| Name | Champion of the Naaru Title: How to Get It - Part IChampion of the Naaru Title: How to Get It - Part IV |
| Category | General |
Clear this group then proceed to hug the left wall behind the pillar. If you are aiming to grind Lower City reputation as well, then might as well clear the other skippable groups to the right for additional reputation points. If you just want a fast run to get the quest item from Murmur, proceed and hug the left wall. From here, you will see a warlock on either side of the room, together with several imps as well as a patrolling humanoid nearby. Be careful in pulling here, since you might pull the patrol as well, and then link the pull to the nearby pack by the corners. The imps move around a bit as well and can go near the other imp pack, so if you can time it, you can avoid grabbing the other imp pack.
Anyway, your next pull should be the nearest imp pack, so once the patrol moves away from it, pull the pack and go to the corner of the wall immediately to go out of line of sight from the imps, making them unable to cast their spells and run to you instead. Wait by the corner wall where you ran, and when they get there, just AoE the pack (if the group has AoE, otherwise single-target kill the imps) and the warlock. Once this pack is killed, grab the other imp pack and do the same as the previous pack. This time, there are more imps than the previous pack, so your healer should be ready for large amounts of damage from the imps as well as from the warlock itself. Once this group is killed, grab the patrol and kill it. After the patrol, grab the left corner group and kill them. Once this group is dead, you can just hug the wall to avoid aggroing the pack on the other side when going into the next hallway.
After the curved hallway, you will see a new large room filled with Cabal humanoids surrounding each 'pillar', with several large felguards called Fel Overseers patrolling the room. At the end of the room, you will see a shackled demon. This demon is the first boss of this instance and will be set free once all Cabal humanoid groups near him (the last 2 groups) are killed. For the first pull, you can do either side groups, making sure the patrolling Fel Overseer nearby is away from any of the group. Most of these Cabal Ritualists are casters, so when you pull, go back along the hallway and hug the inner wall to get out of their line of sight.
Also take note that these Cabal Ritualists are capable of dispelling allies, so crowd controllers beware. They also have a unique ability called Addle Humanoid which is a channeled spell that targets a player and stuns them for up to 6 seconds. This ability can be interrupted, so be ready to interrupt if ever your healer gets stunned with it. Pull the 2 nearest groups first then proceed to pull the patrolling Fel Overseers after killing the groups. There are a total of 3 Fel Overseers patrolling in the room, so be sure to pull them one at a time since they're pretty hard. They have several abilities similar to warriors', like Intimidating Shout, Intercept and Mortal Strike. Also, they have an Uppercut ability which knocks up its current target.
Tanking these Fel Overseers can be hard, since they occasionally drop aggro levels and go for the next person in its aggro list, most likely a DPS, or worst of all the healer. The AoE fear is a good 6 second disable and it can't be dispelled, so if the tank gets feared, get ready to kite the Fel Overseer for a while. Dealing with these mobs can get dirty, so just be careful with them. Once you have killed the 3 Fel Overseer patrols, proceed to kill the center humanoid group, then one of the end side groups. When all but 1 group of the Cabal Ritualists are already killed, get ready and eat / drink first, because once this final group dies, the boss becomes active and will start to patrol along the room. When you are all ready, try to pull them all back to the hallway so that when you kill the last mob and the boss becomes active, he won't engage you immediately. Eat / drink for a bit then go ahead and engage the boss.
First Boss - Ambassador Hellmaw
This doomguard boss can be hard despite being the first boss in the instance. He hits fairly hard, and has a couple abilities that could pose some threat on the group. One of his abilities is an AoE fear which affects anyone within 45 radius and fears them for 6 seconds. This fear, however, is dispellable. His other ability is a frontal cone attack, called Corrosive Acid, which puts a debuff on those affected and deals 1-1.5k nature damage every 3 seconds for 15 seconds, as well as reducing armor by 3938-5062. Ambassador Hellmaw is initially inactive while the Cabal Ritualist groups near him are still alive.
Once the Cabal Ritualist groups are killed, he will immediately become active and will start patrolling around the room. You will also hear his demonic laugh when he finally becomes active. Since you pulled that last group back to the hallway before you killed them, you can then eat / drink for a bit before engaging Ambassador Hellmaw. Once your group is ready, run in and engage him. There is no particular place in the room where you need to tank him, so just position him anyway you like. Be careful though, that he needs to be facing away from the other group members or they could get breathed on and suffer a moderate DoT.
Also, since this boss fears, tanking him near the left hallway is not advisable, because if the tank or anyone gets feared into the next room with mobs, they could pull unnecessary mobs and could cause a wipe. The pillars in the room can also cause line of sight issues, so people should make sure they can clearly see their target and not hide behind a pillar and suffer line of sight issues from their target. The fight is basically a tank-and-spank, just be careful of the occasional fears and keep him facing away from everybody else.
Ambassador Hellmaw dies and now you can loot his body. Now the fun starts in the instance. From the hallway to the side of Ambassador Hellmaw's room, you'll see tons more of those Cabal humanoid mobs at the next room, as well as a new demon mob patrolling around. Don't stand in the hallway though, because as soon as Ambassador Hellmaw dies, Cabal Assassins start to roam the next room and can go to this small hallway and may catch you unawares. There are a few of them so stay alert if you suddenly realized there's more mobs than what you actually pulled. Have the group stay just at the beginning of the small hallway to the next room and let the tank wander further to pull mobs in.
Your first pull from this room should be the patrolling Malicious Instructor. This elite demon mob has a higher crit chance, so expect tanks to still be critically hit occasionally when they should be uncrittable. Malicious Instructors also has a few deadly abilities, and one of them is the Mark of Malice. This ability places 5 mark charges on its target. Every time this target gets hit by an attack, a charge is used up and when all charges are all used up, the mark will detonate and deals 3150-3850 damage to the target. Another dangerous ability that she has is the Shadow Nova which deals moderate shadow damage to anyone nearby. Healers should be aware of the damage the tank takes from tanking this mob as it will be kinda spiky from these two abilities that they have. Malicious Instructors can also disarm their target. After killing this first Malicious Instructor, your next target should be one of those center groups.
Each of these groups consists of 5 humanoids, so if you get more than that number, you might have uncovered an assassin and mixed it up with the group. This part is considered to be the hardest pulls in the instance, since there's so many mobs involved in a single pull. Every crowd control should be used and the tank should grab all that he can. If you have a priest in the group (shadow priest preferrably), he can go and Mind Control one of them and let it die to reduce the incoming mobs in the pull. Make sure that he mind controls the far mob so that it won't aggro the group at the other side. Focus on the softie mobs first (acolyte / shadow priest) then go for the melee ones.
If you get an assassin to come with the group, just have the tank grab it as well, or crowd control it if the group can. Pull one group at a time, and pull them way back to Ambassador Hellmaw's room. This way you'll have a larger room to work on for these mobs. Once the middle groups have been cleared, move in and clear the sides as well. You will most probably need the whole room for the next boss. While inside, there can still be assassins lurking around, so stay alert. Clear one side at a time.
You can notice that each side has another large humanoid group to pull similar to the center groups you just killed. This time, one of them is a warlock with a pet, so these side groups can be treated as 6-pull groups counting the warlock pet with them. Anyway, setting these groups aside for now, you should notice a Malicious Instructor circling around the large humanoid group. You should be aiming to pull this Malicious Instructor first before the large groups. The Malicious Instructor patrols pretty close to the group, but you'll have the chance to pull it when she moves behind them.
Of course, pull it when she's farthest from the group to avoid tagging the group along as well. Deal with the Malicious Instructor, then move on to the large group. Like the center groups, crowd control and tank as many as you can. Priests can try suiciding a mind control once more, and if there is a warlock in your group, he can banish that warlock pet. This time, you don't have to pull them all the way back to the previous room, since you already have enough room from clearing those center groups. Once the large group is cleared, proceed to clear the 3 humanoid pack by the tents at the far side.
When you're done with clearing a side of the room, go ahead and clear the other side, doing the same thing you did on the previous side with this next one since they're basically the same--Malicious Instructor patrol, 6-pull group and the 3-pull group by the tent. Now, you may have noticed from the time you entered the room that there is an ogre mob beyond the room. This is actually the 2nd boss of the instance and would be the craziest boss fight in an instance ever. As soon as the room is cleared of mobs (including assassins, so start scouring the corners for them after dealing with the main mobs), get ready for the second boss fight in the instance. If you skipped a mob in the room, they would join in the boss fight and aggro, so double check for assassins!
Second Boss - Blackheart the Inciter
This second boss fight can be pretty chaotic because of his abilities. Blackheart the Inciter has 3 main abilities that he can use. One of them is a War Stomp which deals moderate damage (about 1750-2250) and knocks nearby players back. Another one of his abilities is a Charge ability which targets a random player and making Blackheart the Inciter charge at him / her, stunning for 1 second and dealing melee damage to the person before returning to his current target. His final ability is what makes this fight chaotic. This ability is Incite Chaos. The ability does a party-wide mind control which pits everyone against everyone else, making it a free-for-all battle for 15 seconds. However, while all chaos is set loose on everybody, Blackheart the Inciter will just stand on his spot and laugh at everyone else's demise.
This can be pretty fun to watch, when healers try to kill whoever, or anyone would try to kill the tank, but it can be pretty annoying if your healer gets ganged upon by almost everyone, killing the healer in the process. This will most likely cause a wipe, so just hope that your healer won't get killed by everybody. Also, most of Blackheart's abilities drop aggro, particularly Incite Chaos and the War Stomp, so if anyone got aggro, run to the tank so the tank can easily taunt Blackheart off you and resume the fight. Don't panic when he's chasing you, look for the tank and let him pull Blackheart off you. It is also advisable to use up all of your offensive cooldowns before the fight so that when Incite Chaos happens, those cooldowns won't be used on killing somebody. Like the previous boss, this is another tank-and-spank boss fight with a little twist.
DPS him down fast and make sure to remember to run towards the tank when Blackheart the Inciter starts chasing you. Recommended tanking spot for Blackheart the Inciter would be to have the tank back up against a wall or corner to avoid him being thrown far during War Stomps and so that he can still continue building aggro even though some has already dropped due to the War Stomp. Constant DPS, hope that no one will die on Incite Chaos and he'll go down quick.
After killing Blackheart the Inciter, the large door behind him will open, leading to a long empty hallway. At the end of the hallway is a rectangular room that seems empty with a single random patrolling demon, either a Fel Overseer or a Malicious Instructor. Either way, this demon should be your next kill target. Pull it back to the hallway since that rectangular room packs a few surprises. Kill the demon and then enter the room. When you come close to those bone piles at the sides, they will spawn tons of non-elite skeletons that can just be AoEd down. There's a couple bone piles in this room so go ahead and clear them. You will then go into another long hallway leading to another large room, this time with Cabal humanoid mobs again.
This room also has bone piles at the sides so be careful not to go near if you are still dealing with a humanoid pack. Cabal packs in this room patrol back and forth and sometimes overlap with each other, so be careful with pulling. The first pack should be pulled back to the hallway when the group is away from the other group. What's different in this pack is they now have a Cabal Zealot included. This Cabal Zealot mob has one notable ability, but not really that dangerous. When it reaches low enough health, it will transform itself into a hound, increasing its melee attacks as well as its attack speed.
The trade-off for this skill is that they won't be able to cast spells anymore. This skill is a self buff and can be spellstolen by mages, which if done will transform the mage into a hound and go melee instead. While its fun to spellsteal this buff, you might as well just click it off right after getting it unless you want to goof around and go melee stuff instead of going ranged and pew pew. Anyway, if there are no mages around, you can just remove the buff by offensive dispelling or purging it, or just leave them that way. It's not really that dangerous and they should die pretty soon after using it anyway. There should be several Cabal packs patrolling back and forth in the room, with the bone piles at the sides. Clear the hall and check those tents, they might spawn a chest there somewhere. The final humanoid packs should be the one circling around the 3rd boss on the platform, and the ones in front of him. Make sure to pull these packs back to the hall before doing anything to it, or you might risk aggroing the boss as well (therefore, no Mind Control suicide pulling). Once these packs are killed, get ready for a challenging 3rd boss fight.
Third Boss - Grandmaster Vorpil
Despite being a warlock, Grandmaster Vorpil is rather squishy. Before engaging Grandmaster Vorpil, everyone should be ready and replenished, since the fight can be treated as a DPS race. When you finally engage Grandmaster Vorpil, several rifts will appear around his platform. While these rifts are not hostile or something, they actually spawn voidwalkers constantly. These voidwalkers doesn't attack, but they slowly inch their way towards Grandmaster Vorpil. If they reach Grandmaster Vorpil, they will explode and deal moderate damage to anyone within its small radius, and they will heal Grandmaster Vorpil for 4% as well. This can get pretty annoying, so to prevent this, either kill these voidwalkers immediately, or kite Grandmaster Vorpil around so that these voidwalkers will not reach him.
The voidwalkers can be rooted / slowed with novas / earthbinds / traps, so use them as necessary. Killing them is the best and safest way, since they don't have that much health anyway. Also, if you tried to kite the boss around, they would eventually reach him and detonate, dealing AoE damage in addition to his other abilities. Grandmaster Vorpil has several other abilities, like Shadow Bolt Volley, and Banish. Banish is pretty much Grandmaster Vorpil's crowd control ability, as it temporarily banishes a random player for several seconds, removing them from the fight. This can be dangerous if the healer is the one getting banished. Occasionally, he teleports back to his platform, together with everyone else and then immediately casts a Rain of Fire at his place.
The Rain of Fire is another AoE, so to avoid taking additional party damage, everyone should move away from his platform immediately when they get teleported up there. Grandmaster Vorpil will channel his Rain of Fire for several seconds, and during that time he will be stationary on his platform. Now, if you are using the kiting strategy to avoid the voidwalkers, this is the time when the voidwalkers can catch up and get near Grandmaster Vorpil and you can't do anything because he will be channeling the Rain of Fire for several seconds. That is why killing the voidwalkers is better, that way it is ensured that nothing ever reaches him. Most damage you will be taking from this fight will be from his Shadow Bolt Volleys, aside from his melee attacks when you are the tank. Other than that, Rain of Fire damage can be avoided if you immediately move out after teleportation. As mentioned earlier, he's pretty squishy and should go down fast enough depending on your DPS.
Killing Grandmaster Vorpil should open the final door to the last hall where Murmur is located. When the door opens, Cabal humanoids will start to form up along the hall and seem to be fighting against Murmur. These groups are several 4-humanoid packs, with a single wandering humanoid in between the groups. To clear this hall safely, timing and patience is needed. Those wandering humanoids in between packs can chain pull other groups if you pulled at the wrong moment, since they wander close enough to each group. Now, if you'll observe their battle with Murmur, Murmur will sometimes shoot them with something like a sonic ball and knock them down.
Sometimes Murmur zaps one and kills it. This beam is what you will need to monitor to initiate your pulls. The beams target those wandering Cabal humanoids in between groups. Now, if you wait till Murmur zaps that humanoid wandering in between the group you are going to pull, and the group in front, you can safely pull a group without aggroing the group in front as well. Also, those wandering humanoids in between will be replaced immediately, so you will need to pull as soon as it dies. With that, inch your way towards Murmur, pulling each group back to the hallway. Take note that these mobs are harder than the previous Cabal mobs in the instance. The Cabal Executioner has Whirlwind ability, the Cabal Spellbinder has an ability similar to Mind Control, and Cabal Summoners has the ability to summon allies into the field.
When pulling, pull them back first, before crowd controlling so that they will be far from the humanoid when it respawns. When the group has a summoner, either crowd control it first, or focus on it first and interrupt / stun it when it casts its summon spell. The summon spell is a long cast, so you don't have to worry about missing the interrupt on it. Its a rather long hall, so you will have to do several pulls before actually reaching Murmur. The last pack consists of 3 spellbinders, and is pretty challenging since they all can mind control. Crowd control 2 of them and focus on one at a time, burning them fast. Once they're down, Murmur is the only thing left in this instance. You will notice Murmur's health is low already to start with, but don't fall for it. Murmur still has tons of health even though it's already that low.
Final Boss - Murmur
This unknown being which looks like Ragnaros colored in pale blue stays stationary the whole fight. He actually starts out at 40% health, but more or less still has high enough health like any other instance boss. His aggro radius is rather small, so everyone can go and setup their positions by running outside of the raised circle before engaging.
Key Abilities
Sonic Boom - A 5 second cast spell. When Murmur does this, he will emote "Murmur draws energy from the air..." and start the 5 second cast. Once the cast is complete, Murmur will do a large explosion, hitting anyone within 34 yards (from Murmur's center up to the edge of the outer ring of the raised circle). This explosion brings your health down to 10% if you get hit, and you will get a debuff that takes off 4% of your health every 3 seconds as well as slowing you down by 90% for 9 seconds. This is Murmur's deadlies ability, since it can basically kill you if you get hit and did not receive any heals. This is also bad for tanks since they get slowed down by 90% if they get hit, making it hard for them to go back to melee range thus making Murmur cast his Resonance ability.
Murmur's Touch - A debuff applied to a random person which does nothing for the duration of the debuff. Once the debuff runs out, the person explodes and everyone caught in the explosion gets knocked up in the air and takes around 4000 nature damage and silences them for a few seconds as well. The tank is not exempted for this ability.
Resonance - Every 5 seconds, Murmur will cast this to everyone when there are nobody within melee range of him. This spell applies a debuff to everybody which increases nature damage taken by 2000, and deals 2000 nature damage as well upon cast. This ability is just to ensure that there should always be someone that Murmur can hit on while engaged.
Sonic Shock - Murmur's ability which deals around 1875-3125 arcane damage to a target within 20 yard radius.
Thundering Storm - Murmur's ability which constantly hits anyone not inside the inner circle (sumberged platform) for 2125-2875 nature damage. Basically keeps everyone inside his submerged platform and makes sure everyone has to run out from Sonic Booms.
Strategy
Looking at Murmur's abilities, the fight looks complicated, but it's actually pretty easy. When everyone is ready, everyone should move in together with the tank and stay clumped up with him in the inner circle (submerged circle) all the time. The tank should move to the very edge of his hit box so that you will still have enough time to run out from Sonic Booms when they come. If you move in further, you probably won't have enough time to run out, and most likely will be hit by the Sonic Boom. While clumped up together with the tank, make sure everyone is aware of who gets Murmur's Touch.
Whoever gets the debuff should run out of the group and stay away from the rest until he explodes. Make sure to still stay within the inner circle or he might get targetted for Thundering Storms and die. As soon as the person explodes and lands, go back to the clump and continue what he is doing (DPS / heal). If the tank gets Murmur's Touch, everyone else should disperse away from the tank and let him explode where he stands. After exploding, everyone go back clumped up by the tank and resume what they are doing. When Murmur starts emoting and casting Sonic Boom, everyone including the tank should move out to the outer circle (outside of the raised circle) to avoid getting hit by the sonic boom.
Once the Sonic Boom is over, the tank should charge / intercept back in to melee position and everyone else should follow immediately. Rinse and repeat. Pretty easy, isn't it? Just focus and stay inside the depressed circle platform to avoid getting Thundering Storms except when Murmur does Sonic Boom and it's an easy win. Also, everyone should be alert for the ones getting the Murmur's Touch debuff and make sure he / she doesn't explode on his / her companions and silence them in the process as well. Murmur is pretty soft and he should go down pretty fast.
After defeating Murmur, distribute your loots and get your Murmur's Essence quest item. Trial of the Naaru: Strength is finally finished! Go back to Shattrath City and give A'dal the quest items to complete the quest. It doesn't end here, though. There is still a greater challenge waiting.
Quest: Trial of the Naaru: Magtheridon
Received From: A'dal - center of Shattrath City
Ends At: A'dal - center of Shattrath City
Additional Rewards: Phoenix-fire Band (Ring - 34 Stamina, 30 Fire Resistance)
Now that the 3 initial trials have been completed, A'dal can now give you the final trial, which is to defeat Magtheridon. Magtheridon resides banished under the Hellfire Citadel in Hellfire Peninsula. To reach the entrance to his lair, you will need to proceed to Hellfire Basin, which is behind Hellfire Citadel. Head down and look for an entranceway into his lair.
To defeat Magtheridon, please refer to this guide. Good luck!
After defeating Magtheridon, you can now return to A'dal in Shattrath City to complete your quest and receive your epic Fire Resist ring. You think you already got the title at this point? No, not yet. You still need to do a few more dungeon crawling and boss killing, so hang tight.
Quest: The Mark of Vashj
Received From: Skar'this the Heretic
Ends At: Skar'this the Heretic
Additional Rewards: None
This quest is the initial quest for gaining entrance into Serpentshrine Cavern, the 25-person raid instance of Coilfang Reservoir. Since the 2.1 patch, Blizzard removed the attunement requirements to enter Serpentshrine Cavern, but the quest still remains and is required to gain the Champion of the Naaru title. To get this quest, you will need to venture into the Coilfang Reservoir: The Slave Pens instance in Heroic mode. This instance is pretty easy even in Heroic mode.
The NPC you need to talk to is located beyond the first boss, and just before reaching the second boss. He is enclosed in a naga cage and you can basically find him after you dropped down into the water and before heading into the tunnel towards the second boss. He is located at the corner before the tunnel and is a naga NPC. Once you have cleared the nearby patrolling mob, you can now safely talk to him and get the quest. This is basically a 'confirmation' quest that you really want to gain access to Serpentshrine Cavern, so go ahead and accept the quest, then finish it by talking to him once more. As soon as the quest completes, he will then give you the next quest, which requires items from raid bosses to complete.
Quest: The Cudgel of Kar'desh
Received From: Skar'this the Heretic
Ends At: Skar'this the Heretic
Additional Rewards: None
This quest is the one needed to gain access to Serpentshrine Cavern pre-2.1 patch. Now, its just a quest needed for getting the Champion of the Naaru title. In essence, this quest requires you to retrieve 2 signets, from different raid bosses. One of the signets, the Blazing Signet, can be gotten from the summonable boss in Karazhan, Nightbane. As for the other signet, the Earthen Signet, it can be gotten from the last boss in the 25-man raid dungeon Gruul's Lair, Gruul the Dragonkiller.
Since patch 2.4, attunement to Karazhan has been removed as well, but will still require the Master's Key to open the grating to Karazhan. If you can join a raid group with someone actually attuned for Karazhan, you can have them open the door and you can then enter the dungeon. The only thing left to do now is to go with them in Karazhan and kill the summonable boss at the terrace called Nightbane. For the strategy on this particular boss, please refer to this guide.
Now for the last signet, you will need to get a 25-man raid and kill Gruul the Dragonkiller in Gruul's Lair. Gruul's Lair is located at Blade's Edge Mountains. Before actually reaching Gruul the Dragonkiller, you will need to get past and kill High King Maulgar first. For the strategy on High King Maulgar, please refer to this guide. After High King Maulgar has been defeated, the wooden stakes are cleared and the way to Gruul the Dragonkiller is opened. To defeat Gruul the Dragonkiller, please refer to this guide.
As soon as you get the 2 signets required, you can then return to the Coilfang Reservoir: The Slave Pens instance in Heroic mode and go back to Skar'this the Heretic to complete the quest.
FINALLY! You've completed the very long and tedious quest chains for gaining the title Champion of the Naaru. You won't get it immediately, you will have to relog your character for it to show up on your character screen. Once you relogged, select the Champion of the Naaru title and wear it with pride! Congratulations!
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