trying, is there? We’ll try our luck with Alzzin until 33 and if we can’t beat him then, Scholomance is already waiting. Either way, we won’t have a content shortage.

In other news: I’ve gotten my SIXTH GODDAMN F*CKING WARGLAIVE MAINHAND GODDAMNIT BLIZZARD F*CK YOU OVER SEVENTY RUNS!

*ahem*

See you next time!