Unlike other level 70 instances, Magisters' Terrace will have epic loot from the last boss even on normal mode; when set to heroic, all bosses will drop items of epic quality.
Kael'thas didn't die in TK. If you're in Shattrath's center area after a group downs him there's a whole scene with him talking to A'dal saying that he will return. Just an fyi to any naysayers.
The difficulty level of this instance will be around that of Shattered Halls and Shadow Labyrinth.
How much reputation will you get for a full run through Magisters' Terrace ?
The large groups of Trash in this instance are the hardest part.
If you come across groups with the Ethereum/Etherial looking humanoids they should be CC'd or Killed first. The blink around and cast a high damage arcane explosion which can wreak havoc on your group/healers.
Also note the Warlock mobs often have a Succubus with them that will seduce people, namely your tank causing all aggro to go to your healer/dps. Kill/CC these top priority as well.
The lack of good tanking gear in MT makes me sad (except that really disgusting trinket)). Most of the other gear looks really, really nice though. Can't wait to see it, PTR is being silly on my computer this time around.
I just finished Magister's Terrace on
mode on the PTR. I thought it was a very fun instance, and that blizzard has definatly learned lessons of what works and what doesn't. I didn't complete the quests, so those are omitted. As I said above, our clear gave us 1495 reputation with no quests completed.
I'm going to sum up the trash pulls to say that there are several groups of humanoids containing warlocks, physicians, ethereals, and demon pets. We had 2 mages, so its safe to say this is a cc intensive instance, like many before it. Most of the pulls are concentrated before the first boss, and between the second and third bosses.
Some trash pulls are of Wretcheds, just before the first boss. They're quite easy to kill and don't do much.
There are several arcane robots who cast a chain arcane lightning. This spell affects 3 players standing closes to him, including the tank, but doesn't go farther than that, so have your healer stand at max.
Many of the mobs will throw a bomb at the party which will create a large semicircular dome on the ground. Anyone standing in the dome will recieve a debuff that reduces spell damage by 75% and healing by 75%. You'll see these orbs often during the isntance; just move out of them. If your tank is tricky, he can move the caster mobs into these domes to reduce their damage.
Watch out for Succubi, who inconveniently seduce healers. We also found that the warlocks were the hardest hitting mobs in the instance. Warlocks are immune to seduce as well.
The first boss, Selin Fireheart, is like Kalithresh from SV. At certain points he'll channel a nearby crystal, which the players must quickly destroy.
Following that boss will be a hallway with single pulls of mana worms, leading up to a hall with DOZENS of mana worms. So it's an AOE room, just don't pull multiple packs.
The second boss is an arcane elemental, Vexillus. When one of his adds is killed, he puts a debuff on the killing player increases damage done by 50% but deals 300 damage per second (thanks Chrmunch). I dont think there's a way to remove it; the player will do lots of damage until he dies. When the boss gets low he Overloads and AOEs the whole party.
The third boss, High Priestess Delrissa, is like Moroes. She comes with a full party. All of the members are fully cc able and they can all be stunlocked, including the priestess. Loot appears when they're all dead. When we encountered her, she had a Shaman, Warrior, Hunter (with ravager pet) and Rogue. The rogue can gouge, the shaman can heal, the warrior can mortal strike. Good luck! You'll need to use every power at your party's disposal.
Following her there is one pull until Kaelthas. For those of you who are wondering 'how can 5 people defeat a 25 man boss?' HE HAS REZ SICKNESS LOL
Kael'thas Sunstrider is really really hard. I personally think he's too hard for a normal mode boss. I think his encounter design is very fun and shouldn't be changed at all by blizzard. It's the first 3-dimensional fight in the game.
Kaelthas fight consists of two phases, from what I could tell. The first phase, you dps him until he summons a phoenix friend who moves slowly and casts a hellfire on the ground. We had one member kill the phoenix, which then spawns an egg. The party then switched to damaging the egg until it dies.
At 50% Kaelthas will pull all members to himself, throw them in the air, and cast Gravity Well, which gives every member super-fast flying powers. He also gives every member a 400 damage per tick dot. Five large orbs also spawn that move about the room and hit party members for 2000 damage per hit.
MOVE AWAY FROM THE ORBS
Move away from the orbs. Oh, and another tip is move away from the orbs. So it's hard to heal through. At some point he gives himself a debuff which causes him to take 50% extra damage. Good Luck!
VERY SPECIAL NOTE
Blizzard deserves special mention for adding the Orb of Scrying between the second and third bosses. This is one of the coolest things in the game. Using the orb hides your UI and shows you a cut scene (reminiscent of the starting zone cut scenes) in which you get to look around the 25 man dungeon, see the Dark Naaru, the Sunwell, and Kiljaeden himself. I'm one of the players who will never see inside this dungeon otherwise. We've been hearing about the sunwell for a year now, and at least the rest of us get to see it, not just the raiders. I like it!
Before the boss "Vexallus", there are 3 - 4 Non-Elite mana worms in the small hallway on the way to him that increases your damage caused by 1% for every one killed. (Stacks) And in the main hall that Vexallus is in, theres 4-6 groups of these mana worms with around 10 or so per group. The buff lasts only 20 seconds though. (Each worm only hits for about 130-200 on leather)
hey guys, i haven't ran this yet but the patch just came out today (6:35pm California) and it's still downloading, but i believe when it's done i'll run it and come back to let you know how easy it was :P
Anyone know if there is going to be a key required to enter the instance on Heroic? I know you have to complete the quest and kill Kael on normal before you can enter on Heroic, but the rep vendor (from what I can remember) doesn't have a heroic key for purchase. Does completeing the quest give you an item that goes on your key ring? It would make sense that it doesn't require a key because it's the only 5-man in the new zone and why make us buy a key for one instance.
And also, it would be the only instance where an honored rep is not required for the Heroic version, as someone said about 1400ish rep per clear, you could get through once and complete the quest, then go on heroic right after. I don't know how much rep you get for completing the quest to kill Kael, but I imagine it wouldn't be enough to send you into honored. Just an fyi and if someone has some numbers on the rep for the quest that would be great too
It was mentioned that this is on par with other lvl 70 instances (like steam vaults), but I just want to be sure of something.
For heroic difficulty, what specifications are required for a tank? (I'm pally, but for all classes, would be nice if anyone knows).
I'd assume 102+ avoidance, and 485-490+ defense, but how much HP would be recommended?
I just ask because I don't want to get reamed if my hp is not enough... some of these pulls are pretty big, and I bet will hurt on heroic.
Thanks in advance.
The difficulty level of this instance will be around that of Shattered Halls and Shadow Labyrinth.
I beat this dungeon with some friends on the first day. My repair was 28g. I'm a tankadin with all epics, and I've 1-tanked Karazhan. We wiped so hard, so many times that it was quite insane. Most, maybe all of our team had tons of epics on and plenty of experience under the belt (1-3 years of WoW). We did win.
Next time I went with a different team of guildies, we got to Kael but people were literally tired and just tired of wiping. We didn't finish (repair=23g). We probably had about 60 epics amongst us and our Kara teams make nearly all of Kara look easy even when we have less than 10 on multiple bosses.
This is not on par with SH or SL. I'd rather do heroic SH than this place since I would, unquestionably, wipe less, if at all.
Most or all of my group will not be returning unless the place is nerfed. The gear isn't worth it since we get relatively free epics and badges from Kara and heroics.
Good luck and feel free to burn me for sucking or whatever.
This comment will save a lot of people lots of badges and gold.
Kael-Thas IGNORES FIRE RESIST, I had approx 270 Fire resist and in 10 attempts and 2 kills I did not once recieve even a partial resist.
The summoned phoenix's fire damage can be resisted however.
For a time frame, it took approx 100 minutes the first run, and 20-30 minutes was just learning the kael fight.
The 2nd run was much quicker about 70-80 minutes, cleared to kael in about 50-60 minutes, wiped several times on him (3 first timers, learning the fight) got him down after 3 attempts. The person above is right, as long as you move out of the way of the orbs (only 3 of them now, and only 300 arcane dps from gravity shift), you will be fine, (orbs deal 2000 arcane damage if your within approx. 5-10 yards). If you wait out the gravity shift kael-thas will be stunned for 5-10 seconds and take extra damage, burn him down during this time, then he will gravity shift again, rinse + repeat.
On regular this instance is not as hard as everyone says as long as you have the proper group make-up, imo heroic SL + SH are harder, just because SL has limited CC options and the 7-8 man pulls in SH leave you multiple mobs to tank. Healer(shaman/druid are best because they have an easier time healing multiple people and DoT effects.) and 3 CC (rogue,hunter, mage) all work well as 95% of the mobs are humanoids and of course a well geared tank is required.
When pulling groups containing warlocks, always take out the imp, then lock to avoid him nuking everyone with fire damage.
The 2nd boss fight can be simplified by splitting the party into 3 groups, Tank/melee fight where boss stands, 1 range dps goes to the left of the hall and only they kill the "pure energy" spawns, while everyone else stands on the right of the hall avoiding the AoE, this simplifies healing for the fight.
Mages can also spell-steal the spell haste effect from the magisters in the instance.
As a warrior tank atm is it just me or does this instance doesn't drop ANY real tank loot, exept the trinket and the ring, for warriors? No real armor to be found here... what a shame that there are like 3 paladin plate items there...
This instance isn't very difficult for a T5-T6 group. I can't really say much for lower geared people however.
We rushed through normal mode then ran Heroic mode soon after it was released. The only problem we ran into was the 2nd boss. Wiped on him 2-3 times because we were playing it wrong. On normal mode, you can just zerg down the 2nd boss with whoever killing the adds to get a huge damage buff. This does not work on heroic because the damage is just too intense for your healer.
The adds spawn based on the boss %, so you can control when they appear. We beat on the boss until the first adds spawned, had the tank hit one, and a warlock hit the other. Waited for the debuffs to clear, then continued on the boss. It took a bit longer than it did on normal mode, but it was pretty clean cut kill.
As for Kael'thas, the only thing we noticed he did differently than normal mode was he casted a Pyroblast. We didn't notice a shock barrier (like in the true Kael'thas encounter), so we just had a mage counterspell it as soon as he casted. For the phoenixes, we just had the range kite it as they killed it. No damage ever landed on people.
I would suggest 2 healers for the final boss though because the AoE damage during Kael is kinda painful. Maybe just a hybrid aka shadowpriest, elemental shaman, boomkin, or something of that nature.
A little warning, the Magister mobs have a stacking spell haste buff(10% cast speed increase per single melee attack made against them.) which can devistate something fast if they are not counterspelled/kicked/pummeld/shieldbashed or stuned. My advice is to but your sheep or strongest CC on them and kill the last. You cannot do this in blues as a tank if your dps is even slightly better geared than you.
Ran this instance Last night and while we were clearing the groups before the third boss a
. Very nice little bag too bad it is unique:o(. Saved me 300 gold on the AH though.
What i believe that happened on Kael thas is that while you defeat him and take Verdant Sphere from him , u stole his essence of power that he managed to drain from the Tempest Keep thus weakening him massivly. Also his current master Kil'Jeadan must be the one who in some way managed to reanimate Kael'Thas deafeted body and turn him to what we know as "Fel Kael'thas".
Mages will want to use their Spellsteal ability liberally in this instance. The magisters in here have a permanent buff that gives them a 10% spell haste buff each time they cast a spell. While the permanent buff cannot be stolen, the spell haste buffs can be. Each stack of the buff needs to be stolen separately, however. I believe that it lasts about 20 seconds.
Also, the warlocks have a Fel Armor buff that can be stolen that adds +250 spell damage. Just be aware that stealing Fel Armor will overwrite Ice/Mage/Molten Armor, so be sure to reapply that when the 2 minutes are up.
I would assume that these buffs can also be dispelled/purged, so keep this in mind if you don't have a mage in the group.
The difficulty level of this instance will be around that of Shattered Halls and Shadow Labyrinth.
I wish it actually was. Thanks to the second last pull alone, anyone without an optimal group with 3 CC or outgears the place won't have much luck.
to ease the pain, bring a mage.. but not just for polymorph. Have them spellsteal the Seal of Wrath from Blood Knights. Their 1200 damage on every attack works on spells too.. and every tick of arcane missiles, meaning 8000 more damage per cast of arcane missiles. Confirmed to also be working with Arcane Explosion, but not Blizzard.
For the record, regular Magisters' Terrace gives full rep all the way to Shattered Sun exalted.
Happy instance grinding!
How can you wipe a bunch of times? I am a holy paladin with mostly kara and tier 4 gear along with the rest of my group of guildies, and we didn't wipe once on normal. The only touble that we had on herioc was the third boss. On herioc i was healing the warrior tank and myself from the casters. It's hard but i don't understand how you can wipe a bunch of times with at least Kara gear. Heroic is worth doing for the fact alone that each boss drops an epic and you get more rep. All in all a good job by blizz (PS.. I just wish there were some vendors nearby...)
I ran this for the first time today with 4 guildies and a random tank (elemental shaman, demon warlock, survival hunter, holy priest and feral druid), and didn't find it that hard. We wiped twice, once on the first trash because of a misjudged patrol, and once on the trash just before Kael because a mob got loose and killed the priest. Only CC we used was freezing trap, and banish on the succubi when applicable. We're roughly Kara geared.
It's a fairly compact instance with few trash pulls between bosses, which is welcome. If you're comfortable in most heroics you won't have a problem with MgT.
The hardest trash pulls are the groups of blood elves, which may contain Blood Knight, Mage Guard Physician, Warlock and/or Magister.
Blood knights are paladins. They hit fairly hard and cast Holy Light to heal themselves. I don't know if they use it to heal others as well.
Mage Guards put a dampening field on a random player (purple bubble on the ground) that reduces magic damage done by 75% and healing taken by 75%. Just move out of it. They also use an ability called Glaive Throw that deals damage to up to three targets and stuns them for 2 seconds. They use this fairly frequently and seem to favor targeting the healer.
Physicians apply a poison DoT to their target and heal themselves and other mobs.
Magisters cast frostbolt, fireball and arcane nova. Arcane nova is an aoe that also interrupts spellcasting, so healers should stand away from them. They have a undispellable buff that reduces their cast time by 10% each time they successfully cast a spell. That effect is another buff, which in turn IS dispellable.
Warlocks come with either a succubus or imp pet. The imp has about 3k hp and should be killed first in packs that feature it. The warlock himself casts shadowbolt and fear.
Some times you have an Ethereal mixed in as well. I didn't see him do much more than cast arcane explosion and die fast.
Which order to kill them in depends on your group. We CCd the mage guard and focus fired the physician, then killed the blood knight. Those three seem to be part of every group, while the others only appear in some groups. If you have a shaman you don't have to worry about the warlock since tremor totem will take care of the fears, but another group composition might want to CC or kill the warlock earlier. Likewise, if you don't have a shaman or priest to dispell the magisters spellcasting buff, you might want to kill or CC those, as their dps becomes rather brutal if the buff is allowed to stack up.
Overall I think Blizzard has done a good job with MgT. It challenges peoples' ability to play as a group, but it's not hard, at least not on normal. I plan to try it on Heroic tomorrow. It's a fairly tight and quick instance, with few but fairly complex trash pulls between bosses, so it doesn't feel like you're just wading through trash forever like in Shadow Lab for instance.
It is good to note, the mage knights that is noted to cast a -75% spell/healing effectiveness barrier, also debuffs caster mobs inside the field. A possible experiment would be to LOS pull the pack with a mage knight, and have the healer stand where you would like to tank the mobs. At 2 runs, i have noticed the healer being the main target of the debuff barrier. It may be the intended way to tank the 4 caster pack, which has a high chance of slaughtering a druid tank,
Additionally, the warlock hits the hardest and are fire spell damage (as kael is too), bringing fire resistance would help,
is a nice chain quest reward, worth bringing into the instance.
p.s. holy paladins have a problem healing the last fight due to constant moving required, aoe damage to everyone, and high damage electric orbs that chases and strikes players (like the fire elementals in the 2nd boss of mechanar). But, a prot pally with its AoE tanking and fire resistance aura imho should be... godsend!
I'm glad they did make this a bit harder than the other heroics. About time we get a more challenging 5 man. Since the nerfs, most heroics can be done naked.
It can be done on normal mode easily without CC if you take a capable paladin tank, or anyone who can tank multiple mobs, and a decent healer. It's like any 5 man. Certain configurations work very well, but just about any can do an instance provided there is a healer and somebody to take the damage. I've seen heroic SP tanked by an elemental shaman, other heroics done with two shadowpriests healing, etc. Get used to the pulls and this will be quite doable regardless of your class/spec.
That said, take a mage if possible, warlocks are nice to have for some CC, and a shaman's grounding totems can be very useful. Especially on heroic.
I did this place for the first time, last night. Went with a druid tank, warlock, resto shaman, rogue and DPS warrior. Probably not the smartest thing to do considering all the CC that was needed. We wiped a few times on the pulls that were 6 to a pull. (Unluckily one pull we had two Blood Knights and another 2 locks...) Only made it past the second boss and just gave up because everyone was in the red.
The loot so far looked pretty good and I think I'm going to keep at this place until I get the Phoenix pet from Kael (I'm a sucker for in-game pets) what sucked was the nearly 30g repair, but hey, it was 30g well spent imo.
This place is hard. I mean,
. Especially with someone who doesn't have much in the way of end-game epics. I'm sure everyone who's decked out in BT/MH loot would take this place like a breeze, but when I ran it last night, I'd keep seeing tons of people running back from the graveyard. I actually applaud Blizzard for this 5-man. It's what I've been craving for. It shows you can have a tough, but fun, dungeon with a 5 man limit. I'd take 5-mans like this over 25 mans any day.
I did the instance on normal with a Prot Pally, Holy Pally (me), 2 Elemental Shaman (1 backup healing), and 1 Hunter (CC duty). Wiped about 6 times, once before the priestess, on the pre Kael pull, once on Kael, and 2 other times because of LoS issues.
You will want CC for this place!!
And Kael was easy, though most of us died before we killed him. The two shaman didn't get away from the orbs. Don't bother trying to DPS during this phase, just run away. After he is done, blow him away, he went from 50% to 5% between the first and second orbing. I died because of some changes to the UI I didn't catch (selfcast button + macro = no heal to myself).
All and all the loot we got pretty much sucked, I think we sold all of it but the trash mob bag that dropped.
Believe or not, we did this place in normal with virtually no tank, setup: Moonkin druid (partial tank), rogue, hunter, holy paladin and warlock.
Warriors: Make sure you have your spell reflect button handy, because it is going to be useful for the entire instance.
- trash can be reflected (Magisters, warlocks, imps, i'm not sure if the naga can be reflected, never watched for damage)
- Kael's first phase fire balls can be reflected as well
The abbreviation for this instance is MrT. Use it foo!
We cleared half the instance (up to 3rd boss) on heroic yesterday, then ran out of time and came back later that night with one person swapped out. After clearing the repops up to the first boss's room, we found that the door next to where he stood had closed again and we had no way to open it. (Usually it opens when he dies.)
Didn't have time to wait for a GM to respond to a ticket, so I'm not sure if it's something they can fix or not.
As far as I could tell from running it on my warlock the only regular mob that cannot be seduced is the
The ones I verified that can be seduced are as follows
Sunblade Blood Knight
Sunblade Mage Guard
Also the succubus demons that can be enslaved are pretty stout, you may just wanna offtank another mob with them rather than fumble around with their seduce. But I should mention I have only tried that on regular and not heroic.
Reputation after revered seems to be a bit inconsistent. It seems only the humanoid packs & Kael'thas give reputation, but none of the other bosses or trash.
At least, when I was running heroic mode, I was going to hit revered with Vexallus, but I didn't get any more rep until the packs before Priestess Delrissa (who didn't give rep either).
Not sure how rep in normal mode works.
I can confirm that the Sisters of Torment (Succubus) are Enslavable on Heroic.
They do at least twice as much damage than on Normal as well. I have seen her Lash of Pain crit for 3K+, so unless you are really low on CC I recommend just using her for DPS.
our group found it helpful to have a spec'd and geared healer (we had a priest), and then a person who could heal if needed (boomkin). Especially on the 3rd boss, our priest died and then the boomkin did fine healing.
After just running this instance on Normal, I can say with no hesitation it is harder then most heroics I've done and even early Kara.
There are multiple mob types within they instance, focusing heavily on casters and a number of healing mobs. Mage Guards, a warrior type mob, are perhaps the most common and feature a grenade like move that places a Magic Dampening Field on the ground. Its basically a large purple bubble and not much of a problem. Just step out of it.
Magisters are another common mob, but can be rather nasty thanks to the fact that they have they ability to increase their spell haste with each cast. Safe to leave till last, you should still attempt to keep them CC'd or face rapid fire frostbolts when you get to them.
Physician's are melee healers that feature a poison dot and Prayer of Mending. Try to focus fire on these mobs and get them out of the way early. Light armor means you can clear them out rather early on.
Blood Knight's are paladin mobs that drop seals on you, which I sadly neglected to take a note of during my run. They also cast a rather powerful Holy Light spell that heals most mobs for half their health in a single cast. Focus on these mobs when they are in a pull and lay them out FAST.
Warlock's come with imps and for the most part we saved them for last, keeping them polly'd or trapped. They use a Immolation ability that ticked for around 600 every 3 seconds. Be sure to keep notice of they imps as well or they'll jump onto healer. They're not elite, so if you have a hunter or lock with you, just have them send their pet after it and kill it in while you deal with the other mobs.
The Succubus, who's name I sadly forgot, is NOT with the Warlock. Its is an entierly seperate mob. They don't hit hard or have any real spells except for a seduction that will pull you out of the fight for about five seconds. Easily broken, easily killed.
There are a grand total of three sentiel type mobs in here. They have a lot of health, but in terms of sheer physical damage don't do that much on our feral tank. Their biggest threat is a chain lighting type move, but these guys can be handled pretty easily.
A naga is also part of the pulls, Coilskar Siren I believe it is called. She uses a chain lighting move that hits they entire group and does decent damage, but it uses this ability less then some of they other casters in here use there's.
Perhaps the most dangerous of the mobs is they Ethereal Smuggler, which loves to blink into the middle of your group and spam Arcane Explosion. Take this mob out FAST or your going to have your healer struggling to heal everyone or dead within a few seconds.
First boss is rather easy, an almost blatent rip off of final boss of SV's, but far weaker. He will melee and uses a life drain from time to time, but neither of these are particularly powerful. After a few seconds, my best guess being 15, he will run to one of the nearby fel crystals and start draining from it. Destroy the crystal or he will unleash a wide area AOE manuver for about ten seconds. But its damage is actually rather weak, about a thousand a tick, and can be healed through if your healer is on the ball.
Boss two is in a room with multiple non elite mana wyrms flying around. Pull the wyrms first and AoE them all hard and fast. They drop no loot and only give one rep, but you'll still want this hall clear. The boss itself is similar to Curator in Kara, unleashing a small ball of energy called Pure Energy every few seconds that does damage to everyone around it. These have minimal health and were able to be killed with one shot. But when they die, they give they're killer a debuff that cause's 300 arcane damage every 3 seconds and I believe increases arcane damage. At 15% the boss begins to Overload, sending out bolts of lighting at they entire party. Kill him FAST and hard or you'll see players dropping around you.
Boss three, the hardest I believe, is similar to Moroes in that she comes with four mobs. These mobs are random with each fight. Priestess herself is a healer and should be focused on first with the others must be cc'd. Most also have cc abilites and can prove to be rather annoying. If you don't kill them all, they will all respawn and you'll be forced to fight them all all over again.
Final boss, Kael, is rather annoying, but after Priestess I found him to not be so bad. For the first half of the fight he will use Flamestrike and Fireball, along with a weak melee move. His biggest threat however is the fact that he will summon a Phoenix, which NEEDS to be kited away from the party. All ranged DPS should focus on the Phoenix to kill it quickly. Once dead, it will spawn a Phoenix Egg. Kill the egg quickly or the phoenix will respawn. He will resummon, but you SHOULD only see one or two through the first 50%. Phase 2 is similar to the fight in TK, in which he will use Gravity Lapse to send you up into the air where you have to swim away from a trio of orbs floating around. These orbs do MASSIVE damage and will hurt if you don't keep away from them. Ranged DPS is a huge help, as you can weaken him during the course of Gravity Lapse. Once Gravity Lapse ends, he will weaken and be stunned for a few seconds, allowing melee to rush in and wail on him. Once its up, he will use Gravity Lapse and you have to wash, rinse, repeat until dead. Please note there's an orb behind him you can use to port out.
This instance is, for my group anyways, INSANE in difficulty. Most pulls are four to five man pulls, with the last pull before Kael being the worst. Almost every mob in this instance is in one group right inside the doorway for a grand total of six elite mobs (Smuggler, Blood Knight, Magister, Warlock, Siren, and Succubus), seven if you count the Warlocks imp, in a single pull. It took us six times to push past that single group, less then it did to get past Priestess. This instance requires heavy CC and a lot of luck. Be careful and don't give up on it. This place CAN be beaten.
1; nuke crystals en boss
2; nuke adds, iceblock -> nuke adds, clos..
3; CC adds, en dps..
4; p1, kill birds dps boss; p2, dps boss, avoid circles
I completed it on my rogue last night, with a mage, warrior, priest, and warlock. The hardest part was the 5 pull boss. We had the shaman, the hunter, the rogue, and the MS warrior. We ended up banishing the hunter, sheeping the rogue, and sapping the MS warrior. Then, we just killed the shaman, then the priestess, MS warrior, rogue, and then hunter.
And you have to think of it as a 5v5 arena fight. Like other's have said, they have a wacky aggro table (If one at all), and act like players (CCing, etc.)
Kael was fairly easy, you just have to burn the phoenixes down ASAP, while doing lots of DPS on Kael. Kael didn't even do the pyroblast, since we got him to 50% quick enough. But if he does do it, you'll lose your tank, so get him to 50% quick.
i did a heroic today and the Brightscale Wyrm's gave 2/3 rep per kill but im a human.
im already into revered so. yeah did they fix that last night in the patch anyone know?
I am currently Exalted and Brightscale Wyrm still gave me reputation all the way up to that point.
Don't know if anyone mentioned this or not here, but there's an easy way to avoid bubbles in the last fight with Kael.
When he casts the gravity lapse, fly back all the way to the door you entered in. Not just you, the entire group. This way, the orbs won't go into all different kinds of places, they will all come towards you. When they start getting close, fly over/under them so you're in the right part of the open area where Kael is. Have your range DPS get a few hits in while the bubbles come in, when they get close scatter. By this time you should be back on the ground. Keep doin the same thing until you get him down. Hope this helps, or isn't already mentioned lol.
Some tips for the
We brought a druid tank, survival hunter, ret pally, ice mage and healing druid (myself).
CC helps a lot here but the key is quick thinking people. The trash can goes from a smooth pull to a nightmare in a couple seconds if a tank or healer get stunned so make sure everyone is watching everything. Quick spells like scrater shot, frost nova, repentance and hammer of justice saved the day a lot of times.
We had intense DPS so on first boss we ignored the crystals. We burned him ASAP. He died after the 2nd cast of arcane explosion after draining the 2nd crystal. It was easy to heal just with DoTs.
We wiped a couple times until we got it right. The key here is go slow as possible. Everyone pretty much auto-attacked and wanded the boss the whole fight. The boss hits very hard and the "flares" almost kill everyone when they pop out (you get 02 of them on heroic). Once the flares are out, everyone kill them ASAP and stop DPS so the healer can cap everyone again. Once everyone is full health, a couple auto-attacks and more flares come out. If you zerg or DPS too hard the flares will come out when people is low health and you will see everyone dying at the same time.
We made a rotation for the mage and paladin to kill flares and bubble/ice block to remove the debuff (I dont remember if it actually removed it or not)
At 20% we ignored the last couple of flares and burned him down while I popped tranquility. Its a nightmare to heal this fight. had to spam heal the tank to keep him up while using HoTs on people after the flares and they used bandages too.
On this fight we got: Shaman, Warrior, Rogue and Warlock.
Wiped a couple times too until we sorted out the best CC.
The Shaman was always healing a lot so we used wyvern sting as inicial CC and cyclone from the healer until the main boss was dead.
Theres not much to say here. Face it like a arena fight. The tank used full DPS gear in cat form. Everyone used their "survival" skills the best they could to keep them busy, kitted or stunned.
We decided to sheep the warrior to avoid the mortal strike. Rogue was in the ice trap. Warlock was free but the pet got killed by the hunter.
The start is the key to burn the main boss since all CCs are up. Once the CCs start to break hell gets loose. After the main boss we killed the shamman to avoid loosing more buffs and the heals.
At this point healing on the group was very intense. DoTs were not working so I had to spam regrow on people non stop. Once the shamman died and people started to focus on the warlock everything was easy since the other two guys were CCed.
The tank got two mobs, 3 CCs up (Wyvern Sting, Ice trap and sheep) and pally kept one busy with stuns and bubbled when he got low on health while everyone else killed the tanked ones. Not much to say.
The high DPS helped here because he didn´t cast the pyroblast (we wiped 02 times on the 2nd phase - but in all 3 attempts he didn´t cast the shield+pyroblast), so DPS him as hard as possible.
For the healers: spam heal your tank. The damage is insane. He´ll melee and the fireball will always hit between 5 or 6k. Everyone else taking damage from fenix should bandage. Once you get to phase 02 is almoust a win fight.
Once he blast you into the sky, everyone should run back to the entrance of the room and take a look at the bubbles. Theres no rush here so take your time to avoid them. Its easy to heal the damage from the energy field (300 damage per second) but if anyone gets near the bubbles its almoust a instant death if they´re not at full health.
Melee is almoust useless at this point. All you need is a ranged and a healer since he´ll just keep you in this phase forever.
Slowly the hunter killed him (mage got killed by a bubble).
Bring a mage, no matter what you do. The large array of buffs that can be stolen, combined with polymorph, and ice block, make them valueble members of the party. The list of things they can do are as follows:
Sunblade warlock: fel armour can be spellstolen.'
Sunblade magister: enchantment of spell haste cannot be spellstolen, but they can steal the individual buffs of 10% increased cast time indefinetly, preventing loose magisters from going crazy with damage, and similarly jacking up their own.
Blood knight: Seal of wrath can, should, and MUST be spellstolen by a mage. non heroic, it adds 1k holy to every cast made(including each tick of AM), and 1.5k in heroics. o matter what spec, have them steal this and start spamming arcane missiles for crazy high damage. As in greater than shade of aran damage.
Interupts using CS
Able to soak at least 3 waves of pure energy due to ice block when facing vex. Frost mages can ice block twice, after a 30 sec interval, making them able to soak everything if the timing is right.
do u need good gear or what?
is it possible to zone into this instance on Regular under 70? Such as 68-69?
A Shadowpriest can be good here, with mindcontrol they can use warlocks in there for pretty nice damage.
Finally exalted. Never going back there :) Ended up buying both shields and all four necks :D
I have heard from some better players then I that this instance gets easier on heroic mode and completing it on normal is the real challenge. I am not sure if this is true because 1: theyre better then me, and 2: that just doesnt make much sense to have a easy heroic and a hard normal. But it could be a challenge for less skilled player so they can get easier epics in the heroic mode.
Today found out something really useful and I couldn't find it posted here so here i go.
If u die at the last boss in the beginning of the fight don't be lazy and corps run, because you can jump from the balcony sort of thing at the start of the instance and you will be teleported right to the fight. Don't know if it works on other bosses.
Once patch 2.4.3 is released, Magisters' Terrace will get nerfed, like removing the stun component of the Sunblade Mage Guard's Glaive Throw. For more information, go to
, though this can change over time.
When patch 2.4.3 is released, this place will receive a series of nerfs, like the slightly decreased damage done by Sunblade Warlocks and decreased arcane damage per second in Phase 2 of Kael'thas Sunstrider for normal mode only.
I got keyed for heroic mode a couple days ago but I'm not sure what type of gear i should have. I'm an arms warrior, i got 6 epics (two are s1 and two are s2) with a red belt of battle. I have capped 1500 AP and have a 26+% chance to crit and 43% damage absorption. I'm sorry to basically list my stats but I just would like some info/feedback. Thanks..
A note to bear-tanks: During the Air Phase, nothing really stops you from dropping out of bear to help the healer deal with the ticking damage (which can add up!) with a few HoTs. Leave yourself enough mana to pop into bear when you drop to the floor again, and you will have saved your healer some effort and mana that they'll certainly need to heal you through the intense melee portions of the fight.
Magister's Terrace was fairly easy with the right group! it drops some awesome gear for people that just reached 70! + epics in reg! I kno a lot of people already kno the loot because it is "old" BUT for you people that just reached 70 heres some advice...
FIRST your gonna need atleast 2 cc in this place because u wouldnt want a tank with 5 guys on him! So keep your maximum at 1 dps that cant cc...
As an enhance shaman atm i am usually the ONLY non cc class in here
My group set up is usually...
Prot Pally...Or Geared warrior that knows how to tank multiple enemies without having the healer getting aggroe
Resto Druid/HOly priest because in this instance your gonna need some hots especially Kael!
Rogue ofcourse for your cc
Mage or lock for cc because mage can sheep/counterspell and locks can seduce and curse of tongues making the casters in here harder for them to cast
and last but not least you can have a dps that cant cc...
Little advice to warlocks, and groups with warlocks. If you're smart, Warlocks can easily be 2-3 forms of CC on most of the humanoid pulls in here.
First, the Succubus in the instance shouldn't be banished, they should be enslaved. Haven't tried on heroic, but it works on normal. They deal about 800-1200 damage to the mobs, and can easily off-tank a mob.
So with the Succubus you can CC two mobs at once, as for the third, after making sure you have PLENTY OF ROOM you could fear them, and toss a CoEx on them so they don't aggro more.
But yeah, always enslave the Succubus, they have insane DPS for pets. Plus a 6-second stun, which is supposed to be a seduce, but seems to persist through damage.
If you happen to die in the fight against Kael'Thas, you should release and run back. Once back in the instance, buff up and eat to regain health and mana fast, because Kael'Thas will then summon you back into the fight so you can fly around with the others and help out.
This only happens in the second stage of the fight, where he periodically, twice, unless I'm mistaken, pulls all party members to him and releases them flying, but is, nonetheless a very handy feature for those who don't feel like running all the way back to the encounter.
how long will this take for an average group? I was thinking at least 2 hours because it is one of the harder 5 mans, but some of the comments make it seem like it is less of an endless grind of trash mobs that some of the other 5mans are.
This dungeon is very difficult to do, so prepare well before going in. I have only gotten to Princess and we wiped with the hunter at 5%.
You need wicked CC and Tank. I would say Mage, Rogue, Hunter, Druid/Shaman, Paladin.
Most any other group can do it if they find a way but the dungeon is not too be fooled with.
I did this instance with only one CC (me) and the last hard pull was extremly difficult. Good thing we had some ppl that were into raiding andhad some pretty good gear and wear basicly boosting us. So we made it after a few wipes. Basicly our plan was DPS like hell. And it workedtho nobody really belived it did. Sadly my Hauberk of the Warbringer didin't drop :(
Am I good with this gear to the heroic difficulty?
They said to me ingame, that I must be full epic to become "useful". Can you guys comment this?
As of the latest patch this place along with most other heroics have become trivial. It doesn't really matter what type of group you bring anymore, and crowd control is a non issue due to the trash dying so fast.
This instance is one of my favourite heroics. Fast, epic loots (I mean EPIC!) and a bit challenging. Clever way of making bossfights aswell (speaking of the 2nd boss, Vexallus).
I got invite and on the first pull I made every one wipe because I trying to watch the TV at the same time. Bad idea.
Isn't this a given with hunters?
How much rep is attained from a full clear on normal?
Easily 2-mannable (spelling?) with a prot warrior and a resto shaman, for those of you who still wants that sexy blood elf orb or mount. :)
not to hard of a solo for hunters, just need t5 2p
how i do to get there?
Anyone tried soloing heroic MgT on level 80? I'm going to try, maybe will bring a healer. I'm feral tank, wish me luck.
Magister's Terrace does not require level 70. I've run guildies through it at level 66. This requires the aid of a warlock, since at 66 they cannot use the portal from Shattrath or be summoned at the meeting stone.
Can be soloed with an 80 prot warrior with heroics/naxx gear, and tier 7:
Easily two manned with that warrior and an 80 holly paladin with heroics/naxx gear and tier 7:
We do it in about 30 minutes.
This instance, nerfed since 3.0, can be easily solo'd by a Paladin tank in at least half T7 gear.
A good mat/loot farm
I have yet to test on another class, so if anyone has any insight, please add it.
Soloed normal version at 80 as a PvE arcane mage some time ago. Reasonably challenging and caused quite a few deaths. Would expect it to be easier now that I have better gear though arcane barrage nerf might hurt alot.
The big trash packs can be quite problematic, especially the one before KT. Sheep one mob, slow another and nuke a third down, moving asap to the fourth. If required, use mirror images to distract them. At the trash before KT, I had to use everything I got and kite, kite, kite and kite.
First boss. Keep kiting him. Try to nuke as much as you can in the beginning and then focusing on surviving. Run up the stairs, jump down, repeat works to some extent. Nuke the hell out of him when he's draining an orb.
Second boss. Keep kiting him as much as possible. Stay at maximum distance, kill the sparks and ice block when the debuff gets too high. Full nuke when he reaches the critical point and stops chasing you.
Third boss was the hardest or atleast equally hard to the second boss. I think it was because of my setup - warlock, rogue, warrior, shaman. I sheeped the warrior, barraged the imp, slowed the shaman, frost novaed the rogue and with a lucky counterspell on the shaman nuked Priestess down. After that I kept as much CC up as I could and killed rogue -> shaman -> warlock -> warrior.
Kael was, as expected, the easiest boss. With mage armor and fire ward up, nuking him from a distance (he doesn't melee if you attack from a distance), I could get him to 50% really fast. I killed the phoenix before this, but I think I could've ignored it and instead nuked Kael down faster. Second phase was also easy due to my resistances and instant arcane barrage. Relaxing fight after all those before this one.
Is it possible to solo MgT as a lvl 80 prot pally with naxx/badge equip in heroic mode?
does anybody know where this place is at, i would have had the quest, but, i never bothered to do it, so i totally forget now, lol, ahd 2 chances to do it too, i made a dk when i got my rogue to level 80, lol :)
Soloed most of it in heroic mode on my feral druid yesterday. It's not that difficult when you know what to do.
absolutely no group was a problem.
try to kill Blood Knights first, they are the most dangerous mob there. Bash when they cast holy light to speed things up. Physicians can be annoying too with prayer of mending, but not as bad as knights.
He's total pushover. Easiest kill in instance, mangle + maul + lacerate. When he drains a crystal and begins aoe, pop barkskin, if needed also survival instincts and frenzied regen. Berserk to speed up boring kill.
Difficult fight. Kill the sparks ('Pure Energy' if u want to macro skills to them) asap, they hurt. There will be 2 sparks each 15% of Vexallus' hp, each periodically hits for 1-1.5k (
I suspect nature damage
it's arcane, could just have looked it up here :P). This is the key to victory. Beware, you HAVE to target them directly, no aoe works, nor glyphed maul. However, if spark is the target of glyphed maul/mangle in berserk, it still hits the boss. Build up you rage, save cooldowns for 2nd or 3rd set of adds. When this comes, pop all cooldowns and trinkets you have and hope you will kill him before sparks kill you.
I had this setup:
rogue, warlock, mage, warrior.
Which was kinda lucky without shaman. I still wiped quite a few times by a combination of slowing effects and mortal strike. This was when I tried firstly rooting warr or rogue. Then I just started in bear (for having enrage - 20 more rage at start), waited for rogue to kidney shot me, popped all cooldowns after (to assure im not stunned for long during berserk) and opened up on rogue. Delrissa couldn't outheal my damage on rogue (and she was trying hard), so he went down. Killed warr only few seconds after (glyphed maul and bear mangle in berserk are a blessing xD) With these two downed, rest was a cakewalk.
is a godsend for this fight.
I didn't manage to kill him =/ All the time i was making mistakes - it was late night and i was sleepy ;-)
Basically the strategy would be to nuke him to 2nd phase asap. When he summons phoenix, bear -> pop cooldowns/trinkets -> berserk and kill it asap. With berserk, you'll keep hitting boss all the time. When bird is dead, kill the egg and continue on boss. There's where all my attempts ended...pyro xD More dps needed from my side - i'll try opening on him in cat today with replacing some of my tank gear for kitty pieces.
Downed him! I was using feral staff from VH heroic before, now i luckily got the one from KT in naxx10. Strategy was basically what I advised. But you have to pay attention to positioning - his flamestrike still hurts a lot. You have to stand on either left or right side at max melee range and move to opposite side when he casts it in order to dps him fulltime without sudden dramatic changes in your HP.
No setup is problematic, got a few upgrades. No primal tenacity and it's still ok. I just beat on them until healers (delrissa + shammy) run oom.
All in all - pretty challenging instance and a lot of fun to solo. Try it out ;-)
Edit: my armory -
, was exactly what i had equipped at the time of writing
I found the whole place pretty easy on regular as an 80 feral druid (Naxx 10 gear: 32k HP, 34k armor, 35% dodge, 4.5k AP). For the first boss, just burn him down. You can kill the crystals, but either way works. He doesn't hit hard.
I'd say the second boss is the hardest. It's really just burning him down. Save your barkskin for when you get about 3 sparks down. Most of the damage comes in the 3-5th spark. I was hitting 12-15k maul crits on him. Lacerate ticks for over 3k.
3rd boss is a joke. Just kill the healer if he's there (Apoko). The rogue can be annoying and the goblin/engineer hits pretty hard. Then burn the rest down. I killed the 2 trash pulls before him. Just kill the Blood Knight first, then the rest. Stay inside the Mage Guard dampening fields when they cast it. Another trick I found, was you can swipe the group if there's a warlock, and get the imp to about 1 swipe from dead (20% or so). The BK will heal the imp, and you should be able to kill him before he gets another heal off. You could also root the mage guard if you're having trouble with trash, but I never had to.
With Kael, it's pretty much the same strat. Burn him down, kill the phoenix and the egg, and stay outta the fire zones. When the phoenix came out, I tried to kill him next to Kael so my maul would still hit him (unless I got a fire zone right on him). The only problem I had was once when he went to phase 2, the phoenix was still up and I couldn't get him down without getting hit by the orbs. Occasionally, I have to run a little ways away from Kael, barkskin and heal up. His fireballs miss you more often than not. In phase 2, I just run(swim?) back to the back and heal up. Once the orbs get close, swim back to him and dps him down. Phase 2 is by far the easiest part. The constant damage spell barely scratches me.
The whole place takes me just under 20 minutes. I've tried heroic, but the 2nd boss is where it gets hard. Took me about 10 runs for my Phoenix Hatchling, not to mention I made a few hundred gold and a couple stacks of voids/large prismatics.
Easily soloable as an unholy deathknight, in both tanking and dps spec, trash is the hardest part imo. A little write-up on how to pull it off without a lot of trouble:
Always use Frost Presence, except on Kaelthas.
On trash, I'd recommend full tanking gear at all times, esp. the larger pulls. I usually throw my ghoul on the Blood Knight (casts pretty big holy light heals), then dps down the squishy casters to reduce the incoming damage, strangulate/deathgrip/mindfreeze the healer when needed. Make sure you have some space to move, the Mage Guards cast a Anti-Magic zone that will greatly reduce your healing and AoE capabilities.
This guy is easy, both in dps and tanking gear. Throw on your diseases, start whacking death strikes, or if your gear allows it, mix in a bit more dps. You can choose to save a pestilence and use it when he starts leeching a crystal, and dps it down, or just ignore it and continue on him. Anti-Magic bubble sufficiently reduces his overload-like ability after the crystal is drained. No need for AotD here.
So far, I've always used tanking gear and frost presence here, a decent HP pool may help a lot. As mentioned before, a slow tactic may work for you, but is now needed however. Start dpsing him, kill the first 2 sparks yourself, giving you increased healing from Death Strike. Let your pet kill the second set of adds, he will likely die shortly after this, no worries though, summon a new one if you have the time. On the third set of adds, make sure you got some runic power and some runes ready, use Anti-Magic bubble, and kill the sparks while it's active. You can then choose to kill the 4th set of adds and nuke him, let your new pet kill them, or just completely ignore them and dps him down.
Timing here may need some practice,it is definately doable though.
Between Vexallus and Delrissa can be some annoying trash pulls, note that you only have to kill one pack in the room after Vexallus, you can jump up the ridge by using the tree as a stepping stone and skip them. Kill the robot, then walk along the side of the pavillion and kill one of the packs in the back, don't forget the 2 mobs in the small room behind it.
Use frost presence and tanking gear here, although dps gear may very well work. A pvp trinket or human racial can also be a great help to prevent you from being cc'd while Delrissa heals.
You will need AotD here to make everything a lot easier. Also, being able to control your pet's stuns is a great help. Use AotD on a safe distance from the pack, deathgrip in Delrissa herself and start nuking her. Using Gargoyle may help a lot here, though you cannot control which target he will attack. Use Mind freeze, your ghoul's stun, and if needed Strangulate to make sure she does not heal, and dps her down fast. If possible, save Strangulate for Apoko, if he's there. After this, it should be easy, Warlock Salaris has a priority after Delrissa, the fears can be quite painful.
Use full dps gear and blood presence here. If you somehow managed to have AotD up, use it, but it is not required. Slap on diseases and start dpsing as much as you can, keep yourself up, but mixing in scourge strike with death strike helps getting him down a lot faster, you don't really want him casting pyroblast. When the phoenix spawns, use pestilence, put your pet on him and throw in a few strikes if he comes too close to Kael. At 50%, try to get yourself to 100% hp, go into frost presence if your hp is not high enough to stay alive during air phase.
During air phase, keep your pet on him at all times, use a cycle of Icy touch and Blood boil to dps and generate Runic power for deathcoils. Once he goes back into weakened state for a short while, hit him as hard as you can, and try to get some hp back.
Death pact can save you a LOT of trouble when needed, don't be afraid to use it.
Pots can help if things really go bad, it's always cheaper then a 10% repair.
Bring wotlk food, or use single mobs like the robots to get your hp back up
Use your cooldowns, Anit-Magic bubble is quite overpowered in this place.
With a cycle of Death & Decay, Bone Armor and Horn of Winter you can generate and maintain 100 runic power out of combat, if you're having trouble, this can help with a gargoyle on pull.
Have fun farming him!
Can a lvl 80 solo this?
How many normal runs do u need to do for exalted?
What do ya know? EVER BOSS IN HERE IS UGLY! Blizz what have you done to our once handsome prince?and every other Boss in here! 'cries'
As a side note, you can fly to the Isle of Quel'Danas starting at level 65, and you can zone in to MgT on normal difficulty by 65 as well.
Priestess Delrissa (second to last boss) is completely avoidable. Just wipe out one side of mobs in the courtyard she's in (make sure you don't pull the boss mobs) and hug the wall around until you get to the tunnel behind her. Kael'thas is at the end.
Course, if you can't beat her Kael'thas is going to be tough, but if you just want the quick achievement it saves a minute or two.
If anyone else is wondering if you can solo the normal version to farm the phoenix pet, go ahead - I already knew hybrids didnt have any problems soloing it, but it's easily possible to do it as a rogue as well (as well as any other class I'd guess).
Wiped once on the 2nd boss (make sure to kill the sparks) and once on the last one (make sure to kill the phoenix so it doesnt spam fireballs on you during p2).
Took about half an hour the first time, I'd guess it'll take 20mins when you've done it a few times.Gear-wise I have full t7.25, and a few ulduar loots, in case you're wondering if you can put out enough dps to do it yourself.
A dual spec protection/retribution paladin can solo the heroic version of this instance without too much trouble.
A little about my gear and spec:
I'm 0/59/12. I took as many solo survivability talents as I could, though I main tank instances with this spec (not any very difficult content). I have the Seal of Light and Divine Plea glyphs. I have a few pieces of Naxxramas (normal) gear, but the rest is all BoE/5-man (heroic).
Stay as protection until you get to Kael'thas Sunstrider. Keep fire resist aura up at all times and try to keep your buffs on. Read more below...
Fire resist aura, kill any and all magisters before they get too many stacks of their buff. Other than that, nothing really poses a threat. Blood Knights? should die second, but if you don't mind the occasional heal, it's not a problem.
I kill the following trash:
2 mobs at entrance, 2 pats at entrance (only if I aggro by mistake), the group just outside of Selin's room, all the trash in Selin's room, the trash on my way to Vexallus... and I think the only other trash I kill is the sentry after the room just before Priestess Delrissa (wait for the pat, run to the left, go behind the tree and hug the wall behind the bushes), and the group right before Kael'thas Sunstrider.
Use fire resist aura. He won't do much damage to you at all, but make sure to interrupt his drain life/mana attacks or the fight might take a while. If you pull him without killing the trash in his room, all of the mobs in the room will aggro. I usually kill them before pulling him, but it will go faster if you can survive doing that.
This guy was hard until I learned the strategy. Use whatever aura you want, ret might be the best choice for this fight. The trick is to manage the adds. You see, each add gives you a stacking buff. It will increase your damage dealt, but it also does damage to you. And I believe the adds come out at certain %s of his health, but I'm not sure. (Might want to check his wowhead page using the links at the top of the page.) Anyway, start attacking and kill adds as soon as they pop up. As soon as your health is dangerously low, bubble, cancel your divine plea, and heal up. Toss on divine plea and repeat. Use your lay on hands if you need to. Viola, he's dead.
This is a fairly easy fight. You don't even have to clear trash in her room. Just try to stay alive and kill what you feel is highest priority. You could use fire resist aura for the warlock, you could use ret for a melee heavy group, whatever. I usually use ret and kill 'em all.
Respec to ret. Use fire resist aura, seal of light, sacred shield, and use Avenging wrath at the beginning of the fight. The trick to this fight is to get him in phase 2 before he hits you with a pyroblast. The first time I tried this as ret, and for all consecutive attempts as ret, I've never had him even attempt to cast pyroblast. However, if he does, just bubble before it hits you. When he spawns the bird, kill it as soon as you can. Kill the egg, too. After you start floating around, just take it easy. The hard part is over. Heal yourself up, if you're low on mana then just use judgement for a while.
Good luck on the mount and pet!
80 Prot pally/ret offspec Heroic MgT soloing guide:
You don't really need stellar gear, I was able to do it first time I tried with a mix of 10 Ulduar/25 naxx.
1. Trash - as prot, kill the healers first, use your interrupts; as ret, repentance physicians, Art of War whenever it's up. Clear a path from the instance portal to Vex, you'll use it later. Much of the trash after Vex can be safely skipped.
2. Selin Fireheart - easy as either prot or ret, save interrupts for when he gets a life drain off on you. Don't bother killing the crystals, you'll resist a lot of the aoe. I have yet to die by his hand solo'ing
3. Vexallus - hardest boss to solo by far. I tried many different strats, but I wanted one that didn't rely on LoH or bubble - rather I wanted those as emergencies in case I screwed up execution or got unlucky. Best way is to take him down as ret with a kite strat. On engage, pop wings, dps him fast until first spark spawns. Since he stands in place when summoning sparks, you can get a good lead on him quickly, then pop off a Holy Light or two to get healed back up (make sure you are using instant FoL on Art of War and keeping SS up). By popping wings immediately, bubble will likely be up if you screw up along the way. Keep moving back to the start of the instance - the sparks are much slower than Vex and will never catch up with you (unless you get yourself stuck in terrain along the way). Continue dps'ing and backing up, and when he pops a new round of sparks get some range and Holy Light back to full. If you do it right, when he overloads you'll have full health and at most two sparks and no debuffs to deal with. If you get in trouble during overload, pop a health pot or use LoH or use bubble wall.
4. Priestess Delrissa - I do her as prot, longer fight but I have yet to die solo'ing her as prot. You can either grab a mage guard for the healing debuff bubble or just faceroll it. Don't bother clearing the trash, they don't come into play, engage her and her pals where they stand. Save your interrupts for when she's low on hp, or just let her run oom. By the time she's oom you've probably killed one or two other mobs. Alternative strat is just to ignore her and kill whatever add you feel is most dangerous, again just running the priestess oom.
5. Kael - I tried this both as prot and as ret, I find it easier to get done as ret. Use fire resist aura. The key to this fight is get him to 50% w/o any phoenixes up, then it's just dodgeball. One possible ret strat is simply burn him down to 50% before he casts pyro. I tried this and got overwhelmed by phoenixes, plus the problem with this strat is if you get a flamestrike in a bad spot, then you have to back away or die to phoenixes plus flamestrike. Strat I use now is simple priority - kill phoenix when up, dps kael. He'll usually be at about 60% when he pyros, simply bubble thru it. Either way, make sure you open with wings and burst as best you can before a bird pops. Once he's at 50% you're in gravity lapse phase. Deal with any remaining phoenixes first (they don't respawn if you kill the egg in time), then just dodge the arcane spheres, heal when necessary, and dps Kael when you drop on the ground.
Enjoy your solo farming!
I am looking for a good BC dungeon to run for gold and greens for enchant mats. Does anyone know if this dungeon is soloable by a 80 DK?
Easily soloable on heroic as a Naxx geared Enhancement Shaman. I use a standard 16/55/0 raid spec. Standard raiding Glyphs, nothing special. I've been coming here daily for the last month or so for the mount. Usually takes about 20 min with select trash packs taking up the majority of the time. Here's how I go about it:
- Enter the zone, Kill the first 2 mobs as you come out of the walk way. Be mindful of the pat and make your way on the right side hugging the tree to the last pack before entering
's room. Depending on the make up of the pull, you may want to pop your Puppies to burn through and heal up heavy incoming damage. If a Sunblade Blood Knight is present, Hex or burn him first making sure to purge his seal which deals roughly 1600 holy damage.
Selin Fireheart's Room
- All three pack's in here must be cleared or they will pull when you engage the boss. I do this by Hexing one of the melee mobs and LOSing around the corner. When the mobs come around, drop Stoneclaw and Magma tot and burn through the melee first, then caster's. Repeat until clear.
- This boss is crazy easy. I pull him right where he's standing, pop Puppies and burn. Dont bother switching to the crystals, just burn him down. Between Pups and the occasional instant healing wave, you should have no trouble with this guy.
Hallway to Vexallus
- This generally takes the majority of my time in here. The Brightscale Wyrm's can and will kill you if you do not take care when pulling. To avoid having to drop an elemental, this is how I handle these pests: Pull one or two groups with a simple shock or Lb, drop Stoneclaw and Magma tot and run back towards
's room. Once you see that the Brightscale Wyrm's have killed your Stoneclaw, drop another Magma with an Earthbind and proceed to kite until they're all dead.
- Another easy fight. The first couple times you solo this boss you may want to pop heroism/bloodlust just incase. To be honest though, its not really needed. Drop tot's, pop Puppies and pull him. I usually don't even have to insta heal myself on this fight with the healing from my Pups so if you feel you have a nice health cushion, feel free to use Maelstrom on bolts. Stay on the boss the whole fight and he will drop rather quickly.
Hall before the Inner Courtyard
- This hallway has 2 Sunblade Sentinel's. Depending on your RNG, these guys can deal a ton of damage in a very short period to the point where you cant get enough Maelstrom stacks to heal up in time. If you're up to it, feel free to kill them. I skip them by hugging the wall and waiting for them to pat by me then running by them.
- Despite the mass amount of mobs here, you should only need to kill one pack if any at all. Mind the pat, run up from the hall where you will see one pack to your left and one in front of you surrounding a fountain. The method here is run right between the two packs and move left. If done right, neither should aggro. If one does, move directly into them, drop Stoneclaw and pop Puppies if you have it up. Assuming you made it past the first two packs, run to the left wall and hug it. You should see the last pack standing between you and
's room. You can squeeze by this pack by hugging the wall around the tree to the bush line. Jump behind that and run right while hugging the wall. When you hit the corner, jump and continue to move. The mobs seem to aggro depending on which mob is closest to the back. I find that Ethereum Smuggler's almost always aggro. I would wait for your Pups cooldown before attempting to run past these guys incase you pull. After that pack you have a Sunblade Sentinel that you can either kill or skip using the same method as with the other two.
- This room has a ton of mobs around the sides but you will not have to clear them. This fight is the only one that can give you any trouble in this instance. I find the combination of
to be troublesome. Any combination of stuns and MS will be a huge pain here. Depending on the make of your instance this may be a breeze or suck badly. Here's how I go about this:
Position yourself in front of the group, drop your tot's keeping Earth free. After dropping tot's I move forward slightly and drop Earth Elemental. That will aggro the whole group. Pop pup's heroism/bloodlust and burn
being sure to purge her Renew and interrupt her heals. Once she's dead, your kill order should look like this depending on who's up in your instance:
until he Ice blocks. You can safely save
for last since he runs oom rather quickly.
's room- One pack here. Hex, LOS, burn. No big deal.
- This fight is rather simple. Once you hit phase 2 it's pretty much over. I position myself right in front of him, drop Grounding and the rest of my tot's, pop Puppies and pull (if you have heroism/bloodlust up, use it now). He doesnt melee too hard at all. You wanna make sure to interrupt his casts right away though. A few seconds into the fight, drop Fire elemental and continue to burn ignoring his phoenix add. When drops his AE, move out and interrupt his next cast so he runs over to you. If you have the dps and Shamanistic Rage, you can out heal the AE damage and stand in it if you like. Once he hits 50% he moves into phase 2. Dps him as much as you can while avoiding the spheres. Surviving the air phase is more important than dps. Your elemental will be beating on him while you're in the air so focus on keeping yourself topped off and dpsing when you can do so safely. He will drop, hopefully you'll get a new mount and thats all folks.
As an 80 off-spec boomkin in gear for healing ulduar 10/25 i solo'ed all of this on reg only dying once on the 2nd boss. The final boss is by far the easiest boss due to the fact that he does very little damage that can't be healed through, and with insect swarm, and moonfire up on him he was dead in minutes. And i only bothered killing the Add the first time.
@Valda if your a blood tank possibly if not 2 man.
Wowhead needs to update this: I went into Magister's Terrance as a 68 rogue. Of course, being 68, once I saw 70 elites, I ran back outside, but I was able to enter as of 68
About getting there...
Death Knights knows the FP on the island.
For thoose who want to boost their alts.
I would recommend having more than one CC even for the non heroic. A good amount of pulls in here are 5-6 pulls.
2nd Boss - Kill his Ads as soon as they come out. When he gets to around 10 percent he will start "overloading" when you see that he is overloading get out of the way it is an aoe like that of the final boss of shadow labrynth.
Not sure I would agree with the above post on a Paladin healer, AOE heals in the Kael'thas fight would be a big help.
Like other posts have mentioned, I think the hardest part of this instance were the trash pulls. You definitely need at least 2CC, and a druid or hunter that can kite the phoenix at the end. Most of the stuff in here is humanoid, so a warlock that can seduce as well as enslave/banish demons in some of the big pulls would be nice.
There's a lot of nice stuff here for tanks, along with the Shattered Sun Offensive faction. And since I have a Warrior myself it pains me to say that I agree with the statement that AOE taunts would be a big bonus here from Paladin tanks. Think Shattered Halls with a few more technical fights.
I am a 70 pally with only 806 bonus healing and i just cleared this.
only wiped twice because of *!@#ty pulls. pulling 6 is tough with only a mage. so i would agree with the other posts and brign another cc (lock could cc/dps well here).
Kaels wasnt too bad, when he spawns the phoenix all dps just nuke it. When tossed in the air avoid the blue balls they hurt. as long as everyone in the group is paying attention and not flaoting ontop of a ball for too long kael is cake.
So...anyone recommend a gear level for this?
I would assume it's just the same as Shadow Labryinth and Shattered Halls.
Bring a mage. They'll have lots of fun. The trash mobs have three stealable spells. One gives up to 250 bonus on spell damage and lasts 2 1/2 minutes. The another one is a stackable 10% spell haste. The third is a paladin seal, but better that you have it than the mob that would try to break it and judge your MT. Plus pretty much everything is sheepable, and you can counter the final boss's spells. Plus there's a couple of aoe fights with non elite mobs that a mage would just wet their pants on, especially a frostie. Pretty good instance. Plenty of pulls. The loot that dropped on my run didn't help me at all, but the final boss dropped a purple plate foot slot item with sockets.
At little like SV last boss. you need to take down the crystals fast when he begin drain them, else he get to much mana (when he got mana he will spam aoe magic)
He will spam some adds one a time (they are easy to kill), the thing about those is, that they will give incressed dmg when kill, but also DoT you. You groups dps need to take them on turns, both you will all get ekstra dmg, but also you dont get to much dmg.
Here are 5 "bosses" random betwean
They are NOT immune to CC, BUT they are immune to taunt
-Apoko: Shaman - He will heal
-Eramas Brightblaze: Warrior - furry, and he will Pummels
-Ellrys Duskhollow: Warlock - Shadowbolt, Fear, SoC (and he comes with a little imp "Fizzle" not elite)
-Garaxxas: Hunter - Freezing Trap (got a ravager pet "Sliver" non elite)
-Kagani Nightstrike: Rogue - Cheap Shot, Kidney Shot, Gouge, Vanish (he will appear next to you), and Crippling Poison on weapon
-Warlord Salaris - Warrior - Mortal Strike, Intimidating Shout
-Yazzai: Mage - Frostbolt, Frost Nova, Blizzard, Polymorph, Ice Block
-Zelfan: Engineer - Throws Bombs
The tac is that you cc as many as you can and take them down one by one, Priestess will do heal, but got a smal manapool and quickly runs out. Nothing special about them else, just cc and nuke
He got 2 phases
The first on is down to 50%, here just basicly cast fireball. Also there will spawn a phoenix,this does aoe, you simply get a range dps to kite it around, couse its slow and dmg it self over time, when it dies an egg will spawn, you need to destroy that fast or it will be rebirthed. The others just dmg kael (but can help destroy the egg so you are sure it get down fast)
When Kael hit 50% he will use a spell that will give zero gravity. Its just like in water (just you got all the air you want :P) you will get a small dot, and there will be some orbs that will try to hit you, avoid them at all cost, cause they hurt alot. Else you just dmg him. After a little while, you will fall down to the ground and Kael will get stunned and take 50% more dmg for a periode, easy dmg here, after that he will use the gravity spell again.
So gl and hf, thats whats its all about :)
(if I missed something or said anything wrong, then sry and il try to fix it when I find out)
Pally tank (14k health)
Pom fireball mage
Mobs: the mobs are fairly large groups, dont really need a c for them, just aope tanked them all, dps down one at a time, some of the groups are 6 or 7 people, they each do down extremely quickly is everyone is on one person, so we just makred them all and had the healer of the group go down first, then casters, then melee. the mobs that are mage guard, actually do melee damage, the physicians do the same, they are like rogues, and are a pain because they do a knock back. the blood knight is obviously a paladin and does melee damage but with heal others and himself. the warlock has an imp that actually hurts for quite a bit. just take them down one at a time and they mob should only last about 30 seconds.
First boss: Just like last boss in SV but with a twist. just tank him on lower level in middle of room. he will emote and run to one of the crystals, all dps at this point targets the crystal that he is absorbing and nuke it down. he is getting mana from these crystals, the more time he has, the more mana he gets. after the cystal is destryoed or he drains all of its mana, he will do a non stop fire aoe until his mana is gone. its good to have a fire resist totem or aura up. each aoe hit me (im the tank) for about 1.5k. keep doing this, he went to two crystals, when he went to the third he was at 5% health and we nuked him dead. He did have a drain life ability that would target the second person on threat meter, although it did target me as the tank once. nothing you can do to stop it, just heal through it.
Second Boss: very easy to get to, just aoe all the mana wyrms. the fight is like curator, everyone is on boss dpsing him, he has low health it seemed like, he will spawn a arcane orb like thing, it will chain lighting everyone, have a dps kill it, only takes one or two hits, then gives the dps that killed it a debuff that increases all arcane damage taken (it may have been lightning) by 10%, this is why you need to have the 3 dps rotate and have one kill the first add, the second kill the next and so on, so when its the frst dps turn to kill an add he no longer has the debuff. we tried 3 times with a single dps killing the adds but they would die at about 30% health left on the boss. at 10% the boss will start overloading doing a painful aoe, everyone that can do ranged dps should do so while melee moves out of range, tank needs to keep him in place while healer should heal through it, other than that, just dps him down, fight only lasted about 45 sec for our group.
Third boss: everyone is saying you need 3 forms of cc for this fight, we only used one sheep. we sheeped the healer add, i tanked the boss (the boss cannot be taunted and is constantly running around to everyone, only hits for about 200, i put on my dps gear for this fight, she will also throw flash heals at her adds) we had each dps take a add, after the sheep there were 3 adds left, and dps nuked them down, while i as the tank ran around like crazy trying to keep up with the boss, with dps gear on i got her to 20% before the adds were killed, in only about 30 seconds, the dont have much health at all, after a dps kills and add, switch to another add nutil they are dead except the sheeped healer and boss. kill whats left of the boss, and then go for sheep, vice versa. very easy of a fight.
we did not get to the first boss due to time restrants and since it was a guild run we all had to go raid. i will post on this later in the day when i complete it again.
Yes I did the same thing. We did this with a Pally tank and it made it so much easier on the cc. The Priestess was by far the hardest fight becasue we kept pulling aggro for no reason. We just stood there and did nothing as an experiment and for some reason they would leave the pally doing all he could and come slap us instead. We powered through it though cause we're good like that, haha, but it was by far the hardest part of the instance. Without a good pally tank I can see where you would definitely need really good cc. Short distances between bosses is very nice, makes it move very quicky. End boss is a piece of cake. Kill the bird, kill the egg, then the boss. Stay away from orbs when floating. Even if you do kill the egg he may well summon the bird again at some point. We always killed the egg and still got the bird three times I think. Imo if you can't comfortably do a heroic, don't do it regular. Heroic would be mid-Kara equivalent. As usual more about using your head than about your gear.
A lot of people I've seen discussing this instance seem to be grossly overestimating it's difficulty, particularly on heroic mode.
The main reason for having problems in MGT is not lack of gear or skill, it's having a bad group composition and not understanding how the mobs work.
I haven't had time to fully check out all the workings of this instance yet, but a few key points to bear in mind when playing on heroic are:
- AOE dps and aoe healing are almost impossible to do without. I tried this will a full epic pally healer on normal and he just couldn't keep everyone up, no matter how hard he tried. When I returned on heroic however I had a half blue/half epic priest healer, and it was very rare that even a single party member died. AOE dps is needed purely for the two pulls just before the second boss in the room full of mana fishies. Without it they'll just take too long to die and will likely kill your tank.
- CC makes this place easy mode. Because the trash mobs are all very specialised and dangerous in the own individual way, it's very hard to deal with a large amount of them at once. Even if you have a pally tank who can hold aggro on them, it's not nice to have forked lightning and arcane explosions being spammed into your group while nasty dots get thrown up on everyone and the mobs constantly heal themselves.
Not to mention the third boss can be made insanely easy if you just sheep/banish/fear all her adds.
Ideally you'll want mages and warlocks, as they have the most reliable and useful CC (which can be sustained through long encounters) for the humanoid and demon mobs you'll find throughout the instance.
- A lot of the mobs here are casters, or deal magical damage of some kind. Frost/fire res buffs will keep you alive a lot more effectively than having 100% block/dodge/parry or 30k armour.
Furthermore, if you have a lot of classes than can stun/interrupt it makes killing those annoying magisters and warlocks a whole lot simpler.
- The whole instance is very ranged/caster friendly. Just about the only advantage melee dps have here is to not be affected by the magic resistance bubbles spawned by mage guards (and even then, a competent tank will always move the mobs out of these as soon as they spawn). The bosses as well, especially Kael, will go more smoothly with a group of ranged dps.
As for bosses, they're not hard at all. The tactics will take at most one wipe to get used to. Kael and Vexa can be quite healing intensive with their rapid damage output, and therefore boil down to more of a gear check than anything else once you understand them (albeit not much of one).
My group cleared the instance on heroic with the following composition:
- Pally Tank (me)
- Two Mages
- Holy Priest
All of us were geared in a mix of 70 blues and Kara/Gruul/badge epics for the most part.
Let me tell you, it was easy as hell. We wiped just three times, on the second, third and final bosses once each while we got used to them on heroic.
At the end of it all I got some crappy retribution epics that no one else wanted :(
whoever said there is lots of tanking gear here is dead wrong...there isnt one piece of tanking gear that i see. also a tip for warriors on kael. you can spell reflect his fireballs for 3k dmg to him. and when spell reflect is on cooldown you can shield bash him to stop his casting.
I hope you guys aren't saying "no Mage gear" and "no tanking gear" based on what you see on websites. I went as a Resto Shaman and didn't find a lot specifically for me, but the instance is brand new, you cant expect to see all the drops right off the bat. Give it time. Also, its just one instance, and most instances favor a few classes over others.
I had some really nice
bracers drop from the first boss that I DE'd, they improved spell haste and some other stuff that I cant remember too well, definatly mage gear.
I also had 3 pieces of
drop (as a shaman I don't care what it was).
1 Pair of nice blue healing
boots dropped off the first of second boss. They had 20 something more healing then my cloth boots, but a smidgen less int, I did gain some Stam with them though. I'd link them but the game kicked me off.
I also rolled on a piece of Epic
, for enh shaman or hunters. It came off the last boss in regular mode.
However, every group that I have gone with was either completely epic'd or was very very very epic'd. Its just a 70 instance, its just going to drop lvl 70 stuff. its not Grulls or Kara. I found some of the drops to be slight upgrades, but didn't expect anything better, since it is just a lvl 70 instance and I'm geared for Kara.
to be continued....
I used mind control to get stats on mage barrier
it reduces spell dmg taken by 75% and healing received by 75%
Quick post regarding Kael on Heroic. We too were baffled as to how to keep the tank alive from the Pyroblast, until our 4th attempt. Tank still took the pyro and instantly died, but by this point we were on the 50% floating stage and managed to down him on this attempt as after the floating stage there's no need for tanking. So a half decent tactic is let your tank take the Pyro and then finish Kael off as a four man, res tank, loot. Hope this helps someone.
No you don't...
All you do is go to Silvermoon City/Ironforge and fly to Isle of Quel'danas...
Then there you go! You are on your way to Magister's Terrace, or however you spell it...
Boar's speed dropped today off of heroic Kael
Any tips on healing the last boss? I have +2000 heals and 10k hp. On normal mode i can't seem to keep people up once we get tossed in the air. If i stop to cast chain heal i usually eat an orb and it hits 1 person. Or... my whole team is at about 25% once they get tossed in the air, though they were topped of before hand.
I have literally had it where i was the only person up for 10 minutes trying to dps him down as resto with no mana. I can keep myself and 1 other completly full, but when people swim away from each other i am having trouble healing them because of range/LOS/bubbles etc.
Any tips what i can do different?
*I normally use natures swiftness and chain heal instantly when we get tossed, and have healing stream up already if that helps
One trick I've leared for the 2nd boss...more for heroic when 2 adds come at a time. DPS in our group was myself (mage), rogue and ret pally. I took first set of 2 adds at 85%, and ice block out of the debuffs. Rogue took 2nd set at 70%, and CoS out of her debuffs. Pally took the set at 55%, and bubbled out after. The next set at 40% just split between 2 of the group. I can't remember if there was another one at 25% or not. The other key to this fight is to not DPS too quickly. If you bring down too quick there's a chance of the debuff stacking too much on one or more of the group and possbly cause wipe. Once he's down to about 25% is when you wanna pick up to max dps.
ok. for the heroic kael fight it's simple. he does everything the same on reg, BUT at 50% or so he puts up a shield and starts charging pyroblast. you have 6sec to down the shield and counterspell/kick/any interupt to stop the pyroblast or it hits the tank for 45k damage(no exageration). after that it is just the float phase. aoe heals if possible and dps while in the air(it saves alot of time) just stay in 1 spot until a bubble comes to you.
the most successful heroic MGT I ran is a group of:
3 pallies, 1 mage 1 lock. (I'm the pally healer, if you want to know my gear, well, my name is Yiptastic from US Bloodscalp.)
1 holy, 1 prot, 1 ret, 1 fire mage (with T4/T5 gear), lock with blues and epics.
we 2 shotted 2nd boss. we wiped because the pally tank never did him before and wasn't really ready for the fight. 3rd boss was annoying, because we did stupid fears on the first attempt and pulled the adds from two side (and it was so damn close in killing them. fear was not necessary at all.)
Kael. 2 shot again. tank 1st died on first try because he was hesitated in casting his bubble on pyro.
pally heal can do the job, but he needs good +healing, spell crit and decent MP regen. spell crit overweights regen because of the heavy bursty dmg boss fights. Pots are important. if you have none, don't run it. you will oom. (of course if you are in T6, you shouldn't have problem at all...)
pally heal is tough. But it's definitely doable. your group members need to have good stam though. mages with 7k HP buffed won't survive long. Our pally tank had 16.5k HP buffed and he takes a lot of bursty dmg that made me sweat, and I was sporting 1870 healing buffed, 25.5% holy spell crit (27.5% FoL and 31.5% holy light crit)
I'm lucky. I got my mana regen boots and healing trinket in the last run! it crit heal for 3k with full 20 buff and it helped me a great deal in downing Kael. So to all pally healers, this instance is worth dying to get your luck over the nice gear.
i am a lvl 70 warrior with all blues and 1 epic do i have to be well geared for this?
dnc lvl 70 prot warrior do i have to be well geared to do this im all blues and 1 epic no greens
and if u notice there is not alot of tanking gear here
For those who think pally healers can't do this instance, please look around and give your healadin fellows a chance. My pally ran this instance in heroic mode twice as the only healing class in the group. First time we had a druid tank with half purple gear and 15000 hp, two rogues, a lock, and a pally (me). We wipped once at 2nd boss and once at Kael, and cleared the whole place. Both wipes are actually avoidable (melees stood in AOEs and fire circles. ) Second time we had a proc warrior (16000HP), 2 mages with 6800 and 7400 hp unbuffed, a rogue, and me (pally). This time we cleared this place in about an hour with no wipe, though some people did die 1-2 times on the road.
The key point is you need a good group with a well-geared tank, decent dps, and cc. Most importantly, everyone needs to know what to do during the fights so they wont get additional damages. Nice dpsers do help a lot because they can shorten the period of every fight. A healer with group heal does make the instance easier, but its definitely not a must in heroic MgT. Especially at 3rd boss, since there's no threat tables for the bosses, having a pally healer really helps because we have the highest chance among other healing classes to survive through rogues combo and other attacks.
To paladin healers, one small tip to heal through this instance is you need to know exactly what every mob can do and heal the right person at the right time. Save the most important person in the group first if you need to make the decision. (For example, in Kael phase 2, if everyone's losing hps, heal ranged dps first and ignore your tank if neccessary. ) My gear is not uber at all (full kara items, 1650 HD and 16.5% crit), used some elixirs, foods, and only 1-2 mana potions per run and I still cleared this place. I hope this can give all pally healers out there some confidence.
this dungeon would require as much ranged cc as you can get (minimum 2) and pally tank would be prefered. All in all this must be the hardest dungeon, which will require lots of focus. All bosses do aoe, or dmg to multiple targets (like delrissa), so you need a good healer, which could be a drood (HoTs r really useful agains all bosses, while non-hots might lose 1 or 2 healing targets, which will be fatal, and aoe heals basically takes lots time to cast). Dpsers must also be enough geared, because if dps is too low, even the best geared healers will run oom eventually. By that i mean try to aim for full epic ones for Heroics.
Dungeon build might vary because some mobs in the dungeon change and you might see different mob packs throught your runs (most problems with build usually comes at Delrisssa where it's hard to predict number of demon, humanoid ads). But one of the better would be:
Pally tank (Holy Shield lets u keep few mobs if few cc breakes, and it's real lifesaver for ads before Vexallius)
Mage (a must)
Warlock (it helps if there is a succubus mob in packs after vexallius, which u can enslave, and if there's a demon at Delrissa which u can banish)
Rogue (good cc, but might be replaced at keal'thas as it's best to do him with only ranged DPSers. All in all, useful as mage till Kael'thas)
Healer (I found druid healer to be one of the best here as HoTs can save tank's ass while healer is focusing on other targets).
I did MGT HC with different builds, and he'res a note for all u healers out there - this is the most difficult dungeon to heal, but you won't feel the pain untill Heroic mode - 2'nd and 3'rd bosses might be even tougher than Moroes or Curator if your party build is not so good.
I am a warrior with all blues 1 epic no greens 11000 health unbuffed and about 12000 armour and about 475 defense. will i be ok for heroic?
I am a poorly geared Pally tank. 12.5 hp unbuffed, 502 def and 13.5 armor. I ran heroic twice with really big heals (Hyjal+ geared shammy....like 2k heals) with a decently geared (75% epic) rogue and 2 hunters. The hunters were pretty talented and used their traps and feign death well when necessary. With the big heals I could tank 4 mobs without much trouble and that helped a ton, the other 1 or 2 were easily CC'd. I dont know why, but this instance has gone very well with hunters, more so than even mages, which seems counter intuitive to me. Maybe thats a fluke but big heals, a pally tank and good ranged dps and you can do this quite easily. I also love the loot. I got a great pally tank mace, theres a very nice tank trinkit and several plate pieces for war. or pally. I think other classes will love the loot too (5 epic drops per run + other loot).
the group i run with on a regular basis consists of
Feral Druid (Me)
sometimes we a good to go other times we are sucking a !@#$ storm. group composition doesnt have alot to do with this instance as i generaly take the same group every time i go minus a 1 DPS differance. it has alot more to do with skill and gear then anything so if 1 of our 2 DPS is slaking we will probably wipe. 1 missed CC, we will probably wipe. we are good on heals, 2 healers basically which doesnt pose a threat until kael where its a DPS race to 50%, i usually die to the pyroblast but we always one shot cause of Brez.
To all the paladin tanks wondering why you are losing agro on the third boss, she eats righteous fury! you can re-apply it but she will just dispell it again. Don't know if someone else already posted this, but thats what happens on that one. the first buff almost all the time that she takes is RF.
This instance is the bane of my soon to be over wow life.
I have been there almost every day sice 2.4 in search of the item known as Commendation of Kael'thas.
So far it has eluded me.
So many bad groups, so many other drops, so many bugs.. so much dissapointment and misery.
Soon I will have to end it all.
This may be the last thing i ever write on thottbot, in which case I leave my account and all my worldly epics, to my guild, or maybe some lucky gold farmer, so he can buy his next bowl of rice.
MGT, I truely hate you.
Perhaps my last will and testament - Grass, Druid. Burning Legion.
Update- the next day i got Commendation of Kael'thas, seems god reads thottbot. ;)
i solo'ed this
Just received a Cat's Swiftness recipe that was BoP from the last boss of H MGT. Not seeing it anywhere on the loot table, not really sure what to make of it.
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