Once all three Grand Champions have been defeated in joust, players will be knocked off their mounts. After a moment, all three Champions will engage the players in melee combat.
It is vital that all players, immediately on being dismounted, re-equip their main hand weapon. It is highly recommended that all players run out of the instance at this point; this will reset the Champions to the main entrance, but not the entire joust, giving the tank an easier chance at obtaining aggro. Otherwise, the tank must quickly engage and gain threat on all three champions. The rogue poisons players, uses Fan of Knives, and throws poison vials at random members of the raid.
These vials break and leave a large green pool of poison on the ground, doing a large amount of damage to players who stand in them. The shaman can cast Healing Wave in addition to Lightning Bolt. Because of this, the shaman should be priority except when a rogue is present. If necessary, the shaman can be off-tanked by a DPS that can interrupt his heals. The warrior has several abilities that make him a dangerous opponent: Whirlwind, Mortal Strike, and Rolling Throw, in which the warrior will grab a player and knock them back, often out of range of the rest of the group.
The mage will use Fireball, Blast Wave which does AoE damage combined with a daze , and more importantly, polymorph. Because this places a threat to any healers except resto druids, it may be advantageous to have a player focused on interrupts.
The hunter is the weakest in the group of champions, but can disengage from the tank, making it harder to hold aggro against her. She is otherwise a small threat whose damage can be healed through easily, and should always be handled last. When players are ready, they may begin the second encounter by speaking again to the announcer at the center of the Coliseum. Before the players are able to engage the second boss, they must face three groups of Argent soldiers. Each group consists of a Priestess, a Lightwielder, and a Monk.
In these cases we just ran out of the dungeon and restarted. Some small tactics we use: First phase with 3 x 3 riders: Just run around and charge them, getting them down one by one.
Try not to switch mounts as you might have to restart cause of bug. Second phase with 3 riders: We mark them with Skull, X and Star, killing them in that order. The person who has aggro runs around in a circle near the edges, ready to switch mount when low on health.
Throws in a shield breaker if there is a chance. Other person keeps charging and throwing shield breaks on the current target. When they get unmounted, they start heading towards another horse. Get all 3 of them down and they'll be on horses and at low health. Kill them off roughly at the same time and you'll move on to the next fight. The fights that follow are very simple.
Just kill them with whatever means you have. As I am a healer the rest of the fight is super easy. Hope this helps someone, have fun in the instance! Comment by With MoP, this is easily soloable. I did it as an Arms Warrior. It is easy, but still annoying. I did the 3 champions while on the ground and just hit them with whirlwind and bladestorm keeping their health about equal and then one final bladestorm when they were near death.
Comment by Qoko I can confirm that this is now soloable with 90 as max level without a major effort though it may take some time depending on class because being on foot against any target that is mounted is no longer a major threat.
The small targets are burned down in a matter of second. The only problem you run in to is that the champions will Trample stun your for 4 seconds and this has no diminishing returns. For melee this can a hell because being close basically means you get stunlocked. If you have any selfheals this be the time to top yourself and dps the highest target.
I think currently Rogue, which I am, is the worst class doing this combo point related selfheals, no utility with the Trample, minor ranged combat and I got this fight down in about 10 minutes abusing Shiv and Recupe to stay alive and using Killing Spree for most dps, and I guess I can shorten that timer up by quite a bit using Cloak and Every Man on opportune moments. Just make sure they 'die' at about the same time, any other class should have it easier.
Any other part of the instance should be nothing more than a breeze. Comment by Castor27 Solo'd last night on my Ret. Can be done without a mount, but will take awhile. Part1- Use the mount and take them out. This part is fairly easy. Part2- This part may take a while if you aren't real good on horseback.
I was dismounted so I decided to see if I could kill the champions without a horse. It took about 15 minutes to do it, but had I started off better it would have been faster. If I was doing this again, I would immediately dismount and equip my weapon. I kited the riders around the arena, occasionally I got knocked down hen that happened I just had to work to get myself up and out of their knockdown range. I pooped CD's when available and ran around using my ranged and AoE attacks.
I got each rider down to about 5k and then bubbled and burned them all down together. If for some reason you kill one too early before the others all you have to do is hit them as they are trying to mount and they will not be successful.
This is not viable if you have a long way to go to burn the others though because eventually they will remount.
If that happens just continue to burn the others down and get them to 5k or so. In fact it is probably more efficient to go ahead and let them remount and just burn down the small amount of hp they regain.
Parts 3, 4 and 5 are nothing; just burn the bosses down and profit. I easily got the corpse explode acheve. I already had the Hammer acheve, but probably could have easily gotten it but I got the Confessor encounter. Comment by Wolfshanze As of 5. Solo'd as a lvl Frost DK. Normal AND Heroic versions. Of course, the trick is the jousting up-front, the rest is all a cakewalk.. Get lance, start encounter, dismount and use your regular weapons.
The joust trash takes but a second, the three joust bosses If you're a DK, take desecrated ground as a talent, they can't stun you while you're in it, and you can do a LOT of damage while its up get Death and Decay off while you're not stunned too. Bottom line, its the diseases that did most of the work for me DoTs are your friend in soloing this, as you'll spend most of your time on the first fight stunned. Finally soloable Literally every bad thing about vehicle combat is present in the first round and it makes accessing later rounds that much harder.
Comment by At level 90, soloing the first part of this dungeon is trivial though long if you are a ranged class. You do not need to mount. Run in circles and throw dots on them or whatever you can do while moving. If they reach you, you'll be chain stunned, and while they probably won't kill you it might be a while until you can get away.
It takes forever but it works. Killing them all at the same time is a good idea. You'll have no way to prevent them from re-mounting.
If they do re-mount, kill them ASAP before they are able to put up a shield again you'll probably be able to one shot them. Comment by Kriipsu As I tried to solo it with my disc priest and in horse fight phase, basically bosses bugged, so they where not attackable on foot or on horse. When i targeted them, i got their mount target like the other idle mounts near the wall.
Comment by rinkworks Soloed as a Lvl 90 Frost Mage, ilvl The ilvl can be much lower, though. Another recent comment explains how any ranged class can do this, but Frost Mages have two big disadvantages: 1 As clothies, you can't ignore the damage the mounted mobs do to you when you're dismounted, and 2 frost mages' strongest spells take more time to cast than you typically have between stuns.
So here's how I did it: The Opening Trash If you get dismounted during the fight, either because you dismount on purpose or your mount loses all of its heath, the trash resets.
However, you can dismount immediately after starting the fight by talking to the guy in the center , the fight will continue on. So do that. AoE the three groups of trash. I used Cone of Cold and Arcane Explosion, but use whatever you want. Single target them, even, because the trash doesn't stun you, and they can't really hurt you. I did try killing them while mounted, but it's a slow process, and it'll be a close call as to whether you can kill all the trash before your own mount is defeated, resetting the fight.
So don't bother to try. It only takes seconds to clear them from the ground. The Three Champions I tried doing this fight solely from the ground and failed miserably. Frost Bomb, Frostbolt, and indeed anything with a cast time fails, because you'll probably get stunned before the cast completes.
Blink doesn't put enough distance between you and the mobs to get a cast off before they stun you again. Nitro Boost boots for engineers and perhaps Blazing Speed will help, but their cooldowns are too long to make any progress. And slowing spells don't work either. They can't be slowed or frozen to the ground. So you have to rely on instant casts, squeezing them in between stuns.
But that still isn't enough, because the stuns come too fast, often so quickly you can't get anything off in between. And while their attacks don't hurt a level 90 too much, the damage builds up over time and will become problematic unless you act to stave it off. Keeping Ice Barrier on cooldown helps a lot, but not quite enough. The best way to avoid damage? Be mounted. What worked for me was a hybrid strategy where you generally stay mounted but do most of your damage from the ground.
Your mounts will die quickly, but that's okay -- they buy you time for your cooldowns to cool down and do a little damage in the meantime. Start on a mount. Being quick with early shields will triple or quadruple the lifetime of your mount.
But if you screw this up, no big deal. It's important to burn them down at roughly the same rate. At this point, you could theoretically charge them, but what I did instead was follow them, keeping them in melee range so they could not charge me. If they split up, you can't avoid every charge, but your mount probably won't last much longer anyway. It'll break you out of a stun, which you might very well get the instant you're dismounted, but even if not, you want to put some quick distance between you and them, to avoid chain stuns.
Try to blink toward a mount on the perimeter. If Blink is on cooldown, which it will be if your last mount died fast, just endure the stuns until you can cast it again.
Otherwise, spin around in place and launch whatever ground attacks you can before they reach you. Frozen Orb is the priority. If you still have time, fire proc'd Ice Lances, preferably at the target with the most health. Optionally use Cone of Cold or Arcane Explosion, but probably they're on you now, and you really need to mount up.
You can smack them around while mounted to temporarily keep them down, but time spent doing that is time NOT spent killing the others. So burn them evenly and try to finish them off in the center of the room, where they'll be farthest away from a fresh mount. If one remounts, don't sweat it, just repeat the process above and try again to dismount them all in close succession.
Once all three are on the ground, you've won the fight. The Rest The rest is easy. The remainder of the dungeon is all done from the ground, and as a level 90 you will have no trouble whatsoever soloing the remaining fights. Comment by Filthly Gave up on soloing this dungeon after 15 minutes.
My enhancement shaman was stuned 4 secounds out of 5. Even if you manage to kill one or more of them they will just get back up and get a new mount and the stunfest continues. Just save your sanity and avoid this BS instance Comment by Did this solo on my 90 monk gear score.
Took about 15 minutes to do the mounted part. Like others I dropped the mount after the event started and did melee with my weapon. The knock down stun is lame but you will get it. The rest of the fights are cake, just TOD each boss for amazingly fast clearing. The Black Knight has 3 phases so you will have to melee 2 of them down still easy.
Comment by worthit Just a little info Normal You can enter this dungeon on foot at lvl You can queue this dungeon as specific dungeon lvl In the specific dungeon finder, this dungeon is yellow difficulty lvl You can not queue this dungeon as random dungeon.
You have to be lvl 75 to obtain the quest. Item level requirement: Heroic You can enter this dungeon on foot at lvl See more in this guide. Comment by Maldaran As an i mage, the first boss was pretty easily kited with only a couple stuns, which blink is more than enough to break. All you have to do is constantly hop away casting scorch, fire blast, and instant pyro, getting all 3 of them down to about 10k, then pop mirrors and finish them all off.
The rest of the instance is indeed cake. First trash, as rinkworks pointed out, is best if you dismount right away and just burn them down. You won't be able to talk to Jaeren if he's stuck back there, and if you're on heroic, you can't reset it or fix it no matter what you try.
So let the boss's three trash groups walk out past the invisible wall at the door before engaging. I learned the hard way, and it cost me a champ seal! Comment by Still unable to solo at Get others to help.
Comment by Crowclaw I did just solo this as a 90 mage. I found that with the jousting part, you want to jump off your mount and burn them down close to dead as you can by kiting them around the outside of the arena. When I got stunned, I had to wait for blink and used speed burst.
Once they were all low health, I equiped the lance again and jumped on a mount and took them out. Rest is easy. Comment by Tenolein Thought I'd add in here, that as a ilvl ret pally, this was really easy to solo heroic. Started out mounted probably should have jumped off immediately after starting the first encounter , and basically kept my 3 stacks of the shield up and just spammed melee the '1' hotkey until my mount finally died.
Lost the mount at the 2nd encounter the 3 champions. Here's where it could potentially get dicey.. Because they spam-stun. But since there isn't any cast timers for dmg, it's just a tedious fight. Once all three are down, the fight turns into a normal dungeon and you just spank-n-tank the rest of the way.
Only reason I even attempted this was to get the final 3 champ seals I needed for a heirloom. Otherwise I wouldn't have even bothered. So unless you absolutely need this for the seals or achieves, I wouldn't bother with it. But, I at least wanted to at least let other plate classes know that this is really easy, but tedious, to solo.
Comment by huldu Like already pointed out the fight with the 3 knights is very annoying due to the chain-stun. They will only stun you in melee range. It took me about 10 minutes or so until they all went down. It's just sad that they still have that stun mechanic in place Comment by bradmc If you are heading the this instance for the achieves, do yourself a favor and bring a group.
The first fight is a silly minigame battle like the last boss in Oculus or the first boss in Uldar. I have very little patience and even though some people have managed to solo it, the lengthy intro you have to sit through before trying again will make you want to smash something. And I mean lengthy. If you bring a group, you have much better chance to get through it. It will also help you get the "Faceroller" achieve, which is one of those unequip your weapon and hit the boss until they are at 2 percent health and then use a mechanic in the fight to deal the killing blow achieves.
If you fail, you have to wait until the next day and go through the jousting event all over again. If you have more people, you have a better chance of succeeding. Comment by huldu How to do this as a melee character: when you clear out the first three waves save at least one mob as you run towards the entrance of the room kill it and quickly equip your lance and mount a horse.
By now the 3 "stunners" will be in the middle of the room and heading towards you, pick one of them and throw your lance 3 times to get rid of their defense.
Once their defense is down quickly equip your weapon and burn that one down. Make sure you're fighting near a horse you can get back on. Once you've beat one quickly equip the lance and mount a horse and do the same two more times until all 3 "stunners" are down. This is by far the quickest and easiest way to defeat them. Even if they get back on a horse they won't have any shields up for a while and you easily beat them with any ae hit since they're very low health.
Comment by Dudash After reading the comments here, I was hesitant to try this. But it was quite easy as a shadow priest. All I did was dot the champs equally then ran around using feathers until the dots ran out and then reapplied them.
They all went down at the same time and didn't even get a chance to re-mount. Edit: Perhaps it would be more helpful to include more than just a gear score.. The lance really kills your stats but it's a one-handed weapon so if you have an off-hand, you'll be a little bit better off but it still brought my sp down from 38, to 26, With shadowform and glyphed inner fire, my armor was at 64, I know tanks that have less armor than me.
But it makes things like this a lot easier. Anyways I hope this helps! Comment by aislin I saw some comments about not soloing this dungeon as a melee because it sucks so much when you dismount an NPC, it walks to the edge of the room and remounts while you kill the other NPCs. My solution for it as a rogue was this: First, expect to be stunned frequently, but don't stress it.
They don't actually hurt you. For success you need to burst dps each mob between your stuns until its health is down quite low without actually knocking it off its mount.
Once you have all of the mounted mobs to low and approximately equal hp, then you can just AoE them down as a rogue I used Fan of Knives, obviously. It really doesn't take that long, even with being stunned most of the time.
Comment by thebl4ckd0g tried to solo the first part on my Ret pally, but 1 of the 3 guys kept evade bugging out, and I could never get them down to 1 hp each near each other so I could pass them.
Unless you have luck on your side, definitely need a friend to help with the first part. Comment by gamerinline the final three jousting part is soloable but takes forever it seems with all the stuns being dismounted. They will also remount a few times. The first competitors are soloable on the mount. Comment by Aranyszin For purposes of soloing this instance as a level 90 character either to farm transmog gear or Champion Seals here is a strategy I have found works for every class I've tried.
UPDATE: I just tried this instance again, and was able to dismount after the riders spawned but before they began to attack without them despawning. If this works for you, it saves a TON of time. If not, use the strategy I outline in steps 1 through 3. The initial wave of jousting adds must be fought on horseback. If you dismount after starting the event, they will despawn and the instance will reset.
Likewise, if they succeed in knocking you off your mount, they will despawn and you will have to start over. You also cannot switch to a new mount, or the same thing will happen. The easiest way to deal with the first wave of adds is to buff yourself with three shields before starting. Be sure to keep 3 shields up at all times during the first phase of the fight.
After the event starts, target one of the three as they approach and use your Shield-Breaker on it, removing its shield. These mobs will not reapply their sole shields. Quickly tab to a second add and do the same. Once the mobs reach you, simply stand in place and melee them with your lance.
Be sure to have one of the two mobs whose shields you removed targeted. Each of your strikes will do 8, damage to the targeted mob, while their swings against you should do no more than damage. Switch to the second shield-less mob and repeat. After 10 swings, he will die. The third mob takes a little finesse. Move to the absolute minimum distance you can to use your Shield-Breaker , break his shield, then move in so he cannot charge you.
If he does, don't panic. Simply re-apply your full 3 shields and deal with him as the other two. After the first threesome is killed, repeat step 2 for the remaining two waves. When the named champions engage, they will move to the center of the arena before attacking. Use this time to fire off some Shield-Breaker s and maybe one or two Charge s.
Don't stress about trying to get onto another mount; the three boss jousters will quickly knock your shields off and kill your mount. Unlike the first wave, the boss jousters will not despawn once you are off your mount. You can let them dismount you, or you can opt to abandon your mount when the time is right. Once on the ground, put some distance between you and the riders Blink works well, but any ability that lets you move away quickly will do.
If any of the three jousters passes over you, you will be stunned for 2 seconds. Once you are clear of the riders, re-equip your weapon. Now the fun begins. The dungeon progresses in a linear fashion, but with a different encounter set based on the player's faction:. This encounter is done on the Argent Warhorse.
To mount the warhorse the player must have a lance equipped. Lances can be found at the entrance of the Dungeon. The encounter starts with some Role Play with the herald introducing the players and the Champions. As of Patch 3. The fight consists of 4 "packs". The first three packs can be considered "trash" and consist of three groups of three mounted mobs of the race of the three representing Factions.
The fourth pack are the three Champions. The trash is handled easily by focusing on one mob at the time mark them out. If all 5 players can charge in on the same initial target, it should go down quickly after if not already at the 5th charge because of javelins throws 2 of the first chargers.
Try and focus on the same second target and the trash mobs should go down pretty easy. Make sure you keep up your shield 3 stacks at all time during this encounter. Note that, if your mount is killed and you are dismounted, you can obtain a fresh mount provided you stay alive long enough to reach one.
Positioning yourself near a fresh mount when you're about to be dismounted helps. When the three trash packs are down, the three Champions will attack your group. Basically this is the same deal: all focus on one target and they should go down.
The difference is that they have more health and use more shields than the trash. Note that when you take down a Champion, he will try to get back on one of the mounts on the outside.
You can prevent him from doing that by simply running over him with your mount. All three Champions must be downed at the same time before you can engage the Champions in normal combat. To do this agree on one person to stand on the first downed Champion, so he gets knocked down the moment he tries to get up just standing still on a Champion is enough to knock them down again.
Same goes for the second Champion. Every GM thought I was speaking of my personal achievements. So guild leaders, if this happened or happens to you, it can be fixed. Be patient with your GM's try to be very clear on the issue and add screenshots. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed.
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