You should focus on the boss and use AOE attacks like the fairy spell to deal with the skeleton mobs that get too close. Return the metal scraps to the Blacksmith in Thamos Village. Report back to the injured guard in Thamos Village. Rescue Paul, Pierre, Jack, and Hubert. Report to the injured guard in Thamos Village. This boss does a lot of damage and has a fair amount of health. Try to use AOE on him to take out his wolf companions.
This will cause him to howl to summon more and thus not attack you. There does seem to be finite amount of wolves he can summon, and after they are all dead you will take a lot less damage.
Challenge the Queen's Generals. This guy is tough. He seems to tire out later in the fight, but beating this guy may just wind down to having enough potions left to survive his attacks while you take him down.
The boss will jump high into the sky, and off your screen. A blue glow on the ground shows where it'll land, and you don't want to be under him when he does.
When he goes up, just don't stop moving. The gargoyle adds are limited, so dispatch them quickly to get them out of your hair. The Magnetic Servant is a simple fight, it doesn't have too many gimmicks. It doesn't hit very hard and doesn't have too much health. Plenko has command over all the elements and has a spell unique to each. Keep moving in this fight, so you can avoid most of his spell effects. Expect a spell when he teleports away. Ignore the adds, and focus on the boss, using AOE to take the others down.
Melee should just hack and slash this guy down. Ranged players should avoid fighting on the bridge and fight him just before, that will give you all more room to maneuver.
Ranged players shouldn't have a problem dodge his projectiles. He's not that powerful, just position him so Niessa can hack away at him at the same time you do.
If you're having problems killing him, kite him around the area and pass Niessa, and have her hit him on the way around. If you're lucky you might find a spot where he'll get stuck near Niessa and she'll finish him off, cause he'll never attack her, only you.
His first form is simple enough, his second form is almost just a much more powerful version of his first form. Melee players should keep close to the potion button, while ranged should try to avoid getting near him. A cheap way to beat him, is to cause him to get stuck on the table in the same room. Then you can safely range or fairy spell him down safely. Deal with Jeremo's skeleton adds using AOE attacks and the fairy spell. When he places a dark circle on the ground, quickly avoid standing over it to avoid it's damage.
When feared you'll notice a transparent skull over you, all you can do is ensure you don't die, until that wears off, with potions. Rayno will knock you around a bit, but this is a pretty straight forward fight. Hack 'n slash away at him. It may have just been a random bug, but for me on my warrior, this guy literally just stood there and let me kill him and didn't hit me back once.
Not an overly complicated fight. The only thing to really worry about is his ice storm spell. As soon as it is cast on you, run out of its radius. Don't fight in it. Ranged should dodge his multi-ice bolt spell. Another simple fight, all you need to do is move out of his meteor spell effect when he casts it.
When the fight starts pick a general to fight and run to his corner. The generals will pretty much stay in their corners so you can just about kill them individually, making this fight easier than when you last fought them, as they are much weaker this time around.
Stay out of her ground effects, such as meteors, ice storm, and whirlwind, and her projectiles are very easy to avoid. So just hack her down. She doesn't hit very hard, and doesn't have much health herself.
She will create a small spark on the ground under you, which will give you a short period to run away from it before a lightning bolt hits that exact point. It is simple to avoid. Enter the portal in the room to complete the game. You will be given the option to replay the difficulty mode you were just playing, or if you were playing the normal Hero difficulty you will be given the option to replay the whole game in Legend difficulty mode.
Legend difficulty includes more difficult and higher level enemies, a raised skill cap of 10 from 5, and higher level weapons and armor. As your character gains experience and achieves new levels, you will receive Character Points to place in one of the four following attributes. These attributes increase different aspects of your character. Strength is your character's ability to wear heavy armor and increases the damage bonus with melee weapons.
This attributes is essential for Warriors. Dexterity is your character's ability to use bows, daggers and swords. It increases the damage bonus with those weapons and increases your character's chances of dealing critical damage with all weapons and skills. Dexterity also improves your defense and ability to dodge enemy attacks. This is the favored attribute for Rogues.
Endurance is your character's ability to resist melee attacks. It increases your character's health and health regeneration as well as your chances of blocking melee attacks. Endurance also improves your stability in combat by reducing the chance you have of being pushed.
Energy is your character's ability to use your character skills. It increases your total mana and mana regeneration rate as well as increasing the damage of your skills.
Mages need to put lots of points into this attribute. Experience XP - The amount of experience points your character has gained for the current level. Critical Chance - Represents your character's average chances of dealing double damage with a successful melee attack. Block - Represents your character's average chances of blocking attacks.
Damage taken is greatly reduced on a successful block. Skill Power Bonus - Represents a bonus you receive when using skills. Approximately one additional point of damage is done per point of skill power bonus. This bonus applies to the skill of all character classes.
Magic Resistance - Represents the amount of magical damage resisted when struck by damage-dealing magic abilities. Skills - Each class has its own skill set, allowing you to customize your character to fit your playing style. New skills are unlocked every four levels while you gain a skill point for every level you advance. You can put a maximum of five points in each skill on Hero difficulty; on Legend, the maximum is raised to Passive Skills - Note that some skills don't need to be assigned to a button.
They are automatically used by your character when you spend points on them. Multiplayer Skills - Some skills affect your whole team. This happens automatically when you use the skill on yourself. Respec - If you change your mind about a character's skills, you can visit the wise men in the towns and they'll refund your skills and attribute points so that they can be reassigned. For a price, of course. He is strong and can wear the best armor.
Equipment: Equip a 2H Sword in the right hand, and Dagger in the left. MP per kill and MP regen stats are helpful in this mana heavy spec. Slam - Active A melee attack that deals extra damage, based on equipped weapon, knocking the enemies back. Cleave - Active A wide angle attack that affects all enemies in front of the warrior, damage depends on equipped weapon. Guardian Defense - Passive Increases your chances of blocking and resisting stunning and pushback effects. Leadership - Passive Increases the experience gained by you and your nearby allies and reduces the cost of items at the merchant.
Ravager - Passive Increases damage dealt when using a single melee weapon without a shield. It also increases your critical hit chance with all weapons.
Charge - Active A charge attack which pushes back all opponents in the warrior's path, plus a damage bonus based on the armor of an equipped shield. Crushing Blow - Active A powerful vertical strike with your weapons which stuns nearby enemies, damage depends on equipped weapon. Invigorating Aura - Active A magical aura which increases you and your nearby allies' MP regeneration and speed. This skill last 15 seconds. Vengeful Aura - Passive A magical aura that sends attacks back at the attacker.
It does not protect the warrior from the attack. The skill is always active once trained. Battle Standard - Active The warrior summons a battle standard to help him and his allies in battle by increasing their armor, damage and HP regeneration. Heavy Lifter - Passive Reduces the strength requirement to equip armor and use weapons. At skill level 5, the warrior can carry a two-handed melee weapon in one hand. Whirling Blades - Active A spinning attack that deals extra damage, based on equipped weapon, to all nearby opponents.
Blood Rage - Passive Increases damage and speed for a short duration after killing an enemy. Warcry - Active The warrior's battle song empowers him and increases the melee and range damage of his allies.
The skill lasts 15 seconds. Weapon Specialist - Passive Increases damage dealt when using axe, mace and sword-type weapons. Spinning Charge - Active A spinning attack that deals damage, based on equipped weapon, to all nearby opponents as long as the skill is maintained. He is agile and can avoid attacks without using heavy armor. Vicious Strike - Active A quick stab with a high chance to stun followed by a strong melee attack affecting enemies in front.
Damage depends on equipped weapon s. Sneak - Active Become invisible for a short time or press the button to reappear. You deal extra damage if you attack but this will make you visible again. Dash - Active Run quickly while slicing enemies in your path with your weapons, damage depends on equipped weapon s.
Explosive Trap - Active Drop an explosive rune on the ground and then press the button assigned to this skill again to make it explode, dealing damage to all nearby enemies. Find Weakness - Passive Increases the hero's chances of scoring a critical hit. It also increases the damage dealt on a successful critical hit. Volley - Active Shoot a volley of magical arrows at your enemies. The number of arrows increases as you train this skill.
Jump Attack - Active A forward jump followed by a scissor melee attack that pushes the target back and slows it, damage depends on equipped weapon s. Treasure Finer - Passive Increases chances of finding magical items and increases the amount of gold found.
Debilitating Grenade - Active Throw a smoke bomb to cause confusion amongst affected enemies. Enemies may be stunned, scared or may attack each other. Ambidextrous - Passive Increases the damage done when using two weapons.
Training this skill to level 5 allows the rogue to use a main hand weapon in each hand. Assassinate - Active A very powerful dual weapon attack, inflicting a great deal of damage, based on the equipped weapon s , with a chance to slow. Acid Darts - Active Throw a flurry of poisonous darts that deal damage over time to all affected targets. He can summon a magnetic field for protection or to repulse enemies. Fireball - Active A projectile that explodes and deals magic damage to all nearby enemies.
Freezing Ray - Active A ray of cold water energy that slows and deals damage to all enemies it touches. The ray can be maintained.
Alchemy - Passive Increases the amount of gold received when transmuting items as well as increasing the amount of potions you can carry. Shock - Active An all around magic attack that deals damage to all nearby enemies and reduces their armor for 5 seconds.
Magnetic Shield - Passive A magic shield that increases your armor with a chance to stun enemies attacking you. Freezing Aura - Active An aura which slows and deals magical damage to any enemies approaching you. Stone Escape - Active Summons a stone statue that takes your place as you sneak away. The stone statue explodes and damages nearby enemies.
Hex Shield - Passive A magic cursing aura with a chance to either scare, slow or push back enemies attacking you. Stone Grip - Active Summons stone hands to punch enemies trying to move nearby. Hold the button assigned to this skill to target. Chain Lightning - Active Invoke a bouncing lightning bolt that affects up to 5 targets.
Armor of affected targets is reduced. The location this time is the Swamp of Sorrows, which hasn't changed a whole lot since back in the day, at least until you help Medivh open it up and Orcs start pouring through it.
This instance is also named after what happened here, "Opening the Dark Portal" which took place before the timeline of Warcraft 1 , making it the oldest event in the Caverns of Time, and what made all of those RTS and MMO games possible.
This is the third wing of Hellfire Citadel and none other than Kargath Bladefist is the final boss. You can complete a quest to acquire his hand from your faction's leader in the zone. By now, you forget how ugly Hellfire Penninsula was, and you feel better about going back, especially since this "gauntlet" like dungeon presents a unique challenge. Bring some AoE to clear the mobs. This isn't the first time you've been to Hellfire Citadel, but this is one of the first level 70 instances that most players will explore.
It's the last regular dungeon in the Citadel and the first endgame instance that most players experience. Return to Tempest Keep and step into one of the most beautiful greenhouses in Azeroth. The Naaru used this wing of their spaceship to cultivate and experiment on the otherwordly plants they found and many of them are still here, with the Blood Elves continuing the work that they started.
There's a quest chain here that's specifically for Alchemists, "Master of Potions. Fight through the highest level dungeon in Auchindoun, The Shadow Labyrinth, to confront the infamous boss Murmur and his equally notorious loot table. Casters are after a one-handed sword that he drops, The Greatsword of Horrid Dreams, among other things. A dark and shadowy cult was responsible for releasing the Essence of Sound on the world, and players will also face their minions as they progress through the instance.
Back to Coilfang Resovoir, to the most difficult instance hidden in the murky depths of Serpent Lake. As the name suggests, this is a journey to the mechanical heart of the Naga's base in Zangamarsh, and that's who you fight as you move through the instance. The lore here extends past the journey to Outland. The antagonist of this underwater ballet, Lady Vashj, is also one of the former Queen Ashzra's lieutenants, and at this point in the game, the lore was unclear as to exactly what had happened to her.
The story of the Steamvault fills in a few missing pieces. Welcome to the final step in your endgame progression before moving on to raids. This is one of the most difficult dungeons in TBC. It's not a coincidence the name recalls a famous prison from real life. This last wing of Tempest Keep was a prison for the most dangerous and gruesome creatures that the Naaru came across during their travels and you get to destroy them.
Share Share Tweet Email. After securing victories against the Dark Irons, General Drakkisath's forces are positioned to drive the dwarves out of Blackrock Mountain once and for all. Drakkisath is flanked by his two Chromatic Elite Guards. The party's best chance of success is to engage the guards first, eliminating them while Drakkisath is lured away, or " kited ".
To this end, a hunter or any other class that can lose aggro suddenly, such as a rogue with [ Vanish ] or a frost mage with [ Ice Block ] can be used to gain Drakkisath's notice and drag him across the bridge back to the Beast's lair or Rend's room. Generally speaking, by the time the hunter has done this the General's guards will be dead. The hunter can then [ Feign Death ] or perish and when the General returns, it's best to have two tanking classes engage him.
Drakkisath's Conflagration attack will cause the victim to become confused and run about in circles all the while dealing AoE damage to nearby party members. This last 6 seconds and deals roughly 3, damage to the target. While this effect is in place, the General will turn on the next player highest on his hate list. If two tanks are utilized, there is less of a chance that the General will chase after a priest or mage, or similar class who will fold under his attack.
Once the conflagration effect wears off the main tank, they can go back to work gaining aggro and trying to attain second place on the General's hate list as he most likely will conflagrate the second tank.
The tanks can trade off aggro in this fashion while the rest of the party whittles the General down. Because of the AoE effect of the Conflagration attack and the General's breath weapon, it's important for the tank to turn the General away from the rest of the party and to maintain some distance from them as well.
A hunter can kite Drakkisath by enabling [ Aspect of the Cheetah ] and pulling him with [ Distracting Shot ]. Another distracting shot may be fired once the hunter reaches the end of the bridge.
It will take a second for Drakkisath to come into range, so the hunter should wait and spam distracting shot until Drakkisath is in range. Afterwards, the hunter should run all the way to Rend's room and feign death once Drakkisath catches up. The hunter can then follow Drakkisath back to the group. By then, both guards should be dead and the group can kill Drakkisath. Note: There are other ways and other places to kite Drakkisath, but Rend's room seems a good place.
The Beast's room has fire, which will daze the hunter if Aspect of the Cheetah is left on. Should the party feel confident in the number of tanking classes and healers they have at their disposal, they can simply attack all three simultaneously. Killing the guards first as they are easily downed, and then focusing on Drakkisath.
If you are attempting to complete the quest of attunement to Blackwing Lair , you must touch the orb located behind General Drakkisath. He does not have to be dead, but this requires several seconds of uninterrupted cast time. Drakkisath in the Monster Guide.