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by Kesela on 21 January 2009, 15:10

Hex is a small and social progessive raiding guild on the European Nagrand server. We are a guild for adult players who enjoy the social qualities of a multiplayer game while still wanting to play the game seriously and experience high-end PvE content. Currently we're mastering the 10-man encounters in Wrath of the Lich King and their related achievements.

In order to fulfill our vision we emphasize time management, team-work and personal responsibility. Our members are expected to be humble social people with a professional attitude when it comes to raiding.

In short we’re aiming to keep a good balance between real life obligations, friendship and progressive raiding.

If you're interested in joining us, please make sure to read through our guild ethos thoroughly to make sure this is the guild for you before applying.

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by Ceva on 17 June 2009, 23:09

Having basked in the glorious glory of the V-07-TR-0N we passed through the Gate of the Keepers and entered the Descent into Madness. Glittering stars and a sense of otherworldliness greeted us, soon to be replaced by the draught coming from bottom of the path we were following. Having climbed down we found ourselves overlooking a large room and at the very back towering above all else, the Faceless General Vezax. Flanked by Faceless Minions, he wasn't however our most immediate concern. We slowly but securely made our way through his worshippers, whilst also battling the General's bodyguards that he ordered to exterminate us. Our resilience saw us through it, and soon the room was littered with the bodies of these pawns.

The challenge however was just about to begin. Our first attempt made us realize that the General was anything but ordinary. By a large margin he was the hardest hitting encounter we'd experienced so far, but his Aura of Despair further complicated the fight. As such this would be one big race between our DPS output and the mana-pools of our healers. It took several tries before we saw some progress but as hoped, we soon got the hang of it. The ranged classes adapted to Shadow Crashes as well as managing the Saronite Vapors. This was harmonised with team melee also reliably interrupting his casts, and we eventually downed the foul creature in a triumphant battle.


With the General's body lying dead on the floor the large stone double doors opened and a short path led further down the Descent into Madness. Rumours had been heard of the Old God of Death being imprisoned here, but when we got to the bottom all we saw was Sara. We had heard her screams as we made our way through Ulduar, but something seemed out of place - circling Sara were four green clouds. We were poised to strike, but before we did we asked for the assistance of the Keepers we had freed. Their aid would be invaluable for our success, and graciously they lended their support through enhancing our skills, and providing various beneficial abilities. Confident we approached Sara, but immediately the clouds turned bright and soon Faceless Minions were pouring out and overwhelming the raid.
Recovering, we spent some initial time getting to terms with the situation, gaining the awareness required to overcome the phase. Unfortunately this was only the beginning. As we killed the last of the Faceless Ones, from below our feets emerged the Old God of Death himself covered in a protective membrane, who immediately began attacking us with his tentacles whilst mocking our self-confidence for even thinking we stood a chance against him. Constantly warding our mind from his mental attacks, and clearing our mind with the help of Freya's Sanity Wells when need be, Once again we were forced to divide our raid.
Although Yogg-Saron himself might have been immune, portals leading to his brain opened allowing a small number of people to enter the mind of the god himself, shatter his illusions, and destroy his brain. Whilst this took place the team that remained on the surface fought off the tentacles attempting to overwhelm us. Combined raid-effort was essential for this phase - Team Portal needed to stun the brain by shattering the illusion as fast as possible, and the top team needed to make sure the majority of tentacles were kept under control and killed while the brain was being attacked. However with perseverance we brought him down to a mere third of his strength, but the old god was far from finished. Immediately upon Team Portal being ejected from the brain, powerful Faceless Ones again began phasing in and attacking the group. Only Thorim could land the finishing blow on these near-immortal beasts. On the second attempt of reaching this phase we finally killed the very core of the nightmares Brann first spoke of months ago.


The horrors of Ulduar are gone. Yet our attention has not diminished. New rumours have begun surfacing about an extra-terrestial entity who can only be fought after we've proven our worth by fighting the Keepers before they destroy their sigils, focus points of their powers. No doubt this will be another challenge... and one we welcome.
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by Ceva on 20 May 2009, 22:59

As we moved onwards our path was blocked. For now the Descent into Madness was magically sealed, and we made our way towards the final Keeper. As we began it soon became clear that the mechanical units guarding the entrance to him were anything but ordinary. It took a little while and many sacrificed tanks (both human and mechanical ) before we defeated the final group, but our reward was just. Not since the Deeprun Tram had a train of this size and power been observed anywhere, and amazed by this construction we began the short journey towards the Spark of Imagination!


Arriving at our destination we proceeded forward into a massive open space with a semi-closed dome in the middle. Dodging (along with a few unfortunate people colliding with) Bomb Bots, the road was clear for the encounter with Ulduar's fourth Keeper and by far the most difficult of them. Mimiron, creator of the Flame Leviathan and the XT-002 Deconstructor previously defeated by our team, stood atop a device similiar to the Leviathan. However as we engaged it it soon became clear that Mimiron had sore feelings against us for the destruction of two of his creations, and his wrath was swift. It took some tries to get past the Leviathan Mk. II, and feeling confident Mimiron introduced us to his VX-001 Anti-Personnel Assault Cannon which lived up to its name for a short time. Here as well adjustment was needed as we fought to get past the cannon. We succeeded after a brief time spent on attempts only to see him take off into the air in his "magnificent Aerial Command Unit", as he so stated. This phase caused us a little grief but we continued fighting relentlessly, honing the tactics for each phase time after time until we could say with reasonable confidence that we had mastered them. Unfortunately the final challenge awaited. Having defeated the three components, to our horror we saw all them spring back to life and emerge as one unit, the V-07-TR-0N. Our minds were amazed that this fight could persist for so long and yet we still hadn't defeated him fully. However as we returned later we found that our attempts and perfection of the other phases had paid off. We were soon improving on the desperate fourth phase and on the sixth try of the evening we finally defeated the mechanical master!


With the Keepers' sanity restored, a crunching sound of stone grinding on stone was heard throughout the now vacant Upper Sanctum. We could tell that the previously-locked door leading towards the Descent into Madness had opened... and only the bravest would dare to even venture a guess as to what lay at the end of this path. Whatever it is will surely be formidable... and pose a danger unheard of until now.



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by Ceva
[28 June 2009, 23:50]

by Ceva
[26 June 2009, 22:39]

by Nero
[25 June 2009, 14:10]
Recruitment
Updated: 28 June 2009

Death Knight
Blood : Very Low
Frost : Very Low
Unholy : Very Low

Druid
Balance : Very Low
Feral : Very Low
Restoration : Closed

Hunter
Low
Mage
Very Low
Priest
Disc: Closed
Holy : Closed
Shadow : Closed

Paladin
Holy : Closed
Protection : Closed
Retribution : Closed

Rogue
Very Low
Shaman
Elemental : High
Enhancement : High
Restoration : Closed

Warlock
Closed
Warrior
Arms : Very Low
Fury : Very Low
Protection : Closed


Hex will always consider exceptional applications, even if a class is in low demand.
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