ZG again
ZG again
Couple things left for us in ZG:-- Mage turtle spell-- Raptor / Tiger mounts-- Helm enchants -- The helm enchants are arguably better than the KoT enchant because it stacks block value instead of dodge with stamina. > threat < mitigation.I've heard of people 3 manning many of the bosses ... anyone else interested in going back?
ZG again
Requires friendly rep with zg, class specific idol found in piles and a drop off either jindo or bloodlord. Those are the only 2 bosses i know of who drop it.http://www.wowwiki.com/Zul%27Gurub_Enchants
ZG again
It's only Jindo and Bloodlord (Raptor boss) - no chances from anyone else. Top end guilds used to go in there to kill just those two guys, get two head enchants, and that's it.
I highly doubt that the ZG head enchant would be better than the appropriate new lvl 70 enchants for most people. Correct me if I"m wrong, but it's easy to hit the max on defense as a tank, and at that point more benefit is to be had by getting block on the enchant rather than def.
Head enchants from factions that you should really have on your hat if you're 70:
CE rep - AP + hit
Shatar rep - Spell damage + spell hit
Honor Hold - Healing + mp5
Keepers of time - the tanking enchant in question - def + dodge
I highly doubt that the ZG head enchant would be better than the appropriate new lvl 70 enchants for most people. Correct me if I"m wrong, but it's easy to hit the max on defense as a tank, and at that point more benefit is to be had by getting block on the enchant rather than def.
Head enchants from factions that you should really have on your hat if you're 70:
CE rep - AP + hit
Shatar rep - Spell damage + spell hit
Honor Hold - Healing + mp5
Keepers of time - the tanking enchant in question - def + dodge