Difference between revisions of "Dire Maul"

From Basin Wiki
Jump to navigation Jump to search
Line 184: Line 184:
  
 
=== North Side ===
 
=== North Side ===
I haven't done this yet, but have read a bit about it.  Here is a copy of what quickdart had to say.
 
  
To get perfect tribute in North instance:
+
Most runs on north side are done with the goal of a full tribute award.  This walkthrough will follow that path.
  
1) Skip the first boss completely- His key is for the second (the inner sanctum) door, and can be picked by a rogue (alternate way: kill him, get key, reset).
+
First these are the things you need before you start.  You need 1 Thorium Widget and 1 Frost Oil to repair the trap.  You need 4 bolts of runecloth (made from 20 runecloth by a tailor), 8 rugged leather, 2 rune thread.  If you have a tailor with the ogre suit recipe you only need 2 bolts of runecloth, 4 rugged leather and 1 rune thread.  Also you will need the inner sanctum key or a rogue with enough lockpicking skill. '''Someone please add the required skill to lockpick the inner sanctum'''  You can get the inner sanctum key off Guard Mol'Dar the first guard in the courtyard then reset the instance for maximum tribute.
  
2) Bypass the drinken ogre in his sleep
+
The path I take is like this.  We zone in and first work on the patrols.  One will be a single brute that patrols up to the courtyard ramp and over to the southeast corner.  Another is a patrol of an ogre and 2 dogs that patrols all the way around the courtyard and also goes down the ramps into the courtyard as well.  With those 2 patrols out of the way we head west (left) from the hallway you zone in at and pull the large group there.  It is usually 4 ogres, although I have seen it spawn a smaller group.  There is a patrol that walks close and you need to wait for it to leave or else risk another add.  With that group down we wait and grab the patrol that walks nearby as well.  Then I follow the courtyard wall west till the edge and follow the wall north about halfway up the courtyard there is a group of an ogre and some dogs.  Pull that to make room to pull the 3 ogres to the west. 
  
3) Have a rogue sneak up to the chest guarded by Guard Fengus (or just a really fast player?), loot key, and go around.
+
After you pull the group of 3 ogres to the west the objective is to run up the ramp and across the courtyard.  Stop in the middle, loot the key from the box, and run down the other ramp and through the courtyard door.  Don't rush up to it at first, there are many patrols that can foul things up.  Start by grabbing the ogre and dogs to the north of the ramp.  With them gone start killing patrols and working your way to the top of the ramp.  At the top of the ramp look for how Guard Fengus patrols.  Wait for him to path down the south ramp to give your group the largest opportunity to run across.  With him patrolling the southern path you should run across, take the key from the box and run down the west ramp and through the courtyard door using the key you just received.
  
4) Repair the broken trap (thorium widget and frost oil) after pulling the surrounding mobs, Guard Slip'kik will wander by and be permanently trapped.
+
Now you are inside the warlock section.  You need to watch for Wandering eye of killrogs.  They will summon 2 tough demons if you give them the chance so if you see one destroy it fast.  In fact after zoning in before the first pull you should just wait and watch for the wandering eye and kill it before it causes any problems.  With it out of the way you can start the first easy pull.  You can solo pull the reaver here with a body pull.  With him dead you can take the warlock easily.  If possible CC the warlock and kill the non-elite pet first.  The pet can AoE stun so healers should stand a bit away.  After that continue moving down, being able to CC the warlocks so you can kill their pets will be a big help in this section.  At the bottom of this ramp is a very easy aoe pull of bugs.  After this you get to a big room with the broken trap.  First off just wait for the eye and kill it when it patrols close enough.  With the eye gone you need to repair that trap to get the guard out of the way.  You have two choices here.  If you have a priest they can mind soothe the ogres and you can repair the trap then back off and let the guard walk into it.  If you do not have a priest pull the 2 warlocks really far back so that the guard will not add in when he patrols back.
  
5) Need someone with the ogre suit (quest from goblin in the corner) to use it and talk to Captain Kromkrush- He tells the captain that Guard Fengus called him a Gnoll lover, and Krom then runs off, presumably to beat the snot out of Guard Fengus. Ogre tannin needed for the suit can be found in a corner on the way to the king, or dropped in the box left by the goblin if you free him (key is a random green drop).
+
With the warlocks cleared and the guard trapped you can safely talk to Knot.  If you have a key you will not want to release him quite yet.  First you should get your ogre suit (if you have a tailor that can make it you won't need to do the quest).  To make the ogre suit you will need the ingredients you brought in plus some ogre tannin that could spawn in the box knot leaves behind or from the basket up ahead.  If you still need the tannin just wait on saving him till you get it in a bit.  Next you need to get to the ramp above your head.  Go west and then south to the base of the ramp. Go up the ramp clearing the ogre groups in the way.  Up the first ramp is a group of ogres standing near a fire.  Clear them to get at the tannin basket and take the tannin you need for the ogre suit.  Only one tannin can be taken and it is BoP so make sure someone who has the rest of the suit ingredients gets it.
  
6) The Observer. This guy is a pain because he can heal the King- however, he can be stunned and inturrupted by kick etc. Recommend pulling him away from King and having someone offtank him while the rest of the group focuses on the King. He will de-aggro after the King dies.
+
With your new ogre suit made you need to get to the captain to fool him. It is best to not put on the suit till you are at the captain since it is a one time use and only lasts for 10 minutes.  At the top of the ramp 2 reavers will guard a door to the inner sanctum. Use the key from the first guard or a rogue to get past this door.  Through this door there are 3 ogres.  Pull the nearest reaver and he should come solo with a level 60 pulling.  With him clear the other 2 shouldn't pose any problem.  Now you need to wear that ogre suit and get rid of the captain. He will run off to the courtyard letting you lead your "prisoners" in to see the king.
  
Enjoy the blues from the chest biggrin.gif
+
The large room the king is in is the next task to clear.  Be aware there is a patrol of 3 dogs.  Pull it when you get a chance.  You will want to pull the ogre groups you find here far away as the captains cast fear and that can cause you to run into more mobs if you aren't carefull.  Also there is a large group of dogs in the center.  While dogs are non-elite they hit very hard so AoE can be a bit difficult to use if you go that route.  Destroy them however you choose.  Once you have this room cleared (ignore the gordok spirits) you can proceed with the king.
 +
 
 +
The king is an interesting fight if you want maximum tribute.  For the best tribute you need to keep Cho'rush the Observer alive.  He spawns as a random class, I've seen mage, priest and shaman so far.  The healing classes are dangerous because he can heal the king.  The mage is tough because he can counterspell your healer.  The strategy I've always used is to have me (a mage) kite Cho'rush far away from the group so he doesn't interfere with the fight at all.  I can handle myself against him just fine without heals.  I use a lot of rank 1 frostbolt, cone of cold and frost nova and blink for emergencies.  If needed I can bandage a little, but I usually hold up just fine with mana shield.  Counterspell is a great way to get aggro on him fast at the start of the fight as well.  I've heard a rogue can tank him pretty well also while the rest of the group fights the king.  I imagine many classes could keep him occupied just fine.  At low health the observer will rejoin the fight even if you pulled him away, hopefully the fight is over by the time he returns to the king.
 +
 
 +
With the king dead and the observer alive the observer will run and call for Mizzle.  Talk to mizzle to receive your tribute and be named the new king of the gorduk.  A lot of great stuff can drop from the tribute, including stuff you cannot get by just killing the bosses.  As the new king you can talk to the ogres you left alive and receive buffs, quests and beer from them.  Also as a bonus you can zone out causing you to lose the king buff then zone back in and kill all the ogre bosses you skipped (except slip'kik stuck in the ice block).  This way you can get even more rewards.

Revision as of 13:52, 5 April 2005

For now I'm just jotting things down and will organize this better later -TacoSupreme

Forum Thread

Maps

East Side
West Side
North Side

Quests

From: http://wow.allakhazam.com/db/qlookup.html?zone=85

Alliance Quests

54 (57) Lethtendris's Web - This quest is obtained from Latronicus Moonspear in Feathermoon in Feralas. The reward is the Lorespinner dagger (37.7DPS, restores 3MPS)
54 (61) Elven Legends - This quest is obtained from Scholar Runethorn in Feralas.

Horde Quests

Lethtendris's Web Feralas H 57 Talo Thornhoof
Elven Legends Feralas H 61 Sage Korolusk


Neutral Quests starting in Dire Maul

56 (60) The Gordok Ogre Suit - This quest is obtained from Knot Thimblejack inside the north wing. This quest is repeatable. You need an ogre suit to bypass the captain for maximum tribute. After a tailor has done this quest knot will teach you how to make an ogre suit.

56 (60) Unfinished Gordok Business - This quest is obtained from Captain Kromcrush inside the north wing. You can only get this quest if you become the ogre king and keep the captain alive.

56 (61) The Madness Within - This quest starts at the Shen'dralar Ancient inside the west wing. She is on the top level above Teldris.

56 (61) The Treasure of the Shen'dralar - Follow up to "The Madness Within", you just go to the library for your reward.

58 (60) A Broken Trap This quest is obtained at a broken trap inside the north wing. Setting the trap will take Guard Slip'kik out of the way so you can get maximum tribute.

58 (62) Holy Bologna: What the Light Won't Tell You - Lorekeeper Javon

58 (60) Libram of Focus - Lorekeeper Lydros. Must complete Elven Legends to be able to get this quest.

58 (60) Libram of Protection - Lorekeeper Lydros. Must complete Elven Legends to be able to get this quest.

58 (60) Libram of Rapidity - This quest is obtained from Lorekeeper Lydros. Must complete Elven Legends to be able to get this quest.

60 (60) Arcane Refreshment - This quest is obtained from Lorekeeper Lydros in the library. This is only available to level 60 mages so they can get their rank 7 water spell. This quest involves Hydrospawn in the east wing.

60 (62) The Greatest Race of Hunters - This quest starts from a book in the library and must be turned in to Lorekeeper Mykos.

?? (62) The Light and How To Swing It - This quest starts at Lorekeeper Mykos inside the Dire Maul instance.

60 (62) Codex of Defense - This quest is obtained from the Codex of Defense. You can return to the codex to Lorekeeper Kildrath and receive a trinket with 200 armor and +10 Fire Resist.

?? (60) Foror's Compendium - This quest ends at Lorekeeper Lydros.

58 (??) Free Knot! - This quest is obtained from a random drop key. It is then turned in to Knot Thimblejack inside the north wing. It is repeatable. The reward is a box of random tailoring and leather working stuff. It always has a BoP pattern for tailoring or leatherworking.

?? (62) Frost Shock and You - Yet another book quest.

60 (62) Garona: A Study on Stealth and Treachery - This is from a book found inside Dire Maul. Turn in is in Hillsbrad Foothills. Reward is a trinket with +%crit and +% dodge.

60 (62) Harnessing Shadows - XP only reward for a level 60 quest? O.o

?? (62) The Arcanist's Cookbook - The Arcanist's Cookbook

?? (??) The Emerald Dream... - This quest is obtaiend from a Random Drop

(60) The Gordok Taste Test - No info


Quests involving Dire Maul
Pusillin and the Elder Azj'Tordin Feralas B 58 Azj'Tordin Choose: Spry Boots (1) or Sprinter's Sword (1)
Shards of the Felvine Moonglade B 60 Rabine Saturna

Bestiary

Name Type Level Zones
Alzzin the Wildshaper Demon 57 - 58 Elite Instance
Alzzin's Minion Demon 55 - 56 Instance
Arcane Aberration Elemental 55 - 60 Elite Instance
Arcane Feedback Elemental 56 - 60 Instance
Arcane Torrent Elemental 55 - 60 Elite Instance
Cadaverous Worm Not Specified 59 - 60 Instance
Captain Kromcrush Humanoid 57 - 61 Elite Instance
Carrion Swarmer Beast 52 - 58 Instance
Cho'Rush the Observer Humanoid 58 - 60 Elite Instance
Death Lash Elemental 55 - 58 Elite Instance
Eldreth Apparition Undead 55 - 58 Elite Instance
Eldreth Darter Dragon 58 - 59 Elite Instance
Eldreth Phantasm Undead 54 - 59 Elite Instance
Eldreth Seether Undead 58 - 59 Elite Instance
Eldreth Sorcerer Undead 58 - 59 Elite Instance
Eldreth Spectre Undead 53 - 59 Elite Instance
Eldreth Spirit Undead 55 - 58 Elite Instance
Eye of Immol'thar Not Specified 60 - 61 Instance
Fel Lash Elemental 48 - 56 Elite Instance
Ferra Beast 58 - 60 Elite Instance
Gordok Brute Humanoid 52 - 60 Elite Instance
Gordok Bushwacker Humanoid 55 - 59 Elite Instance
Gordok Captain Humanoid 58 - 60 Elite Instance
Gordok Enforcer Humanoid 46 - 54 Elite Feralas
Gordok Hyena Beast 43 - 54 Feralas
Gordok Mage-Lord Humanoid 52 - 58 Elite Instance
Gordok Mastiff Beast 52 - 59 Instance
Gordok Mauler Humanoid 47 - 54 Elite Feralas
Gordok Ogre-Mage Humanoid Feralas, Mulgore
Gordok Reaver Humanoid 55 - 61 Elite Instance
Gordok Spirit Undead 60 Elite Instance
Gordok Warlock Humanoid 55 - 60 Elite Instance
Griniblix the Spectator Humanoid 57 - 58 Instance
Guard Fengus Humanoid 54 - 59 Elite Instance
Guard Mol'dar Humanoid 55 - 59 Elite Instance
Guard Slip'kik Humanoid 55 - 59 Elite Instance
Highborne Summoner Undead 55 Elite Instance
Hydroling Elemental 55 - 57 Instance
Hydrospawn Elemental 55 - 57 Elite Instance
Illyanna Ravenoak Undead 58 - 60 Elite Instance
Immol'thar Demon 60 - 61 Elite Instance
Ironbark Protector Elemental 55 - 59 Elite Instance
Ironbark the Redeemed Elemental 58 Elite Instance
King Gordok Humanoid 60 - 62 Elite Instance
Knot Thimblejack Humanoid 50 Instance
Lethtendris Humanoid 56 - 57 Elite Instance
Lorekeeper Javon Humanoid 60 Elite Instance
Lorekeeper Kildrath Humanoid 58 Elite Instance
Lorekeeper Lydros Humanoid 60 Elite Instance
Lorekeeper Mykos Humanoid 60 Elite Instance
Magister Kalendris Undead 60 Elite Instance
Mana Burst Elemental 59 - 60 Instance
Mana Remnant Elemental 54 - 59 Elite Instance
Mizzle the Crafty Humanoid 60 Elite Instance
Mushgog Elemental 60 Rare Instance
Netherwalker Demon 59 - 60 Elite Instance
Old Ironbark Elemental 58 Elite Instance
Petrified Guardian Elemental 57 - 59 Elite Instance
Petrified Treant Elemental 57 - 59 Elite Instance
Phase Lasher Elemental 46 - 55 Elite Instance
Pimgib Humanoid 55 - 56 Elite Instance
Prince Tortheldrin Humanoid 60 - 61 Elite Instance
Pusillin Demon 57 Elite Instance
Residual Monstrosity Elemental 55 - 60 Elite Instance
Rotting Highborne Undead 57 - 59 Instance
Shen'dralar Ancient Undead 60 Elite Instance
Shen'dralar Provisioner Humanoid 52 Elite Instance
Shen'dralar Spirit Undead 56 - 58 Elite Instance
Shen'dralar Zealot Humanoid 59 Elite Instance
Skarr the Unbreakable Humanoid 58 Rare Instance
Skeletal Highborne Undead 56 - 58 Instance
Stomper Kreeg<The Drunk> Humanoid 54 - 59 Elite Instance
Tarhus<Reagent Vendor> Humanoid 42 Feralas
Tendris Warpwood Elemental 56 - 60 Elite Instance
The Razza Beast 60 Rare Instance
Tsu'zee Undead 59 Elite Instance
Warpwood Crusher Elemental 55 - 56 Elite Instance
Warpwood Guardian Elemental 56 - 58 Elite Instance
Warpwood Stomper Elemental 57 - 58 Elite Instance
Warpwood Tangler Elemental 52 - 56 Elite Instance
Warpwood Treant Elemental 52 - 55 Elite Instance
Whip Lasher Elemental 49 - 54 Instance
Wildspawn Betrayer Demon 47 - 56 Elite Instance
Wildspawn Felsworn Demon 47 - 56 Elite Instance
Wildspawn Hellcaller Demon 56 - 57 Elite Instance
Wildspawn Imp Demon 55 - 56 Instance
Wildspawn Rogue Demon 56 - 57 Elite Instance
Wildspawn Satyr Demon 47 - 56 Elite Instance
Wildspawn Shadowstalker Demon 54 - 56 Elite Instance
Wildspawn Trickster Demon 56 - 57 Elite Instance
Zevrim Thornhoof Demon 55 - 57 Elite Instance

Walkthrough

East Side

This is the easiest side. It has elementals and demons primarily. You get the crescent key from chasing the imp around which will open up the west and north wings.

West Side

To complete west side your main goal will be to clear all the pylons. Get to and kill the demon, then the prince. After zoning in you will see a large courtyard with giant trees patrolling. It is best to clear these first, I believe there are 8 of them. After that your goal is the pylon in the center of the courtyard. We pulled the treants on one side then the mana beings around the pylon. The abberations do a mana burn explosion when they die so mana using classes should back off to avoid that.

After clearing the first pylon head west down the staircase to kill Tendris. He does an AoE root, but nothing too difficult. Once he is dead you need to get to the area above you with all the undead. Return to the courtyard level and head into the undead area to the north. Be carefull some invisible (not stealthed) ghosts are lurking and will certainly cause some problems with adds. Untested, but warlock see invisibility could be handy here. Fight your way past the undead to the ramp inside to the north. The banshees should be a priority target because they nuke hard and silence. Once you reach the top of the ramp head east to the next pylon. After clearing it there is a pull of non-elite skeletons (aoeable, but fair ammount of hp). Head south past the skeletons to a quest NPC that will give you a quest to kill the last bosses here.

After getting the quest head south and clear another patch of skeletons. Another pylon lies right in your path, finish it as you have the others. After that pylon there is a hunter boss. She patrols close enough that you don't need to pull anything else to get her. Her multi-shot and volleys are deadly. Stay spread out and have your warrior position her so her back is to the rest of the party. If everyone is carefull and doesn't draw aggro this fight is an easy one. Her bear is sheepable (I suspect hibernate should work as well). After killing her the quickest way down is to run back to where the questgiver was and jump down to where you previously killed Tendris the giant tree.

In the NW corner of Tendris' area there is a locked door that you can open with your crescent key. Enter this hallway (watch out for the 3 invisible ghosts patrolling) and travel through it to the demon's chamber. In here your first priority is to pull the mana torrent patrols. These guys are immune to arcane, so if you want to aoe stick to fire and frost AoEs. In any case the non elites should die first as they have low hp. There are 2 pylons, you can clear them in any order you choose. One to the north and one to the south. You should only need to clear a few torrent patrols to reach them. Also just north of the hallway from Teldris is a path that takes you to library, that can be a good place to go to turn in quests if you have any and sell/repair.

Once all pylons are clear there is just the little matter of destroying Immol'thar the demon. You will proboably need to pull some of the monstrosities patrolling around his circle. The monstrosities split into 4 small demons that cast Arcane Explosion. They have about 500 hps, so can be AoEd very quickly by a mage that is prepared for them. I like to time a flamestrike to land right when the monstrosity dies then follow it up with a cone of cold to kill them all instantly. If that fails, frost nova and destroy them at range.

Now that you are at Immol'thar you need someone to be prepared to destroy the eyeball's he spawns. I covered it easily as a mage as they each have about 700hp. They spawn at a rate of 1 every 10 or seconds or so. If you use a macro to /target eye you can quickly and easily kill them. If you let them live they will cast a teleport to send people falling into the center of the circle. It is a realy bother to have your healer teleported. With the eyeballs under control he is not too difficult of a fight.

Finally the prince challenges you to face him in battle. He is in the library that seperates the north and west wings. He has a nasty knockback that can cause the warrior to lose aggro. Fighting him in a corner proboably would be a good idea. He didn't seem to impossible, especially had we known about the knockback. After he dies you can turn in that quest you received earlier that will let you come back to the library and take an item from the chest near prince.

North Side

Most runs on north side are done with the goal of a full tribute award. This walkthrough will follow that path.

First these are the things you need before you start. You need 1 Thorium Widget and 1 Frost Oil to repair the trap. You need 4 bolts of runecloth (made from 20 runecloth by a tailor), 8 rugged leather, 2 rune thread. If you have a tailor with the ogre suit recipe you only need 2 bolts of runecloth, 4 rugged leather and 1 rune thread. Also you will need the inner sanctum key or a rogue with enough lockpicking skill. Someone please add the required skill to lockpick the inner sanctum You can get the inner sanctum key off Guard Mol'Dar the first guard in the courtyard then reset the instance for maximum tribute.

The path I take is like this. We zone in and first work on the patrols. One will be a single brute that patrols up to the courtyard ramp and over to the southeast corner. Another is a patrol of an ogre and 2 dogs that patrols all the way around the courtyard and also goes down the ramps into the courtyard as well. With those 2 patrols out of the way we head west (left) from the hallway you zone in at and pull the large group there. It is usually 4 ogres, although I have seen it spawn a smaller group. There is a patrol that walks close and you need to wait for it to leave or else risk another add. With that group down we wait and grab the patrol that walks nearby as well. Then I follow the courtyard wall west till the edge and follow the wall north about halfway up the courtyard there is a group of an ogre and some dogs. Pull that to make room to pull the 3 ogres to the west.

After you pull the group of 3 ogres to the west the objective is to run up the ramp and across the courtyard. Stop in the middle, loot the key from the box, and run down the other ramp and through the courtyard door. Don't rush up to it at first, there are many patrols that can foul things up. Start by grabbing the ogre and dogs to the north of the ramp. With them gone start killing patrols and working your way to the top of the ramp. At the top of the ramp look for how Guard Fengus patrols. Wait for him to path down the south ramp to give your group the largest opportunity to run across. With him patrolling the southern path you should run across, take the key from the box and run down the west ramp and through the courtyard door using the key you just received.

Now you are inside the warlock section. You need to watch for Wandering eye of killrogs. They will summon 2 tough demons if you give them the chance so if you see one destroy it fast. In fact after zoning in before the first pull you should just wait and watch for the wandering eye and kill it before it causes any problems. With it out of the way you can start the first easy pull. You can solo pull the reaver here with a body pull. With him dead you can take the warlock easily. If possible CC the warlock and kill the non-elite pet first. The pet can AoE stun so healers should stand a bit away. After that continue moving down, being able to CC the warlocks so you can kill their pets will be a big help in this section. At the bottom of this ramp is a very easy aoe pull of bugs. After this you get to a big room with the broken trap. First off just wait for the eye and kill it when it patrols close enough. With the eye gone you need to repair that trap to get the guard out of the way. You have two choices here. If you have a priest they can mind soothe the ogres and you can repair the trap then back off and let the guard walk into it. If you do not have a priest pull the 2 warlocks really far back so that the guard will not add in when he patrols back.

With the warlocks cleared and the guard trapped you can safely talk to Knot. If you have a key you will not want to release him quite yet. First you should get your ogre suit (if you have a tailor that can make it you won't need to do the quest). To make the ogre suit you will need the ingredients you brought in plus some ogre tannin that could spawn in the box knot leaves behind or from the basket up ahead. If you still need the tannin just wait on saving him till you get it in a bit. Next you need to get to the ramp above your head. Go west and then south to the base of the ramp. Go up the ramp clearing the ogre groups in the way. Up the first ramp is a group of ogres standing near a fire. Clear them to get at the tannin basket and take the tannin you need for the ogre suit. Only one tannin can be taken and it is BoP so make sure someone who has the rest of the suit ingredients gets it.

With your new ogre suit made you need to get to the captain to fool him. It is best to not put on the suit till you are at the captain since it is a one time use and only lasts for 10 minutes. At the top of the ramp 2 reavers will guard a door to the inner sanctum. Use the key from the first guard or a rogue to get past this door. Through this door there are 3 ogres. Pull the nearest reaver and he should come solo with a level 60 pulling. With him clear the other 2 shouldn't pose any problem. Now you need to wear that ogre suit and get rid of the captain. He will run off to the courtyard letting you lead your "prisoners" in to see the king.

The large room the king is in is the next task to clear. Be aware there is a patrol of 3 dogs. Pull it when you get a chance. You will want to pull the ogre groups you find here far away as the captains cast fear and that can cause you to run into more mobs if you aren't carefull. Also there is a large group of dogs in the center. While dogs are non-elite they hit very hard so AoE can be a bit difficult to use if you go that route. Destroy them however you choose. Once you have this room cleared (ignore the gordok spirits) you can proceed with the king.

The king is an interesting fight if you want maximum tribute. For the best tribute you need to keep Cho'rush the Observer alive. He spawns as a random class, I've seen mage, priest and shaman so far. The healing classes are dangerous because he can heal the king. The mage is tough because he can counterspell your healer. The strategy I've always used is to have me (a mage) kite Cho'rush far away from the group so he doesn't interfere with the fight at all. I can handle myself against him just fine without heals. I use a lot of rank 1 frostbolt, cone of cold and frost nova and blink for emergencies. If needed I can bandage a little, but I usually hold up just fine with mana shield. Counterspell is a great way to get aggro on him fast at the start of the fight as well. I've heard a rogue can tank him pretty well also while the rest of the group fights the king. I imagine many classes could keep him occupied just fine. At low health the observer will rejoin the fight even if you pulled him away, hopefully the fight is over by the time he returns to the king.

With the king dead and the observer alive the observer will run and call for Mizzle. Talk to mizzle to receive your tribute and be named the new king of the gorduk. A lot of great stuff can drop from the tribute, including stuff you cannot get by just killing the bosses. As the new king you can talk to the ogres you left alive and receive buffs, quests and beer from them. Also as a bonus you can zone out causing you to lose the king buff then zone back in and kill all the ogre bosses you skipped (except slip'kik stuck in the ice block). This way you can get even more rewards.