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Magisters‘ Terrace
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Adventures on the Isle of Quel'Danas
The Magisters‘ Terrace is the first five-man instance to be added to World of Warcraft since The Burning Crusade. The “Fury of the Sunwell” patch extends the world by adding the Isle of Quel’Danas to the continent, just north of Silvermoon. While on the Isle of Quel'Danas players are tasked with helping the Shattered Sun Offensive seize control over the island. You can help them by completing a handful of daily quests. These quests will constantly be changing, removals and additions, depending on the status of your realm. You’ll find Exarch Larethor in one of the houses at the Shattered Sun's Staging Area, just off the harbor. Upon speaking with him he will offer you the task of finding the missing Blood-Elf spy, Tyrith, in the Magisters‘ Terrace. Promptly hit the road with a well-prepared group, consisting of a tank, a healer and three DPSers. As the instance swarms with trashmobs, the best choice is to fill your team with at least one DPSer capable of crowd control, such as a Mage, Hunter or a face-melting Priest.
The defense is ready
As soon as you enter the instance, head east on the plateau. You will come upon a group of Blood Elves, keen on hindering your entrance. They are mostly comprised of groups of four, consisting of Blood Knights, Mage Guards, Physicians, Magisters or Warlocks. Put the Warlocks out of action by a Freezing Trap or a similar ability, as their damage is quite high. If you should have another player in your team who can disable opponents, they should take the Blood Knight. First, kill the Warlock’s pet, then the Magister, as they both deal a lot of damage. Afterwards the Mage Guards have to bite the dust but they have tricks of their own. The Mage Guards cast a magic field on themselves that reduces damage taken by 75 percent, so be sure to pull them out of the field immediately. Then the Physician has to die, his abilities are rather restricted. The Blood Knights have, besides their healing spell, no dangerous abilities either. Finally get rid of the Warlock – and again his magic damage is quite high so be prepared. In the next room are the Wretched (Bruiser, Skulker and Husk), mobs, groups which it is advisable to kill without AoE abilities. They mostly use melee attacks or Frostbolts, which can only raise a weary smile from the tanks. Kill the opponents systematically, until only Selin Fireheart is left in your way.
The big fight
Selin Fireheart is the first boss on the Magisters‘ Terrace. The battle against him closely resembles the fight against Warlord Kalithresh, the end boss of the Steamvault. Fireheart should be tanked like normal, as DPSers lay waste to his HP. After a while he runs to one of the green crystal and recharges his mana and he starts growing. The goal here is to destroy the crystals as fast as possible so he cannot recharge his mana pool and deal with the boss afterwards. The more energy Fireheart gets from the crystal, the higher his damage output becomes. Additionally he casts small AoE explosions, dealing damage to the whole group. Healers need to pay attention to the tank because every now and then Fireheart drains life from the tank. This magical effect can be interrupted or removed by Priests as well as Paladins.
The missing spy
After the death of Selin Fireheart, the door to the next room opens allowing your group to continue on. There you will find the spy Tyrith, just to the left of the entrance. Shortly before his death Tyrith gives you the order to analyze the orb on the balcony of the Terrace. Unfortunately, there are some Brightscale Wyrms on the way to it, oh and the boss Vexallus as well. Luckily, on death the Wyrms grant your party a stackable buff, increasing your damage dealt for 20 seconds. The goal here is to try to kill the packs swiftly, AoE is effective, so the group can benefit from the buff while you fight the boss. But be warned, it is not a good idea to overextend the group, so try to always fight just one set of mobs. Then it’s time for Vexallus. The battle against him is quite linear. The tank deals with him, while the group provides damage. Occasionally, he summons small adds called Pure Energy. They have very low HPs but cast a damage-over-time debuff on the player, that is stackable up to five times. The player suffers 300 arcane damage per stack every three seconds, but also deals more damage themselves. It’s advisable to take turns killing the adds to prevent the debuff from stacking too high and killing off any needed DPS. At this point in the fight the healer has to be ready to heal the tank as well as the group members with the debuff. Furthermore DPSers with the debuff have to keep their DPS in check so they do not steal aggro from the tank.





