3.3 New Five Man Dungeons

I have a word document in which I compiled all this info from wowhead PTR yesterday. Unfortunately, Blogger flips out when I try to copy and paste stuff from a word document, which gives me all kinds of headaches.

NONE OF THIS IS MY WRITING. Every speck of this came from the lovely folks at WoWHead, via ArgentSun explanations, or comments from generous readers - ALL from wowhead.com. The ONLY thing I have done is compile it in one spot, here. Normally I wouldn't even post this here, but if I can get the formatting correct, perhaps it will help some of you who want a one stop shop of reading - especially if you can't access these places from work.

I also have a word doc of the bosses from ICC 10 man that will be available starting today. If I can get this pasted in properly, I will do a separate post for the 10 man stuff.


Forge of Souls -> Pit of Saron -> Halls of Reflection


Must be completed in this order.


The Forge of Souls


Requirements: Level 80
Number of bosses: 2
Quests:

Bosses

  • Bronjahm: Stay either in melee range, or at 20+ yards away from him. At 20% he will use Soulstorm, which will damage everybody standing 15 yards away, and will occasionally fear the tank through the storm. Kill the Shattered Soul Fragments that will spawn throughout the fight.
  • Devourer of Souls: Healing intensive fight. DPS him hard, and move when he spawns a Mirror of Souls (raid warning and a charge-like mechanic will precede it). He summons an army of souls that will do damage to the entire raid (it may be possible to interrupt it somehow, but normal interrupt mechanics don't work).

Bronjahm

Bronjahm Bronhahm, the Godfather of Souls, is the first boss in the Forge of Souls. He oversees some of the most disturbing devices the Scourge engineers have ever created - the Soul Grinders.

Abilities:

  • Shadow Bolt: Inflicts 2,500 - 3000 Shadow damage, but Bronjahm will only cast this if the tank is out of melee range.
  • Magic's Bane: Bronjahm will spam this ability throughout the fight as this is his 'base attack'.
  • Corrupt Soul: This spell causes no damage, but lasts 4 seconds on a player. After 4 seconds a 'fragment of your soul' will spawn which will walk towards Bronjahm. If the soul is near him, he will be healed for a large amount.
  • Soulstorm: At 30% health, Bronjahm will teleport to the center of the room and begin channeling this spell. It will deal 1000 shadow damage (2500 on Heroic) a second and will slow your movement speed by 50% for the rest of the fight.
  • Fear: This will only be cast during Soulstorm.

Devourer of Souls

Devourer of Souls

The Devourer of Souls is a being of unknown species, the second and last boss in the Forge of Souls. It also guards the Crucible of Souls, needed to temper Quel'Delar.

Devourer of Souls

The second boss of The Forge of Souls.

  • Phantom Blast 15 yd range - Inflicts 11700 to 12300 Shadow damage. It's a 2 seconds cast.
  • Phantom Blast (Heroic) Inflicts 17550-18450 shadow damage. It's a 2 seconds cast.
  • Mirrored Soul 100 yd range - The Overseer of Souls mirrors the targets soul! A percentage of damage from the Overseer of Souls is being mirrored with you. It's a 2 sec cast.
  • Well of Souls 40 yd range - The Overseer of Souls leaps towards a target, slamming the ground creating a Well of Souls. Inflicts 2925 to 3075 Shadow damage. It's a instant cast.
  • Well of Souls (Heroic) 40 yd range - 3900 to 4100 Shadow damage. It's a instant cast.
  • Unleashed Souls - The Overseer of Souls is releasing tormented souls periodically. It's a 0.85s cast. Lasts 5 seconds.
  • Wailing Souls - Lets loose Wailing Souls, inflicting 4875 to 5125 Shadow damage to anyone in front of her and knocking them back. This is the initial warning debuff cast on the starting player. Does not do any damage. It's a instant cast. Lasts 4 seconds.
  • Wailing Souls (Heroic) - Inflicts 6825-7175 Shadow damage. It's a instant cast.

How do I not get owned by The Devourer of Souls
The Devourer fairly continuously casts Phantom Blast on the main tank if she is not doing anything else. You can intercept Phantom Blast, which I strongly recommend to do. This is her 'main' attack. While Mirrored Soul is active, any damage dealt to the Devourer will be mirrored proportionally with whoever has the debuff. This means you need to stop attacking her or you will die. Another ability of hers is called Unleash Souls. The Devourer will on occasion stop whatever else she is doing and summon a very large number of wraiths. They do not hit very hard but there are a lot of them and they cannot be targeted. Run away if the damage taken winds up being too great. And as her final ability she's having something called Wailing Souls. The Devourer will unleash a wail of souls. She does a 90 degree sweep of the room starting from the position of a random, but debuffed player. She starts wailing around three seconds after casting the debuff, and will wail for 15 seconds. Anyone caught in front of her takes a very high amount of damage ticking every 0.4 seconds.

Pit of Saron
Requirements: Level 80, Forge of Souls completed
Number of bosses: 3


Quests

  • The Pit of Saron - Given when you complete the Forge of Souls.
  • The Path to the Citadel - Given by Sylvanas/Jaina soon after you enter the Pit of Saron. The slaves are all over the area, and Garfrost is on the east side of the dungeon.
  • Deliverance from the Pit - Given after you complete The Path to the Citadel. Krick is on the west side of the dungeon, and Tyrannus is on the north one, after a cave tunnel.
  • Frostmourne - Given after you complete the instance. Go through the gate on Tyrannus' platform and enter the Halls of Reflection.
  • Reforging The Sword - Part of Quel'Delar's chain, which starts with The Battered Hilt. Saronite Bars all over the area where the slaves are, and the Forgemaster's Anvils are around Forgemaster Garfrost, who drops the Hammer.

Bosses

  • Forgemaster Garfrost: Spread out and avoid saronite chunks; break LoS with the boss (using saronite or anvils) to drop the debuff stack.
  • Ick & Krick: Avoid the poison pools on the ground; run away when being Pursuit. Focus on avoiding the Explosive Barrage when he casts it - easily avoidable by constant movement. Break LoS during Poison Nova, or be 20+ yards away.
  • Scourgelord Tyrannus: Stay out of marked circles on the ground, and run away if you are targeted for a frost attack by Rimefang (red hunter's mark-looking spell). Kite the boss when he "surges with dark might" if you are not overgearing the place. Optionally you can slow DPS down during Overlord's Brand.

Forgemaster Garfrost

Forgemaster Garfrost is a flesh giant covered with ice, whose duty is to forge saronite weapons and armor for the Scourge. He is one of the two encounters you will need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Garfrost is considered the first boss encounter in the zone.

Overview

Engaging either Garfrost or one of his skeletal smiths will cause all the smiths and the boss himself to attack you, so mind your pulls.

Garfrost has only a couple of abilities you will need to watch out for. He has a party-wide aura that inflicts Frost damage and applies a debuff that increases Frost damage taken. The debuff is applied every 3 seconds and stacks. The solution to this problem lies in the other thing he does - throwing saronite boulders. Garfrost will aim at a player and throw a huge saronite chunk at them. The stone will do damage and knock the player back (unless they move), but will also provide cover for the entire party to hide behind, break line of sight for 3 seconds, and let the Frost debuff fall off. Tanks can use the boulders when Garfrost runs to one of his forges to grab a weapon.

Regular Abilities

  • Permafrost - Party-wide aura that inflicts 200 Frost damage to enemies in line of sight, and applies a stacking debuff that increases Frost damage taken by 10% for 3 seconds. The aura ticks every 2 seconds.
  • Throw Saronite - Throws a saronite boulder at the location of a random target, knocking any players in 6 yards range away, and inflicting 3,500 Physical damage.
  • Forge Frostborn Mace - Increases Frost damage by 100%. Used when Garfrost's health reaches 66% and 33%.
  • Chilling Wave - Inflicts 1,850 Frost damage to enemies 65 yards in front of the caster.
  • Deep Freeze - Reduces the movement speed of a random target by 50%, and causes them to take 4,000 Frost damage after the spell expires. Lasts 14 seconds.
  • Thundering Stomp - Knocks enemies in melee range in the air and stuns them for 2 seconds.

Heroic Abilities

  • Permafrost - Party-wide aura that inflicts 400 Frost damage to enemies in line of sight, and applies a stacking debuff that increases Frost damage taken by 20% for 3 seconds. The aura ticks every 2 seconds.
  • Throw Saronite - Throws a saronite boulder at the location of a random target, knocking any players in 6 yards range away, and inflicting 5,500 Physical damage.
  • Forge Frostborn Mace - Increases Frost damage by 200%. Used when Garfrost's health reaches 66% and 33%.
  • Chilling Wave - Inflicts 2,000 Frost damage to enemies 65 yards in front of the caster.
  • Deep Freeze - Reduces the movement speed of a random target by 50%, and causes them to take 6,000 Frost damage after the spell expires. Lasts 14 seconds.
  • Thundering Stomp - Knocks enemies in melee range in the air and stuns them for 2 seconds.

Krick

Krick is a leper gnome in service of the Lich King. He is part of one of the two encounters you need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Ick & Krick are considered the second boss encounter in the zone.

Overview

The fight is fairly simple and straight-forward, as can be expected from a 5-Player boss. Avoid the Toxic Waste and Explosive Barrage; run away when Pursuit is cast, and run out of line of sight when Krick casts Poison Nova. As soon as Ick is dead, a short scene will be triggered, and Krick will die at the end of it - without player intervention.

Regular Abilities

  • Pustulant Flesh - Inflicts 3,750 to 6,250 Nature damage to a target, and additional 2,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 12,000 Nature damage to enemies within 15 yards, and additional 1,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 50%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Heroic Abilities

  • Pustulant Flesh - Inflicts 5,625 to 9,375 Nature damage to a target, and additional 3,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 30,000 Nature damage to enemies within 15 yards, and additional 6,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 100%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Ick

Ick is a plague eroptor that serves as a mount for the leper gnome Krick. He is part of one of the two encounters you need to defeat before "unlocking" the passage to Scourgelord Tyrannus and the Halls of Reflection. Ick & Krick are considered the second boss encounter in the zone.

Overview

The fight is fairly simple and straight-forward, as can be expected from a 5-Player boss. Avoid the Toxic Waste and Explosive Barrage; run away when Pursuit is cast, and run out of line of sight when Krick casts Poison Nova. As soon as Ick is dead, a short scene will be triggered, and Krick will die at the end of it - without player intervention.

Regular Abilities

  • Pustulant Flesh - Inflicts 3,750 to 6,250 Nature damage to a target, and additional 2,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 12,000 Nature damage to enemies within 15 yards, and additional 1,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 50%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Heroic Abilities

  • Pustulant Flesh - Inflicts 5,625 to 9,375 Nature damage to a target, and additional 3,000 Nature damage every 5 seconds for 10 seconds.
  • Toxic Waste - Inflicts ??? Nature damage every 2 seconds to enemies in a small area. Lasts 10 seconds.
  • Poison Nova - Inflicts 30,000 Nature damage to enemies within 15 yards, and additional 6,500 Nature damage every 3 seconds for 21 seconds.
  • Pursuit - Chases a random target for 12 seconds. Causes Ick to gain Pursuit Confusion.
    • Pursuit Confusion - Decreases movement speed by 50% and increases damage by 100%. Ick becomes immune to taunt for the duration of the Pursuit.
  • Explosive Barrage - Summons a large number of Exploding Orbs. Channeled for 18 seconds.

Scourgelord Tyrannus

Final boss goes RAWR!

This boss has quite a bit of health for a 5-man (over a million in heroic) but the fight is very straight forward.

Occasionally Rimefang will mark a target. The mark stays where the target was standing and the marked player must run away from the mark. Rimefang will bombard the marked area with a patch of frost.

The boss hits pretty hard and also has an array of attacks at his disposal: notably an AoE stun, a knockback, an enrage, and a debuff.

Of his abilities the debuff is the most dangerous (Overlord's Brand is the name of it if I recall). It will cause any damage the debuffed target deals to the boss to also deal damage to the tank. This can make short work of even a very geared tank. The player afflicted by Overlord's Brand should cease DPS immediately.

His enrage is also very important as it makes the boss untankable for a short period of time. The boss, in addition to dealing incredible melee damage, will also have his speed increased. He will always knock the tank back before enraging. He also momentarily loses his target and takes a couple of steps backward. The only way to survive this enrage is to put permafrost left over by Rimefang in between the tank and the boss, because this slows him and allows him to be kited.

Tip: If you tank the boss with your back to a patch of permafrost, his knockback will send you over the frost forcing him to immediately walk over it and become slowed.

The AoE stun is very brief and can be mostly ignored. HoTs on the tank are helpful as the boss continues to melee.

All of this information is pertinent to the PTR and is subject to change.

Halls of Reflection

Halls of Reflection is the third and last wing of the dungeon complex known as the Frozen Halls. The Forge of Souls and Pit of Saron must be completed before a player can enter the Halls of Reflection.

Falric

Falric, a captain for Arthas in both life and death, is the first boss in the Halls of Reflection. He will engage the party after 5 spirit waves have been defeated.

Overview

After the event with the Lich King, Uther, and Jaina/Sylvanas, the Lich King will summon Falric and Marwyn, who in turn will summon a group of ghostly soldiers. The soldiers will come in waves of 3-4 per wave, and after the 5th wave Falric will engage the group.

The fight against the dead captain is mostly about quick removals of magic effects. Impending Despair will stun its target after 3 seconds if not removed, and Quivering Strike will frequently drop the tank's dodge by 20%. Other than those two, Defiling Horror will send the entire party fleeing in horror for 4 seconds, while taking damage, and Falric's Hopelessness aura will reduce all players' damage and healing done by 20% (Heroic: 40%).

Regular Abilities

  • Hopelessness - Reduces all damage and healing done by players by 20%.
  • Impending Despair - Causes Despair Stricken, stunning the target for 6 seconds, if not removed after 6 seconds. Magic effect.
  • Defiling Horror - Inflicts 2,500 Shadow damage every 1 second for 4 seconds, and sends all players fleeing in horror. Falric will not attack while the Horror lasts.
  • Quivering Strike - Inflicts 60% normal melee damage and reduces the target's chance to dodge by 20% for 5 seconds. The dodge reduction component is a magic effect.

Heroic Abilities

  • Hopelessness - Reduces all damage and healing done by players by 20%.
  • Impending Despair - Causes Despair Stricken, stunning the target for 6 seconds, if not removed after 6 seconds. Magic effect.
  • Defiling Horror - Inflicts 4,000 Shadow damage every 1 second for 4 seconds, and sends all players fleeing in horror. Falric will not attack while the Horror lasts.
  • Quivering Strike - Inflicts 100% normal melee damage and reduces the target's chance to dodge by 20% for 5 seconds. The dodge reduction component is a magic effect.

Marwyn

Marwyn, the Lich King's second captain from his life as a paladin, is the second boss in the Halls of Reflection. He will engage the party after the 10th spirit wave has been defeated.

Overview

There is a short break betwee Falric's death and the 6th spirit wave, during which the party can replenish mana and health. Another set of 5 waves follows the break, and then Marwyn attacks.

If Falric is more of a warrior-type of boss, Marwyn is more of a death knight. He uses Obliterate frequently, and focuses on corruption attacks. Well of Corruption, spawned underneath a player, will cause Corrupted Flesh, which stacks a Corrupted Touch DoT on its target. Shared suffering causes damage done to the boss to be transferred to the target of this removable magic effect.

Regular Abilities

  • Obliterate - Inflicts 18,000 Physical damage, mitigated by armor.
  • Shared Suffering - Inflicts 4,000 Shadow damage every 3 seconds for 12 seconds. If dispelled, splits the remaining damage equally between all players. Magic effect.
  • Well of Corruption - Causes Corrupted Touch every 2 seconds, increasing Shadow damage taken by 30%, stacking. Affects only players in the well. Lasts 8 seconds.
  • Corrupted Flesh - Reduces maximum health by 25% for 8 seconds.

Heroic Abilities

  • Obliterate - Inflicts 26,000 Physical damage, mitigated by armor.
  • Shared Suffering - Inflicts 6,000 Shadow damage every 3 seconds for 12 seconds. If dispelled, splits the remaining damage equally between all players. Magic effect.
  • Well of Corruption - Causes Corrupted Touch every 2 seconds, increasing Shadow damage taken by 75%, stacking. Affects only players in the well. Lasts 8 seconds.
  • Corrupted Flesh - Reduces maximum health by 50% for 8 seconds.

The Lich King


Wrath of the Lich King

Wrath of the Lich King is actually a gauntlet event where you must escape from the Lich King, that serves as the third boss encounter. It has no single strong elite to be fought as a boss.

Overview

Soon after defeating Falric and Marwyn, players will find Jaina/Sylvanas locked in combat with the Lich King, with the latter clearly winning. Moments before your leader dies, she will freeze the Lich King in place and urge you to run and try to escape.

The gauntlet event consists of the party killing waves of undead, while Jaina/Sylvanas break 4 walls of ice. Each ice wall is broken as soon as the current wave of Scourge minions dies. The time bomb in this event is the Lich King, who slowly catches up with the group; if he reaches Jaina/Sylvanas, he will kill her and then proceed to annihilate the entire party. Fortunately he is surrounded by the Remorseless Winter aura, which reduces his (and players?) movement speed by 75%.

Every time Jaina/Sylvanas break an ice wall, the Lich King summons more minions than he did in the previous wave.

Waves

The waves consist of 3 types of adds: Raging Ghouls, Risen Witch Doctors, and Lumbering Abominations. Each subsequent wave has more of what the previous one had (the only exception is the first wave, which doesn't have abominations at all, while the second one has one).

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