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Most groups will ignore these mobs, but can be seen using Detect Invisibility spells or Elixirs. These mobs are very sneaky and similar in their behavior to the mobs in Crypts (Burning Crusade) They do make explodies near a party member for about 7000-9000 damage. They have 94,500hp and provided you have atleast an average healer, are low on the list of priorities to kill as once they have applied their strike, they return to the top of it’s aggro table.Įvery once in a while you may receive a visit from a Spireful Apparition. These guys are slippery and will randomly select a party member to sneak up on and perform Soul Strike. This mob can not heal or summon so kill this guy next. He is a spell caster and can cause noteable damage, but nothing beyond what an average healer can cope with.
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This mob does summon, but should be killed after the Animator. In a heavy melee group, this mob is potentially tricky, though nothing an observant healer can’t easily handle. This mob can also summon a minion into the mix.
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I would suggest killing this mob after the adept, as they can inhibit a spell caster for 5seconds (including healers) as well as apply debuffs on the tank (reduced aggro generation) and of course DPS. Although not as bothersome as the Adept, this mob should be one of the higher priorities to kill. At 105840hp this mob should attract your team’s focused fire. They have a very strong heal and can dish out some modest damage as well as summon additional help. This mob should be your targe’s first to kill. The following mobs will appear in groups of five about a handful of times before the first boss. These mobs will appear twice before the first boss and once after. Casters will want to pay close attention to Shroud of Runes as they can easily blow themselves up if not paying attention. With a good tank and vigilant healer these are straight forward tank and spank style mobs. These guys pack a modest 132,300hp in heroic. TANK: Warrior, Paladin or DK with good mitigation an about 30000+ hpĭPS: 1 or 2 Ranged, 1 or 2 Melee I213 gear+ The above quests are turned in to your faction’s hero character upon completing the instance. Upon turning in this quest you will then be able to pick up: The above quests are obtained from the North/South (H/A) bank in Dalaran and are turned in to your faction’s hero character at the start of the instance. Players level 75+ can enter the normal mode dungeon with a premade group however unless being carried by strong team mates, level 79 is the suggested minimum. Players entering this dungeon have to be level 80 to use the dungeon finder tool and have obtained a decent set of gear. The SOUL is glitchy.Forge of Souls is a beautiful linear dungeon that provides players the opportunity to see the beginnings of the deranged Icecrown Citadel stronghold. Was planned to be a SOUL whose fragments would've been given by Mad Mew Mew. If used and you equip a weapon, it gets broken due to the way it's scripted. Gives you Akumu, which is an automatic turret that deals ~500 damage at LV 100.Īll of the 7 SOUL abilities + 4 more lives.Įverytime you get damaged you shoot a bullet that deals more damage than you got. You get the ability to drain HP by pressing E and slashing. After dying once, you transform into a monster and gain 20% more damage.
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Gives you 5% damage boost before dying once. When you are hurt, you get a damage boost of 5%.
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With a key, shoot the enemy to kill the enemy targetted. Each time thus happens the time its up increases. Gives you a forcefield everytime you get hurt. Gives you a live (when your HP reaches 0 you heal fully) Heals 20% of the HP you have each 20 seconds.
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