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Wowhead's Guide to Proving Grounds: Strategies, Bestiary, and Rewards
Live
Publié
11/09/2013 à 12:46
par
perculia
Ordalie
are new solo challenges in Patch 5.4 that both allow new players to learn a new role in a comfortable setting, or seasoned players to try something difficult and competitive.
This guide will help you get through challenges for each role and covers the following:
Rewards for beating various difficulties.
Rules to keep in mind for gear scaling and instance buffs.
Bestiary details for tank, healer, and dps challenges.
Detailed breakdowns of all waves on Gold and Endless, including some charts and videos.
The detailed strategy and bestiary sections were written experienced players of each role who spent substantial time testing Proving Grounds on the PTR:
DPS
:
Esoth
is a hunter in <Something Wicked> on Whisperwind, where he's been doing 25-man heroic progression raiding since Wrath of the Lich King. He writes the
Survival Hunter thread
on Elitist Jerks and maintains other WoW tracking projects on his personal blog,
Esoth.com
. He can also be found on twitter as
@Esoth
.
Healing
:
Hamlet
has been playing WoW since 2005 and has raided at all levels from casual through top progression. He's best known for various theorycraft projects including Druid guides and spreadsheets on
Elitist Jerks
, and other posts on a blog he maintains with me
here
. He can always be found on twitter as
@HamletEJ
.
Tanking
:
Llarold
has been tanking since Vanilla WoW, and is currently the MT for <Royal Militia>, a progression-oriented 10-man guild on Bleeding Hollow - Alliance. He writes and maintains the
Brewmaster Monk thread
on Elitist Jerks and streams raids on
http://www.twitch.tv/palm_strike
.
Click the cut to view the Proving Grounds guides!
General Overview
Proving Grounds allow users to select Tank, Healer, or DPS challenges. You can queue up from class trainers, or
Maître probatoire Rotun
by the Temple of the White Tiger.
Proving Grounds come in Bronze, Silver, Gold, and Endless difficulties. In Endless mode, you simply go on until you fail the challenge.
In addition, gear plays much less of a role in Proving Grounds success--all gear is scaled down to ilvl 463, like it is in Challenge Modes.
There are three types of Challenges--Tank, Healer, and DPS.
As a tank, you must protect
Sikari la Tisse-brume
from enemy waves, who will heal and dps.
As a dps, you will be killing mobs on your own--no help. You will get a ticking bomb icon over your head and have a limited amount of time to kill each wave, noted by
Chronomètre
.
As a healer, you get a full party of NPCs to heal:
Kavan l’Arcaniste
,
Oto le Protecteur
,
Sooli le Survivaliste
, and
Ki l’assassin
.
The mobs you fight, which all have "Illusionary" names like
Grande banshee illusoire
and
Petit aqualyte illusoire
, come out in set waves.
Rewards
Bronze:
Faire ses preuves : Dégâts - Bronze (niveau 90)
,
Faire ses preuves : Soins - Bronze (niveau 90)
,
Faire ses preuves : Protection - Bronze (niveau 90)
Silver:
Faire ses preuves : Dégâts - Argent (niveau 90)
,
Faire ses preuves : Soins - Argent (niveau 90)
,
Faire ses preuves : Protection - Argent (niveau 90)
Gold:
Faire ses preuves : Dégâts - Or (niveau 90)
,
Faire ses preuves : Soins - Or (niveau 90)
,
Faire ses preuves : Protection - Or (niveau 90)
Endless Mode has achievements for completing 10, 20, and 30, as well as titles for reaching 30 waves:
Faire ses preuves : Dégâts - Infini (Vague 10) (niveau 90)
,
Faire ses preuves : Dégâts - Infini (Vague 20) (niveau 90)
,
Faire ses preuves : Dégâts - Infini (Vague 30) (niveau 90)
,
The Proven Assailant
Faire ses preuves : Soins - Infini (Vague 10) (niveau 90)
,
Faire ses preuves : Soins - Infini (Vague 20) (niveau 90)
,
Faire ses preuves : Soins - Infini (Vague 30) (niveau 90)
,
The Proven Healer
Faire ses preuves : Protection - Infini (Vague 10) (niveau 90)
,
Faire ses preuves : Protection - Infini (Vague 20) (niveau 90)
,
Faire ses preuves : Protection - Infini (Vague 30) (niveau 90)
,
The Proven Defender
C’est pas comme ça qu’on fait ! (niveau 90)
is an additional achievement that rewards players who achieve Silver for a role they're not specced into, like a Brewmaster Monk beating the healer challenge.
On Endless Mode you also get a score, which is tracked and will be visible by others:
Plus haut score dans l’épreuve basique de dégâts (infini) dans l’Ordalie (niveau 90)
,
Plus haut score dans l’épreuve basique de soins (infini) dans l’Ordalie (niveau 90)
,
Plus haut score dans l’épreuve basique de protection (infini) dans l’Ordalie (niveau 90)
Gearing Rules
The gearing rules in Proving Grounds are quite similar to those in Challenge Modes:
Any item above ilvl 463 are scaled down to ilvl 463; items that are 463 or below are not affected or scaled up.
Any trinket of ilvl 463 or higher is a valid choice because of the wide selection of unique procs, so you have a wide array of trinkets to consider compared to armor.
For specs that use hit and/or expertise (all non-healing specs), if you were hit/expertise capped normally, you will remain hit/expertise capped in a Challenge Mode.
Tier set bonuses are not active, and neither are
Sha-Touched Gems
, legendary meta gems, or legendary cape procs.
Stats from flasks, enchants, other gems, and profession bonuses are not reduced.
We've added a Challenge Mode option on the Item Comparison tool as well as on all item pages, so you can get a basic sense of what your gear will scale down to.
Instance Rules
Inside the Proving Grounds, there are several NPCs that offer amenities:
Nadaga Tisse-Âme
provides a Soulwell.
Mystique Pennétoile
lets you reforge your gear. It's possible you will want to prioritize different stats in this 5-man environment than you do in your raid gear.
Mademoiselle Patte de Jade
sells Jewelcrafting supplies.
Fournisseur Racine-Echo
sells secondary stat food, although you probably want to bring your own primary stat food.
All party members automatically have all standard raid buffs, and all enemies automatically have all standard raid debuffs, regardless of whether you provide or cast them. These are categorized under the name "
Xuen's Presence
".
Flasks and food work inside Proving Grounds, but potions and all other consumables do not.
You do not need to worry about dying or taking durability while inside Proving Grounds.
Once you are ready to start, talk to
Maître probatoire Rotun
and select the trial you want to play. For reference, completing Bronze takes 4 minutes, Silver takes 7 minutes, and Gold takes just over 10 minutes. Endless takes 1 minute per wave, with the highest achievement and title coming after 30 waves, but you can continue as long as you're able and show off your score.
Proving Grounds: Damage
DPS Basic Tips
Reevaluate your
talents
and
glyphs
.
Several talents have zero effect in the proving grounds and in many cases there is nothing you can do about it, but in some there may be a single talent that at least has some effect.
You will never take damage so
healing
and
damage reduction talents
have no effect.
Movement speed is important, even for ranged, because of kiting the amber globules and Guardian position requirements. Movement speed filters:
talents
,
specializations
,
Abilities
Most enemies do not have enough health for the kind of single target damage rotations you may be used to on a raid boss. The only enemies with enough health for this are the
Grand sha illusoire
and
Petit sha illusoire
, and those favor a build that emphasizes the 20 second burn phase.
All
buffs are provided for
, but you should still bring your own
food
and
flasks
.
Utilizing
Globule d’ambre
s is likely to be very important (they debuff enemies to take 50% increased damage), so you probably want to kill
Petit tisse-ambre illusoire
and
Grand tisse-ambre illusoire
last, or close to last.
Multi-dotting is extremely powerful (just like in raids!), if your class has the capability for it. There is some luck involved, but being able to throw out a DoT effect or two while some Guardian across the room has his back to you is important.
Pets are very good against
Grand gardien illusoire
and
Petit gardien illusoire
because they will always attack from the back. You can have your pet attack a Guardian across the room while you handle some other task.
Most enemies appear to be immune to knock-back effects except for the
Grand lance-bananes illusoire
and
Petit lance-bananes illusoire
. I'm not sure why you would want to do this though.
If you have abilities that can be placed during downtime between waves, like traps, totems, and mushrooms, you will want to do so as they are effectively free at this time. You'll need to learn the exact positions of enemy units in order to maximize this. Take a look at the diagrams for the waves section - many enemies are either in the center-most circle or on the circle behind one of the four tri-spike patterns. There are plenty of exceptions to this!
All enemies can dodge and parry attacks. This includes the statue-like Slayers and the Banshees that randomly change which direction they are facing. Max-melee range is sufficient to avoid getting trapped when an amber globule hits your target, but there is very little room for error.
Keep in mind that completing
Faire ses preuves : Dégâts - Infini (Vague 30) (niveau 90)
takes 30 minutes with basically no breaks, so keep that in mind for your out of game needs and in your in game food/flask durations. Unlike the healer challenges, you actually do drop combat and can eat food buffs here though.
DPS Bestiary
All enemies can be either "
Large
" or "
Small
" so far, which reflects how much health they have. In addition, the
Grande banshee illusoire
s exist for 5 seconds longer (more on them below). Their level varies from 91 to 93, but arguably the most important DPS check involves a
Grand sha illusoire
, which is level 93, so you probably want to reforge to meet raid hit and expertise caps.
Petit tisse-ambre illusoire
and
Grand tisse-ambre illusoire
Projects a slow moving, amber globule that moves towards the caster. When it hits a target, everything a short range is encased in amber and takes 50% increased damage for a brief amount of time (
Globule d’ambre
). Pets appear to be immune to being encased.
Also note that if you are standing too close to the enemy unit you will be encased too, although the radius is short enough that melee should still be able to position themselves appropriately.
The Amber-Weaver's cast itself starts facing you, is 3 seconds, and can be interrupted - although you probably do not want to interrupt it. As soon as the cast starts, a faint silhouette shows where the globule will appear, and this starting location does not change regardless of your position afterwards.
You could get the Amber-Weaver to start a cast and then run behind it to get it to trap itself, if you wish.
Grand lance-bananes illusoire
and
Petit lance-bananes illusoire
These are one of only two mobile enemies in the DPS proving ground, but they can be slowed and CC'd.
They run all over the map and throw bananas at you (
Régime de bananes
), which reduce your hit chance by 70% (
Tempête de bananes
). You probably will not have time to get off a cast at 1.5 seconds or longer, making these enemies a huge pain.
Grande banshee illusoire
and
Petite banshee illusoire
Relatively low health enemies that exist for 10 seconds for the Small variety, and 15 seconds for the Large variety, before exploding (
Chronomètre
) and causing you to fail the challenge. These are always a high priority.
They are the second mobile enemy, but their pathing is similar to a disoriented target. This is mostly just a concern when trying to trap them in an amber globule.
Grand mystique illusoire
and
Petit mystique illusoire
Healers. They only have one heal spell (
Illusion de soin
) and it can be interrupted. They are also susceptible to most forms of crowd control and stuns.
Grand gardien illusoire
and
Petit gardien illusoire
Their mechanic is basically the same as the Sha of Fear minions in that they face a random direction and project a shield that deflects all damage from that direction (
Essence de corruption
).
This is a channeled ability and there is some downtime between channels and at the start where they are vulnerable from any direction.
Grand sha illusoire
and
Petit sha illusoire
Large add with lots of health. These have two phases - one with a
Bouclier de protection
up in which they take 50% damage, and a vulnerable period (
Exposé !
) once that shield expires in which they take 300% damage. The shield lasts for 40 seconds and the damage taken increase lasts for 20 seconds.
The damage on them with the shield up is not completely wasted but you definitely want to have everything off CD for when the shield fades because you will be doing 6 times the damage.
Grand pourfendeur illusoire
and
Petit pourfendeur illusoire
These enemies have no abilities and are basically glorified target dummies.
Grande vermine illusoire
and
Petite vermine illusoire
Low health enemies that come in packs of 6 - 18 and have no abilities.
DPS Strategy and Charts: Gold Waves
In gold you will face 10 waves of enemies, with the duration starting at 30 seconds and progressively getting longer - the 10th wave has a time limit of 1 minute and 20 seconds! Almost all of the waves you will face will consist of "Small" enemies, with only a couple exceptions. There isn't a whole lot of strategy to Gold waves - you really just need to know the mechanics of each enemy type and handle them relatively properly.
Petit pourfendeur illusoire
(x2),
Petit tisse-ambre illusoire
(x2). Time: 0:30.
When amber globules strike an enemy that enemy takes 50% more damage for a few seconds so you probably want to tackle the two
Petit pourfendeur illusoire
s first, kiting these globules into at least one of them.
Petit tisse-ambre illusoire
(x1),
Petit pourfendeur illusoire
,
Petit lance-bananes illusoire
(x1). Time: 0:35.
You probably can't get a globule to hit the
Petit lance-bananes illusoire
here, but if you take out that Banana-Tosser first it should be easy to make the
Petit tisse-ambre illusoire
trap itself.
Petit lance-bananes illusoire
(x1),
Petit mystique illusoire
(x1),
Petit tisse-ambre illusoire
(x1). Time: 0:40.
Consider using CC on either the
Petit lance-bananes illusoire
or
Petit mystique illusoire
if you are having trouble interrupting heals while dodging bananas.
Grand mystique illusoire
(x1),
Petit lance-bananes illusoire
(x1), Berserking Buff (x1). Time: 0:40.
Here you are presented with the first Berserking buff - you'll get another in a couple waves. They increase your damage by 30%. Please note that you do not have to use it on the wave it appears - e.g. if you are having trouble with wave 5 but find wave 4 really easy, save it for wave 5.
Also, this is the first wave with a Large creature - this Mystic has a lot more health than you fought in the last wave.
Petit gardien illusoire
(3x),
Petite banshee illusoire
(3x) Time: 0:45.
Pet classes can benefit from having their pet damage one Guardian while you damage another - to reduce pet movement time. Pets will always attack from behind. These are small creature types so this phase should not be hard unless you are attacking from the front.
Grande vermine illusoire
(4x),
Petite vermine illusoire
(2x),
Petit mystique illusoire
(2x). Time: 0:50.
This is a simple exercise in making sure you can CC a target. The
Petit mystique illusoire
s will not start casting a heal until something is damage so you have plenty of time to get set up at the start if needed.
Petit lance-bananes illusoire
(x1),
Petit gardien illusoire
(x1),
Petit mystique illusoire
(x1),
Petit tisse-ambre illusoire
(x1),
Petite banshee illusoire
(x1),
Grande banshee illusoire
(x1), Berserking Buff (x1). Time: 0:55.
This is probably the biggest combination of different enemies faced so far, but you do have a buff if needed.
Petit tisse-ambre illusoire
(x2), 1x
Petit sha illusoire
,
Petite banshee illusoire
(x1). Time: 1:00.
Petit sha illusoire
will take 50% reduced damage for 40 seconds before losing their shield and taking 300% damage for 20 seconds - or 6 times as much damage as their previous phase.
It's probably not worth trying to save amber globules for his increased damage phase because you will not have much time to finish off the
Petit tisse-ambre illusoire
afterwards. Just get the two
Petit tisse-ambre illusoire
s down before the Sha's shield falls off.
Petit mystique illusoire
(x1),
Petit lance-bananes illusoire
(x1),
Petit sha illusoire
(x1),
Petite banshee illusoire
(x1). Time: 1:15
Nothing really new here - just kill the
Petit mystique illusoire
and
Petit lance-bananes illusoire
and start working on the
Petit sha illusoire
(no CDs yet!) until his shield falls off.
Grand pourfendeur illusoire
(x1),
Grand sha illusoire
(x1),
Petite banshee illusoire
(x2). Time: 1:20
The Sha is now Large so the health difference should be noticeable. There won't be enough time for a second burn phase, but you will be able to pick up a couple more percent if you didn't get it down in the first one.
DPS Strategy and Charts: Endless Waves
The first ten waves are unique, after which they cycle back to the start - but each consecutive wave sees increases in mob health, so they are different in that respect. The Banshees do not appear at the start, so the time for them is the time elapsed (all waves are 1 minute).
For the first wave of endless, all of the enemies have a buff that increases their health by 1%. This buff stacks every wave, so although the wave order repeats every 10 waves, each iteration is 10% more difficult.
As a point of reference - the entrance is considered to be at the top for all of these diagrams.
Grand tisse-ambre illusoire
(x3),
Petite vermine illusoire
(x6).
You can use the
Globule d’ambre
s either on the
Petite vermine illusoire
pack in the center, or on the
Grand tisse-ambre illusoire
s themselves. This is one of the most generous rounds in terms of damage requirement.
Petit tisse-ambre illusoire
(x1),
Petit mystique illusoire
(x1),
Grand gardien illusoire
s (x2),
Petite banshee illusoire
(x1) at 0:30.
All of these mobs are CC-able, and in fact I preferred to trap the
Petit mystique illusoire
so that I could aim
Globule d’ambre
s at one of the
Grand gardien illusoire
s.
Note that the
Petite banshee illusoire
does not appear on the map - Banshees always appear in the center circle and are not present at the start of a round. This is a "Small" Banshee so it has very little health, but will detonate after 10 seconds and end your attempts, making it a high priority when it appears.
Grand lance-bananes illusoire
s (x2),
Grande vermine illusoire
(x18).
They all start in the center, but note that the
Grande vermine illusoire
s fan out in a star pattern. Earlier in the PTR they were easily AoE'd, but now some classes will likely only be able to AoE a subset of them. You should still have plenty of time for this round if you can handle the
Grand lance-bananes illusoire
s quickly.
Grand tisse-ambre illusoire
(x1),
Grand gardien illusoire
(x4),
Petite banshee illusoire
(x1) at 0:30, Berserking Buff (x1).
There's a large damage requirement here if you need the Berserker, but you may be better off completing this wave without using it, because the requirements for the latter 5 waves are also very high.
You will absolutely want to use the
Globule d’ambre
on the
Grand gardien illusoire
s and unleash strong burst damage while they are taking the increased damage from it.
Petit lance-bananes illusoire
(x1),
Petit mystique illusoire
(x1),
Petit sha illusoire
(x1),
Petite banshee illusoire
(x1) at 0:30.
The
Petit sha illusoire
is in the center and the
Petit lance-bananes illusoire
and
Petit mystique illusoire
start on opposite sides. Note that the Sha's
Bouclier de protection
will fade just after the
Petite banshee illusoire
dies (and everything else should be dead).
Grand mystique illusoire
s (x2),
Grande vermine illusoire
s (x6), Berserking Buff.
CC really isn't required for any of these waves except for maybe this one - unless you have multiple interrupts at your disposal.
Note that disorient effects like
, which would normally cause an enemy to resume casting immediately when it wears off, seem to put the enemy's ability on CD in this case. Also, the
Grande vermine illusoire
are packed close enough together for AoE this time.
Grand tisse-ambre illusoire
s (x2),
Grand gardien illusoire
s (x3),
Grand lance-bananes illusoire
(x1).
You'll want to use the
Globule d’ambre
on the diagonal line of
Grand gardien illusoire
s, but the
Grand lance-bananes illusoire
will make this difficult if you do not CC or kill him quickly. There is a lot of damage required for this phase so you may want to have some CDs ready.
Grand mystique illusoire
(x1),
Grand pourfendeur illusoire
(x2),
Grande banshee illusoire
s (x3) at 0:45, 0:30, and 0:25.
The theme of this phase is being able to do enough damage (and interrupting heals) in order to deal with the banshees. These are of the Large variety which means they have more health than the Small and last for 15 seconds instead of 10 - note that the second and third Banshees will overlap!
This wave can be deceiving because the banshees don't show up until later - if you aren't almost done with the other adds by the time these start coming out you will be in trouble.
Grand tisse-ambre illusoire
(x1),
Grand lance-bananes illusoire
(x1),
Grand gardien illusoire
(x1),
Grand pourfendeur illusoire
s (x2),
Grande banshee illusoire
(x1) at 0:30.
CC'ing the
Grand lance-bananes illusoire
or killing it quickly will make it easier to use the
Globule d’ambre
es on the
Grand pourfendeur illusoire
s and
Grand gardien illusoire
s.
Grand sha illusoire
(x1).
On wave 5 you faced a
Petit sha illusoire
and a few other mobs - this time it is just the
Grand sha illusoire
, but he has way more health.
This wave has the highest DPS requirement and will likely require several CDs and/or the Berserker buff. Once again you have 40 seconds during which your abilities have little effect, followed by a 20 second burn phase.
Proving Grounds: Healer
Healer Videos: All Difficulties
Healer Basic Rules
In Proving Grounds, you act as the healer in a 5-man party consisting of you and 4 NPCs:
Oto le Protecteur
(Warrior tank),
Sooli le Survivaliste
(Hunter),
Kavan l’Arcaniste
(Mage), and
Ki l’assassin
(rogue).
You have to ensure the party survives against waves of incoming mobs that spawn based on a timer. You win when all of the mobs in the last wave are dead, and you lose immediately if any party member dies, even if it looks like the rest could have finished off the wave (Druids cannot use
Renaissance
). In Bronze, Silver, and Gold, you are in combat continuously and cannot drink. In Endless, you have a short opportunity to drink after every 10th wave.
The NPC's are in your party and should work with all your normal UI (such as party healing frames) and spells that require raid/party targets.
Healer Bestiary
Grand éventreur illusoire
,
Petit éventreur illusoire
Rippers are basic melee mobs that
Oto le Protecteur
will pick up and tank. They have no abilities. All of the mob types other than Rippers are immune to crowd control other than stuns, so if you have fears or other CC, you may as well use them occasionally to stop a little bit of damage from Rippers.
Grand chante-ruche illusoire
,
Petit chante-ruche illusoire
These frequently cast an AoE called
Déflagration sonore
that does substantial damage to the whole party.
Petit chante-ruche illusoire
s generally require you to use groupwide heals to heal off the party without spending inordinate amounts of mana.
Grand chante-ruche illusoire
s can get the whole group to low HP in only a few casts, and require heavy groupwide heals or major cooldowns.
Déflagration sonore
can be interrupted, and
Ki l’assassin
and
Kavan l’Arcaniste
will occasionally do so anytime they are DPSing a Hive-Singer. If your class has any interrupt or stun abilities, Hive-Singers are the best place to use them. It's only a 1 second cast, but if you can stop it when possible you will noticeably cut down on your healing load.
Grand mande-flammes illusoire
,
Petit mande-flammes illusoire
These have two abilities.
Immediately after spawning, they channel
Invocation de lave
, which scatters some fire patches on the ground at range. Interrupting this immediately after the cast ends (and the channel begins) will stop most of them, which is helpful since the NPC's occasionally step in them.
After that, they stand still and chaincast a
Boule de feu
(Small) or
Explosion pyrotechnique
(Large) on random targets. The
Petit mande-flammes illusoire
is generally not threatening on its own, but the
Grand mande-flammes illusoire
can spike someone down in about 3 casts even with no other damage. You can see who's being targeted by Flamecallers while they cast, so if you show that information in your party frames it's a big help. The
Boule de feu
/
Explosion pyrotechnique
are also interruptible, which is something you might do if there's no Hive-Singer out.
Grand aqualyte illusoire
,
Petit aqualyte illusoire
In addition to doing moderately high tank damage, Aqualytes periodically cast the
Bombe d’eau
debuff on a random party member. It's 6 second Magic debuff that, if it expires undispelled, will explode for a large amount of damage on everyone within a small radius (roughly 10 yards) and a knockback.
You should be able to dispel every one, with the exception of one particular wave (Endless Wave 4) that has two Aqualytes and requires you to let some explode. Make dispelling these a priority in any wave.
Grand tunnelier illusoire
,
Petit tunnelier illusoire
A generally light-hitting mob with one important ability. Each Tunneler will periodically tunnel under the ground to a random party member (
Fouir
) and
Mâchouille
them, doing some immediate damage and leaving a fast-ticking physical DoT that lasts until the person is healed up to 90% HP.
It is important to heal off
Mâchouille
as quickly as possible with whatever fast heals you have. Allowing it to remain for more than a few seconds will cause you to spend much more mana in the long run dealing with it, and if it lasts until another one appears or another wave spawns you can get very far behind on healing. Keeping people topped off during Tunneler waves is important.
Be especially careful when
Oto le Protecteur
is
Mâchouille
ed, since it can be hard to heal off if he is taking a lot of damage otherwise.
Consider adding a special highlight for
Mâchouille
to your frames.
Grand conquérant illusoire
,
Petit conquérant illusoire
A hard-hitting melee mob with high HP. They have an
Enrager
that significantly increases their melee damage for about 10 seconds (you can see them casting it, and they will also get very large).
Each Conqueror will usually only
Enrager
once, a few seconds after it spawns, but occasionally one will last long enough to
Enrager
again. You generally should expect to use cooldowns of various kinds to help deal with
Enrager
s.
Importantly,
Oto le Protecteur
has his own
Mur protecteur
that he will use if it's available, so if you either watch for his yell or have
Mur protecteur
indicated on your frames, it can help you decide whether to use your own.
Oto le Protecteur
will use his
Mur protecteur
in non-Conqueror waves if you let him get very low, so you want to make sure you don't let that happen.
Healer Strategy: All Difficulties
Overall strategy is mostly contained in the enemy descriptions above. One overall point is that mana is relevant, and you generally cannot get by by spamming inefficient heals to address every problem. Making this easier however, is the fact that damage starts out high at the beginning of waves, and then is lower at the end of a wave when most mobs are dead. So you can use that latter time to use only your cheapest heals for a few seconds and save/regen mana.
The party will usually have the current mobs almost, but not completely, dead when the next wave spawns. As a general matter, due to the ebb and flow nature of the healing, talents that allow you do some free or very cheap healing (
,
Torpille de chi
) tend to be helpful, as well that talents that add cooldowns (
Vengeur sacré
).
The wave-by-wave notes below will help you know what to expect for all difficulties, and should help you plan your cooldown use for Gold and Endless. Knowing what's coming and having a strategy makes things a lot easier. By and large, Bronze and Silver require being generally familiar with your class's healing abilities, but and Gold and Endless benefit from more detailed planning.
Also, the mobs for each wave spawn in the same place every time, so if there are certain key spawns you want to interrupt, you can remember where they show up.
Wave 1:
Petit éventreur illusoire
, 0:25.
Not much to do yet. Cast a few heals on Oto.
Wave 2:
Grand éventreur illusoire
, 0:30.
Still, only Oto is taking damage, so basic single-target heals are all you need.
Wave 3:
Petit chante-ruche illusoire
,
Petit éventreur illusoire
, 0:45.
The addition of a Hive-Singer requires you to use basic group heals. If you're anticipating working on Gold or Endless soon, you can use these waves to get the hang of interrupting them.
Wave 4:
Grand chante-ruche illusoire
,
Grand éventreur illusoire
, 1:00.
Harder version of the previous wave. The group damage from the
Grand chante-ruche illusoire
is high, so heal aggressively; mana shouldn't be an issue in Bronze. Feel free to use a cooldown, but save something for the next wave.
Wave 5:
Grand éventreur illusoire
x2, followed by
Petit chante-ruche illusoire
x2, 1:30.
Essentially a longer version of the last wave, and first use of a delayed spawn.
Bronze should not pose too much trouble unless you're just learning your class, but it provides a good chance to familiarize with your basic single-target and group heals.
Wave 1:
Grand éventreur illusoire
, 0:35.
Another warmup wave to start. Heal Oto.
Wave 2:
Grand chante-ruche illusoire
,
Petit éventreur illusoire
, 0:35.
An easier version of a Bronze wave, but don't be surprised by the Hive Singer's damage.
Wave 3:
Petit mande-flammes illusoire
,
Petit éventreur illusoire
, 0:40.
The introduction of Flamecaller. A Small version isn't likely to kill someone when there's no other damage, but it's a good chance to see how they work. Notice how
Invocation de lave
has a cast and then a channel. A good habit is interrupting them just the channel starts, and then they will not cast it again.
Wave 4:
Grand mande-flammes illusoire
,
Grand éventreur illusoire
, 0:50.
Now the higher-damage version of the previous wave. The Large version of the Flamecaller can kill someone with consecutive casts if you don't heal the target. If you have an indicator on your frames for who's being targeted, you can see how it helps anticipate the damage here.
Wave 5:
Grand éventreur illusoire
,
Petit chante-ruche illusoire
, followed by
Grand mande-flammes illusoire
, 1:00.
Wave 5 where more enemies start to get combined to test your ability to handle them at once. The
Petit chante-ruche illusoire
isn't so bad on its own, but the delayed spawn
Grand mande-flammes illusoire
can be dangerous if people aren't topped off when he appears. Use a cooldown or two here, as they should be back up during wave 8.
Wave 6:
Petit aqualyte illusoire
,
Grand éventreur illusoire
, 0:55.
Introducing the Aqualyte. Nothing special here, this wave is just demonstrating that you need to dispel. Watch out for higher tank damage when Aqualytes are added.
Wave 7:
Grand aqualyte illusoire
,
Petit mande-flammes illusoire
, 1:00.
Combining the Aqualyte and a Flamecaller doesn't pose too much trouble, just don't forget to dispel while you watch the Fireballs.
Wave 8:
Petit chante-ruche illusoire
,
Petit aqualyte illusoire
, followed by
Grand mande-flammes illusoire
,
Petit éventreur illusoire
x2, 1:05.
A more intense wave than anything before to cap off Silver. Do not forget about your cooldowns; most or all should be up and they will make a big difference. Heal off the initial Hive-Singer's damage, so you don't surprised by the
Grand mande-flammes illusoire
on the delayed spawn.
Wave 8 is a little chaotic, but Silver should be comfortable if you're experienced with the class. If you're not, it's good training on a variety of basic healing situations before you try moving on to Gold.
Wave 1:
Grand mande-flammes illusoire
,
Petit éventreur illusoire
, 0:35.
An easy starting wave. You should be able to get through it without spending much mana.
Wave 2:
Grand aqualyte illusoire
,
Petit chante-ruche illusoire
, 0:45.
This is a good time to practice interrupting the
Petit chante-ruche illusoire
while there isn't much else going on. Another easy wave that you want to handle efficiently.
Wave 3:
Petit chante-ruche illusoire
,
Petit tunnelier illusoire
,
Petit éventreur illusoire
, 0:40.
The first introduction of a Tunneler is already a bit tricky.
Mâchouille
and
Déflagration sonore
at the same time can require a lot of burst healing to top the person off. Interrupting
Déflagration sonore
is helpful for avoiding having to spend a lot mana on this.
Wave 4:
Grand mande-flammes illusoire
,
Grand tunnelier illusoire
,
Petit éventreur illusoire
0:55.
There is some RNG here, since
Explosion pyrotechnique
and
Mâchouille
on the same target can hurt. The
Grand tunnelier illusoire
will survive a bit into wave 5, which is a high-damage wave, so you really want to avoid getting behind on dealing with
Mâchouille
and having anyone at low HP.
Wave 5:
Grand aqualyte illusoire
,
Petit tunnelier illusoire
, followed by
Petit chante-ruche illusoire
,
Petit mande-flammes illusoire
, 1:05.
A large, busy wave with two sets of spawns marks the halfway point. This is a very good wave to use a group cooldown, usually once the
Petit chante-ruche illusoire
has gotten its first few casts off.
Oto le Protecteur
can take a lot of damage too, between the
Grand aqualyte illusoire
and potential
Mâchouille
s--heal him carefully because you want to save both your own tank cooldowns and his
Mur protecteur
for the upcoming Conquerors. The
Petit chante-ruche illusoire
and
Petit mande-flammes illusoire
appear near
Maître probatoire Rotun
, about 15 seconds into the wave, if you want to try to interrupt them.
Wave 6:
Grand éventreur illusoire
,
Petit conquérant illusoire
,
Petit éventreur illusoire
, 0:55.
All tank damage, and your first Conqeror. Focus on
Oto le Protecteur
at the end of the last wave; the group will be fine once the Hive-Singer is down, and you want him topped off to start here. Ideally he will
Mur protecteur
this Enrage, but be ready with your own cooldown if it's needed.
Wave 7:
Grand tunnelier illusoire
,
Petit conquérant illusoire
,
Petit chante-ruche illusoire
, 1:05.
This wave has a few things going on, but is generally calmer than the last few. Focus on handling
Mâchouille
quickly and using efficient heals to cover the rest.
Wave 8:
Grand mande-flammes illusoire
,
Petit conquérant illusoire
, 1:05.
An easy wave, since the only damage is
Oto le Protecteur
and the
Explosion pyrotechnique
targets. Just don't get too comfortable and let someone sit low with the
Explosion pyrotechnique
er out. The party tends to clean up this wave early, so you have a moment to get everyone fully topped off before the last two.
Wave 9:
Grand conquérant illusoire
,
Petit mande-flammes illusoire
, followed by
Petit chante-ruche illusoire
,
Petit aqualyte illusoire
, 1:20.
Your first
Grand conquérant illusoire
. You generally have to survive this plus two Enrages in wave 10, so plan cooldowns accordingly. Otherwise everything is familiar. Try to save any important cooldowns for wave 10. The
Grand conquérant illusoire
will be at low HP when wave 10 starts.
Wave 10:
Grand conquérant illusoire
,
Petit tunnelier illusoire
, followed by
Petit mande-flammes illusoire
,
Petit aqualyte illusoire
, followed by
Petit conquérant illusoire
,
Petit chante-ruche illusoire
, 1:30 (but time doesn't matter since you continue until all mobs are dead).
Three sets of spawns, testing everything you've learned so far. The important thing to watch is
Oto le Protecteur
, who will have a danger phase both times when a Conqueror spawns and enrages. Try to give a cooldown for whichever one he doesn't
Mur protecteur
. Your group cooldown or best throughput cooldown is best used at the busiest part of the wave when the Hive-Singer spawns, allowing you to keep focus on
Oto le Protecteur
and
Mâchouille
s. Make sure not to miss a dispel with everything that's going on.
Once most mobs are dead, you still have to be careful because the last one or two mobs tend to be Conquerors, and they might Enrage a second time. If you're out of mana and cooldowns, it can still be dangerous.
If you made it this far, congratulations on Gold Healer! It's now time to test your chops in Endless. Those notes will be a little less detailed since it's expected that you know what to look out for with all the basic mob types by this point.
Endless adds a few new mechanics:
The mobs have a buff,
Onde infinie
, that adds 1% damage each wave (i.e. in wave 20, every mob type is doing 20% more damage than it did in Gold).
The same set of 10 waves repeats endlessly, but of course doing 10% more damage each time.
Each wave is one minute long (knowing this helps plan cooldowns). There is a 15 second break after every 10th wave where can be out of combat, but the last mob of the wave has to die before you can drink. Sometimes the combat break is brief, so be ready to drink right away.
Wave 1:
Grand mande-flammes illusoire
,
Petit éventreur illusoire
x2.
Easy wave, focus on handling efficiently.
Wave 2:
Grand chante-ruche illusoire
,
Grand aqualyte illusoire
,
Petit éventreur illusoire
.
Generally easy also, but the
Grand chante-ruche illusoire
does a lot of damage, and a 3-minute group cooldown can help handle it (and will be up again at wave 5). Watch for
Sooli le Survivaliste
to pull aggro at the start.
Wave 3:
Grand tunnelier illusoire
x2,
Petit éventreur illusoire
.
An easy wave provided you don't get behind. Don't start this wave sitting low from the
Grand chante-ruche illusoire
, since you have to handle two simultaneous
Mâchouille
s at the beginning, and usually once again after a few seconds. If you keep your instant heals ready for the
Mâchouille
s, the wave will go smoothly. The group finishes this early, giving you time to regen.
Wave 4:
Grand aqualyte illusoire
,
Petit aqualyte illusoire
,
Petit mande-flammes illusoire
.
The unique wave with two simultaneous
Bombe d’eau
debuffs. Each time they cast, try to see where both go before deciding which one to use your dispel on. Your priority should generally be:
Ki l’assassin
,
Oto le Protecteur
,
Kavan l’Arcaniste
,
Sooli le Survivaliste
, yourself. Melee come first since they are most likely to hit each other if you let them explode, and then
Kavan l’Arcaniste
since she sometimes stands in melee to AoE. Letting it go off on yourself is best since you can always move away from people as it happens, but the NPCs don't.
Wave 5:
Grand conquérant illusoire
,
Grand chante-ruche illusoire
, followed by
Grand tunnelier illusoire
.
A high-damage wave on both tank and group. Focusing on interrupting this Hive-Singer helps a lot. Around the end of this wave is the second good place to use a 3-minute cooldown, to help recover from the Hive-Singer since the start of wave 6 is hectic.
Wave 6:
Petit aqualyte illusoire
,
Petit mande-flammes illusoire
,
Petit tunnelier illusoire
,
Petit éventreur illusoire
.
A bunch of small mobs pop in an once (it's near the door, and might be a good time for a group stun). There will often be a
Petit éventreur illusoire
and a low-HP
Grand conquérant illusoire
up from wave 5 still. Worry first about handling the first
Mâchouille
and watching for the first dispel, and stopping
Invocation de lave
if you have the attention. The small mobs will die off quickly once you're stablized.
Wave 7:
Petit conquérant illusoire
x2,
Petit chante-ruche illusoire
.
An calmer wave, but double
Petit conquérant illusoire
might call for a tank cooldown, especially if
Oto le Protecteur
doesn't have his own.
Wave 8:
Petit mande-flammes illusoire
x4,
Petit éventreur illusoire
.
Another unique wave, consisting primarily of completely random spike damage. Dangerous spikes can happen at any time, especially in later cycles of Endless. There may also be a
Petit conquérant illusoire
up on
Oto le Protecteur
for the first few seconds. You will have to spend a lot of mana here, especially since the beginning of wave 9 is very dangerous and you should be topped off.
Wave 9:
Grand chante-ruche illusoire
,
Petit tunnelier illusoire
,
Petit aqualyte illusoire
.
These will pop in on the opposite side of the room while there's still a
Petit mande-flammes illusoire
or two up. The
Déflagration sonore
and
Mâchouille
that happen right as they pop in will require immediate action with large heals on the target (often
Sooli le Survivaliste
since he stands towards the middle of the room). Once the Flamecallers are down you still have to deal with
Déflagration sonore
/
Mâchouille
happening (both from Large mobs). This the 3rd time in the 10-minute cycle where you should expect to use a 3-minute cooldown.
Wave 10:
Grand conquérant illusoire
,
Petit mande-flammes illusoire
, followed by
Petit aqualyte illusoire
.
If you got through wave 9 whole, you should be able to get through this, unless you're completely out of cooldowns or mana for dealing with the
Grand conquérant illusoire
. As the last mob is dying, top off the group fully, so you can start drinking the moment it dies, and continue drinking for the first dew seconds of the next wave if necessary.
In order to obtain
the Proven Healer
title, you'll need to do that for 3 cycles, with the mobs having a 30% damage buff by the end. It will not be easy, but I hope that going in prepared with all of this information will make it seem less daunting. Good luck!
Proving Grounds: Tank
Tank Basic Tips
In the Tank Proving Grounds, your job is to tank waves of minions until they are all dead. You are supported by a single NPC,
Sikari la Tisse-brume
, who serves as your sole healer and damage-dealer, and if either of you reach zero health, she unleashes a fiery blast, killing all the hostile NPC's in the room, restoring your health to full and ending the challenge.
Because
Sikari la Tisse-brume
's healing comes only in the form of a HoT, burst damage is the most threatening aspect of the tank Proving Grounds. This means that the largest sources of burst damage, namely Ambushers, Conquerors and simply waves with a lot of adds are the biggest dangers you will face. Whenever possible, you will want talents that provide more protection against spike damage and increased self-healing.
Due to
Sikari la Tisse-brume
's lack of direct heals, AoE CC and any form of kiting are extremely effective in handling damage coming from lots of adds. Illusionary mobs are fast enough that long-term kiting is impossible, but a quick
Roulade
or
Bond héroïque
can stop the flow of damage for several precious seconds. Abilities that spawn NPC offtanks, such as
Armée des morts
, and
Invocation de Xuen, le Tigre blanc
are also extremely helpful.
Sikari la Tisse-brume
is unaffected by the barricades in the zone, and will re-cast her heals even if you technically LoS her.
Positioning is important, but fairly simple. Aside from Flamecallers, who will stand still and cast until interrupted, all mobs in the Tank Proving Grounds use melee and will make a beeline directly to
Sikari la Tisse-brume
upon spawning. As such, staying fairly close to her and picking mobs up is more effective than trying to be standing by the NPC's when they spawn (exception for the Ambushers, due to their
Régime de bananes
which can kill her). Because her only sources of threat are a HoT and damage output, self-healing aggro can be surprisingly effective for picking up adds as they spawn.
Tank Bestiary
Aside from
Sikari la Tisse-brume
, all NPC's appear in large and small varieties. The difference between large and small is simple: large mobs have considerably more health and do more damage than their small counterparts.
Sikari la Tisse-brume
has 1.4 million health, and if she is brought to zero, the challenge ends. She is a member of your group, so heals like
Invocation d’une statue du Buffle noir
will affect her.
Sikari la Tisse-brume
uses only one heal, a HoT that heals for 70k every 2 seconds. She will maintain 100% uptime.
If facing three or less enemies,
Sikari la Tisse-brume
will cast
Explosion de chi focalisée
into the mob with the lowest remaining percentage of health until it dies, then continue on until all are dead. When facing four or more mobs, she channels
Orage de jade crépitant
. Her single target damage is considerably less effective than her AoE damage, but her
Orage de jade crépitant
will break CC's that break on damage.
Grand éventreur illusoire
,
Petit éventreur illusoire
Rippers appear in every difficulty.
Rippers are simple, low-priority, and only threatening in packs.
Petit fourrageur illusoire
,
Grand fourrageur illusoire
Foragers appear in every difficulty.
Foragers are dangerous in groups with
Mâchouille
and should be CC'ed and dpsed down quickly.
Grand mande-flammes illusoire
,
Petit mande-flammes illusoire
Flamecallers first appear in Silver.
When Flamecallers spawn, they spew gouts of flame around the arena over 3 seconds, forming
Flaque de lave
where they hit.
Flaque de lave
last for 30 seconds after hitting the ground. Standing in
Flaque de lave
will stack a debuff on you,
Brûlures de lave
, that burns you and increases your damage taken.
Causing mobs to walk through
Flaque de lave
will burn them for significant damage as well. Make judicious use of lava to bring down mobs more quickly and get through dangerous waves.
Small mobs cast
Boule de feu
and large mobs cast
Explosion pyrotechnique
.
Grand garde ailé illusoire
,
Petit garde ailé illusoire
Wind-Guards first appear in Silver.
Wind-Guards deal moderate damage and cast
Coup d’aile
, a knockback on a 20-second cooldown. It knocks the tank back about 20 yards and reduces threat by 99%, which generally will cause it to make a beeline toward
Sikari la Tisse-brume
.
A quick taunt will nullify the knockback's threat reduction in most situations, but when facing multiple
Petit garde ailé illusoire
, such as in Endless Wave 6, they can be very dangerous if you don't position yourself intelligently.
Coup d’aile
is not an AoE, so placing your back toward the center of the room and tanking near the barricades will cause them to launch you right to
Sikari la Tisse-brume
. When they drop threat and run to her, they will wind up running right to you as well.
Petit embusqué illusoire
,
Grand embusqué illusoire
Ambushers first appear in Gold.
Ambushers use one skill,
Régime de bananes
, which deals considerable AoE damage. Their autoattack damage is negligible.
When Ambushers spawn, they head directly for
Sikari la Tisse-brume
. Taunting Ambushers off of
Sikari la Tisse-brume
and keeping them out of range to hit her with
Régime de bananes
is the utmost priority.
Grand conquérant illusoire
,
Petit conquérant illusoire
Conquerors first appear in Gold.
Conquerors use two skills that must be handled with care.
Heurtoir puissant
deals significant damage in a cone in front of the Conqueror and stuns any targets hit for four seconds.
Enrager
causes the Conqueror to gain 200% increased damage, 50% increased attack speed, 150% increased movement speed and immunity to crowd control.
Move out of
Heurtoir puissant
immediately and use defensive cooldowns to survive
Enrager
(particularly against Large Conquerors).
Tank Strategies: All Difficulties
Training:
This challenge tests your ability to pick up mobs on a pull and hold them off your healer. The mobs only autoattack and apply a stacking DoT.
Overview:
None of these waves should pose a problem, but don't be afraid to use a cooldown at the beginning of waves 3 and 4, since they feature the highest initial damage. Again, using a cooldown for the mid-wave spawn during wave 5 is not a bad idea, either.
Wave 1:
Initial Spawns:
Grand éventreur illusoire
Mid-Wave Spawns: None
Duration: 30 sec
Notes: This wave is the simplest thing you will ever tank in your WoW career, and demonstrates that you understand how to pick up and tank a single add.
Wave 2
Initial Spawns:
Petit éventreur illusoire
x 2
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Similarly to wave 1, this simple test gives practice in picking up two adds.
Wave 3
Initial Spawns:
Grand fourrageur illusoire
x 5
Mid-Wave Spawns: None
Duration: 50 sec
Notes: This test demonstrates how
Sikari la Tisse-brume
responds to numerous targets and teaches you to hold numerous adds at the same time.
Wave 4
Initial Spawns:
Grand éventreur illusoire
,
Petit fourrageur illusoire
x 5
Mid-Wave Spawns: None
Duration: 55 sec
Notes: Again, this tests your ability to tank numerous small adds, but now introduces a large add you should focus.
Wave 5
Initial Spawns:
Grand éventreur illusoire
x 2,
Petit éventreur illusoire
Mid-Wave Spawns: (30 sec)
Grand fourrageur illusoire
x 2,
Petit fourrageur illusoire
x2
Duration: 60 sec
Notes: Wave 5 features the first mid-wave spawn, which are a big part of Gold and Endless, and teaches how to pick up newly spawned adds while maintaining threat on current adds, an important basic tanking lesson.
Training:
This challenge builds upon Bronze through more add abilities and avoidable sources of damage.
Overview:
The flamecallers on their own pose minimal threat and skillful use of lava can help you clear through waves faster. Do not be afraid to use cooldowns if you wind up walking through lava, as it hits extremely hard.
Be careful that the Wind-Guards do not knock you out of
Sikari la Tisse-brume
's line of sight or into any lava (the latter should only be a concern on waves 7 and 8). Wave 8 features a mid-wave Flamecaller that can be dangerous if you're not aware, so remain alert.
Wave 1:
Initial Spawns:
Grand éventreur illusoire
,
Petit éventreur illusoire
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Similar to Bronze, Silver starts slowly with a simple 2-add pickup wave.
Wave 2:
Initial Spawns:
Grand fourrageur illusoire
x 3,
Petit fourrageur illusoire
x 3
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Again, you are eased into tanking a handful of small mobs. The
Petit fourrageur illusoire
's DoT debuff is the most dangerous part of the wave, and AoE CC will reduce their damage considerably.
Wave 3:
Initial Spawns:
Petit mande-flammes illusoire
,
Grand éventreur illusoire
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Wave 3 introduces the
Petit mande-flammes illusoire
. Tank it and the
Grand éventreur illusoire
in lava and this wave is easy.
Wave 4:
Initial Spawns:
Grand mande-flammes illusoire
,
Grand fourrageur illusoire
x 2,
Petit fourrageur illusoire
x 2
Mid-Wave Spawns: None
Duration: 40 sec
Notes: This wave tests your ability to tank the enemies in lava. If you can move the
Petit fourrageur illusoire
through lava, they will go down quickly, but if you walk through lava yourself they will hit unnecessarily hard. Tank them in lava while staying out.
Wave 5:
Initial Spawns:
Petit mande-flammes illusoire
,
Petit éventreur illusoire
x 2
Mid-Wave Spawns: (35 sec)
Grand fourrageur illusoire
x 3
Duration: 50 sec
Notes: The primary challenge in this wave is positioning yourself to pick up the
Grand fourrageur illusoire
as they spawn while staying clear of lava. Use the lava to burn the Rippers and
Petit mande-flammes illusoire
down quickly and the damage once the
Grand fourrageur illusoire
spawn will not be dangerous.
Wave 6:
Initial Spawns:
Grand garde ailé illusoire
,
Petit éventreur illusoire
Mid-Wave Spawns: None
Duration: 55 sec
Notes: This wave introduces the Wind-Guard. Be prepared to taunt when it knocks back.
Wave 7:
Initial Spawns:
Grand garde ailé illusoire
,
Petit mande-flammes illusoire
,
Grand éventreur illusoire
Mid-Wave Spawns: None
Duration: 60 sec
Notes: The Wind-Guard returns along with a
Petit mande-flammes illusoire
, and they can combine forces to push you into a fiery death. Make sure you don't have lava behind you and you will be just fine.
Wave 8:
Initial Spawns:
Grand garde ailé illusoire
,
Petit fourrageur illusoire
x 4
Mid-Wave Spawns: (40 sec)
Grand mande-flammes illusoire
,
Petit éventreur illusoire
Duration: 1:05
Notes: This wave teaches the importance of positioning and remaining aware of surroundings. The mid-wave Flamecaller can be dangerous if you are unaware, or helpful if you use it to burn down the
Petit fourrageur illusoire
. Always be prepared to reacquire threat once the Wind-Guard knocks back.
Training:
This challenge introduces new adds that deal substantial AoE damage, emphasizing positioning. It also features substantially more mid-wave add spawns, ensuring that players learn to pick up newly spawned adds mid-fight (a key skill for any tank), and are skilled in mitigating damage from numerous sources.
Overview:
Beginning in wave 3, you face multiple mid-wave mob spawns in most waves. Mobs begin piling up, and this can quickly become deadly given the Ambushers' damage output.
Waves 3, 4, 8, 9 and 10 all feature multiple Ambushers, and the last three all have Flamecallers and Conquerors as well. Using the Flamecallers' lava to quickly burn down mobs without burning yourself will help you take substantially less damage throughout these waves. Be certain to save major cooldowns for wave 10, as the combination of two
Enrager
d Large Conquerors and a
Régime de bananes
-spamming Ambusher can easily crush a tank.
AoE crowd control is a major lifesaving tool when tanking multiple Ambushers at once, and is best used when at low health to instantly cease the flow of incoming damage and allow
Sikari la Tisse-brume
HoT a few seconds bring your health back up to safety.
Wave 1:
Initial Spawns:
Petit garde ailé illusoire
,
Petit éventreur illusoire
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Gold starts off more complex, immediately bringing in a
Petit garde ailé illusoire
. Always be ready to taunt after a knockback.
Wave 2:
Initial Spawns:
Grand mande-flammes illusoire
,
Grand fourrageur illusoire
x 2,
Petit fourrageur illusoire
x 3
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Like Silver Wave 4, Gold Wave 2 combines a Flamecaller with
Petit fourrageur illusoire
. Simply burn them down without burning yourself and this wave proves no challenge.
Wave 3:
Initial Spawns:
Petit éventreur illusoire
x 2
Mid-Wave Spawns:
(35 sec)
Petit embusqué illusoire
(25 sec)
Petit embusqué illusoire
Duration: 40 sec
Notes: Wave 3 Gold considerably ramps up the difficulty from Bronze and Silver, by separately bringing in two
Petit embusqué illusoire
s mid-wave. Be prepared to quickly pull them away from
Sikari la Tisse-brume
.
Wave 4:
Initial Spawns:
Grand garde ailé illusoire
,
Petit éventreur illusoire
Mid-Wave Spawns
(45 sec)
Petit embusqué illusoire
(35 sec)
Grand embusqué illusoire
Duration: 50 sec
Notes: Wave 4 adds complexity onto the multiple mid-wave
Grand embusqué illusoire
spawns of the previous wave by starting with a Wind-Guard. Always be prepared to taunt, and don't be shy with CC or cooldowns when tanking multiple ambushers.
Wave 5:
Initial Spawns:
Grand mande-flammes illusoire
Mid-Wave Spawns
(35 sec)
Petit garde ailé illusoire
(30 sec)
Petit embusqué illusoire
Duration: 50 sec
Notes: This wave is a step down in difficulty. Be prepared to pick up the
Petit garde ailé illusoire
and
Petit embusqué illusoire
and don't let yourself get knocked back into a bad place. Use the lava correctly and this is no trouble.
Wave 6:
Initial Spawns:
Petit conquérant illusoire
,
Grand éventreur illusoire
x 2
Mid-Wave Spawns: None
Duration: 60 sec
Notes: Wave 6 introduces the Conqueror. Handle the
Heurtoir puissant
and
Enrager
correctly and it should be easy enough.
Wave 7:
Initial Spawns:
Petit conquérant illusoire
,
Petit garde ailé illusoire
Mid-Wave Spawns: (35 sec)
Grand embusqué illusoire
Duration: 1:05
Notes: Much like wave 4 built upon the introduction of Ambushers by adding a Wind-Guard, Wave 7 builds upon the Conqueror by adding both a
Petit garde ailé illusoire
and an
Grand embusqué illusoire
. Don't be afraid to use defensive cooldowns if the Conqueror
Enrager
s while you are tanking it and the
Grand embusqué illusoire
. Alternately, single target CC (Bash, Hammer of Justice) on the
Grand embusqué illusoire
can work wonders.
Wave 8:
Initial Spawns:
Grand conquérant illusoire
;
Petit mande-flammes illusoire
Mid-Wave Spawns
(55 sec)
Grand embusqué illusoire
(40 sec)
Petit embusqué illusoire
Duration: 1:20
Notes: Use the
Petit mande-flammes illusoire
to burn down the
Grand conquérant illusoire
, and use crowd control or cooldowns to survive the damage of a
Grand conquérant illusoire
and two
Grand embusqué illusoire
s.
Wave 9:
Initial Spawns:
Grand mande-flammes illusoire
Mid-Wave Spawns
(1:40)
Petit embusqué illusoire
(1:30)
Grand conquérant illusoire
,
Petit garde ailé illusoire
(60 sec)
Petit embusqué illusoire
(55 sec)
Grand embusqué illusoire
Duration: 1:50
Notes: Use lava to quickly burn down the
Petit mande-flammes illusoire
and the first two mid-wave spawns, and you should be doing well by the time the third and fourth mid-wave spawns come out. Use a defensive cooldown if you wind up tanking an Enraging
Grand conquérant illusoire
and two
Petit embusqué illusoire
s.
Wave 10:
Initial Spawns:
Petit mande-flammes illusoire
Mid-Wave Spawns:
(1:45)
Grand conquérant illusoire
x 2,
Petit garde ailé illusoire
(1:35)
Petit embusqué illusoire
(60 sec)
Grand embusqué illusoire
x 2
Duration: 2:00
Notes: Using lava to burn the
Grand conquérant illusoire
s and
Grand embusqué illusoire
is key to this wave. You will have
Grand conquérant illusoire
s alive when the Ambusher pair spawns, so use any remaining defensive cooldowns to survive
Enrager
at that point.
Training:
Endless is not intended to train players like Bronze, Silver and Gold, and introduces no new mobs or mechanics. It is intended purely as test of skills learned in the prior PG's, namely mitigating damage, picking up adds, holding threat and skillful positioning.
Overview:
Every wave in Endless lasts 60 seconds, and beginning with one stack in Wave 1, every wave receives an additional stack of a buff that grants them a 1% damage increase (
Onde infinie
). This means that the mobs in Wave 1 are already doing 1% more damage than their counterparts in Bronze through Gold, the mobs in Wave 2 do 2% more damage, and so on.
Damage will quickly become unmanageable, and Conquerors and Ambushers in particular are extremely deadly. Completing Wave 30 and achieving
The Proven Defender
requires skillful decision-making with defensive cooldowns, crowd control, and movement.
On completing Wave 10, you are given a 15-second window before Wave 1 spawns again (now at 11% increased damage, and so on). During this time will you usually still be finishing off the Conqueror from Wave 10.
Wave 1
Initial Spawns:
Grand garde ailé illusoire
,
Grand éventreur illusoire
Notes: Endless starts off simple and easy.
Wave 2
Initial Spawns:
Grand fourrageur illusoire
x 4,
Petit fourrageur illusoire
x 4
Mid-Wave Spawns: 45 sec
Petit embusqué illusoire
, 30 sec
Petit embusqué illusoire
Notes: With ten total mobs, this is the biggest wave you will face in all of Proving Grounds. None of the mobs hit particularly hard on their own, but the combination of eight Foragers stacking
Mâchouille
and two
Petit embusqué illusoire
s can be dangerous. CC is valuable on this wave.
Wave 3
Initial Spawns:
Petit mande-flammes illusoire
x 2,
Grand éventreur illusoire
x 2
Notes: A
Grand mande-flammes illusoire
and
Grand éventreur illusoire
spawn on opposing sides of the room in front of
Sikari la Tisse-brume
. The
Grand éventreur illusoire
s quickly make a beeline toward
Sikari la Tisse-brume
, and picking them up should be no trouble. Bringing the
Grand mande-flammes illusoire
s together requires interrupts and crowd control, and is a more difficult task depending upon which class you are playing. As long as the
Grand mande-flammes illusoire
s are not allowed to freely cast into
Sikari la Tisse-brume
, all will be well and the lava will make quick work of the
Grand éventreur illusoire
s.
Wave 4
Initial Spawns:
Petit conquérant illusoire
,
Grand garde ailé illusoire
Mid-Wave Spawns: 40 sec
Grand embusqué illusoire
Notes: This is a dangerous combination of mechanics, but as it is only a three-mob wave, this is very manageable. Be prepared for the
Grand garde ailé illusoire
's knockback, be ready to move out of the
Petit conquérant illusoire
's
Heurtoir puissant
, and pick up the
Grand embusqué illusoire
as it spawns. You can also let one of the
Petit mande-flammes illusoire
freecast into Sikari, to cut down on the amount of damage done to you. The biggest danger is that one of the mobs may survive into the following wave.
Wave 5
Initial Spawns:
Petit mande-flammes illusoire
,
Petit éventreur illusoire
x 2
Mid-Wave Spawns: 45 sec
Petit embusqué illusoire
, 30 sec
Petit embusqué illusoire
, 15 sec
Petit embusqué illusoire
Notes: Use the lava to burn down the
Petit éventreur illusoire
,
Petit embusqué illusoire
s and any remaining mobs from last wave and the third Ambusher should be the only mob alive when it spawns. A solo
Petit embusqué illusoire
is no danger. Whenever picking up
Petit embusqué illusoire
s while
Flaque de lave
are active, position yourself so that when you taunt they will run through
Flaque de lave
on their way to you. This should painlessly (for you) get them doused in lava without having to get close to it yourself.
Wave 6
Initial Spawns:
Grand garde ailé illusoire
x 3
Notes: This wave is incredibly beefy.
Sikari la Tisse-brume
will only be dealing single-target damage, and this trio will often chain knockbacks to launch you well across the room and get some free dps time into
Sikari la Tisse-brume
. Good use of the barricades and ranged threat will keep them off of her and on you. Chances are high that two of the three
Grand garde ailé illusoire
will be alive going into the following wave, and this is the most dangerous aspect of this wave if you handle knockbacks correctly.
Wave 7
Initial Spawns:
Petit conquérant illusoire
,
Petit fourrageur illusoire
x 4
Notes: The only significant danger in this wave is the
Petit conquérant illusoire
's
Heurtoir puissant
and the sheer number of mobs you will likely be facing. Bring as much CC and damage as you can to whittle their numbers down quickly, and you will fare well. Due to
Sikari la Tisse-brume
's lackluster single-target dps, you may wind up with a
Petit conquérant illusoire
or even a Wind-Guard alive going into the next wave, but that shouldn't be a threat.
Wave 8
Initial Spawns: 3x
Petit mande-flammes illusoire
Mid-Wave Spawns: 50 sec
Grand embusqué illusoire
, 40 sec
Petit embusqué illusoire
, 30 sec
Grand embusqué illusoire
, 20 sec
Grand embusqué illusoire
Notes: Use
Flaque de lave
to make quick work of the first three
Petit embusqué illusoire
s and this wave won't prove threatening. If you fail to burn them down quickly, prepare to use CC or defensive cooldowns because they will hit hard.
Wave 9
Initial Spawns:
Petit garde ailé illusoire
x 2,
Grand éventreur illusoire
x 2,
Petit éventreur illusoire
Mid-Wave Spawns: 40 sec
Petit embusqué illusoire
, 20 sec
Petit embusqué illusoire
Notes: This wave deals a lot of damage, and the
Petit garde ailé illusoire
' knockbacks coincide with the Ambusher's spawns. Be ready to be knocked back right as you need to pick up
Petit embusqué illusoire
s. Quickly peel both the newly-spawned
Petit embusqué illusoire
and the pair of
Petit garde ailé illusoire
off of
Sikari la Tisse-brume
immediately. As always, CC and defensive cooldowns are tremendously valuable in handling the damage from the multitude of adds in this wave.
Wave 10
Initial Spawns:
Grand conquérant illusoire
,
Grand mande-flammes illusoire
Mid-Wave Spawns: 35 sec
Grand embusqué illusoire
Notes: Use the
Grand mande-flammes illusoire
's lava to burn down the
Grand conquérant illusoire
and
Grand embusqué illusoire
once it spawns, dodge the
Heurtoir puissant
s and use cooldowns when the
Grand conquérant illusoire
casts
Enrager
and you should be able to handle this simple wave.
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