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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.
 
Faith Bearer's Gauntlets
Binds when picked up
HandsPlate
619 Armor
+18 Strength
+18 Stamina
+19 Intellect
red  Red Socket
blue  Blue Socket
Socket Bonus: +3 Hit Rating
Requires Level 64
Equip: Increases damage and healing done by magical spells and effects by up to 14. 
Equip: Restores 3 mana per 5 sec. 
 

 

Idol of the Claw
Binds when picked up
Unique
RelicIdol
Requires Level 64
Equip: 20% chance per combo point to heal yourself for 90 to 110 each time you land a finishing move. 
 
Source
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. 
 

 

Shield of the Void
Binds when picked up
Off Hand (Shield)Shield
3234 Armor
68 Block
+24 Stamina
Requires Level 64
Equip: Increases the block value of your shield by 24. 
Equip: Increases defense rating by 16.
 

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.

 

Cloak of Revival
Binds when picked up
BackCloth
66 Armor
+15 Stamina
+16 Intellect
Requires Level 64
Equip: Restores 4 mana per 5 sec. 
Equip: Increases healing done by spells and effects by up to 35. 
Staff of Polarities
Binds when picked up
Two-HandStaff
92 - 156 DamageSpeed 2.10
(59.0 damage per second)
+34 Stamina
+33 Intellect
Requires Level 64
Equip: Increases damage and healing done by magical spells and effects by up to 67. 
Equip: Improves spell hit rating by 28.
 
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.

Sigil of Shaffar
Binds when picked up
NeckMiscellaneous
+18 Stamina
+16 Intellect
Requires Level 64
Equip: Increases damage and healing done by magical spells and effects by up to 21. 
 
Longstrider's Loop
Binds when picked up
FingerMiscellaneous
+16 Agility
+15 Stamina
Requires Level 64
Equip: Increases attack power by 32. 
Equip: Improves hit rating by 11.
 
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.
 
Ethereal Boots of the Skystrider
Binds when picked up
FeetCloth
91 Armor
+19 Stamina
+19 Intellect
+12 Spirit
Requires Level 64
Equip: Increases damage and healing done by magical spells and effects by up to 26. 
Equip: Improves spell critical strike rating by 17.
 
Shamblehide Chestguard
Binds when picked up
ChestMail
539 Armor
+16 Stamina
+19 Intellect
yellow  Yellow Socket
blue  Blue Socket
red  Red Socket
Socket Bonus: +4 Agility
Requires Level 63
Equip: Increases attack power by 44. 
Equip: Improves critical strike rating by 21.

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. 

 






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