Hi there and welcome back! Glad to have you here!
Today, I want to share some small tidbits and insights on how to handle a heroic Magister’s Terrace run.
I have been doing them on a daily basis for a while, and noticed a few things.
- A manageable caster add, they don’t do anything nasty besides constant mediocre damage. The will put an Immolate upon the tank most of the time. Dispel it to save yourself some mana.
- If you have a mage, he can try to cast Spellsteal their Fel Armor if it is up. This helps the healer and the mage of course.
- Most of the time, the Sunblade Warlocks have a Sunblade Imp with them. Those small pests deal quite some damage but only have around 2,5k hit points. Assign a solo dps class to kill them first.
- This is another rather weak mob. They melee for low damage, and their only high damage ability is an Inject Poison attack. It will tick for quite some time and deals quite a lot of damage. Watch the green players.
- Their only healing ability is a Prayer of Mending. It does not heal very much and it’s pretty safe to ignored it.
- A tricky caster mob. You need to kill them first, apply solid crowd control to them or have some means of removing their buffs. Whenever this one successfully casts a spell, they will gain an Enchantment of Spell Haste buff. This lasts 30 seconds, stacks up to 20 and increases the casting speed by 10% per stack. Needless to say that this will get pretty deadly pretty soon. You may dispel the buff, or have a mage spellsteal it.
- Additionally they possess an Arcane Nova ability that will interrupt all spell casting when you are hit. So casters should stay away from them.
- I hate them! But if you know what you do, you can lessen their annoyingness (did I just create that word?) by placing yourself correctly.
- They are hated because of their ability Glaive Throw, which will deal hefty damage, knock down and stun anyone hit by it. They will cast this on a seemingly random party member and it will try to chain to two additional players. It’s important to space up! If you are far away from the victim of the Glaive Throw, the ability will not chain to you.
- Their only other ability is the Magic Dampening Field. This creates an sparkling globe of energy that is easily visible. Anyone inside the globe will take 75% reduction on magical damage taken and healing received. Try to avoid those zones if possible. As a healer you may place yourself inside one. It helps a lot if you draw aggro from one of the casters. Just don’t forget to step outside if you want to heal yourself.
- This is a melee type of mob. They will cast Holy Light to heal themselves or other injured mobs. Try to interrupt it.
- They will also use a self-buff named Seal of Wrath. This will add 1500 Holy damage to any attack the use. This may result in some hefty burst damage, especially if they use their Judgement of Wrath as a follow up. The Seal of Wrath may be spellstolen and dispelled. So mages get all the fun here.
- Crowd control the Wretched Bruisers, they are melee and will run to you if you open them. Additionally, they have the Wretched Strike ability, which is the most annoying of all.
- If any of those mobs drinks his Fel Infusion Potion, do the healer a favor and apply some short-term crowd control, like Blind for example, to it. Even if it does not last for the full duration, it will reduce the incoming damage greatly. Watch for the drink animation or the green glow applied by the potion.
- If you have solid healing gear, a sizeable mana pool and the ability to heal multiple targets simultaneously, you can ignore the crystals he uses to charge his mana up. Just burn him down while he loads up and spam your group heal of choice while he rants about his supposed divinity and stuff. Works like a charm for me every time.
- A tough one on heroic. Any tiny scrap of arcane resistance will make this fight more manageable. If you have classes that are able to remove the debuff prematurely, let them kill the two adds and then drop the debuff.
- The adds are spawned based on his health percentage. So, you may try to do the fight slow and let the debuff tick off before pushing again.
- This fight hinges on your group composition vs. their’s. It’s a crowd control fight. If you are able to control them more than they will control you, you will win. Otherwise, they will win.
- Don’t remove Delrissa’s Shadow Word: Pain. It won’t do much damage, but it will break any crowd control applied to you by her adds. So, if you are not able to crowd control all her adds that may crowd control you, do not Mass Dispel unless it is absolutely necessary.
- Keep mobile and don’t use any heals with long casting times. Prayer of Mending, Renew, Power Word: Shield, Flash Heal and Circle of Healing are your best choices here.
- Fade will drop aggro from you, but not for very long. Use it, but be ready to be jumped again.
- Around a minute into phase one, he will pop a Shock Barrier and will start to cast a Super Pyroblast on the maintank. Your dps needs to burn through the shield in order to interrupt the casting. Make sure everyone will dps as hard as possible and assign one player to interrupt shortly before the cast finishes.
- If you have a Paladin tank, he can use Divine Shield on himself upon facing the Super Pyroblast. It will protect from the 40k damage. Just cancel it immediately after getting the “Immune” Message.
- Make sure that no Phoenix or it’s egg is alive before pushing Kael’Thas below 50%. Additional damage during phase two will make the fight much more stressful and may lead to a wipe.
- During phase two, the healer has top priority. Make sure you stay alive. It’s perfectly doable for a solo healer to finish the complete phase two on his own. It takes forever, but it works.