Magisters' Terrace
Bosses:
1) Selin Fireheart
2) Vexallus
3) Priestess Delrissa
4) Kael'thas Sunstrider
Strategies:
Selin Fireheart:
First boss in Magisters' Terrace.
Abilities:
* Siphon Fel Crystal: Siphons mana from a nearby Fel Crystal, drawing energy from it. Will
continue until either the crystal is destroyed or Selin's mana is full.
* Fel Explosion: Area of effect damage spell, cast continually until Selin is out of mana.
* Drain Life: Randomly targeted channeled spell, deals damage and heals Selin.
Should be interrupted.
The fight is similiar to Warlord Kalithresh in Steamvaults.
It's a simple tank and spank fight.
At a point, he will siphon a crystal and gain 10% mana per tick until you destroy the crystal.
When he's been interrupted or done channeling he'll start using his mana for AoE that will hit
your party for about 1000 damage per tick.
He doesn't hit hard, but as Warlord Kalithresh; he hits harder unless the crystal is destroyed.
On Heroic Mode:
He also uses Drain Life and Drain Mana, which is important that you interupt as he uses the
mana he drains to AoE the party.
Vexaluss:
Second boss in Magisters' Terrace.
Abilities:
* Chain Lightning: Randomly cast on group members. Deals 1850 to 2150 nature damage
and jumps to nearby players, dealing more damage with each jump.
* Summon Pure Energy: Summons Pure Energy to join the fight. These adds have extremely
low hit points and will fly around the room casting Energy Bolt, which deals 2828 to 3172
arcane damage. Upon death the adds will debuff the player that killed them with Energy
Feedback, which deals 300 arcane damage per second and increases damage done by
50%. Note that the debuff stacks.
* Overload: At 10% health, Vexallus begins casting this spell every 2-3 seconds. It deals
1000 arcane damage and increases arcane damage taken by 10%. It is an area of effect spell
with unlimited range and it will stack indefinitely.
This fight is similar to Curator encounter in Karazhan. Controlling adds is the key to victory.
DPS classes should take turns killing the adds so as to prevent the damage debuff from
stacking too high but to also ensure all group members benefit from the damage increase.
The group should spread out to avoid having the chain lightning jump.
Long cooldown damage abilities such as; Adrenaline Rush, Bloodlust / Heroism, and Arcane Power
should be saved for the final part of the fight to ensure Vexallus gets taken down quickly. Failure
to do so, will result in a wipe since the debuff stacks up very quickly.
Healers must be sure to continue healing through all the debuffs even after Vexallus has
been defeated.
On Heroic: He Hits harder and spawns more Pure Energies.
Priestess Delrissa:
Priestess Delrissa is surrounded by other 'mini-bosses';
Kagani Nightstrike:
Crippling Poison (slows move speed), Cheap Shot, Kidney Shot, Gouge and Vanish (reappears next to a random target).
Ellrys Duskhallow:
Shadowbolt, Fear, and Seed of Corruption.
Yazzai:
Frostbolt, a Blizzard, and Ice Block and a Polymorph.
Warlord Salaris:
Mortal Strike and Intimidating Shout (AoE fear), hits hard.
Garaxxas:
Aimed Shot, Multi-Shot, Concussive Shot (20% chance for 3 second stun), Wing Clip and Freezing Trap.
Has pet ravager named 'Sliver' with low health and damage.
Apoko:
Lesser Healing Wave (Prevent this), Frost Shock, Purge, Earthbind Totem, Fire Nova Totem, Windfury
Totem (kill this fast, this buffs the whole group).
Zelfan:
Goblin Dragon Gun "fire breath", a Rocket Launcher, a Recombobulator (heals and regenerates mana)
and an Explosive Sheep.
First, Kill Priestess Delrissa, as she hits lightly; CC all the others before taking her down, because
she heals others making it difficult to take down the others. Just FF the others in any order you wish.
On Heroic: Everyone hits harder, and all their abilities have a boost.
Kael'thas Sunstrider:
The Final boss in the Magisters' Terrace:
I realize that this will be posted once the patch goes live, but I'll just throw it out here for the
people on the test realm.
Kael'Thas basically has two phases. He starts off by doing mostly melee attacks and the
occasional fireball on a random party member. Fire resistance shouldn't be an issue, but
anything you've got with you will do basically.
He will spawn a phoenix which should be kited by a ranged class as it does a fire based AoE
around him. After a while the phoenix will blow up, dealing massive fire damage and an AoE
knockback to anyone within range. Still uncertain about the range on this though. We just
stayed a good 40 yards away from it. Once it is dead it leaves a phoenix egg that must be
nuked down or else it will be reborn.
At 50% Kael'Thas enters his 2nd phase where he will use Gravity Lapse. Gravity Lapse
throws the entire party up in the air and you are free to move as if you were swimming
under water. He will also start channeling arcane magic to the entire party ticking for about
350 damage every few seconds. A healer with an AoE heal is much appreciated here. He
will also spawn arcane orbs which will deal 2,000 damage if they hit you. Swim around
and avoid the orbs and keep dps up on Kael.
Gravity Lapse will eventually end and you will get a few seconds to heal up and deal some
damage to Kael before he casts Gravity Lapse again. Stay alive and keep DPS up and he
should be down in no time.
On Heroics: He hits harder, and his Gravity Lapse will kill you close to instantly if you hit
the orbs, also he has a Mana Shield.
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Hope this helped, have fun; and enjoy the phat loots!