Recommended Level:
64-66
Time Required>:
90-120 minutes
Location:
Auchindoun, The Large
Crater to the South of Shadrath City
Read Strategy:
Reader Comments and Strategies
Related Quests:
| Quest |
Get it at |
Sharable? |
Available To |
| [66]
Safety's Job is Done |
\
Artificer Morphalis (Entrance
to Mana-Tombs) |
No |
Level 64+ |
| [66]
Undercutting the Competition |
Nexus Prince Haramade (Entrance
to Mana-Tombs) |
No |
Level 64+ |
| [65]
Someone's Else's Hard Work Pays Off |
After completing 'Safet's
Job is Done' |
No |
Level 64+ |
About the Instance:
The Mana Tombs is the first wing of Auchindoun available to the player. It is
another significant jump in difficulty from underbog and will require careful
planning. This is one instance where no one can let loose their guard.
Featuring mobs that aggro wipe, Casters that polymorph tanks, and Sorcerers that must be struck down within the first 10 seconds, Mana Tombs forces players to think outside and shrow over the traditional tank and spank amost completely. Casters may now need to tank, while mages must disregard aggro to prevent the summoing of deadly arcane elementals... and all the while, tanks must contend with mobs that aggro wipe and charge at casters with utmost tenacity. In fact, some PvP skill may actually help in these fights, as casters
find themselves attempting to burn and counterspell the super abilities of
caster mobs, while staying alive from their barrage of spells.
Party Makeup:
Crowd Control and Anti-caster abilities are essential for this instance. One
primary CC Class is required (Mage, Warlock), and a secondary CC class is highly
recommended (Mage, Warlock, Second Priest, Hunter, Rogue). In comparison to
other instances, tanking is not nearly as important, and an off-tank is not
required. A secondary healer is helpful in boss fights, but should also be able
to contribute to DPS when demanded (Shadowpriest). Finally, anti-caster
abilities is a must (Silencing Shot Hunters, Mage, Warlock or Shaman). Due to
the nature of many fights, classes that can fulfil multiple rolls are favoured.
A Priest or a Paladin is essential for their shadow resist buff.
Useful Equipment:
Shadow resist items will make the first boss a lot easier, in fact, show resist
items will be essential for players at the lower end of spectrum (63-64) that do
not have a perfectly well formed party. Cheaper Level 61-63 Shadow resist items
can be generally found for several gold at the Auction house... buy them!
Having 150 Shadow Resist buffed, especially for the tank, is going to make that
first boss so much easier!
Finding Your Way
to the Instance:
Mana Tombs is located on the Northern side of the meeting stone at Auchindoun.
Mana Tomb Layout:
The Mana Tombs is essentially linear, with 3 bosses disperse along the way. Once
players reach the end, they are charged with an escort quest that forces them to
fight mobs on the way back.
Quest Quick Guide:
Both quests for Mana
Tombs begin at its entrance. You can't miss the explanation marks.
Undercutting the Competition
This quest is basically for
the final boss of the instance. No additional actions required.
Safety's Job is Done
Simply continue along the path
indicated till you reach the teleportation chamber, and activate the
floating box. You'll kill on you need on the way there.
Someone Else's Hard Work Pays off
Once you've complete Safet's
Job is done, you need to escort the head engineer back to the entrance
instance. He'll stop in multiple places along the way, whereby you'll need
to protection him from ethereal raids. If you intend to do this quest, make
sure that all mobs in the instance are cleared, you it'll be big trouble!
Killing the Ethereals:
Throughout the entire instance,
you will be contending with groups of ethereal, in groups of 2s, 3s, and
eventually 4s. These will not be the typical tank and spank trash mobs that
you'll be used to. Due to the nature of the casters, who need to be killed
within the first 10 seconds or so, crowd control is essentially. Ideally, you do
not want more than one caster to be active any time, which means taking at least
two mobs out of action.
Ethereal Raiders:
The easiest of the non-stand mobs, who feature a 10 second
charge with aggro wipe. A tank will not be able to tank more than 2 of these
effectively.
Ethereal Sorcerers:
If Sorcerers are not killed within 10 seconds, they will
summon two arcane elementals that will AOE that part for about 1.5k damage. It
is essential they go down fast. Don't bother tanking them, just burn them while
the tank holds out raiders.
Ethereal Priests:
Tough to kill, with heals, holy shields and holy nova. The
best way to deal with them is to keep them CCed till everyone else is dead.
Ethereal Darkcasters:
Very dangerous is left alone. They have a 1.5s cast AOE
2000 damage mana burn on a 35 yard radius. They should be killed straight after
sorceress. Make sure a ranged counterspell class (Mage, Shaman, Hunter) is able
to disrupt their AOE spell... or you will pay dearly.
Ethereal Thurmagists:
Appears near the end of the run, they're basically trigger
happy fire mages with fire nova on a very low cooldown. Oh, they also polymorph
whoever top on their aggro list. Fighting more than two of these at may spell
disaster.
Out of the above, the only mobs
that should be tanked are raiders and priests. The rest should simple be burned
down without regard for aggro. A standard fight will involve CCing the Priest,
and Raider, focusing on the Sorcerer or Darkcaster, while the tank taunts the
remaining melee. Battles are hectic, and due to the requirement to destroy
casters within 10 seconds, standard tank and spank will end in failure. In addition to the above, you'll face Nexus
Terrors, but they can be soloed pulled, and provided you pull them back to
account for their AOE fear, should be of little challenge.
Killing the Ethereals:
Throughout the entire instance,
you will be contending with groups of ethereal, in groups of 2s, 3s, and
eventually 4s. These will not be the typical tank and spank trash mobs that
you'll be used to. Due to the nature of the casters, who need to be killed
within the first 10 seconds or so, crowd control is essentially. Ideally, you do
not want more than one caster to be active any time, which means taking at least
two mobs out of action.
Ethereal Raiders:
The easiest of the non-stand mobs, who feature a 10 second
charge with aggro wipe. A tank will not be able to tank more than 2 of these
effectively.
Ethereal Sorcerers:
If Sorcerers are not killed within 10 seconds, they will
summon two arcane elementals that will AOE that part for about 1.5k damage. It
is essential they go down fast. Don't bother tanking them, just burn them while
the tank holds out raiders.
Ethereal Priests:
Tough to kill, with heals, holy shields and holy nova. The
best way to deal with them is to keep them CCed till everyone else is dead.
Ethereal Darkcasters:
Very dangerous is left alone. They have a 1.5s cast AOE
2000 damage mana burn on a 35 yard radius. They should be killed straight after
sorceress. Make sure a ranged counterspell class (Mage, Shaman, Hunter) is able
to disrupt their AOE spell... or you will pay dearly.
Ethereal Spellbinders:
If Spellbinders are not killed within 10 seconds, they
will summon are a spellbinder wraith capable of counter spell and silence. Like
sorcerers, they must be destroyed immediately.
Ethereal Thurmagists:
Appears near the end of the run, they're basically trigger
happy fire mages with fire nova on a very low cooldown. Oh, they also polymorph
whoever top on their aggro list. Fighting more than two of these at may spell
disaster.
Out of the above, the only mobs
that should be tanked are raiders and priests (The latter of which should be
CCed for most of the fight). The rest should must burned
down without regard for aggro. It's okay if your mage of warlock tanks a
darkcaster or sorcerer... its that imperative that they die quickly.
In addition to the above, you'll face Nexus
Terrors, but they can be soloed pulled, and provided you pull them back to
account for their AOE fear, should be of little challenge.
Pandomonius:
Pandomonius is situated around
15 minutes into the instance, after a few reasonable simple raider, sorcerer
pulls. This boss is tricky, and may prove fatal to less organised groups. He's
abilities are:
Shadow Attack:
Pandomonius does entirely
shadow damage, which ignores armour completely.
Void Blast:
Deals 2500 shadow damage to
everyone within 35 yards, knock them all back, and wipes aggro. Unless he is
engaged by the tank quickly, he'll go straight after the healer.
Shadow Shield:
Every 10 seconds or so, Pandomonius will activate shadow shield for 10 seconds.
During shadow shield, Pandomonius reflects all damage, melee, missile and spell.
Do not attack him.
Due to shadow shield,
Pandomonius is an endurance fight. There is no way to DPS him down fast, so
healers will need to conserve their mana. DPS classes should use bandages
whenever shadow shield is activated. To avoid Pandomonius destroying the healer
after a void blast, the tank must tank this boss next to a wall. That way, he is
ready to taunt the boss back after each knock back.
Due to the nature shadow damage,
non-traditional tanking classes may be used. In fact, Warlocks, have shown to
be very capable tanks. In fact, a properly controlled Warlock (of either
Afflication or Demonology) is the best tank for this boss. Not only the Warlock
DOTs help maintain aggro on the Warlock even when he cannot attack Pandomonius,
but the Warlock doesn't even have to worry about the knock back effect since all
spells are ranged. Just make sure to keep that pet on passive, so doesn't kill
himself on the shield. And yes, but Warlock tanking, we mean tanking with the
warlock not his pet. Though bringing out a fel guard and the associated extra
magic resist is amazing.
Regardless, make sure to use all
shadow resistance buffs, and drink shadow protection potions if required. The
boss as high burst damage, and it is essential that the tank has more than 7k hp
after buffs. If not, switch damage mitigation gear (block, parry, defence), for
stamina gear, or use a Warlock with soul link.
Creepjacker
Binds when picked up
Main HandFist Weapon
106 - 197 DamageSpeed 2.60
(58.3 damage per second)
+13 Stamina
Requires Level 64
Equip:
Increases attack power by 28.
Equip: Improves
critical strike rating by 13.
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Source
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Boots of the Outlander
Binds when picked up
FeetMail
381 Armor
+22 Agility
+21 Stamina
+15 Intellect
Requires Level 64
Equip:
Increases attack power by 44.
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To Kill Tavrock:
Continue through Mana Tombs
towards Tavorock, as you make trickier ethereal pools. Refer above to how to
deal with these. The one other encounter worth note is groups of Mana Leeches.
While non-elite and weak when alive, each Mana Leech explodes for a 1500 damage
mana drain upon death. AOEing these will result in five leeches dying in unison,
which is very likely to wipe the party. Kill them one at a time, far away from
party members.
Tavrok himself is a pushover
compared to the first boss. He has these abilities:
Earthquake:
Stuns
the entire party for 3s. .tic
Crystal Prison:
A random party member loses 10% of
their hp per second for 5 seconds.
As long as the healer watches
for crystal poison, this fight is standard tank and spank. Mages can blink out
of earthquake to maintain DPS.
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Shaarde the Greater
Binds when picked up
Two-HandTwo-Hand Sword
205 - 309 DamageSpeed 3.40
(75.6 damage per second)
+34 Strength
+33 Stamina
Requires Level 64
Equip: Improves
critical strike rating by 29.
|
Scimitar of the
Nexus-Stalkers
Binds when picked up
One-HandSword
61 - 114 DamageSpeed 1.50
(58.3 damage per second)
+14 Agility
+16 Stamina
Requires Level 64
Equip: Improves hit
rating by 12.
|
Killing Shaffer:
Further ethereal pulls will
introduce spellbinders, remembers to kill them quickly. When you reach the
teleportation chamber, clear it and activate the hovering cube on the right side
of the room. This will portal in friendly ethereals and activate the escort
quest. I recommend, however to continue on and kill the boss first.
Only half a dozen pulls till
Shaffer, and Thurmagist will come into play. The toughest pull would be a group
of 4 Thurmagists in Shaffer's thrown room. If you do not have CC, all but one of
your party members will be sheeped, and you'll be prompted destroyed. Make sure
to CC at least one, but try for 2. Pull these mobs far enough back so that you
may use less reliable methods, such as AOE fears, and Warlock fear spam. Tanking
these guys is futile, since the tank will automatically be polymorphed. Use
Earthbind, Hamstring, etc, in combination with fear to disable and burn them
down.
Shaffer is a mage through and
through. He's physical attack is pathetic enough to be tanked by a Shaman, but
he featured a wide range of very nasty spells.
Fireball:
~1500 damage on random target.
Frostbolt:
~1200
damage on random target
Frost Nova:
~500 damage AOE freeze.
Flame Strike:
~1000 damage AOE burn.
Arcane Missile:
~500 per botl arcane missile.
Phase: Phases
behind tank, like a mini blink you can track.
Summon Ethereal Beacons:
Summons Ethereal Becomes with ~4500
hp. After 8 seconds, a Ethereal Caster steps out of the beacon, and fires frost
bolts, arcane missiles and fireballs at you.
The beginning of this fight is
crucial, as Shaffer starts with 3 such beacons. If any of them hatches, you're
in trouble. Begin the pull by having your casters use their high damage spells
on one of the beacons (Pyroblast etc). Kill the other 2 quickly, using Arcane
Power etc if you must. Meanwhile, the tank should charge Shaffer at second the
first bolt lands. The rest of the fight involves the tank and the healer
occupying Shaffer. All DPS must switch to ethereal beacons the second they are
summoned, and Shaffer only when there is no beacons.
Due to the large amount of elemental damage, paladins should switch to an
elemental protection aura. Fire and frost protection poitions are useful, but do
not sacrifice protection items for damage. You need all the DPS you can.
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Longstrider's Loop
Binds when picked up
Finger Miscellaneous
+16 Agility
+15 Stamina
Requires Level 64
Equip:
Increases attack power by 32.
Equip: Improves hit
rating by 11.
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Ethereal Warp-Bow
Binds when picked up
BowBow
120 - 181 DamageSpeed 2.70
(55.7 damage per second)
+13 Stamina
Requires Level 64
Equip: Improves
critical strike rating by 14.
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Shamblehide Chestguard
Binds when picked up
ChestMail
539 Armor
+16 Stamina
+19 Intellect
Yellow
Socket
Blue
Socket
Red
Socket
Socket Bonus: +4 Agility
Requires Level 63
Equip:
Increases attack power by 44.
Equip: Improves
critical strike rating by 21.
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The Escort Quest:
Return to the teleportation
chamber, and you're ready to activate the escort quest. Before doing this, make
sure the entire instance is clear. As the Cryo-Engineer retraces your steps
towards the entrance, he will be engaged at multiple points by 4-5 ethereal,
mostly of the Thurmagist variety. Players will need to be awake and CC them as
fast as possible. Chain fearing, intimidating shout and pychic scream are your
staple spells.
When the cryo-engineer reaches
entrance, he will be engaged by a reasonably easy rogue nexus prince, who has
the power of Shaffer without the summons. Moreover, you'll have the help of the
Cryo-Engineer.