___TLPD_Section_________ WAIT WAIT WAIT WALL OF TEXT, ANYTHING LESS DETAILED? OMGWTF!!!!
My WoW Related Videos: . How To .I've redone the How To to be more simple and hopefully more clear. And before I begin: If you see someone camping a spot, MOVE ON TO CHECK THE NEXT SPOT. Camping where someone is already camping is stacking. And if you're stacking, you're literally telling that person "Fuck you, I'm going to cut throat you and take it for myself." Dick move. Don't be a dick. SECTIONS: - for people on PVP servers - make sure to read this page from the old How To (updated on 12.7.11)
. 01 . Spawn Spots / Camp Method First, before reading this, acquant yourself with the 4 spawn spots. In order of most importance: 1 . Frozen Lake Since this is now Cataclysm, I can see the debate for camping multi-path camp spots. However, there is only one I would even consider. Only one. And that is this spot. This is because if you're not going to camp that spot, you seriously might as well simply camp Frozen Lake, or one of the other spawn spots if Frozen Lake isn't camped. This spot can see the four paths. It is far too far away from any spawn spot to see a spawn, simply the paths crossing. This is the only general area you can see all four spawn spots, right here. But if you're not camping a spawn spot this is the only spawn spot I would seriously ever even think about sitting. sKeep reading and I'll explain why. The reason for this is, and I can not stress this enough, if you're not on that spawn spot - or close enough to see players (which is maybe 50 yards), someone else very easily could - and may be. That means, nothing's getting out of that spawn spot. Camp the spawn spots. That's the bottom line here. If you're even 100 yards away, well in range to spot a spawn, you can't see if someone's on it. And for all you know, someone is on all four spawn spots (counting the other faction you can't see in /who.) So camp a spawn spot and guarantee yourself at least a 25% chance. CONCERNING GROUP CAMPING: If it spawns somewhere other than on the person who the camp is intended for (if that's how you're working it) you MUST make sure the TLPD doesn't die until the person gets there. Best course of action is to let the person who it's supposed to go to kill it. (ally or horde, doesn't matter, if an ally friend kills it and you are part of the winning Horde, you can still ticket it to the ally if the ally has done damage to it.) note: DO NOT LEARN TLPD IF IT GETS LOOTED BY SOMEONE OTHER THAN WHO IT'S SUPPOSED TO GO TO. Many times GMs wont even bother if you do that. If, as stated in the previous sentence, the person it's supposed to go to go even 1 point of damage in, you can indeed ticket it to them. Just be careful not to one shot it and DO NOT LEARN IT. Sadly this has happened many times with various mounts and most always the GMs were like, lulz, cant help you. Now, for why the spawn spots are in that order of importance. (NOTE: If Multi-Camping, and you have frozen lake covered that can see ulduar and waterfall spots as explained multiple times across this site. So the logical spot for a 2nd toon would be Brunnhildar, I think should be obvious but apparently not so I must type this. 3rd I would put one on Ulduar, as that flight takes forever to reach Frozen Lake) 1 . Frozen Lake. This can see Ulduar Ravine and Waterfall's route passing by on the river from EXACTLY on the spawn spot. Yes, you can't see the harpies. That's fine. The harpies have a very small visual range and Time-Lost and Vyragosa have a huge visual range. If you want to see an example of this in action, go to Icecrown and sit a bit southwest of The Shadow Vault. Get in range to see all of those frost wyrms down by The Conflaguration. Look, see all the Frost Wyrms? Now look down at the ground between you and them. Looks empty, huh? You know it's not. Fly around and get all that stuff on the ground to come into visual range for a minute. See? You can see things at various distances. Just like TLPD / Vyra. You can see them from the spawn spot. 2 . Waterfall. This can see the Brunnhildar route in action. 3 . Ulduar. This is important if Frozen Lake and Waterfall are already camped because it has a massive, massive route before it gets to player populated areas. Plus, if you happen to be wandering aimlessly around your house or neighborhood, and there is a spawn that has enough time to kill you, you have a bigger chance of flying and catching up to it before anybody knows it's up. 4 . Brunnhildar. This is in a heavily travelled area. Also, if you're wandering your neighborhood and happen to get killed by a spawn and get back, chances are someone down in Brunnhildar has seen and came to kill it, or a Skoll camper, or any of the various quest objectives all around it's path could be housing levelers who see and engage it. Alright, here is how I would suggest camping this. Check the spawn spots in order of importants as listed above. Don't be disheartened if someone is at Frozen Lake. If you're one of the few people camping it, it's the best spot. Now, the problem here is, if you see someone at Frozen Lake, then Waterfall is immediately the best spot to camp. Why? Brunnhildar is a couple minute flight for Vyragosa / Time-Lost to get in sight of the Waterfall spawn. Ulduar, howver, is a several minute flight, usually over six minutes, to make it to within sight of Frozen Lake spawn. That's a lot of time. Thus, if Frozen Lake is camped, Waterfall becomes the best place to be. Then if both of those are taken, obviously then Ulduar. One tactic I suggest is meeting other campers, conversing with them, and splitting up camp spots. I may suggest Frozen Lake + Brunnhildar to variously cover all four in one way or another. Another thing to do is add people to your friends list for better or worse so you can keep an eye if they're online or in the zone. This is really handy, as if you see someone at Frozen Lake and they are your faction, adding them to friends list will show you when they go offline or leave the zone. Open spot! (most likely.) MAKE SURE to camp directly on the spawn spot. When I say you can see paths from a spawn spot, I mean you can exactly see the path from the spawn spot itself. Sitting right on it. See the picture below for the most drastic example. As I say many times through the site's various versions and the forums and pretty much every conversation I've everh ad about it, if you're not on the spawn spot, someone else could be. Yeah, you acn see the spawn soon as it happens. But as you should know by the time you're at storm peaks camping this mob, player visual range is massively smaller than tlpd/vyragosa. It shouldn't be the worry for you that you can or can't see TLPD/Vyragosa. The worry should be, can you see the spawn spot close enough to know for sure, 100%, if another player is on it? It's the only way you can guarantee yourself 25% shot at tlpd/vyra (the patrol routes you can see are just a bonus, don't be foolish and try to inch 20 seconds towards the river closer to tlpd/vyra's flight path at the massively more costly price of not knowing FOR SURE the spawn spot you think you're camping is actually uncamped by other people. I've been that guy to camp spawn spots on people who thought they knew what they were doing dozens of times. Trust me. Think about it long enough and it'll make sense to you. Better to think about it than lose multiple Vyra/TLPDs in a row to camping wrong.) The TLPD has the same visual range. You'll be fine. Don't worry so much about OMG THE STUPID FUCKING CIRCLE ON NPC OVERLAY ISN'T EVEN CLOSE TO THE MARKED MAPS. Yes. That's true too. But watch this video and behold that circle being finally rendered absolutely worthless.
. 02 . Spawn Time Information The previous 6 hour no-spawn window which existed in Wrath, no longer exists. If you don't know what that was, it meant after Vyragosa or Time-Lost were killed, neither would spawn for at least six hours. That only means there would not be a spawn for six hours. Then, from six hours onward it would become possible. So it could be six or twenty hours after the last kill. Now, that spawn window is gone. After The Shattering times as low as 45 minutes (three times so far) or more commonly low times would be 3-5 hours after have been documented. So after a kill, I would suggest just staying out there permanently (or as permanently as you can) until you get Time-Lost. This will help you in three destinctive ways. Firstly it will keep you from leaving, letting the spot be open for someone else to come jump into. The tough shit rule applies, someone's there after you're gone and you become the stacker if you go jump back in, regardless of time spent there. Secondly it doesn't give others the "Oh, they took off again. Must not be a spawn possible right now." Thirdly it lessons the chance you miss a spawn that came freakishly early. If you want to speed up spawn times you absolutely have to have a friend / multiple friends out killing every single rare they can find in Northrend. Yes, they are definitely connected. We did the research and it was absolutely conclusive that keeping the rares killed in Northrend caused the spawns of Vyra/TLPD to happen literally twice as fast. The spawn times went from 14-20 hours in betwen to 6-11. So that's an average of 8-10 hours into a live spawn window dropped down to 0-5 hours after. And this was before cataclysm. Now it's a higher spawn rate. Thus, where people before were seeing 1-3 spawns a day, people now are seeing 3-5. Granted, the higher numbers are on servers where the rares are being killed quickly.
If you want to look through the old How To section: feel free - here you go. |