| Name | Champion of the Naaru Title: How to Get It - Part III |
| Category | General |
Continuing on from the last part, this one tackles the second trial, the Trial of the Naaru: Tenacity, and the first half of the 3rd trial, the Trial of the Naaru: Strength.
Quest: Trial of the Naaru: Tenacity
Received From: A'dal - center of Shattrath City
Ends At: A'dal - center of Shattrath City
Additional Rewards: None
This quest is one of the Trial quests that A'dal will give you after the Cipher of Damnation quest chain. Like the previous trial, you will need to venture into a heroic dungeon. This time, its a Tempest Keep dungeon, the Arcatraz. Tempest Keep dungeons are located at the eastern edge of Netherstorm, and you will need the ability to fly to be able to reach any of its dungeons. If you don't have the ability yet, but you have a warlock in your group, just have the warlock summon you inside of the instance (this feature was added in the 2.4 patch).
Previously, on the Mercy trial, you were required to complete and defeat the required NPC in the end of the dungeon within a time limit. For this particular trial, it’s different. There is no more time limit for this trial. Instead, the final boss of the instance is a special event, where you will face multiple miniboss monsters, with the real boss appearing at the end. Aside from the miniboss monsters being summoned in the event, there will be a gnome mage NPC that will be summoned in the event. This gnome mage will be your ally and can help you defeat the series of bosses in the event. For this particular trial, you will need to rescue this gnome mage, Millhouse Manastorm, protect him and keep him alive for the whole duration of the boss event. This is pretty much challenging especially for the healer since there will be one more person to be healed. Additionally, the dungeon will be in heroic mode, so the boss event would be more challenging. Anyway, on to the walkthrough for the dungeon.
Walkthrough on Heroic Arcatraz
Party composition:
1 Tank
1 Healer
3 DPS (at least one with crowd control abilities)
Tempest Keep: The Arcatraz instance is one of the 3 satellites of Tempest Keep. Among the 3, the Arcatraz is the one with a red base, and the highest floating satellite. To reach the entrance, you will need the ability to fly, as well as having the key to open its door. To obtain the key, you need to complete the quest How to Break Into the Arcatraz, which requires you to obtain the top and bottom shards of the Arcatraz key from the end bosses of the other 2 Tempest Keep dungeons--Warp Splinter in the Botanica and Pathaleon the Calculator in the Mechanar. The quest is part of a chain in Netherstorm, which involves the triangulation quests. After completing the triangulation part, you will be sent to Shattrath to deliver something to A'dal, and after this, A'dal will give you this quest to complete the Arcatraz key by venturing into the other 2 Tempest Keep dungeons.
Once you have the ability to enter the dungeon (have the key or have someone in your party open the door for you), proceed inside and you will see the remaining Arcatraz blood elf defenders fighting off the beasts that are running wild inside the prison. As you get into the room, there is a pair of blood elf hunters just below the ramp on each side killing the incoming fleshbeasts. When your group is buffed and ready, pull either side and kill these hunters. These hunter mobs have improved Wing Clip, so be careful if the tank gets stuck in its place while the mob goes free. They don't really hit too much and they are pretty soft, so killing them should be pretty easy. Kill the other pair on the other side as well.
Once both sides are cleared, get ready to pull the defenders up front while they are not fighting fleshbeasts. Pull them way back up the ramp to avoid getting the incoming fleshbeasts. Crowd control as necessary, and have the tank pick up the rest. Focus fire one at a time, they should go down quickly. If ever any Protean mob manages to aggro your group, just have the tank pick them up quickly. AoE as necessary, or just focus fire on one target at a time. Focus on the big fleshbeast first since it has the ability to apply a debuff on someone, called Incubate which spawns 2 small fleshbeasts from you after 10 seconds and knocks you down when they spawn. The small fleshbeasts are non-elite, so they don't hit that hard pretty much.
Once the remaining defenders and the fleshbeasts have been cleared, proceed further to the next room and pull a few more packs of fleshbeasts. Take note, that all throughout the instance, there will be defender corpses lying around that when someone goes near it or hits it, small worms will spawn from it. They are non-elite and don't have much health so don't worry. These corpses and the worms from them are just pretty much annoying, so if you can avoid them, do it. Otherwise, kill them as necessary. After clearing the next room of the roaming fleshbeast packs, proceed further into a larger room with more mobs patrolling inside.
Inside the room, you will see demon dogs, eyes, and some fleshbeasts patrolling. The dogs have a large aggro radius. To prevent premature pulling, just have everyone stay behind by the hallway and have someone else (tank preferably) pull mobs one at a time and bring them into the hallway. You can pull the nearest patrolling dog first. This Soul Devourer has fire breath attacks, so the tank needs to face it away from the others so they won't get breathed on. The Soul Devourer also summons a Sightless Eye which fixates on a random person and deals minor shadow damage. Aside from this, the eye will put a debuff on its target which decreases attack/cast time as well as move speed, so killing the eye should be important and should be done by a single person.
The Soul Devourer can go into frenzy as well, so if you have a hunter in your group, have him shoot a Tranquilizing Shot when it goes into frenzy. Once it’s dead, recover for a bit and then proceed to pull the next mob. If you can, pull the fleshbeast so it would be out of your way when pulling the major mobs inside. Your next pull target should be the nearest beholder mob. There are 2 kinds of beholder mobs inside the room, the Death Watcher and the Entropic Eye. Both of these mobs have the Tentacle Cleave ability which hurst pretty much, so be careful not to stay in front of it aside from the tank.
The Death Watcher has the ability to put a Death Count debuff on everyone when its health drops down to a certain level, around 40% or so. When it does, everyone should nuke this mob down and kill it quickly before the timer on the debuff runs out. If not and the timer runs out, the debuff will deal a pretty massive damage, around 9k shadow damage or so in heroic difficulty. The other beholder mob, the Entropic Eye, has several abilities. Its main attack can be a bolt of any element--arcane, fire, frost, etc. Also, it has a secondary ability, Chaos Breath, which affects anyone on its frontal cone.
The affected players will receive several debuffs of all kinds (magic, curse, poison, disease). They are not very deadly, but they can be very annoying if you don't have anyone in the group to remove those. Continue pulling these mobs one at a time into the hallway and kill them. Once the half of the room is safe (no more mobs patrolling nearby), you can then proceed to move in. Stay in the south of the room and continue pulling the rest of the mobs to clear the whole room for the incoming boss fight. You might as well aggro the corpses to despawn them and kill the bugs from them or they might be a problem on the boss fight. Once the room is cleared, buff up and get ready for the first boss. Don't forget shadow protection buff if you have a priest with you, you will need it.
First Boss - Zereketh the Unbound
The first boss is a voidwalker boss located at the far left corner of the room. This boss deals mainly shadow damage so every bit of shadow resist helps. Its main attacks can hurt pretty much, and is all shadow based, so if the tank has a shadow resist gear, it will be very useful for the fight. Zereketh's abilities include a large radius Shadow Nova which deals moderate shadow damage and has a large knockback on whoever gets hit by it. Due to the mechanics of this ability, the tank should be tanking Zereketh by the wall, so that the tank wouldn't be thrown around much by Zereketh's Shadow Novas.
Zereketh also casts Seed of Corruption on anyone, which basically functions similar to a warlock's Seed of Corruption. If anyone gets debuffed with it, everyone else near the person affected should move away, or just have the affected person move away from everybody to avoid exploding into nearby people. Zereketh can also summon Void Zones below random people's feet, including the tank. Its a large black circle that appears under your feet, which deals shadow damage as long as you stay in it. If one appears under you, just move out of it. This fight can be pretty challenging for the healer since everyone receives massive shadow damage from Shadow Novas, as well as the tank receiving huge shadow damage from Zereketh's melee attacks. Shadow resistance greatly helps on this fight since everything is shadow damage. The Shadow Nova can be avoided as well, if you go out of Zereketh's line of sight before he does the nova. Everyone should be alert as well, and monitor its surroundings for Void Zones. Staying in them can pretty much spell death for them. Continue DPS on Zereketh and have the healer keep everyone up and this fight is won. Loot the boss and proceed up the ramp.
Once the boss is killed, proceed up the ramp and along the bridge. At the end of the bridge is a robot that seems to be inactive. This Arcatraz Sentinel is actually alive and can hurt very much. You will see that its health starts at around 40%, but don't let that fool you, it's still tough with that amount of health. The Arcatraz Sentinel hits pretty hard with its melee attacks, and the arcane charges it radiates is pretty annoying as well. One important thing on this mob is its ability to drop aggro every several seconds. You may notice this when you know the tank has enough aggro, but then it targets the next player and sticks with him, like he pulled aggro off the tank. This is pretty much normal for this mob, unless your tank is really good and can keep his threat up far from everyone else's.
If the sentinel changes target, just run towards the tank and let him taunt it off you. If you have aggro dropping abilities like Feign Death and such, don't be afraid to use it. Keep on pounding on this robot until its dead. Be careful though, when it reaches low enough health it will stop attacking and will start making erratic motions. This is its Explode ability. When this happens, either move far away from it immediately, or burn it down and kill it before it explodes. The explosion damage is arcane and it can hurt very much. Once its dead and inactive, don't go near it just yet. If you do, you will get zapped with arcane charges. It doesn't hurt that much, but if you just got exploded upon and currently sitting on very low health, the arcane charge may kill you. This will last for several seconds.
Once it's dead, continue on to the next room to find several void walker mobs and a couple non-elite fleshbeast mobs roaming around. The void walker mobs in this room have 2 kinds, the Negaton Screamer (void walker with some sort of armor) and the Negaton Warp-Master. The Negaton Screamer has the ability to absorb the element of the first attack it receives and uses it to protect itself from this particular element, as well as use this element for its primary attacks. For example, upon engaging, the Negaton Screamer gets hit by a Moonfire (which is arcane). It will then use this to protect itself from arcane spells (reducing arcane damage taken) and will start to throw arcane bolts as its main attack spell.
Due to the nature of this ability, you might as well throw a spell with an element that you normally don't use, so it will still be vulnerable to your main spell. Also, the Negaton Screamer has an AoE fear, so you need to pull them back to the hallway to avoid getting feared into the other mobs in the room. The other void walker mob, the Negaton Warp-Master, has only 1 main ability. At a certain point in time, the Negaton Warp-Master will emote and summon a small 'void zone' below him. This void zone allows him to heal itself and gain power (thus increase in size) as long as it stays on top of the void zone. To prevent it from gathering void energy, just move it out of the zone. Don't be afraid to move on top of the void zone, as this one is harmless.
The Negaton Warp-Master is basically a tank-and-spank mob, and is pretty easy as long as you move it out of the small void zone. Pull these mobs one by one, with the Negaton Screamers pulled back further since they have the fear ability. Once the room is cleared (including the corpses by the hallway entrance to the next room), have the group stay by the hallway entrance and pull the mobs on the next room one by one.
The mobs on the next room are 3 huge Eredar mobs. These Eredars come in 2 types, the Eredar Deathbringers and the Eredar Soul-Eaters. The Eredar Deathbringers are melee, which has an aura that deals constant minor shadow damage. Additionally, it has a special kind of cleave which can also knock back. The Eredar Soul-Eater on the other hand, has an Entropic Aura which reduces movement and attack speed, as well as increasing casting time of players affected by it. It also has a Soul Chill ability which is like a Frost Nova effect, but only reduces movement speed by 50%.
The Eredar Soul-Eater also has Soul Steal which basically steals the target's stats, putting a magic debuff which reduces damage done and stats by 45% for 20 seconds. The 3 Eredar mobs can spawn either type randomly, so you may see 2 Soul-Eaters and 1 Deathbringer, or 2 Deathbringers and 1 Soul-Eater, or 3 of the same type for the instance. They are the only Eredar mobs, so they are kind of a very rare mob, especially for the Eredar Deathbringers which carry the elusive +35 Agility enchant formula for Two-Handers. Pull these 3 one at a time back to the previous room and kill them there.
Once they are dead, move into their room and pull the Arcatraz Sentinels on either side of the next hallway entrance one by one. There are corpses beside the robots, and pulling the robots itself will not trigger the corpses. On the other hand, attacking the corpses and triggering them will not only spawn worms, but also aggro the robot as well. Once both sides are cleared, don't proceed yet into the next room, as it is full of demon mobs. You will see felguard mobs, as well as succubus mobs inside the next room. The felguard mobs, Unbound Devastator, hits hard, and has a Deafening Roar ability which deals shadow damage, silences and disarms targets affected in a 45 yard range for 3 seconds. It also has Devastate which targets 2 nearby players and knocks them back as well as dealing damage. One of the succubus mob types, the Spiteful Temptress, has the ability to mind control players.
The other type, the Skulking Witch, is initially invisible. If you have a warlock in the group, have him cast Detect Magic so you can see them and not get ambushed. Their abilities include an AoE gouge affecting anyone within melee range and incapacitates them for 2 seconds. Other abilities are basically attack abilities which can hurt much. This room is where the next 2 bosses are located, and as soon as you go near the hallway into their room, you will hear them argue. Ignore their blabber and just pull those mobs one by one back to the previous room. Make sure to get all of them including the stealthed succubus mobs before entering the room. Once it's cleared, get ready for 2 consecutive boss fights.
Second Boss - Dalliah the Doomsayer
The Shivarra boss inside the Arcatraz. She is the one on the left side of the room. Her fight is pretty much straightforward, but involves interrupting heals. In heroic mode, her primary ability is the Shadow Wave, which is basically a moderate damage shadow bolt cast to a random player. Her secondary ability is the Gift of the Doomsayer, which is an undispellable debuff applied to her current target that heals her every time the victim gets healed. Any kind of healing on the affected player with this debuff will heal Dalliah, so take note of this.
She also has a normal heal spell which she casts right after she does a Whirlwind. Her whirlwind ability is a stationary whirlwind that lasts for 6 seconds, dealing damage to anyone in melee range, so its important that every melee should run out when she does this. It is important in this fight that the group has the ability to interrupt (Pummel, Shield Bash, Kick, Feral Charge, etc.) her heal spell. She always casts her heal spell right after her Whirlwind finishes. If you have melee interrupting, make sure they run back to her fast after the Whirlwind to interrupt the heal. If you have a warlock, Curse of Tongues will greatly help for the interrupts. Regarding the Gift of the Doomsayer debuff, the healer can stop healing the tank unless he is very low on health and might die anytime.
To counter this, the group can just burn her down fast that the heals from the debuff can't keep up, or just do minimal healing that she won't regenerate too much health from seldom healing. Also, debuffs like Wound Poison from rogues, Mortal Strike from warriors or Aimed Shot from hunters may help on reducing the heals on her. Just burn her down while interrupting her heals and you will soon defeat her.
Third Boss - Wrath-Scryer Soccothrates
Another demon boss, and seems to be Dalliah's rival of some sorts. He is located on the other side of the room. His fight is more complicated than Dalliah's, and can be very difficult. His main abilities are related to fire, so having some fire resistance buffs (Fire Resistance Totems, Fire Resistance Aura) can help on this fight. He is basically a melee boss, with some deadly fire abilities that can be avoided. One of his main abilities is the Felfire Shock, which works like a shaman's Flame Shock. It deals an initial fire damage of about 3k, and applies a DoT which deals around 1k fire damage every 3 seconds for 12 seconds. Healer should heal through the damage since it is not dispellable.
He also has a Fel Immolation aura which affects melee and deals minor fire damage every 3 seconds. Periodically, he will emote "On guard!". When he does this, he will target a random person and charge at him/her after a few seconds. Along with his charge, he will leave a trail of fel flames which deals moderate fire damage if you get into it. Avoiding his charge is pretty simple. When he emotes "On guard!", start moving away from your original position. Doing this will avoid his charge as well as the flames he leaves behind, thereby staying safe since his charge ability targets your initial position when he says his emote. Also, before doing his charge, he will do a Knock Away, which knocks the tank back, giving him room to charge.
The fight is basically just avoiding the flames, and healing through his shocks. If you have a shaman, its Grounding Totem may help in catching his Felfire Shock, reducing burden to the healer. Just keep on moving especially when he does his emotes, avoid the fires and eventually he will die.
After dealing with 2 consecutive boss fights, there is still a long way till the end boss. Once you have completed looting the bosses, go back to the hallway where you came from. From here, enter the room and turn immediately to your left. There is a door here which will lead to the end boss of this instance. Go up the stairs and down the long bridge, killing any wandering fleshbeast along the way. Once you reach the end of the bridge, you'll be faced with the last couple robots in the instance. They are near each other, so this time, you have to deal with 2 robots at the same time. Focus fire one at a time and control your aggro. If you have means to crowd control one (freezing trap), do it. Kill these 2 and you're now done with those pesky robots. Proceed into the hallway, and finish up the remaining corpses.
On the next room, you will see several Ethereal packs. These packs come in 4-5 ethereal mobs, consisting of Ethereum Life-Binders, Ethereum Slayers, and Ethereum Wave-Casters. The Ethereum Life-Binders are generally the healer of the group. They can cast Bind as well, which immobilizes its target for a few seconds. It can be dispelled, however, so don't fret. Ethereum Slayers are rogues with Impairing Poison. This poison debuff generally slows the affected player down, increasing casting speed and decreasing movement and attack speed for 10 seconds. It is a poison debuff so it can still be removed. They also have evasion which makes them harder to hit. The last ethereal mob, the Ethereum Wave-Caster, is basically a mage. They have polymorph like mages, and they have a buff called Arcane Haste which increases its casting speed by 50%. Mages can spellsteal this nice buff for themselves.
Another ability they have is an improved Counterspell, called Sonic Boom. This ability functions like a Counterspell with a 4 second lockdown, but damages the target as well for a heavy amount (around 3.5k arcane damage). These Ethereal mobs are humanoids, so they are vulnerable to polymorph, but immune to mind control. Although any killing order is fine, it is recommended to focus on the healer first, then the caster, then the rogue. There are several packs in the room, with some patrolling. Just pull the packs back to the bridge and deal with them there.
Once the room is cleared of the ethereals, there's one final room to clear until the boss. Stay inside the ethereals' room and watch for the patrolling fire golems in the next room. You will see satyr mobs on each side of the door and they are your next targets for pulling. As soon as you see the golem moving away, pull the satyrs from any side and bring them back to the previous room. Take note that one of the satyrs is a hunter, so being out of line of sight from it will help you pull it back into the room. These mobs are immune to crowd control, so the only thing you could do is to double tank them.
The Sargeron Archer is basically a hunter, while the Sargeron Hellcaller is a warlock. Just be careful of the Hellcaller's Rain of Fire. Kill both pairs on each side of the door before pulling the abyssal. Once you are cleared of the satyrs, pull the abyssal and STAND ON TOP OF EACH OTHER. The Gargantuan Abyssals have a Meteor ability which divides damage depending on how many players are affected. So if only one is affected, he will receive all of the Meteor damage and will most likely die from it one-shot. The Meteor damage is around 15-16k fire damage total, divided among affected players.
These abyssals also have Immolation which deals constant fire damage on those in melee range. You need to burn these down fast as it may wear down the healer due to all the fire damage the group gets simultaneously. There are only 2 Gargantuan Abyssals in the room, patrolling back and forth. Beside the Abyssals, are doomguard mobs. These Unchained Doombringers can reduce the armor of its current target, similar to Sunder Armor of warriors. It can also use War Stomp which deals moderate damage and stuns everyone affected for several seconds. Its radius is rather large, so ranged players should stay away from the tank to avoid being stomped. Also, they need to be careful of their aggro while the tank is stomped.
Finish up these last few mobs and the way to the last boss is cleared. Don't go near Warden Mellichar until your group is buffed up and ready. This final boss event is a continuous wave of mini-bosses, which you need to defeat until you reach the real final boss, Harbinger Skyriss.
Final Boss Event - Harbinger Skyriss
Once everyone is buffed up and ready, go near Warden Mellichar to triger the start of the event. He will utter some dialogues then eventually proceed to summoning each mini-boss one by one.
The First Pod (Lower Left) - Blazing Trickster / Phase Hunter
The first mini-boss comes from the lower left pod. There are 2 kinds of mini-bosses that can spawn out of the first pod. One is an imp, named Blazing Trickster. This imp is basically just a powered-up imp. His main ability is spamming moderate damage firebolts. He can also cast Fire Shield which mages can spellsteal for a decent buff. The other mini-boss from the first pod is a warp stalker, named Phase Hunter. It’s just like a normal warp stalker, with the occasional Warp ability. This first pod mini-boss is just a normal tank-and-spank, whichever one appears.
The Second Pod (Lower Right) - Millhouse Manastorm
As soon as the first mini-boss is defeated, there will be enough time for everyone to eat and drink. If you need to, go ahead and eat/drink, since the next pod at the lower right is not a mini-boss. It is actually the NPC that you need to keep alive for the trial quest, Millhouse Manastorm. He is a gnome mage that will help you on the boss event. Initially, as soon as he appears, he will speak some dialogues stating that he needs to get ready before he can help you. He will initially conjure some water and drink, then buff himself up before he can actually help you. As soon as he's finished preparing, the 2nd mini-boss from the 3rd pod should have appeared already and engaged.
The Third Pod (Upper Right) - Sulfuron Magma-Thrower / Akkiris Lightning-Waker
The 3rd pod which contains the next mini-boss is the upper right one. Similar to the first pod, it can spawn one of the 2 possible mini-bosses. One of them is a mob similar to Gehennas in Molten Core, called Sulfuron Magma-Thrower. It is actually a toned-down version of Gehennas, since they have very similar abilities. Its main spell is a moderate damage shadow bolt. He also casts a curse which reduces healing effects by 50%, which is very similar to Gehennas' curse.
This will be hard if no one can decurse in the group, otherwise just remove it by decursing. Also, he does Rain of Fire which does moderate fire damage on an area. Combined with the healing curse, this fight can really put a stress on the healer, so it is important that the curse is always removed. The other mini-boss that can spawn from the 3rd pod is an air elemental called Akkiris Lightning-Waker. It is very similar to how Shazzrah in Molten Core behaves, but with nature-based spells. Since it is an air elemental, it is immune to nature damage and effects. Its main ability is an AoE lightning attack which deals moderate nature damage to anyone nearby.
In conjunction with this, it casts a curse on everyone which increases nature damage taken by 100% which makes its Lightning Discharge deadly. Also, the Akkiris Lightning-Waker casts a shield on himself seldomly which reduces the damage taken by 50%. Mages, if there are any, should spellsteal this buff immediately, otherwise just dispel it immediately. It also can blink near anyone, like Shazzrah, and then do its AoE. It is very important that the curse be removed as fast as possible or the AoE can kill everyone in a few seconds. Its shield should be removed as fast as possible too, unless you don't have any spellcasters dealing damage to the mini-boss.
The Fourth Pod (Upper Left) - Blackwing Drakonaar / Twilight Drakonaar
Once the 2nd mini-boss is defeated, you will have a very short amount of time to eat/drink before the next pod is opened. Eat/drink quickly if needed, and have the tank on standby already below the last pod. This is the last mini-boss for the event and it can spawn any of the 2 kinds of Drakonids possible. The first one is a black Drakonid, the Blackwing Drakonaar. This kind of Drakonid is very similar to Blackwing Lair's boss, Broodlord Lashlayer. Aside from its Brood Power: Black, it has a Blast Wave ability which has a large radius that deals around 3k fire damage and knocks anyone affected back. It also has a mortal strike ability similar to warriors'. It deals moderate to heavy melee damage and is immune to fire.
The other kind of drakonid mini-boss is the Twilight Drakonaar. This one is very similar to the drakonid mobs encountered in Blackwing Lair before engaging Nefarian. This kind of drakonid has a random power attributed to its color. Black power is a direct fire damage to the target. Blue is a direct frost damage with mana burn and slows down attack speed. Green is a 1 second stun. Bronze is a direct arcane damage and slows down casting and attack speed. And finally, red is a fire DoT. Aside from these powers, the Twilight Drakonaar has magic resistance to spells and deals moderate to heavy melee damage.
The Final Pod (Center) - Harbinger Skyriss
As soon as the 3rd mini-boss is defeated, once again you will have a chance to eat/drink while Warden Mellichar and Harbinger Skyriss talks. It will take a bit before they finish up their dialogue, so eat/drink while you can, and have the tank on standby to pick up Harbinger Skyriss immediately. Harbinger Skyriss is similar to the first boss of the Temple of Ahn Qiraj (AQ40). He basically has 3 kinds of abilities. His main offensive ability is Mind Rend. This ability is like Mind Flay with 1800 damage per second, but also stuns the target while affected. It is basically a 3 second stun with 5400 damage in total. Skyriss casts this randomly on anyone, including Millhouse Manastorm.
Hunters can also lay down Snake Traps since Skyriss sometimes targets the snakes for Mind Rends. Another ability of Skyriss is Dominate, which is basically a mind control. This mind control lasts for about 6 seconds and cannot be dispelled. The last ability of Skyriss is a basic fear. Sounds easy? It actually is not. The damage will be a challenge for the healer since there is the continuous Mind Rends on one target after another, then there is the additional damage from mind controlled players. And if the healer itself is stunned by the Mind Rend or Dominated, then the damage on the others will basically pile up fast, not to mention the tank who is already taking damage from Skyriss' melee attacks.
Also, once Skyriss reaches 66% and 33% health, he will split up into 3, producing 2 clones which has roughly the same abilities as the main body, only weaker (Mind Rend has weaker damage and has no stun). Since the two are clones, they will take more damage than the main body. To deal with this, just kill the 2 clones as fast as possible before resuming DPS on the real Skyriss. Putting a raid symbol above the real Skyriss' head will help in determining who the real one is and who the clones are. The healer should be ready as well to heal more damage from the clones. If the group can spare it, have one more person do an off-healing duty. It can lessen the load on the healer, plus it can ensure the survivability of Millhouse Manastorm.
The whole fight is basically just that, spawning clones at 66% and 33%, and the rest is just dealing with Mind Rend damage and mind controls. Of course, since Millhouse can be affected by the spells as well, do not forget to heal him if needed. He is not that soft that he dies quickly, but completely ignoring him when he's too low will just make you fail your quest. Just imagine its a 6-man boss fight. Keep everyone up, kill the clones ASAP, and then kill the real Harbinger Skyriss. Once he's dead and Millhouse is alive, your trial quest is complete and you may then return to A'dal for your quest completion reward. Second trial down, one more to go.
Quest: Trial of the Naaru: Strength
Received From: A'dal - center of Shattrath City
Ends At: A'dal - center of Shattrath City
Additional Rewards: None
The third of the 3 trial quests requires 2 items. This means, you will need to venture into 2 different dungeons in heroic difficulty. Sounds hard? Not really. The items are just normal quest item drops from the end boss themselves. Meaning, you only need to clear the heroic instances normally, without any additional challenges. The only problem here is that clearing 2 high end heroic dungeons in succession is pretty tedious for some people. Other than that, this trial is the easiest to complete among the three.
For this trial, you will need Kalithresh's Trident from Warlord Kalithresh in the Steamvault and Murmur's Essence from Murmur in the Shadow Labyrinth. The Shadow Labyrinth in Auchindoun can pose a challenge by itself, but the Steamvault in Coilfang Reservoir can be pretty easy despite it being in heroic difficulty. There are no additional tasks for this trial, only thing to do is kill the end boss and that's it. On to the walkthrough.
Coilfang Reservoir: Steamvaults - Kalithresh's Trident
For the first part of this trial, Kalithresh's Trident is easier to get, so we will focus on this one first. The Steamvault instance is one of the Coilfang Reservoir instances in Zangarmarsh. Among the 3 entrances, the Steamvault entrance is located to the left, behind Mortog Steamhead.
Party composition:
1 Tank
1 Healer
3 DPS (mage and warlock preferably for the 2 slots, with the other slot for any DPS class)
Mob details:
Coilfang Engineer - melee naga mob with engineering capabilities. Can throw bombs in an area, inflicting AoE fire damage. Can also throw a net on its primary target, immobilizing him/her for 6 seconds.
Coilfang Warrior - melee naga mob with minimal warrior abilities. Main attack ability is Mortal Blow, which reduces the stamina and attack speed of its target for 12 seconds.
Coilfang Siren - caster naga mob. Main spell ability is Lightning Bolt, similar to a shaman's. Can also cast Arcane Flare which functions like a druid's Moonfire. Also can fear its target for 4 seconds.
Coilfang Oracle - healer naga mob. Main offensive spell is Frost Shock, similar to a shaman's. Casts heal on its allies, and sometimes casts Sonic Burst which silences nearby players for 6 seconds.
Coilfang Sorceress - caster naga mob. Has spells similar to a frost mage. Main offensive spell is Frostbolt. Has Blizzard as its AoE spell, and Frost Nova as well for rooting players in place.
Coilfang Myrmidon - melee naga mob. Heavy hitter with cleave. Cannot be mind controlled.
Coilfang Slavemaster - melee naga mob. Patrols near Dreghood Slaves which aggros with him once engaged. Only brings around 3 slaves with him once engaged. Can disarm and enrage, as well as cast Geyser on its target, knocking affected players back and reducing their movement speed by 50% for 5 seconds.
Coilfang Leper - non-elite gnome mob that come in packs just before the second boss. Comes with different abilities within each pack (caster, healer, melee, ranged, etc). Even though they are non-elite, they still hit pretty hard with their skills in heroic difficulty. Take precaution when AoEing them.
Dreghood Slave - elite humanoid mobs. Initially neutral and are near the Slavemaster. Once the Slavemaster is engaged, 3 random nearby slaves are also aggroed. Hits for moderate melee damage, and de-aggroes (goes back to being neutral) once the Slavemaster is killed. They will also run away once you 'free' them from their captivity.
Bog Overlord - bog elemental mob. Has Fungal Decay ability which is inflicted on its primary target. The debuff is a disease which deals damage over time and reduces movement speed by 10% for 18 seconds. Can stack up to 5. Also casts Poison Bolt which inflicts nature damage on a random target.
Tidal Surger - huge water elemental mob. Comes with several Steam Surgers. Can Frost Nova targets and has Water Spout ability which deals moderate frost damage and knocks back the target.
Steam Surger - small water elemental mob. Comes in packs together with a Tidal Surger. Has Water Bolt as its main offensive spell.
As you can see, most of the trash mobs in the instance are naga mobs, with a few other mixed in. For the first part of the instance, the Warriors and Engineers are present. As soon as you proceed further into the instance, they are replaced by Myrmidons. The naga packs are basically a mix of any kind of naga mob listed. Myrmidons doesn't appear on the packs until you go into the tunnel going to the second boss onwards. This walkthrough takes on the fastest route to the end boss, skipping unnecessary packs.
When you enter the instance, there will be 2 naga warriors below the stairs. Just crowd control one and tank the other. Once they are dead, move down the stairs and monitor the pair of nagas patrolling up front. This patrol normally consists of a Siren and a Warrior. Once they are patrolling far away from the stationary pack, pull them back and crowd control the Warrior. Kill the Siren first since they have the capability to fear. Remember to pull them back farther so you don't get feared into any of the stationary packs nearby. Kill the crowd controlled warrior once the siren is dead. For your next pull, grab the Bog Overlord to the right of the naga pack. Pull it back to the base of the stairs and kill it there. This bog mob hits hard, the healer should be aware of this.
If disease removal is possible, remove the Fungal Decay debuff from the tank to reduce his damage taken and reduce healing needed. Once it is dead, hug the wall and move to the right. Keep hugging the wall and move further into another Bog Overlord mob behind the huge pipe. Make sure the tank is in front while moving, and he needs to grab the Bog Overlord once it sees you and aggroes. Once the tank has it, everyone else move away from the tank, but still in line of sight from him. Kill the Bog Overlord and proceed further to the corner.
Turn left and you should be facing a pipe with a naga pack beside it. This should be your next pull target. This pack should consist of 4 nagas, normally an engineer, a siren, and either a sorceress and a warrior or 2 warriors. Whichever the composition is, have the tank grab the warrior/s and the engineer (if there is only 1 warrior) and try to crowd control the rest. Be careful though, since crowd controls tend to break prematurely. Focus on the warriors/engineer first, then proceed on killing the siren, then the remaining mobs. Remember to pull them back to the wall or you might get feared into the nearby pack before the tunnel.
Once this naga pack is dead, proceed to pull the next pack situated just at the mouth of the tunnel. Pull them back to the wall, crowd control as necessary and focus fire on one at a time. Once its cleared, move up to where they were and watch for the patrol in the tunnel. Pull the patrol pack once they get near you, and proceed to do standard procedures on these naga packs (crowd control / pick up loose mobs / focus tank's target).
As soon as they are dead, go back to the entrance of the tunnel and proceed left. You will see a patrolling water elemental pack, and a stationary naga pack near it. Pull the naga pack back to the tunnel and deal with them there. Make sure you don't aggro the elemental pack, they hurt very much. Once the naga pack has been dealt with, wait for the elemental pack to move away, then move forward and up the slope. Move up to the highest point, then jump down to the small protruding land behind the hill. If you fall into the water, just climb back up the ramp while the elemental pack is away.
Players with pets should dismiss their pets first before jumping down, or their pet might run around the hill and aggro the nearby stationary naga pack. Once everyone is on the piece of land, wait for the 3 naga patrol to come near, then pull them to your position. This time, crowd control all but the siren. Kill this siren immediately and do not let it fear you into the nearby pack. Once the siren is down, you're pretty much safe as long as you stay near the edge of the land, away from that naga pack that you are avoiding.
If ever anyone got feared into that pack, it is most likely a wipe unless you can take on all of them while having 2 existing crowd controlled naga from the previous pack. This part is the trickiest pull in the instance. Once you're past this, the rest of the instance is a breeze. After the 3 naga patrol is the first boss inside the room. You will see that she has 2 water elemental mobs beside her.
First Boss - Hydromancer Thespia
This female naga boss can be very difficult, or she can be very easy. If you have a warlock in your group, then you don't have to worry about the elementals anymore. The warlock can keep one elemental banished, while the other one is being killed. Have the tank grab both Hydromancer Thespia and the elemental that is being focused on. The elementals are soft and doesn't hit that hard, so don't worry too much if it breaks off the tank at some point while you are killing it. They have Frost bolt volley though, so make sure the healer is still on his/her toes on healing.
Just try to kill that elemental as fast as possible so you can proceed on DPSing Hydromancer Thespia and defeating her. Once the elemental is gone, proceed to killing Hydromancer Thespia while keeping the other elemental at bay (warlock banish). If there are no warlocks present, then this could be a problem. Have the tank grab them all and wait for a while before starting DPS on the elementals. You will need to kill both elementals since there is no crowd control for them.
Once they are down, it’s Hydromancer Thespia's turn. She has several abilities, with one known to be very deadly. One of her abilities is Lung Burst. This is a magic debuff applied to anyone, which applies a DoT that ticks for 600 every 2 seconds for 10 seconds. This should be dispelled to lessen the burden on the healer. Her other ability is the Enveloping Winds. This ability basically stuns the player for 6 seconds, immobilizing them for the duration. This is a magic debuff and should be dispelled immediately if there is anyone in the group that can dispel.
Lastly, her main and deadly ability is the Lightning Cloud. This ability summons a thundercloud above an area, then blasting anyone below the clouds with massive nature damage every 2 seconds. This ability looks like the druids' Hurricane skill. It deals heavy nature damage, so everyone should be moving around and avoiding the clouds all the time. Everyone should also spread out to prevent multiple people from getting zapped initially before they could react and move away from it. This will be the healer's challenge for this fight, since it deals massive damage on multiple people at the same time (when they are under the cloud).
The tank shouldn't be exempt from this and should still be moving around and avoiding the clouds all the time. Also, stunned players by Enveloping Winds under the clouds are pretty much in danger of dying unless they get dispelled immediately so they can move away from the cloud. This fight is all about moving around and avoiding the clouds, while keeping constant DPS on Hydromancer Thespia. Make sure the elementals are out of the way, or else they add a hefty amount of damage for the healer to heal. Once she is dead, click the console behind her to activate a mechanism for opening the door to the final boss.
After killing Hydromancer Thespia and activating the console behind her, move out of her room and dive into the water. Continue swimming and follow the narrow tunnel going south. After a bit of swimming, turn to your left to find yourself at the slaves’ place. This is the shortcut to the 2nd boss. Once you are out of the water, get ready to pull the Slavemasters. There should be 2 Slavemasters patrolling in front of you, near several Dreghood Slaves. Get the right Slavemaster first and pull it back.
As soon as you pull this Slavemaster, 3 Dreghood Slaves should turn red and aggro you as well. Ignore these slaves and focus on killing the Slavemaster as fast as you can. Killing the Slavemaster will make the aggroed slaves go back to being neutral and run away. Do the same to the other Slavemaster as well. Once the 2 Slavemaster patrols are out of the way, move into the tunnel to your left and get ready for the next pack. This pack consists of 2 Slavemasters and 1 Dreghood Slave. For this pull, crowd control the slave as well as one of the Slavemaster, then have the tank grab the other Slavemaster and focus fire on it until it is dead.
After it’s dead, focus on the other Slavemaster next, then the slave finally. This particular slave will not run away, so you will need to kill it to proceed. Once its dead, move on to the small land bridge just before the leper packs. These tiny lepers are non-elite and should be AoE'd for faster killing. Although they are not elite, they still pack a punch, so make sure the healer keeps an eye on the AoE persons and heal them appropriately. There are 2 leper packs here before the boss, so clear them first before proceeding. Once they are killed, get ready for the second boss.
Second Boss - Mekgineer Steamrigger
This gnome in a robot boss is more of a pushover. He hits moderately hard and only has a few abilities. His only deadly skill is the Saw Blade which he tosses to a random person. This saw blade will fly to the person, hitting him/her with around 1500-2500 physical damage. This damage is pretty easy to heal through. Mekgineer Steamrigger also has a Super Shrink Ray which he uses on his primary target. The shrink ray reduces its target's damage done by 35% and makes him/her small as well. This is pretty minor and should be ignored. Another gadget he got is the Electrified Net, which immobilizes his target for 10 seconds, and also dealing minor damage. This is also negligible compared to the Saw Blades damage.
The only problem for this fight is when he calls on his leper assistants. These Steamrigger Mechanics are the ones responsible for healing up Mekgineer Steamrigger. If completely ignored, they can accumulate and basically makes the fight last longer. To deal with this, assign a DPS class, preferably someone ranged or someone with AoE to take care of the little guys. Once Steamrigger calls out for them, hit them immediately with anything that deals damage so that they will stop the healing process and aggro on you. They are pretty much similar to the leper packs in which they hit pretty hard, so make sure there's additional attention given to the person assigned to deal with these critters.
Continue pounding on Steamrigger while keeping the mechanics away from him and he will die eventually. Once Steamrigger dies, any remaining mechanics will still run around, so make sure you clean them up. Click on the console behind Steamrigger after cleaning up to finally open the door to Warlord Kalithresh's room.
Move back to the room with the slaves after dealing with loot and clicking on the console. Further down the hallway, you will encounter 2 guards. As per usual, crowd control one and kill the other first before killing the crowd controlled one. These guards are Myrmidons, so if you use a priest mind control for crowd control, it will not work for these mobs. If that is the case, the tank should grab them both and focus on one at a time. Still backtracking, proceed to the small bridge with 4 nagas guarding. This pack normally consists of 2 Myrmidons, 1 Oracle and 1 Sorceress.
A Siren might replace one of those casters, but the 2 Myrmidons are always present. Like the previous packs, crowd control the casters and have the tank grab the melee, focusing on one naga at a time. These Myrmidons are different from the Warriors since they hit harder. Heads up for the healer. Once they are dead, wait for the patrolling Myrmidon pack, and grab them once they come in range. Kill the patrol, then proceed to the right. This path is basically leading to the last boss, Warlord Kalithresh. There will still be several Myrmidon packs on the way, so make sure to deal with them as per usual, pulling them back as necessary.
There should be a pack guarding the door, and another one just behind the door. The door is pretty small and you might not see the pack just behind the door, so make sure you tilt your camera slightly to be able to see the pack better. Pull this one back into the large hallway and kill them here. Make sure to stay right since there is a naga pack to the left which you don't want to aggro. Obviously, you still need to keep in mind that Sirens have the ability to fear, so pulling back further should be the way to go for these remaining packs. Once these 2 packs of nagas by the door is cleared, you can then proceed to enter Kalithresh's room and face the 2 final naga packs on both sides of his room. Clear these 2 packs before moving forward to face Warlord Kalithresh, you will need all the space you can get for the fight.
Final Boss - Warlord Kalithresh
Before facing off with Kalithresh, you notice the yellow tanks lined up in his room? These tanks are vital for this boss fight, as Kalithresh uses them to gain a massive buff. When you go to the middle of his room, he will start speaking his dialogue. Do not panic yet, as he is not yet engaged. Once your group is buffed up and ready, have the tank go in and engage Kalithresh. Warlord Kalithresh is normally a hard hitter, with a few abilities that he use in the fight.
One ability that he uses primarily on the tank is Head Crack, which is a debuff that decreases the target's stamina for 20 seconds. Another ability that he uses is Spell Reflection, which can be deterrent for casters. He will keep this buff up most of the time, and you will notice this when you see him surrounded by a 'barrier'. While Spell Reflection is up, casters should not be wasting their mana and just stop casting their spells for now until the buff wears off. Also, occasionally he will throw a spear to a random player, Impaling him/her which deals a minor physical DoT on the person. Note, however, that this Impale debuff can stack, so healers should be paying attention for the damage increase.
Now, for his main ability, he will periodically emote and move to a nearby 'water tank'. Once he reaches the tank, he will start channeling a spell and siphons the tank of its contents. When he does this, EVERYONE should be shifting their targets to the water tank and DESTROY IT before his spell channeling finishes. If he completes the channeling, he will gain a massive buff called Warlord's Rage, increasing his damage output by 75% as well as his attack speed by 70%. This buff lasts for 10minutes, and is basically an 'enrage' for Kalithresh. When this happens, most of the time it will be a wipe, unless the tank can survive his hits and the healer can heal through the damage. To prevent this, whenever he moves to a tank, everyone should stop what they are currently doing and destroy the tank as fast as possible, before he manages to complete his channeled spell.
This is basically the whole fight, where everyone shifts targets whenever he goes to a container to suck out its contents. The fight is just basically a tank-and-spank, as well as destroying tanks constantly. Just keep constant DPS on Warlord Kalithresh, and destroy the tanks all the time and this fight is easily won. When you finally defeat him, you can then proceed to loot his Trident and complete half of your trial quest. One more heroic dungeon to go!
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