Zul'Gurub Heroic Dungeon Guide (WoD 6.1.2) (2024)

Table of Contents

  • 1. General Information
  • +2. Overview of the Dungeon
    • 2.1. Map
    • 2.2. Cauldrons
  • +3. Quests
    • 3.1. Stranglethorn Vale Quest Chain
    • 3.2. Quests Inside the Dungeon
  • 4. The Road to High Priest Venoxis
  • +5. High Priest Venoxis
    • 5.1. Abilities
    • 5.2. Strategy
  • 6. The Road to Bloodlord Mandokir
  • +7. Bloodlord Mandokir
    • 7.1. Abilities
    • 7.2. Strategy
  • +8. The Cache of Madness
    • 8.1. Gri'lek
    • 8.2. Hazza'rah
    • 8.3. Wushoolay
    • 8.4. Renataki
  • +9. High Priestess Kilnara
    • 9.1. Abilities
    • 9.2. Strategy
  • +10. Zanzil
    • 10.1. Abilities
    • 10.2. Strategy
  • +11. Jin'do the Godbreaker
    • 11.1. Abilities
    • 11.2. Strategy
      • 11.2.1. Phase One
      • 11.2.2. Phase Two
  • 12. Final Considerations

Zul'Gurub is a heroic 5-man dungeon located in the East of NorthrernStranglethorn. Before Cataclysm, the instance housed a 20-man raid instancetuned for level 60 players.

1.

General Information

Type: Heroic 5-man Dungeon

Number of bosses: 6

Loot: item level 353, epic

This is our WoW Retail guide. Please follow the link for our Zu'Gurub guide for WoW Classic.

2.

Overview of the Dungeon

Zul'Gurub is a heroic 5-man dungeon containing a number of 6 bosses. Thedesign of the instance is non-linear, meaning that the final boss can beaccessed and defeated before all the other bosses in the dungeon aredefeated.

This guide will focus on teaching you how to deal with both the more complextrash groups as well as, of course, how to defeat each of the bosses.

2.1.

Map

Below is a map of Zul'Gurub, indicating the locations of all bosses, as wellas suggesting a path that will lead your group to all of them. As mentionedabove, bosses can be skipped and done in any order, so feel free toexplore.

2.2.

Cauldrons

An important note must be made about the cauldrons present throughout thedungeon, as using them is crucial to completing the instance. There are threetypes of cauldrons present: poison, frost and fire.

  • Poison cauldrons provide 90% resistence to nature damage.
  • Frost cauldrons cause your next attack to freeze the target and damageit for roughly 80% of their health (does not work on bosses).
  • Fire cauldrons cause you to deal fire damage to yourself and enemies aroundyou.

3.

Quests

3.1.

Stranglethorn Vale Quest Chain

There is a quest chain, the majority of which takes place in StranglethornVale, which introduces players to the new events surrounding the threatfound within Zul'Gurub. The chain is fairly easy and quick to complete, andrewards players with a good amount of gold, a non-combat companion pet and alot of information about the bosses in Zul'Gurub and their plans fordestruction and conquest.

The quest line begins with:

  • The Zandalari Menace for the Horde;
  • The Zandalar Representative for the Alliance.

This quest chain has no bearing whatsoever on completing the dungeon, so itis entirely optional for players.

3.2.

Quests Inside the Dungeon

The quests within Zul'Gurub have various objectives, generally requiringplayers to kill a combination of mini-bosses found inside the dungeon, fora gold reward. There is also a quest to kill Jin'Do, the final boss of thedungeon, as well as to collect a couple of artifacts. You can find a full listof the quests below:

  • The Beasts Within
  • Secondary Targets
  • Break Their Spirits
  • Break the Godbreaker
  • Booty Bay's Interests
  • Putting a Price on Priceless

None of the mini-bosses should present any difficulty to defeat, as they aretank and spank, and, at best, have one mechanic each. They each drop a sackthat your group will roll for, which contains a small amount of gold. They donot reward Justice or Valor Points.

4.

The Road to High Priest Venoxis

After entering the dungeon, straight ahead of you you will see VenomancerMauri. This trash mob guards a poison cauldron which, upon defeating him,becomes clickable by your group. Venomancer Mauri himself has someinconsequential mechanics and is essentially tank and spank.

After defeating Venomancer Mauri you will be faced with a gauntlet event ofsorts. The ground between Venomancer Mauri and the bridge which takes you tothe first boss is covered by poison which deals a very high amount of damage.In addition to the poison the area is swarming with flying mobs calledVenomtip Needlers. When passing through the poisonous area, these mobs willaggro. In order to get through the poison your entire group should right clickthe poison cauldron, thus gaining a debuff which reduces nature damage takenby 90% for 30 seconds. Doing so will enable you to get through the gauntlet.Any Venomtip Needlers that have aggroed should be picked up by your tank andkilled on the bridge past the gauntlet.

On your way to the first boss you will encounter yet another Venomancer.This one is named T'Kulu and works very similarly to the first one. Oncedead his cauldron is usable by your group.

In the room behind him you will notice two large serpent guards protectingHigh Priest Venoxis. Your entire group should stay close to the cauldron andyour tank should pull both of the serpent guards out of the boss' room andnext to the cauldron. By keeping the cauldron debuff up the entire time, thesetwo mobs do not present any difficulty. Be mindful that occasionally they willdispel the cauldron debuff.

5.

High Priest Venoxis

The High Priest Venoxis encounter is one that revolves greatly aroundmovement and positioning, while also requiring good output from your entireparty. It is the most difficult encounter in Zul'Gurub.

5.1.

Abilities

Whispers of Hethiss is a channeled, interruptible ability which Venoxiswill cast at a random party member. This ability does a pretty large amount ofnature damage over time.

Toxic Link is an ability Venoxis will cast repeatedly throughout thefight, linking two players to each other. The linked players take increasingnature damage the closer they are to each other. Spreading out far enough willbreak the link. Breaking the link will cause an explosion which deals roughly40,000 damage in a small radius.

Venomous Effusion is a poison maze on the ground covering the entireroom. Players must move through the maze and will be damaged severely if theyattempt to run or jump over the walls of the maze. The pattern of the maze isfixed and will never change during an attempt or between attempts.

In the image below you can see the poison maze. This should prove usefulin determining what good positions are, especially for your tank:

Around 75% health, Venoxis buffs himself with Blessing of the Snake God.This increases his physical damage dealt by 100% and gives him some newabilities. In addition to this, he is unable to dodge or parry.

Breath of Hethiss is an uninterruptible breath that affects targets infront of the boss. He is stationary while casting it.

Pool of Acrid Tears is a poison puddle, created by Venoxis in randomareas of the room where you fight him. These puddles expand over time and dealdamage to players standing in them.

At 50% health Venoxis moves back up to his throne and casts an abilitycalled Bloodvenom. This causes beams of poison to chase players aroundthe room and deal massive amounts of nature damage to anyone getting hit.

After casting Bloodvenom, High Priest Venoxis will return to the bottom ofthe stairs and become stunned for 10 seconds while taking increased damage.

Provided that the encounter lasts long enough, Venoxis will gain Blessing ofthe Snake God again, and even perform another Bloodvenom phase.

5.2.

Strategy

Your group should begin the fight spread out to minimise damage fromToxic Link. Whenever Whispers of Hethiss is being cast it should beinterrupted.

Players affected by Toxic Link should move away from each otherimmediately so as to break the link. Healers should watch out for the damagefrom the explosion when the link breaks.

When Venoxis enters his snake form, he gains new abilities. Players shouldwatch out for the maze on the ground and make sure they are not standing inany poison. It's important to plan out a path to follow when running throughthe maze so that you do not become trapped if you are targeted by Venoxis'later ability, Bloodvenom.

Breath of Hethiss should be avoided by everyone, including the tank whocan die from its brutal damage within one or two seconds. As the tank, youshould position the boss in such a way that he is not facing any party members.After that, either run to one side or simply run through the boss to avoidtaking damage. In addition to this, make sure you do not cross the maze whentrying to avoid the breath. Thus, thinking ahead of time and positioning theboss correctly is crucial.

When the boss goes up to his throne and starts casting Bloodvenom, playersshould run away and not take damage from the very visible poison beams.It is important that you run through the maze and not over the poison wallson the ground as you will take large amounts of damage by doing that.

During this phase, ranged DPS can still damage the boss.

After casting Bloodvenom, Venoxis will become exhausted and stunned, takingincreased damage for 10 seconds. This is the ideal time for Heroism/Bloodlustor Time Warp, as it provides 10 seconds of increased damage followed by aperiod of relatively little movement.

From this point on Venoxis will cast Toxic Link and Whispers of Hethissbefore going back to his snake form again later in the fight.

6.

The Road to Bloodlord Mandokir

After defeating Venoxis, your group should move out of the room where youfought him and to the left up the path. The first road on the right leadsto a crossroads. The right hand side way is blocked and there is a mini-bosspresent there which you can opt to kill. The left hand side way leads up toMandokir's Domain.

None of the trash up to Mandokir himself is particularly challenging so wewill not go into details here. It is recommended that you use some form ofcrowd-control, though this is far from mandatory. The only mention worthmaking is the presence of frost cauldrons which, if used, will allow you todispose of the trash faster.

7.

Bloodlord Mandokir

The Bloodlord Mandokir encounter is essentially a DPS race, and somewhat ofa gear check.

You will notice that Mandokir is accompanied by his skeletal raptor, Oghan.During the fight you will have to engage both of them. The arena in which theyare found is surrounded by 8 Chained Spirits. These are integral to thecompletion of the fight.

7.1.

Abilities

Decapitate is a one-shot ability which Mandokir will cast repeatedlythroughout the fight. The boss will charge a random party member (includingthe tank) and deal roughly 15,000,000 damage, killing them. The dead partymember will then be resurrected by one of the Chained Spirits found around thearena, consuming the spirit in the process.

Level Up is a buff Mandokir gains each time he kills a player withDecapitate. It increases damage done by 20% per stack and does stack up to atleast 8.

Bloodletting is an uninterruptible channeled ability Mandokir casts ona random party member. It drains 50% of the current health of the target every2 seconds for 10 seconds, and heals Mandokir for three times the amount ofdamage dealt.

Devastating Slam is an ability Mandokir will cast repeatedlythroughout the fight. He will light an area on the ground on fire and a fewseconds later earth shards will damage anyone standing in it.

7.2.

Strategy

The Bloodlord Mandokir encounter is fairly simple, the only real challengefor your group being avoiding the AoE damage from Devastating Slam.

When Mandokir summons Oghan, your party should focus and kill the raptorquickly. Oghan will be resurrected several times during the encounter andshould be killed each time. If he is not killed, Oghan will go around killingChained Spirits, thus reducing the amount of resurrections your party has.

Whenever a party member dies to Decapitate, Mandokir gains a stack ofLevel Up. This, together with the limited number of resurrections available toyour party, work as a soft enrage timer.

It is advised that your healer not bother healing players affected byBloodletting unless their health drops dangerously low (under 10K). This isbecause Bloodletting only deals damage based on the player's current health,and the more health the player is damaged for, the more Mandokir will be healedfor. There is no danger in this approach, as there are no other sources ofdamage in this fight which would not otherwise one-shot players anyway.

Beyond these mechanics, simply DPS Mandokir until he dies.

8.

The Cache of Madness

The Cache of Madness is a boss event where your group will face one of 4potential bosses. Which boss is chosen is random. Because the strategiesrequired for defeating each of these bosses are simple, we will only presentthem briefly.

In order to start the encounter, someone in your party must have at least425 skill in Archaeology. That person must then inspect the various artifactslocated around the area. Once this is done, the artifacts will slowly floatto the center and summon a boss.

8.1.

Gri'lek

Gri'lek is a Gurubashi Berserker, one of four random bosses in the Cache ofMadness. He has two abilities:

  • Pursuit: Gri'lek targets a random party member and chases them veryslowly. Simply kite him.
  • Gri'lek will also target an area on the ground and, after a few seconds,damage anyone standing in it with earth shards. Simply move out of therespective area.

8.2.

Hazza'rah

Hazza'rah is a large troll, one of four random bosses in the Cache ofMadness. He has two abilities:

  • Wrath: Hazza'rah will spam this spell throughout the encounter. It isinterruptible and should be interrupted as it does a fairly large amount ofdamage.
  • Awaken Nightmares: Hazza'rah will summon 4 nightmares. These adds will eachtarget a party member, put them to sleep, and head slowly towards them. The5th, unslept, party member needs to attack the nightmares in order to causethem to disappear. If any nightmare add makes contact with its target, it willkill it. It is recommended that you stay away from the edges of the room, asthat is where the adds spawn.

8.3.

Wushoolay

Wushoolay is one of four random bosses in the Cache of Madness. He has threenoteworthy abilities:

  • Forked Lightning: This spell deals damage to enemies in a cone in front ofthe boss, so your tank should face him away from the group.
  • Lightning Cloud: Wushoolay will place a cloud which deals damage toenemies standing in it. Simply move out of the designated area.
  • Lightning Rod: Wushoolay will target a random party member with this spell.Because Lightning Rod damages and knocks back party members around the target,your group should be spread out.

8.4.

Renataki

Renataki is one of the four random bosses in the Cache of Madness. He hastwo abilities, but is essentially tank and spank:

  • Ambush: Renataki will deal a very high amount of damage to a target. Theyrequire healing.
  • Thousand Blades: Renataki will deal AoE damage in an area around him. Moveaway when he does it, or simply heal through.

9.

High Priestess Kilnara

The High Priestess Kilnara encounter is not at all difficult, and simplyinvolves that your group does not bring the boss to 50% health prematurely.

9.1.

Abilities

Shadow Bolt is an interruptible spell which the boss castsnumerous times during the encounter.

Tears of Blood is a channeled, interruptible spell which does a largeamount of AoE damage.

Wave of Agony is an ability Kilnara will cast several times during theencounter. It forms a shadow wave in front of the boss which travels forwardand gravely damages anyone in its path.

There are 4 packs of adds in the room where you fight Kilnara. They arehostile and attackable but do not aggro on their own.

When the boss reaches 50% health, all adds currently alive will aggro.

Around 10% health the boss disappers for a few seconds beforereappearing.

9.2.

Strategy

Your group should interrupt Shadow Bolt and Tears of Blood in order tominimise damage taken. If you have a limited amount of interrupts to work with,you should prioritise interrupting Tears of Blood over Shadow Bolt, as itsdamage is far higher. Players should be prepared to avoid Wave of Agony, bymaking sure the boss is not facing them. The tank should position the bossin such a way as to facilitate this.

After the pull, your group should engage each of the 4 packs of adds, onepack at a time. It is best if your tank pulls the boss to each pack so thathe can maintain aggro on them. Once you have killed all the adds, it is safeto bring the boss below 50% health. If the damage caused by the adds is toogreat of a strain, your tank can pull one or two adds at a time instead,as the adds within a group are not linked and will not aggro together.

Once at 50% health, the boss will cause the room to seeminly cave in andwill take on a panther form, but will remain generally harmless until herdeath.

10.

Zanzil

Zanzil is a fairly simple encounter which requires the group to make useof the different types of cauldrons presented earlier. The area where youengage the boss has a fire cauldron, a frost cauldron and a poison cauldron,all of which will make this encounter considerably easier.

10.1.

Abilities

Voodoo Bolt is an interruptible shadow bolt which Zanzil will spamthroughout the encounter.

Zanzilii Fire is a fire wave that Zanzil will regulary cast on theground. It deals damage to anyone standing in it and should be avoided.

In addition to these two abilities, Zanzil will perform another threeactions during the encounter.

  • he will summon a large number of zombies which have low damage andhealth.
  • he will summon a large Zanzili Berserker which fixates on party membersand chases them, ignoring any aggro.
  • he will cause the entire floor of the area to become covered in poison,dealing large amounts of nature damage.

10.2.

Strategy

Dealing with Zanzil's Voodoo Bolt and Zanzilii Fire is fairlystraightforward and involves interrupting and moving out of the fire onthe ground.

The fight becomes slightly more complicated, though not by much, when thegroup has to deal with Zanzil's other three mechanics. This should be doneby use of the cauldrons found in the combat area as follows:

  • when Zanzil summons zombies, a few designated party members should takethe fire cauldron debuff and stand in the middle of the zombies, thuskilling them. The zombies can and should be tanked. It is of course possibleto have everyone take the fire cauldron debuff, though it is notnecessary.
  • when Zanzil summons a Berserker, a party member should take the frostcauldron debuff and attack the Berserker. The remaining health of theBerserker should be burned down by your party. Anyone being chased bythe Berserker should not get caught.
  • when Zanzil covers the floor in poison, everyone should take the poisoncauldron debuff, thus negating the majority of the damage.

As you can see, this is an easy encounter, made even easier by therelatively low amounts of damage done by all of Zanzil's abilities.

11.

Jin'do the Godbreaker

Jin'do the Godbreaker is the final boss of the instance, and is a twophase encounter. In the first phase you will face Jin'do himself, whilein the second phase you are transported to the spirit realm where youwill have to perform a few tasks in order to complete the encounter.

11.1.

Abilities

Deadzone is a bubble which Jin'do will cast repeatedly throughout thefirst phase. Anyone inside the Deadzone will take 90% less magic damage andtheir casting speed will be reduced by 90%.

Shadows of Hakkar is an ability which Jin'do will cast a few timesduring the first phase. It deals AoE damage to your party.

11.2.

Strategy

11.2.1.

Phase One

Jin'do will be in the first phase from the start of the fight until reaching70% health. During the first phase, he will repeatedly cast Deadzones. Yourtank should aim to keep the boss out of Deadzones at all times, and yourparty should also stay out of the Deadzones themselves. When the boss castsShadows of Hakkar, everyone (including the tank, ideally) should move insidea Deadzone to minimise the damage taken. Try not to bring Jin'do inside aDeadzone as it will also make him nigh-invulnerable.

11.2.2.

Phase Two

On reaching 70% health, Jin'do will transport everyone into a spirit realm.Here you can see Hakkar being chained by three targetable, attackable butinitially invulnerable chains. These chains are protected by barriers andcannot be damaged until the barriers are broken. Also in the spirit realmyou will need to deal with:

  • adds called Twisted Spirits, which spawn at an increasing rate as thephase goes on, which should be DPSed by your group.
  • fireballs shot by Jin'do which target random party members and announcethis visibly with graphical effects on the ground. They should be avoidedas much as possible.

In order to break the barriers, the group must make use of GurubashiSpirits. These are large Gurubashi Berserkers, found on the lower platformsthat your group traveled through to get to Jin'do (both on the left and rightsides). Your tank should bring one of these Spirits up to the area where thechains are present. Gurubashi Spirits will occassionally cast Body Slam,effectively charging a random party member, dealing damage and breaking thebarrier protecting a chain, if such a barrier is close to the targetedplayer.

Thus, once your tank brings a Gurubashi Spirit into the fight, everyoneshould position themselves on top of barriers protecting the chains and waitfor the Gurubashi Spirit to Body Slam someone and break a barrier.

Ideally, you should assign two of your DPS to attack and kill the chainsas soon as they are attackable, while one ranged DPS player should be assignedto handle Twisted Spirits exclusively. As the fight goes on, more TwistedSpirits will spawn, and the assigned player may require help.

While Twisted Spirits do not have a lot of health, they do melee very hardand should be slowed and kept away from your healer at all costs.

Note that your tank will never have to travel far to pick up GurubashiSpirits, as they respawn quickly and are easily tauntable from the platformwhere the encounter takes place.

Gurubashi Spirits gain a stacking buff which increases their attack speedgreatly, and as such they cannot be kept up indefinitely or your tank willsimply die. For this reason, they should be killed after either one or twoBody Slams and a new Gurubashi Spirit should be pulled into the fight.

The area where a Body Slam is performed is covered in a purple zone, whichcauses any targets within it to take 100% increased damage (including thechains). The zone disappears after a short while.

Repeat this until all three chains are destroyed.At this point Hakkar will break free and kill Jin'do, which will mark the endof the encounter.

12.

Final Considerations

The dungeon contains a couple of other gauntlet events, but due totheir reduced level of difficulty, we'll let you discover them on your own!

Zul'Gurub Heroic Dungeon Guide (WoD 6.1.2) (2024)

FAQs

Where is the Zul Gurub dungeon? ›

Getting There. The entrance to Zul'Gurub is located just east of Lake Nazferiti in Stranglethorn Vale. Horde players can fly into Grom'gol Base Camp and travel east past the lake to reach the dungeon. Alliance players will need to travel south from Duskwood and then head east at the lake.

Is Zul Gurub a raid or dungeon? ›

Zul'Gurub is a five-player dungeon instance, released in patch 4.1. 0. The original incarnation of the instance was released in patch 1.7. 0 and was suited for 20-player parties.

How to unlock old Zul Gurub? ›

How to Unlock the Secrets of Zul'Gurub. To unlock access to the Zul'Gurub crafting items, there are no requirements besides level 70. Enter the Zul'Gurub dungeon, and head to the pyramid where the final boss Jin'do the Godbreaker is located.

What is zg in wotlk? ›

Zul'Gurub is a high-level, 20-person raid instance with 120 new rare and epic items to uncover.

Is there an attunement for Zul Gurub? ›

There is no attunement required to enter Zul'Gurub, and the reset timer on the raid is 72 hours (basically, every 3 days).

Where is the ZF dungeon? ›

Zul'Farrak is a level 44-54 dungeon that is located in northwestern Tanaris. Due to its massive size, players can use mounts in the zone. While the bosses can be defeated in any order, the instance comes to a climax when players are able to rescue a band of mercenaries trapped in cages by the Sandfury trolls.

Is Zul Gurub hard? ›

Zul'Gurub's difficulty mostly comes from bosses, but there are some difficult trash packs that can prove fatal if you are not prepared for them. The most difficult pull are listed below. On the way to High Priestess Jeklik, you will face Gurubashi Bat Riders.

What tier is Zul Gurub? ›

The Zul'Gurub tiers are a special tier set and the third tier set that can drop from Classic raids. Each set has 2-piece, 3-piece and 5-piece set bonuses, granting additional stats and effects as more pieces of a set are equipped.

When did Zul Gurub get removed? ›

The subject of this article was removed in patch 4.0. 3a but remains in World of Warcraft: Classic. This includes items and quests that can no longer be obtained or are now deprecated.

How often does Zul Gurub reset? ›

Zul'Gurub's reset timer is not weekly. It resets every 72 hours. This means that the raid timer does not reset at the same time as your weekly dungeons.

How do you break chains in Zul Gurub? ›

You need to taunt the Gurubashi Spirit and make him destroy the shields around Hakkar's Chains by having your party members (except tank) stack on a chain, and have the troll leap at them. When a shield is destroyed, kill the spirit, then focus your fire and destroy the chain.

What level can you get into Zul Gurub? ›

only thing u need is to be higher than lvl 55 and a raid group.

Is Zul Gurub soloable in WoTLK? ›

Plenty of classes (shadow priest included) can solo the tiger boss right now, at 70. 80 will mean even those who lack skill and gear can do it. OP is making fun of folks who are posting about certain classes being able to do something and others not.

What is the mark of death in Wotlk? ›

The Black Knight has marked you for death, increasing magic damage taken by 200% for 10 sec. The Black Knight has marked you for death, increasing magic damage taken by 200% for 10 sec.

How to enter zul gurub instance? ›

Head down to Stranglethorn Vale where Zul'Gurub can be found. Enter the dungeon and then head toward the temple in the middle of the instance. Instead of going up the stairs where Jin'do is fought, go right and walk around the outside of the temple to find a doorway that leads into a chamber.

Where is Zul Drak dungeon? ›

The five main entrances to Zul'Drak are: an unnamed stair in the border with Crystalsong Forest to the west, Jintha'kalar Passage from the Dragonblight to the southwest, and Drak'Tharon Keep, Drak'atal Passage, and an unnamed stair in eastern Grizzly Hills to the south.

How do I get to the BRD dungeon? ›

How do you get to Blackrock Depths? There are two ways to enter Blackrock Mountain. The Alliance will fly to Thorium Point in Searing Gorge or Morgan's Vigil in Burning Steppes. The Horde will fly into Kargath in Badlands, to Thorium Point in Searing Gorge, or to Flame Crest within Burning Steppes.

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