Can you solo heroic magisters terrace




















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User Info: Riskwob72 Riskwob72 10 years ago 3 Heroic pit of saron is soloable at this point. User Info: Linkmaster2k3 Linkmaster2k3 10 years ago 4 Yes. User Info: ChaoticKane ChaoticKane 10 years ago 5 Aye, save the cool downs for the second boss, depending on your speed they may be up again in time for the third kill Delrissa first, she heals constantly.

User Info: pegusus pegusus 10 years ago 7 From: IqarP15 the first boss in H Seth halls hurts alot and i'm a tank User Info: pegusus pegusus 10 years ago 9 From: Timoteck1 Any other class may have a long time farming trash, but I think it would be possible and plausible on every class bar rogue. User Info: eightball01 eightball01 10 years ago 10 Reg? Blizzard Entertainment loses 12 million monthly active users in three years. Blizzard's first female co-leader announces she is already stepping down.

How and where do you learn to use guns? Side Quest. 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? 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. He also gives every member a damage per tick dot. Five large orbs also spawn that move about the room and hit party members for damage per hit.

Oh, and another tip is move away from the orbs. So it's hard to heal through. Good Luck! 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! Stacks And in the main hall that Vexallus is in, theres 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 on leather. Comment by jimmyman hey guys, i haven't ran this yet but the patch just came out today pm 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.

Comment by 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 ish 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.

Comment by 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 just ask because I don't want to get reamed if my hp is not enough Thanks in advance.

Comment by The difficulty level of this instance will be around that of Shattered Halls and Shadow Labyrinth. Comment by This comment will save a lot of people lots of badges and gold. The summoned phoenix's fire damage can be resisted however.

For a time frame, it took approx minutes the first run, and minutes was just learning the kael fight. The 2nd run was much quicker about minutes, cleared to kael in about 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 arcane dps from gravity shift , you will be fine, orbs deal arcane damage if your within approx.

When pulling groups containing warlocks, always take out the imp, then lock to avoid him nuking everyone with fire damage. Mages can also spell-steal the spell haste effect from the magisters in the instance. Comment by 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 Comment by 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 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.

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. 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. Very nice little bag too bad it is unique:o.

Saved me gold on the AH though. Comment by ANimouz 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".

Comment by Mages will want to use their Spellsteal ability liberally in this instance. 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. Comment by teranoid The difficulty level of this instance will be around that of Shattered Halls and Shadow Labyrinth. Comment by For the record, regular Magisters' Terrace gives full rep all the way to Shattered Sun exalted.

Happy instance grinding! Comment by 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 Comment by Tarrek 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. 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.

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.

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.

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. But, a prot pally with its AoE tanking and fire resistance aura imho should be Comment by 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. 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. Comment by lagmoose 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, HARD. Especially with someone who doesn't have much in the way of end-game epics. 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. 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. All and all the loot we got pretty much sucked, I think we sold all of it but the trash mob bag that dropped. Comment by Believe or not, we did this place in normal with virtually no tank, setup: Moonkin druid partial tank , rogue, hunter, holy paladin and warlock. Comment by Pyroshen Warriors: Make sure you have your spell reflect button handy, because it is going to be useful for the entire instance.

Comment by Oriden The abbreviation for this instance is MrT. Use it foo! Comment by 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. But I should mention I have only tried that on regular and not heroic. Comment by Chromatos Reputation after revered seems to be a bit inconsistent.

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. They do at least twice as much damage than on Normal as well. Comment by kris 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. Comment by 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 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. 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 arcane damage every 3 seconds and I believe increases arcane damage. 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. Final boss, kill phoenix, turn to next phase asap, avoid the purple orbs. Wrath made it so any class could solo it easily, though rogues and feral druids had it the easiest to skip most trash minus the black and green sentinals I had to kill each time.

I remember blasting through heroics with 5 dps just to get in and out quick back in vanilla TBC, I expect it to be a joke this time around. Not worried at all about TBC heroics lol. Not saying that players will not stack better groups and go for parse, but the average group will fare about the same as in actual TBC due to the min-max cookie cutter being a very strong and common presence during actual TBC.

Also for regarding CC in heroics, this depends on your comp, gear level and what patch version of the dungeons we get. Early patch with the right gear for the content and a more normal comp, expect to use some CC on certain pulls, and expect to pull things carefully. I never struggled in a single one, as I played through TBC. Even my alts, never struggled. Admitedly, by then I had all the heroics memorized, and most times we just skipped doing them all together since better gear in raids and easy to start them once keyed, but still….

TBC Heroics, were never hard. They are actually in pretty bad gear… looks like the leveling sets you can get, which are no where near the level of even t4 at level 70, let alone Sunwell gear with Tier 6 set bonuses. No one here claimed that at all, and you may be surprised by how many people here raided all tiers of content.



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