WoW Guide The Underbog

 In the Coilge Cauldron in the Zangarmarsh you will find the 5-player instance Underbog. You can find out what challenges await you in the dungeon in our .

The Underbog is the second instance of 5 in Coilfang. In contrast to the slave quarters, you don’t have to deal with many individual opponents here, but with small groups and correspondingly tough fights.

Quests in the Underbog

quest name
fraction
quest giver
task
particularities
Lost at work
BothWatcher Jhang ; Coilgekettle entrancefinds

weeder greenthumb; Erdbinder Rayge; Windcaller Claw; naturalist bite

Only two of the four wanted are in the slave barracks. You can find the other two in the Slave Pens (62-64).
Here we goBothT’shu; SporeggarObtain a piece of spore from HungarfennRequires: Friendly with Sporeggar
Kill the motherBothKhn’nix; SporeggarKill the Shadowmother and bring
her brains to Khn’nix
Requires: Friendly with Sporeggar
Bring me a bushBothGzhun’tt; SporeggarCollect 5 Blood HibiscusRequires: Friendly with Sporeggar

Let’s go

Especially the swamp giants, if there are two of them, can quickly tear your group apart. So you should have at least two players with you who can also take a beating sometimes. This is especially important later in the fight against the swamp lord Musel’ek and his companion Klaue, because this bear is immune to all crowd control abilities (spells that incapacitate an opponent, such as Icing Trap, Transformation, or Annihilation). Healers should also be on their toes. Shadow priests, fierce druids, retribution paladins, or reinforcement shamans alone will hardly keep the whole party alive here. A high level of nature resistance items is also useful – it makes boss fights easier – but is not absolutely necessary.

The rest of the missing

The entrance to the Underbog is just to the right after you swim through the water pipes and get out of the water. The Watcher Jhang quest giver is also located there. Throughout the instance, you’ll find enough Blood Hibiscus that you’ll need for the quest “Bring Me a Bush”. At the beginning of the instance, you’ll encounter groups of three Deep Swamp Lurkers and Walkers, as well as groups of two to three Deep Swamp Bats. The latter only do moderate damage and therefore don’t pose a problem. You should only be careful not to draw multiple groups, which is not so easy with the speed of the bats. The groups of Underbog Lurkers and Shamblers, on the other hand, are a bit more difficult: the Shamblers heal themselves and others very effectively, and also apply a HoT (heal-over-time) spell to the healed enemy. So always take out the Underbog Shamblers first, and then the Lurkers. Once both are dead, you can deal with Hungarfenn (see the “Hungarfenn” box).

Nasty Naga

After defeating Hungarfenn, don’t forget to take the spore for the quest “Let’s Go”. Continuing down the linear path, you’ll again encounter swamp giants and patrolling deep bats. Again, fight one at a time! Soon you’ll come to a bridge with two Naga walking on it. Before you pull them, clean the platform in front of the bridge. Further up are the next two Naga. Extreme caution is advised at this entrance, as the groups are very close together here. There are also more Naga patrolling the corridor, who will also be on your back if you make a poorly executed move. You will then find yourself in a large room that resembles a steam boiler. Inside, go to the left and then up the stairs. Here you will encounter more Naga patrols, as well as groups of Murkblood opponents that you have already encountered in Zangarmarshknows. The different enemies all have different special attacks, but they have little effect on the fight. Only the healers and the Murkblood oracles should be eliminated quickly, so that injured opponents don’t get healed again. The oracles do the most damage with their spells and last the least. Therefore, you should always focus on them. On the platform you can already see the next enemy: Ghaz’an (see the box “Ghaz’an”).

Fear

After defeating Ghaz’an, go north from the platform and jump into the water. There is a small opening there that you can slip through. But be careful: if you are still battered from the fight, the fall damage can bring you to an unexpected end. So make sure that all the life bars in the group are filled before the jump. After the jump, keep to the left. Again, the path is linear, so you can’t get lost. You will now encounter extremely unpleasant enemies: Bog Rays. These have the unpleasant habit of putting individual players to flight with their PSYCHIC WRECK. The moor rays usually appear in groups of 2 or 3. But before you engage with these foes, you’ll find Earthbinder Rayge on a small hill to the left, which you must address “Lost at Work”.

Nasty Stings and Swamp Lords

In the corridor on the right side you will see the bog rayge. Pull them far back towards you so you don’t get steered into the nearest groups of monsters by the fear spell. The bog rays are joined by so-called lykul stingers and wasps, insect-like enemies that do little physical damage but all the more natural damage from poisons. Again, increased resistance to natural damage is advisable. The Moor Rays and Lyculstachler/Wasps groups can usually be pulled separately. However, this must be done quickly and skillfully, as the stingrays are very fast and use the fear spell early. Pulling more than one group will quickly end in chaos. As if that wasn’t enough, the Underbog Lords also wander the corridor. These hit even harder than the Swamp Giants at the beginning of the instance, and should definitely be fought one at a time. If one of these giants interferes while you’re still fighting the stingrays, each party member can basically find a secluded place to die.

Tip: Before you start fighting them, wait for the Underbog Lord patrolling on the left. Before the fight, pull him far back to you and fight him, because if he intervenes in the fight against Musel’ek and Klaue, you can look forward to the sight of the graveyard again.

The hunter and his companion

In an alcove in the corridor you will meet the swamp lord Musel’ek and his companion Klaue. Musel’ek is a hunter who has a large repertoire of special attacks. Klaue, on the other hand, fights diligently, but turns out to be a druid in captivity at the end of the fight when you bring him down to less than 20 percent health and retreats. This is part of the Lost At Work quest. After you defeat the hunter and free the druid, it’s not far to the final boss. Depending on how many enemies have already pulled you in front of Musel’ek, you may only have to take out one Underbog Lord before you can enter the Shadow Mother’s Lair. The toughest fight of the Underbog instance is ahead of you (more on that in the Shadow Mother section). But for those who have made it this far, this should not be an insurmountable hurdle. The fight against the Shadow Mother is the toughest of the instance. Again, every bit of nature resistance is beneficial here. In addition, the Shadow Mother hits the hard. Since her CHAIN LIGHTNING STRIKE can hit multiple players, all players should stand a sufficient distance around the Shadow Mother. If a player is affected by the STATIC CHARGE, he should be removed immediately. Every now and then, a player will be knocked out and hover in the air for 20 seconds.

Patrick Neif

Hungarfen
Hungarfen itself resembles a swamp giant, but hits harder and occasionally forms mushrooms. It is important to stay away from these, as they grow and cause a cloud of poison once they reach a certain size, which causes damage over time. Therefore, the tank must be especially careful and change position with Hungarfen when mushrooms appear near him. When the boss mushroom is low on health, it deals a dangerous area damage. This not only causes shadow damage over time, but also heals Hungarfen by four times the damage done. By the way, this phase of the battle is easily recognized by the fact that Hungarfenn is rooted. Therefore, all players, including the tank, should keep their distance to avoid the area damage.

Skills

MELEE DAMAGE: 700-1200 damage

ROOTED SPORTS: The player takes 300-500 shadow damage and Hungarfen heals four times that amount each time; appears only at the end of combat and is easily recognized by Hungarfen’s rooted state

DEEP HUMPING MUSHROOMS: Appear in random locations and deal ~450 nature damage (spore cloud) to the affected player every 2 seconds for 20 seconds

Ghazan
Ghaz’an strikes only half-heartedly, you have to fear his poison attacks. Therefore, the tank Ghaz’an should turn away from the rest of the group so that the ACID SPIT does not hit any player. Any nature resistance is beneficial in this fight. MARK OF THE WILDERNESS of the Druid, ASPECT OF THE WILDERNESS of the Hunter and also the NATURAL RESISTANCE and POISON TOTEMS of the Shaman make the fight much easier.

Skills

MELEE DAMAGE: 400-800 points of damage

ACID SPAT: 2400 nature damage for single player

ACID BREATH: 500-600 nature damage, then nature damage every 2 seconds for 18 seconds; stackable, 140 nature damage per stack

TAIL SWEEP: 500-900 damage, hits players behind Ghaz’an

Musel’ek and Claw
Musel’ek is proficient in all the attacks of a hunter. Every now and then he grabs all players in an ice trap and shoots either AIM or MULTI-SHOT at the group. Especially the MULTI-SHOT does a lot of damage. A second well-equipped player should take care of Klaue. This bear cannot be taken out of combat and will pounce on healers unless tanked. Therefore, try to kill Musel’ek as soon as possible. Then all players can focus on Klaue. When his health approaches zero, the bear becomes friendly and turns back into a Night Elf Druid and is considered freed, which is part of the Lost at Work quest.

Skills

Muse’ek

MELEE DAMAGE: 700-900

RAPTOR STRIKE: 800

SHOT: 1,200 damage

ICE FANG

MULTI SHOT: 2,200 arcane damage

DESTROYED SHOT: 2,000 damage

KNOCK AWAY: 700-800 damage

claw

Immune to polymorph, hibernation,

FEAR OF WILD LIFE

WILD ATTACK: 400 damage

ROLLING ROAR: Weak area attack

Shadow Mother
Abilities

MELEE DAMAGE: Up to 1,900 (critical)

CHAIN LIGHTNING: Up to 2,000 nature damage; hits multiple enemies; players are hit the smaller the single damage becomes, when “jumping” to the next player the damage is reduced by about a third

STATIC: 750 nature damage per second; can and must be removed; can jump on adjacent players, therefore also: stand far apart

FLOAT/STYLE: player receives yellow beam, floats in the air and is stunned for 20 seconds

What is ?

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Getting Started

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