You Must Wait Seconds Before Speaking Again Wow
- For non-quest related information for the zone, see Old Hillsbrad Foothills.
The Escape from Durnholde Go on | ||||||||||||
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CoT: Durnholde, Thrall, CoT 1, Quondam Hillsbrad, Durn, OH, DH | ||||||||||||
Escape from Durnholde Go along loading screen | ||||||||||||
Location | Caverns of Time, Tanaris | |||||||||||
Race(s) | Human Orc Infinite dragonflight | |||||||||||
End dominate | Epoch Hunter | |||||||||||
Instance info | ||||||||||||
Type | Dungeon | |||||||||||
Brash level | 64 - eighty (Normal) 70 (Heroic) | |||||||||||
Minimum level | 63 | |||||||||||
Player limit | 5 | |||||||||||
Primal | Heroic Mode: [Key of Fourth dimension] | |||||||||||
Associated faction | Keepers of Time | |||||||||||
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Caverns of Fourth dimension | ||
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Escape from Durnholde Keep, aka The Escape from Durnholde Proceed or just The Escape from Durnholde, is the first instance within the Caverns of Time. This zone sends players dorsum seven years in time to the Former Hillsbrad Foothills to preserve the flow of time. In the original timeline, Taretha Foxton set off a diversion that immune the young Thrall to escape Durnholde and showtime his journey. Meddling agents of the mysterious infinite dragonflight, nevertheless, take kidnapped Taretha. Since she is unable to create a diversion, the bronze dragonflight asks players to do it themselves.
In order to be able to access this first instance in the Caverns of Time, the thespian must be level 66 and consummate the quest [xv-30] To The Master'southward Lair from Steward of Time, and then the other quest [15-30] The Caverns of Fourth dimension from Andormu. [15-30] The Caverns of Time is a quest where you should follow a time steward around the cave for about ten minutes and listen to his story. Information technology might be difficult to do on a PvP realm, depending on brotherhood/horde activeness in the cave. It is time-consuming, all the same, so ensure that you do information technology before the remainder of your party arrives, so equally non to make them wait!
Contents
- 1 Background
- i.1 Dungeon Journal
- 2 Dungeon Denizens
- 2.1 Encounters
- 3 Loot
- 4 Achievements
- v Quests
- 6 Diversion
- 7 Escort
- 7.1 Escort Phase One
- 7.2 Escort Phase Two
- 7.3 Escort Phase Three
- 7.four Stealth Tactics
- 7.five Patch 2.4
- seven.half-dozen Heroic Fashion Walkthrough
- 7.6.1 Inbound Durnholde
- vii.6.2 The start boss : Lieutenant Drake
- vii.6.3 Saving Thrall
- 7.half-dozen.4 Second Boss : Captain Skarloc
- 7.6.5 Final dominate : The Epoch Hunter
- 8 Reputation Gains
- 9 Notes
- ten Videos
- 11 Patch changes
- 12 External links
Background
Dungeon Periodical
Deep inside the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the fragile balance of time is upheld.
Dungeon Citizenry
Encounters
Notation: Only mobs unique to the instance are listed hither.
Bosses | Monsters | NPCs |
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Loot
See Escape from Durnholde Keep loot.
Achievements
Quests
Diversion
Players are asked to set incendiary devices in the diverse buildings of the Durnholde Internment Military camp. The Durnholde Internment Military camp has five buildings. Each building has 4 guards (usually two melee, 1 hunter, and one Warden (Priest)). When pulling this area, be sure to go along an eye out for patrols. Information technology is too possible to skip fighting many of the mobs, as well every bit the first mini-boss, if you have a Rogue or Druid (see "Stealth Tactics" below). In one case all the explosives are set, Lieutenant Drake spawns at the top of the stairs leading to the lower expanse and slowly walks to the back. Fighting him is not required, although it is not a terribly long or hard fight. When the buildings catch fire, whatever mobs that you did not impale will run out into the courtyards and stand at that place—you volition probably take to fight through them to get back to the go along unless your whole party can stealth, or you selectively kill some of them first.
Escort
To go on, the party must and so free Thrall from his cell in the basement of the go along and escort him out (Thrall agrees to come because you tell him y'all are friends of Taretha and have come up in her stead). The escort is broken into three phases. First, y'all must fight your manner out of the castle proceed itself and dorsum to the gates of Durnholde, where you lot volition confront Captain Skarloc. 2d, you must search through Tarren Mill (fighting a number of town guards) to search for Taretha. Finally, you must face off against the Epoch Hunter and his minions to free Taretha and restore the timeline.
If you wipe during the first portion of the escort (prior to or while fighting Captain Skarloc), Thrall will reappear in the basement of the keep. If y'all wipe later on defeating Skarloc and proceeding to Tarren Mill (merely before reaching the Epoch Hunter fight), Thrall will be standing backside the barn (where yous speak with him to start the outcome in and around Tarren Mill). Once yous have cleared Tarren Mill upward to the point where you lot can speak with Taretha to first the fight with the Epoch Hunter, Thrall will respawn in the Inn (standing adjacent to Taretha).
During the escort, when you lot are in the Inn, if you lot expect besides long before talking to Thrall or Taretha, she disappears and you take to restart the quest from the beginning.
Escort Phase One
The offset part is possibly the most difficult part of the whole case—Thrall runs chop-chop from one fight to some other, with essentially no rest in between (although he does heal back to 100% later on each fight). Each group in the first section contains iv elites; the groups are semi-random, but e'er seem to contain a Mage, and about 50% of them incorporate a Warden, which are exceedingly unsafe (they heal, dispel, and AoE fear). This stretch tin be difficult if you do not have substantial in-combat CC.
If you lot want to make your life a piffling easier, go ahead and clear any mobs in Durnholde Go along and in Tarren Factory before speaking to Thrall so that you will not accept to deal with them later as adds or while Thrall is running around with no regard to mana or health. The ones immediately to the left and right as you lot enter the keep (including the patrols) should definitely exist eliminated, as yous can easily be feared into them (or take a fleeing mob run into them), which at that point volition almost certainly cause a wipe.
Be sure to have your healers acme upwards on mana after each fight (you will drop out of combat after the last mob of each group dies). Thrall tin survive on his ain briefly—he is a 67 aristocracy and can take quite a scrap of punishment (as long as yous don't leave all four enemies on him!) Thrall tin can be healed as normal, but cannot exist Ability Word: Shielded or have a [Prayer of Mending] placed on him (since he is non in your group). He is quite resilient, and heals back to 100% between each fight. If you drag the terminal mob away from where the fight started, you will take a few extra seconds, since Thrall volition run all the way dorsum to where the previous fight began before moving on. You can as well let him crush on the last mob while group members bandage and/or wait for cooldowns.
After clearing the walls of Durnholde, Thrall and the party will encounter Captain Skarloc and two bodyguards. Yous have 15–xx seconds from the stop of the last fight until Skarloc rides up, and so there is a short conversation before he actually aggroes. Skarloc is a fairly straightforward fight; he is a Paladin with two adds (ordinarily ane melee and one Warden, which can heal and dispel; Skarloc will heal himself and the adds, and will use Hammer of Justice frequently on the tank). The adds should exist burned down, then you can beat down Skarloc (see his folio for more details). Once Skarloc is killed, Thrall will wait for y'all to speak with him to brainstorm the 2d phase of the escort. When you lot talk to him, he will get on Skarloc's mount (a +60% one, thankfully) and brainstorm riding to Tarren Mill. You may see another group or two of guards on the road, which will aggro on Thrall and must be fought. In one case yous arrive on the outskirts of boondocks, Thrall will ditch the mountain and expect for you to speak with him again.
Escort Phase Ii
When you speak to him, he will atomic number 82 you to several buildings (first the barn, then the church) -- a group of elites will spawn outside each edifice and attack you. In that location is a slightly unlike mix of mobs than the first gauntlet—in item, watch out for the Protectors, which are healing/cleansing Paladins. Thrall will and then run upwardly into the Inn; there is another group of elites on the upper flooring. In one case you defeat them, Thrall volition run side by side to Taretha (who is in the back room on the upper floor). Speaking to Taretha will then start the final upshot. (Alert: waiting as well long results in Taretha despawning and the quest breaking. Do not wait much more than 5 minutes before starting the adjacent function of the escort chain.)
Escort Phase Three
Once you talk to Taretha, the Epoch Hunter--a Drake of the Infinite Dragonflight himself—will announce his presence and tell Thrall that Taretha's life hangs in the balance. Naturally, Thrall asks if the party will accompany him in this terminal battle, though you really don't have a selection.
The Epoch Hunter will fly overhead doing nil for the first phase of this event. He volition spawn three waves of Infinite Dragonkin, which are somewhat spell-resistant and have diverse abilities similar Shadowbolt. Since they are Dragonkin, Druid's Hide spell is very helpful here. The waves are on a timer, so you must kill them fast (the next wave will also spawn about x seconds after finishing one; Thrall volition reset back in the eye of the road where he began the fight). Stand behind him (being on the other side of the petty corner argue between the Inn and Church is a good reference); the mobs frequently aggro whoever is closest to them when they spawn—and Thrall can survive their assault longer than you lot tin. The all-time tactic during this phase is to burn the Defiler in each wave down ASAP and let Thrall tank all the others, then pull the melee mobs off him one at a time. Thrall heals dorsum to 100% later each wave, though he may require some healing from fourth dimension to time. Alternatively, if your tank is a pally, you lot can simply let him multi-tank all the Dragonkins. This mode you do not need to risk Thrall's life in the fight.
Once all three waves are downwards, the Epoch Hunter himself volition land. He, like most Dragonkin, has a frontal jiff attack (in this case, cabalistic impairment) that reduces movement speed and attack speed significantly, then proceed him faced abroad from the raid. He besides volition occasionally knock anybody abroad from him (not sure if this drops aggro as well), and volition sporadically dispel any magic-based buffs or HoTs. He can also place an undispellable DoT on one person that ticks for 750 (though not for very many ticks). It is a adequately straightforward fight; he doesn't deal huge amounts of damage, and other than the knockbacks and breath attack it's a directly tank-and-spank.
Once you've killed the Epoch Hunter, Erozion will remove the retention of your interference from Thrall and Taretha. Though Taretha's pitiful fate is unavoidable, Thrall goes off to meet his destiny—and the flow of fourth dimension is preserved. Be sure to speak with Erozion to finish the quest and get the next one in the chain; however y'all can simply plough it back in if y'all leave the case without talking to him, although he may not be in his position at the start of the example if you go dorsum in direct abroad. Erozion will likewise teleport you lot back to the Caverns of Time if you speak with him over again later on turning in the quest and accepting the next one.
Completing this quest will allow the histrion to enter the 2d example in the Caverns of Fourth dimension, which is set prior to the events of Warcraft I in the Black Morass: The Opening of the Dark Portal, featuring the Guardian, Medivh.
Annotation about Druid Crowd Control: In addition to hibernate working, y'all can too root the dragonkin as you lot are considered outside. A single druid can basically CC both melee dragonkins and exit the caster to her quick death at the easily of your DPS crew.
Stealth Tactics
If y'all have a Rogue in the party (and they know what they are doing), information technology is possible to bypass most of the encounters that occur before freeing Thrall. To do this, your rogue must stealth into the buildings and set the bombs! This volition crusade two things to occur: The patrols will despawn (a lifesaver in Heroic), and Lieutenant Drake volition emerge. At this point your political party has ii options. Y'all can clear the area at the lesser of the stairs and take Drake as normal, or, since you lot accept already fulfilled the "mission" (which is just setting the bombs as a distraction) the political party tin now continue on to Thrall and never take on Drake at all!!
Nonetheless, the rest of the party might not get quest credit for this if they are as well far away from the buildings.
Patch 2.4
Starting in Patch 2.4, Durnholde Lookouts no longer spawn in the Heroic version of the instance. The placement of creatures around Durnholde Go along in Heroic mode is now identical to that of Normal mode.
Heroic Mode Walkthrough
Entering Durnholde
You enter the instance and articulate the smaller groups up till over the bridge. Thus far, everything should be adequately easy. While you stand on this side, walk along the sides of the big prison pit to spot the patrolling Lookouts and requite them marks, then you know where they are at whatever given time. These patrols are extremely difficult: they have a very large aggro range, and upon aggro will summon ii additional mobs, both of which run very fast and hit extremely hard, non to mention being immune to most types of CC. At that place are v of them in all that you need to worry about: two patrolling the walls around the prison house pit, two inside the prison pit, and one patrolling the right side of the pit, with a route that will take it virtually the stairs into the pit (making the top of the stairs dangerous).
At this point, you must determine whether your party will try to kill the groups in the buildings, or ninja them. In both cases, your major concern will exist fugitive the patrols.
The ninja strategy substantially requires one political party member or group of political party members pulling the mobs while some other drops downwardly and sets the firebombs. The person setting the bombs may want to simply remove their armor: if the mobs come dorsum also soon, they volition nearly likely die almost instantly. For the puller, a hunter using optics of the beast with a beast that can dash and so feign expiry is ideal. Look some deaths with this strategy: the bomber is likely to get trapped, and the puller to get ganked: as long as you leave your resurrecting character outside the walls of the castle and away from gainsay, they can simply res members that have died in open spots.
The killing method is more than straightforward, but frequently quite barbarous unless you accept plenty CC: remove the mobs from each building and set the bombs, working your manner through the groups while fugitive the pats.
Once you cleared all the buildings, you lot are costless to run in and ready fire to the houses. The best way to do this is leaving i building shut to the wooden ramp to trigger as last, then you can gear up up for the boss fight. Once you set fire to all the buildings, the patrols will despawn.
The start boss : Lieutenant Drake
Drake hits extremely hard: he has a mortal strike that can do upwards of 7k on a tank, and a hamstring that tin practise upwards to 4k in improver to his regular attacks, whirlwind, and fear. Fearfulness temporarily lowers tank threat and boss goes for casters and healers.
If y'all can afford dual tanking him (have ii warriors, or have a feral druid, or protection paladin), keeping boss busy and away from group is a joke, and you tin can skip the rest of this strategy and proceed to looting. Else read on.
If you've killed all the mobs, then position the party on Elevation of the ramp, while you stand beneath the ramp tanking. Avoid his cyclone and be set to counter overaggro. When he fears the tank he will reset his aggro and move to a random person on top of the ramp. When Drake reaches the acme of the ramp, the one beingness targeted jumps down earlier getting striking and the tank can then take over with Taunt and if that fails, Mocking Blow, or fifty-fifty Challenging Shout.
If you lot haven't killed the mobs, simply pull Drake behind i of the called-for buildings when he is away from them on his patrol dorsum and forth.
Saving Thrall
Getting to Thrall is non every bit hard. The called-for houses despawned the patrols, and so the patrol that normally walks in the arsenal no longer walks at that place.
After talking to Thrall, immediately run to the entrance of the Armory. Sheep, fearfulness, trap the first group equally soon as they spawn and tank the mob(s) that are left. Thrall will regularly hit a random sheep. If this is a bad target ( example : The Warden, which dispels sheep ), quickly get a different target and keep resheeping the i Thrall is striking. After a couple resheeps, Thrall will hit the 1 that's non sheeped.
Thrall tin can accept quite a few hits, and volition allegedly heal himself to 100% betwixt fights.
This is a mana-boxing. Let Thrall stitch front end from now on, let your healer potable while other players CC the mobs. The ane Thrall is hitting start is your chief target, to avert Thrall breaking sheeps.
When yous survive this short gauntlet, the second dominate volition come forward.
Second Boss : Captain Skarloc
Helm Skarloc comes with 2 adds which take the power to heal themselves and others. His adds hit for around ~800 on leather (and can exist very well exist "rogue tanked" if the demand arises).
The dominate himself hits extremely hard (around 3000 on a well-equipped tank every 2 seconds), and too has a stun (which makes it hard for the tank to build up aggro and volition also render the tank unable to dodge, parry or block). In improver, he has a 750 per second Consecrate which can and should be moved out of. Skarloc can also heal himself and the adds and will start doing so when a mob reaches 50% wellness. He can be interrupted.
It is recommended that Thrall tanks the boss while the group takes both adds out of sight and kills them one past one. By the time the adds are dead Thrall should accept enough threat build up to last for quite a bit, although information technology is likely that a DPSer volition pull aggro around 20% health.
Alternatively, information technology is likewise possible to CC both adds, making absolutely certain that Skarloc himself never gets into sight.
Grabbing the beast past its throat
Thrall adjacent rides behind you lot on his 60% mount. Prepare for the adjacent series of events.
Once anybody is ready, trigger the outcome and run into the barn. Have the tank position at the hallway into the befouled, where the mobs spawn. Sheep the Protector as fast as possible. This mob heals and dispels sheeps.
The adjacent spawns are repeating this and are like shooting fish in a barrel once you effigy it out.
When y'all are ready, the entire party runs to the archway of the Church building. A series of 2 groups with 3 mobs will spawn and the last group has 4 mobs ( a total of 3 groups after each other ). These mobs tin can non be sheeped, but they tin be Feared or Hibernated and are affected by Hurricane, Frost Nova and slowing/stunning abilities.
Last boss : The Epoch Hunter
The terminal three waves of dragonkin hit much harder than before, simply just every bit on normal, the real boxing is making sure your political party has enough mana and health to confront the final boss afterward these waves. Tank the dominate away from the group every bit normal.
Reputation Gains
Killing creatures in this case gives reputation with the Keepers of Time.
- Aristocracy guards 8 rep (heroic: 15 rep)
- Bosses lxxx rep (heroic: 250 rep)
Notes
The background music played in the instance when not specifically at the Go along or Tarren Mill is an adaptation of one of the orc music tracks from Warcraft II. It was also featured in the bonus campaign, "The Founding of Durotar", in Warcraft III: The Frozen Throne.
For information on the fun stuff you tin practice and visit in the zone, see Old Hillsbrad Foothills.
Videos
- Thrall's Destiny (Highlights of the instance)
- Full Run from WarCry.com
- dominate fights from farmers-blog.blogspot.com
- Paladin Tanking
Patch changes
External links
- Wowhead
- WoWDB
Subzones of Caverns of Fourth dimension | |
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The Burning Crusade |
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Wrath of the Lich King |
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Cataclysm |
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Instanced dungeons and raids | ||||||||||||||||||
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Source: https://wowpedia.fandom.com/wiki/Escape_from_Durnholde_Keep
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