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Originally Posted by Kasi Pre 60 WoW mobs that have special abilities and are different? Let's see:
Deadmines: Smite, Shredder
RFK: The giant boar, final boss
SM: Arcanist, Herod, Whitemane and the Lord Commander. All three are interesting and unique fights.
RFD: The Lich, the boss with the ton of skeleton adds
Z'F: Gazrilla, the whole Pyramid defence battle, Antu'sul
Uldaman: The giant, the final boss which is a very nice scripted fight, probably the best pre 60 5 man fight.
Maraudon: Princess, Noxxius
Sunken Temple: Eranikus, Hakkar
Blackrock Depths: Emperor & Princess, Arena, giant elemental guy near the start, the Seven event
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See those are all pre 60, and not even getting into the 60 battles and none of those are common mobs found in the dungeon with one more dot or more health and one added ability. I find it hilarious (and sad) that people find it fun to camp mobs for 1+ hours in order to spawn a tougher mob that drops loot. I've never camped mob camps in WoW with the hope of having a rare spawn drop, and having to constantly do that would piss me off majorly. |
Well if thats what you consider unique & special mob fights, VG has plenty, of at least as good boss fights as those on the way to max level cap.
Your also taking what I said a little out of context. When I said, that the only thing VG currently does to replace instances, is farm x tokens to summon a boss. That doesn not mean its the only way to see a boss. Its ok pre 50 for this sort of thing to happen. In fact it works well.
What I was trying to say, was this will be a disaster if its the way its implemented in raid game.