View Full Version : DK starting area quest guide for mboxers
Moorea
11-14-2008, 03:01 AM
Hi
I'm mboxing 3 DKs at the moment; I thought I'd share my experience:
The first quest to get your weapon seems bugged if you're grouped only 1 spawns
The eye quest: you can do it on 1 toon and all the others get completion as long as your in eye mode on all
The mount quests aren't too mboxer friendly (you do need to get N horses)
The 5 ghoul only needs to be done by 1 toon, all get it (yay!)
The 100 killing with canons is the same; only 1 toon needs to fight (but move all toons to same boat before starting)
The "use the onhanded weapon to torture people in giving out information" : not MB friendly : each toon needs to do it and you need a LOT of kills (and slow kills)
A special surprise (kill one of your race) : 1 is enough (both all 3 of my DKs are same race...)
An end to all things : horrible quest (flying and kill ppl and ballistas; no follow; very short range if any for getting kills) - ended up doing 1 by 1
Zone finale is fine too
Last edit:
In a bit more than 6 hours I got my 3 Death Knights out of the zone and l 58 - I specced them differently (mostly for fun) - the auras add up - but I'm not sure they would stack; if say you have 5x Blood DK - do you get 5x2% healing ?
algol
11-14-2008, 04:24 AM
Quest names would be nifty if you're logging those, or can cross-reference the ones you missed against WoWhead.
Hachoo
11-14-2008, 11:46 AM
I multiboxed 5 death knights and did every single DK quest.
The quest to get the weapon is not bugged, theres weapon racks all over that floor of the area they just dont respawn in the same area - look around more to get all 5.
I did EVERY quest and can honestly say none of them are bugged. The only quests that sucked at all were the quest where you equip the two onehanded swords to try to get the crusaders to talk (can only do it on one DK at a time and it can take up to 50+ kills to get someone to talk - doing this x5 REALLY sucked, took an hour or so).
Also one of the last quests to ride the frost wyrm has to be done 1 at a time. Aside from that you can do everything else very easily as a group. I reccomend just doing all quests because even though theres a couple collection quests that seem like they'll take forever, they don't. For instance, the quest to pickup arrows, you insta grab them (don't even have to stop running while grabbing) so you can grab 15x5 in about 5 minutes. Also the quest to get skulls is a 100% drop rate and you already have to kill 25+ guys for the quest anyway.
MOST of the DK quests give up to 37,000 experience plus a blue item if you complete them. I PITY the DKs that exited the starting area at 58 - going to take them 10x longer to get to a higher level than it took me. When I left the DK starting area all 5 of my DKs were 60.66 with every item being an outland quality blue item.
Edit: To all multiboxers playing a DK(s), PLEASE show the rest of the community that we are smart. I can't tell you how annoyed I am at all the morons spamming general chat asking how to do a quest or where to go. EVERY single DK quest tells you in the quest log EXACTLY where to go (I mean its very literal and gives you exact directions pretty much). Dear lord being in the DK starting area made me lose faith in humanity. Oh how many people spammed "WHERE DO I GET THE IRON CHAINS AT!??" When it says RIGHT in the quest "Go get some iron chains from the blacksmith building just to the left after entering the city". Ugh. I'm getting pissed off now just remembering.
I repeat, NONE of the DK quests are hard or confusing. If you are confused, read the quest again, don't make yourself look like an idiot by asking in General Chat! Note that this isn't directed at the OP just in general because there are so many damn morons playing DKs right now.
blast3r
11-14-2008, 12:17 PM
So how do you all like MBng DKs? Is it easy? Difficult? Fun? I was thinking about rolling a team but not sure.
Hachoo
11-14-2008, 01:40 PM
So far its easy but without a healer instances wont really be possible I don't think, except maybe by bouncing aggro using taunt abilities. Even then bosses will be challenging.
As far as questing its awesome and easy. Healer will probably be necessary for PvP also so I'll likely try to sub in a holy priest at some point. But for now I'll keep playing 5 DKs and see how it works.
Haha, you're lucky you get 33k per quest Hachoo ... Good ole RAF :-P ... you will only end up at level 58.5 if you don't have RAF on the characters :) (or at least I did, and i did ALL quests).
I've got 4 DK's at the moment (1 completed all of the quests just to see how I enjoy the class); at this point, it looks I'll be dropping 3 of my shaman (at least until dps gets fixed post 70) and 1 of my pallys in my 10 box team in order to fit in the DKs.
I've gone full Unholy for all 4 of the DKs (@ level 58 their Anti-Magic Zone protects me aganist 12,000 magic damage (75% redux), all of the AMZ's are on a rotation too, so I can keep a 12,000 damage magic shield up 100% of the time (theres nothing pre-Wotlk that can break through 4 rounds of it). Since it scales up with gear, I can imagine having an AMZ of 15,000-18,000 easily by the time I get to 70 (this should make for easy TBC farming, IMO). The gargolye is a sweet dps tool as well... 4 gargoyles that each hit for around 1600 (6400 total nature damage) on a click (3 min cooldown though); and I haven't gotten unholy Blight yet, but I imagine that I'll be spamming the crap out of that... as between the 4 characters its a 3800 AOE dmg DoT. Combine this with 4 ghouls, and you're really having fun.
It's a bit early to tell how the DK's will shape out end game. I've looked at some parses and DKs are constantly in the top 8-18 of the damage dealers on any given raid (I've rarely seen them break top eight), but it looks like in end-game wotlk, Hunters/Rogues/Retadins are coming out on top of the meters, followed by Mages, some arms warriors, locks, followed by DKs (Dks have been all over the charts), and at the bottom of the slope there appear to be shaman (I have had a hard time finding consistant data on elemental shaman builds end-game though, so feel free to dispute this; from what I have found, the shaman are in the bottom tier of damage dealers, end-game at this point). I'm sure things will be able to plow through an 80,000 damage - Anti-magic damage shield no time, but for now, I'm having a blast with these toons. Im going use my full holy priest along side the toons to help with damage control.
Edit: I should point out that in my post, I meant to say that there are no creatures (outside of raid bosses) that can break through the Anti-Magic Zone rotation. I'll run some more tests this weekend, but at this poitn im fairly confident that with a 4-DK rotation, you could easily TANK through Talon King Iksis, even when he nukes (although you wont be able to damage him, thanks to his shield), but for a laugh, I will try and fight him while taking each Arcane Explosion with my characters under the effects of the Anti-Magic Zone.
Also, does anyone know if Anti-Magic Zone stacks with Anti-Magic Shell?
That is to say, if a creature casts a 10,000 damage explosion on me... Anti-Magic Zone will absorb 7500 of the damage for all characters under the zone, meaning that I will take 2500 damage on a 10k hit. If I apply the Anti-Magic Shell while under these effects, will it reduce the 2500 damage by 75% as well? Bringing the hit down to 625? IF this is true, with the racial talent (Blood Elves ftw), and aura, and 0 other factors, we should be able to reduce a 10k damage blast down to less than 400 damage (provided that it even hits you for 10k)
That, IMO = Game over for any caster boss, TBC.
Hachoo
11-14-2008, 04:16 PM
Oh crap, I didn't even think about the fact that I have RAF, which coincidentally ends today. LOL here I thought the quests were giving 37k each naturally, doh!
Ah well, at least I was able to level 5 DKs to 60 super fast! :D
Moorea
11-14-2008, 06:50 PM
Just to point out the obvious: you can't exit the zone without doing all the quests (afaik it's a big long chain with a few forks) - so I don't think anyones exits the zone without all their blues
And with normal xp you get barely to 58 when mboxing (because you get less kill xp to accomplish the same as a solo)
"The 100 killing with canons is the same; only 1 toon needs to fight"
Not true. There are two boats and your toons will get split up, been there done that. It'll take at least two goes at it (one for each ship) but fortunately it's fast and easy.
Add to the list the PVP quest (only have to do 5 duels - counts for everyone). I just got two pairs of DK's dualing it out on auto-attack and repeated (goes faster once they're almost dead from the first fight) and then one more fight.
Moorea
11-15-2008, 04:07 PM
"The 100 killing with canons is the same; only 1 toon needs to fight"
Not true. There are two boats and your toons will get split up, been there done that. It'll take at least two goes at it (one for each ship) but fortunately it's fast and easy.
Add to the list the PVP quest (only have to do 5 duels - counts for everyone). I just got two pairs of DK's dualing it out on auto-attack and repeated (goes faster once they're almost dead from the first fight) and then one more fight.
No - It is true - you just need to move all your toons to the same boat - I had 3 DKs, 2 ended up on same boat and 1 on another, I moved the 1 with the other 2 and did the kills once for all 3
(Edited OP to make it clearer in that respect)
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