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Wowhead's Guide to Proving Grounds: Strategies, Bestiary, and Rewards
Live
Pubblicato
11/09/2013 alle 12:46
da
perculia
Arena d'Addestramento
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
Esaminatore 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 Mistica delle Nebbie
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
Timer
.
As a healer, you get a full party of NPCs to heal:
Kavan l'Arcanista
,
Oto il Difensore
,
Sooli il Survivalista
, and
Ki l'Assassina
.
The mobs you fight, which all have "Illusionary" names like
Banshee Illusoria Grande
and
Acqualite Illusorio Piccolo
, come out in set waves.
Rewards
Bronze:
Addestramento: Assaltatore (Bronzo) (Liv 90)
,
Addestramento: Guaritore (Bronzo) (Liv 90)
,
Addestramento: Difensore (Bronzo) (Liv 90)
Silver:
Addestramento: Assaltatore (Argento) (Liv 90)
,
Addestramento: Guaritore (Argento) (Liv 90)
,
Addestramento: Difensore (Argento) (Liv 90)
Gold:
Addestramento: Assaltatore (Oro) (Liv 90)
,
Addestramento: Guaritore (Oro) (Liv 90)
,
Addestramento: Difensore (Oro) (Liv 90)
Endless Mode has achievements for completing 10, 20, and 30, as well as titles for reaching 30 waves:
Addestramento: Assaltatore tenace (Ondata 10) (Liv 90)
,
Addestramento: Assaltatore tenace (Ondata 20) (Liv 90)
,
Addestramento: Assaltatore tenace (Ondata 30) (Liv 90)
,
The Proven Assailant
Addestramento: Guaritore tenace (Ondata 10) (Liv 90)
,
Addestramento: Guaritore tenace (Ondata 20) (Liv 90)
,
Addestramento: Guaritore tenace (Ondata 30) (Liv 90)
,
The Proven Healer
Addestramento: Difensore tenace (Ondata 10) (Liv 90)
,
Addestramento: Difensore tenace (Ondata 20) (Liv 90)
,
Addestramento: Difensore tenace (Ondata 30) (Liv 90)
,
The Proven Defender
Lo stai facendo male (Liv 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:
Punteggio più alto nella sfida per assaltatori (Infinita) all'Arena d'Addestramento (Liv 90)
,
Punteggio più alto nella sfida per guaritori (Infinita) all'Arena d'Addestramento (Liv 90)
,
Punteggio più alto nella sfida per difensori (Infinita) all'Arena d'Addestramento (Liv 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 Tessianime
provides a Soulwell.
Mistico Verroastrale
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.
Dama Palmo di Giada
sells Jewelcrafting supplies.
Fornitore Bulbofatuo
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
Esaminatore 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
Sha Illusorio Grande
and
Sha Illusorio Piccolo
, 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
Globulo d'Ambra
s is likely to be very important (they debuff enemies to take 50% increased damage), so you probably want to kill
Tessitore d'Ambra Illusorio Piccolo
and
Tessitore d'Ambra Illusorio Grande
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
Guardiano Illusorio Grande
and
Guardiano Illusorio Piccolo
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
Lanciabanane Illusorio Grande
and
Lanciabanane Illusorio Piccolo
. 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
Addestramento: Assaltatore tenace (Ondata 30) (Liv 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
Banshee Illusoria Grande
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
Sha Illusorio Grande
, which is level 93, so you probably want to reforge to meet raid hit and expertise caps.
Tessitore d'Ambra Illusorio Piccolo
and
Tessitore d'Ambra Illusorio Grande
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 (
Globulo d'Ambra
). 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.
Lanciabanane Illusorio Grande
and
Lanciabanane Illusorio Piccolo
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 (
Ventaglio di Banane
), which reduce your hit chance by 70% (
Tempesta di Follia
). You probably will not have time to get off a cast at 1.5 seconds or longer, making these enemies a huge pain.
Banshee Illusoria Grande
and
Banshee Illusoria Piccola
Relatively low health enemies that exist for 10 seconds for the Small variety, and 15 seconds for the Large variety, before exploding (
Timer
) 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.
Mistico Illusorio Grande
and
Mistico Illusorio Piccolo
Healers. They only have one heal spell (
Cura Illusoria
) and it can be interrupted. They are also susceptible to most forms of crowd control and stuns.
Guardiano Illusorio Grande
and
Guardiano Illusorio Piccolo
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 (
Essenza della Corruzione
).
This is a channeled ability and there is some downtime between channels and at the start where they are vulnerable from any direction.
Sha Illusorio Grande
and
Sha Illusorio Piccolo
Large add with lots of health. These have two phases - one with a
Scudo Protettivo
up in which they take 50% damage, and a vulnerable period (
Esposto!
) 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.
Uccisore Illusorio Grande
and
Uccisore Illusorio Piccolo
These enemies have no abilities and are basically glorified target dummies.
Caccianoci Illusorio Grande
and
Caccianoci Illusorio Piccolo
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.
Uccisore Illusorio Piccolo
(x2),
Tessitore d'Ambra Illusorio Piccolo
(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
Uccisore Illusorio Piccolo
s first, kiting these globules into at least one of them.
Tessitore d'Ambra Illusorio Piccolo
(x1),
Uccisore Illusorio Piccolo
,
Lanciabanane Illusorio Piccolo
(x1). Time: 0:35.
You probably can't get a globule to hit the
Lanciabanane Illusorio Piccolo
here, but if you take out that Banana-Tosser first it should be easy to make the
Tessitore d'Ambra Illusorio Piccolo
trap itself.
Lanciabanane Illusorio Piccolo
(x1),
Mistico Illusorio Piccolo
(x1),
Tessitore d'Ambra Illusorio Piccolo
(x1). Time: 0:40.
Consider using CC on either the
Lanciabanane Illusorio Piccolo
or
Mistico Illusorio Piccolo
if you are having trouble interrupting heals while dodging bananas.
Mistico Illusorio Grande
(x1),
Lanciabanane Illusorio Piccolo
(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.
Guardiano Illusorio Piccolo
(3x),
Banshee Illusoria Piccola
(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.
Caccianoci Illusorio Grande
(4x),
Caccianoci Illusorio Piccolo
(2x),
Mistico Illusorio Piccolo
(2x). Time: 0:50.
This is a simple exercise in making sure you can CC a target. The
Mistico Illusorio Piccolo
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.
Lanciabanane Illusorio Piccolo
(x1),
Guardiano Illusorio Piccolo
(x1),
Mistico Illusorio Piccolo
(x1),
Tessitore d'Ambra Illusorio Piccolo
(x1),
Banshee Illusoria Piccola
(x1),
Banshee Illusoria Grande
(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.
Tessitore d'Ambra Illusorio Piccolo
(x2), 1x
Sha Illusorio Piccolo
,
Banshee Illusoria Piccola
(x1). Time: 1:00.
Sha Illusorio Piccolo
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
Tessitore d'Ambra Illusorio Piccolo
afterwards. Just get the two
Tessitore d'Ambra Illusorio Piccolo
s down before the Sha's shield falls off.
Mistico Illusorio Piccolo
(x1),
Lanciabanane Illusorio Piccolo
(x1),
Sha Illusorio Piccolo
(x1),
Banshee Illusoria Piccola
(x1). Time: 1:15
Nothing really new here - just kill the
Mistico Illusorio Piccolo
and
Lanciabanane Illusorio Piccolo
and start working on the
Sha Illusorio Piccolo
(no CDs yet!) until his shield falls off.
Uccisore Illusorio Grande
(x1),
Sha Illusorio Grande
(x1),
Banshee Illusoria Piccola
(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.
Tessitore d'Ambra Illusorio Grande
(x3),
Caccianoci Illusorio Piccolo
(x6).
You can use the
Globulo d'Ambra
s either on the
Caccianoci Illusorio Piccolo
pack in the center, or on the
Tessitore d'Ambra Illusorio Grande
s themselves. This is one of the most generous rounds in terms of damage requirement.
Tessitore d'Ambra Illusorio Piccolo
(x1),
Mistico Illusorio Piccolo
(x1),
Guardiano Illusorio Grande
s (x2),
Banshee Illusoria Piccola
(x1) at 0:30.
All of these mobs are CC-able, and in fact I preferred to trap the
Mistico Illusorio Piccolo
so that I could aim
Globulo d'Ambra
s at one of the
Guardiano Illusorio Grande
s.
Note that the
Banshee Illusoria Piccola
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.
Lanciabanane Illusorio Grande
s (x2),
Caccianoci Illusorio Grande
(x18).
They all start in the center, but note that the
Caccianoci Illusorio Grande
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
Lanciabanane Illusorio Grande
s quickly.
Tessitore d'Ambra Illusorio Grande
(x1),
Guardiano Illusorio Grande
(x4),
Banshee Illusoria Piccola
(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
Globulo d'Ambra
on the
Guardiano Illusorio Grande
s and unleash strong burst damage while they are taking the increased damage from it.
Lanciabanane Illusorio Piccolo
(x1),
Mistico Illusorio Piccolo
(x1),
Sha Illusorio Piccolo
(x1),
Banshee Illusoria Piccola
(x1) at 0:30.
The
Sha Illusorio Piccolo
is in the center and the
Lanciabanane Illusorio Piccolo
and
Mistico Illusorio Piccolo
start on opposite sides. Note that the Sha's
Scudo Protettivo
will fade just after the
Banshee Illusoria Piccola
dies (and everything else should be dead).
Mistico Illusorio Grande
s (x2),
Caccianoci Illusorio Grande
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
Caccianoci Illusorio Grande
are packed close enough together for AoE this time.
Tessitore d'Ambra Illusorio Grande
s (x2),
Guardiano Illusorio Grande
s (x3),
Lanciabanane Illusorio Grande
(x1).
You'll want to use the
Globulo d'Ambra
on the diagonal line of
Guardiano Illusorio Grande
s, but the
Lanciabanane Illusorio Grande
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.
Mistico Illusorio Grande
(x1),
Uccisore Illusorio Grande
(x2),
Banshee Illusoria Grande
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.
Tessitore d'Ambra Illusorio Grande
(x1),
Lanciabanane Illusorio Grande
(x1),
Guardiano Illusorio Grande
(x1),
Uccisore Illusorio Grande
s (x2),
Banshee Illusoria Grande
(x1) at 0:30.
CC'ing the
Lanciabanane Illusorio Grande
or killing it quickly will make it easier to use the
Globulo d'Ambra
es on the
Uccisore Illusorio Grande
s and
Guardiano Illusorio Grande
s.
Sha Illusorio Grande
(x1).
On wave 5 you faced a
Sha Illusorio Piccolo
and a few other mobs - this time it is just the
Sha Illusorio Grande
, 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 il Difensore
(Warrior tank),
Sooli il Survivalista
(Hunter),
Kavan l'Arcanista
(Mage), and
Ki l'Assassina
(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
Pronto Ritorno
). 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
Squartatore Illusorio Grande
,
Squartatore Illusorio Piccolo
Rippers are basic melee mobs that
Oto il Difensore
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.
Oratore dell'Alveare Illusorio Grande
,
Oratore dell'Alveare Illusorio Piccolo
These frequently cast an AoE called
Esplosione Sonica
that does substantial damage to the whole party.
Oratore dell'Alveare Illusorio Piccolo
s generally require you to use groupwide heals to heal off the party without spending inordinate amounts of mana.
Oratore dell'Alveare Illusorio Grande
s can get the whole group to low HP in only a few casts, and require heavy groupwide heals or major cooldowns.
Esplosione Sonica
can be interrupted, and
Ki l'Assassina
and
Kavan l'Arcanista
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.
Invocatore delle Fiamme Illusorio Grande
,
Invocatore delle Fiamme Illusorio Piccolo
These have two abilities.
Immediately after spawning, they channel
Invocazione Lava
, 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
Palla di Fuoco
(Small) or
Pirosfera
(Large) on random targets. The
Invocatore delle Fiamme Illusorio Piccolo
is generally not threatening on its own, but the
Invocatore delle Fiamme Illusorio Grande
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
Palla di Fuoco
/
Pirosfera
are also interruptible, which is something you might do if there's no Hive-Singer out.
Acqualite Illusorio Grande
,
Acqualite Illusorio Piccolo
In addition to doing moderately high tank damage, Aqualytes periodically cast the
Bomba d'Acqua
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.
Perforatore Illusorio Grande
,
Perforatore Illusorio Piccolo
A generally light-hitting mob with one important ability. Each Tunneler will periodically tunnel under the ground to a random party member (
Rintanamento
) and
Gnam
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
Gnam
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 il Difensore
is
Gnam
ed, since it can be hard to heal off if he is taking a lot of damage otherwise.
Consider adding a special highlight for
Gnam
to your frames.
Conquistatore Illusorio Grande
,
Conquistatore Illusorio Piccolo
A hard-hitting melee mob with high HP. They have an
Rabbia
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
Rabbia
once, a few seconds after it spawns, but occasionally one will last long enough to
Rabbia
again. You generally should expect to use cooldowns of various kinds to help deal with
Rabbia
s.
Importantly,
Oto il Difensore
has his own
Muro di Scudi
that he will use if it's available, so if you either watch for his yell or have
Muro di Scudi
indicated on your frames, it can help you decide whether to use your own.
Oto il Difensore
will use his
Muro di Scudi
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 (
,
Dardo del Chi
) tend to be helpful, as well that talents that add cooldowns (
Vendicatore Sacro
).
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:
Squartatore Illusorio Piccolo
, 0:25.
Not much to do yet. Cast a few heals on Oto.
Wave 2:
Squartatore Illusorio Grande
, 0:30.
Still, only Oto is taking damage, so basic single-target heals are all you need.
Wave 3:
Oratore dell'Alveare Illusorio Piccolo
,
Squartatore Illusorio Piccolo
, 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:
Oratore dell'Alveare Illusorio Grande
,
Squartatore Illusorio Grande
, 1:00.
Harder version of the previous wave. The group damage from the
Oratore dell'Alveare Illusorio Grande
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:
Squartatore Illusorio Grande
x2, followed by
Oratore dell'Alveare Illusorio Piccolo
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:
Squartatore Illusorio Grande
, 0:35.
Another warmup wave to start. Heal Oto.
Wave 2:
Oratore dell'Alveare Illusorio Grande
,
Squartatore Illusorio Piccolo
, 0:35.
An easier version of a Bronze wave, but don't be surprised by the Hive Singer's damage.
Wave 3:
Invocatore delle Fiamme Illusorio Piccolo
,
Squartatore Illusorio Piccolo
, 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
Invocazione Lava
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:
Invocatore delle Fiamme Illusorio Grande
,
Squartatore Illusorio Grande
, 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:
Squartatore Illusorio Grande
,
Oratore dell'Alveare Illusorio Piccolo
, followed by
Invocatore delle Fiamme Illusorio Grande
, 1:00.
Wave 5 where more enemies start to get combined to test your ability to handle them at once. The
Oratore dell'Alveare Illusorio Piccolo
isn't so bad on its own, but the delayed spawn
Invocatore delle Fiamme Illusorio Grande
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:
Acqualite Illusorio Piccolo
,
Squartatore Illusorio Grande
, 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:
Acqualite Illusorio Grande
,
Invocatore delle Fiamme Illusorio Piccolo
, 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:
Oratore dell'Alveare Illusorio Piccolo
,
Acqualite Illusorio Piccolo
, followed by
Invocatore delle Fiamme Illusorio Grande
,
Squartatore Illusorio Piccolo
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
Invocatore delle Fiamme Illusorio Grande
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:
Invocatore delle Fiamme Illusorio Grande
,
Squartatore Illusorio Piccolo
, 0:35.
An easy starting wave. You should be able to get through it without spending much mana.
Wave 2:
Acqualite Illusorio Grande
,
Oratore dell'Alveare Illusorio Piccolo
, 0:45.
This is a good time to practice interrupting the
Oratore dell'Alveare Illusorio Piccolo
while there isn't much else going on. Another easy wave that you want to handle efficiently.
Wave 3:
Oratore dell'Alveare Illusorio Piccolo
,
Perforatore Illusorio Piccolo
,
Squartatore Illusorio Piccolo
, 0:40.
The first introduction of a Tunneler is already a bit tricky.
Gnam
and
Esplosione Sonica
at the same time can require a lot of burst healing to top the person off. Interrupting
Esplosione Sonica
is helpful for avoiding having to spend a lot mana on this.
Wave 4:
Invocatore delle Fiamme Illusorio Grande
,
Perforatore Illusorio Grande
,
Squartatore Illusorio Piccolo
0:55.
There is some RNG here, since
Pirosfera
and
Gnam
on the same target can hurt. The
Perforatore Illusorio Grande
will survive a bit into wave 5, which is a high-damage wave, so you really want to avoid getting behind on dealing with
Gnam
and having anyone at low HP.
Wave 5:
Acqualite Illusorio Grande
,
Perforatore Illusorio Piccolo
, followed by
Oratore dell'Alveare Illusorio Piccolo
,
Invocatore delle Fiamme Illusorio Piccolo
, 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
Oratore dell'Alveare Illusorio Piccolo
has gotten its first few casts off.
Oto il Difensore
can take a lot of damage too, between the
Acqualite Illusorio Grande
and potential
Gnam
s--heal him carefully because you want to save both your own tank cooldowns and his
Muro di Scudi
for the upcoming Conquerors. The
Oratore dell'Alveare Illusorio Piccolo
and
Invocatore delle Fiamme Illusorio Piccolo
appear near
Esaminatore Rotun
, about 15 seconds into the wave, if you want to try to interrupt them.
Wave 6:
Squartatore Illusorio Grande
,
Conquistatore Illusorio Piccolo
,
Squartatore Illusorio Piccolo
, 0:55.
All tank damage, and your first Conqeror. Focus on
Oto il Difensore
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
Muro di Scudi
this Enrage, but be ready with your own cooldown if it's needed.
Wave 7:
Perforatore Illusorio Grande
,
Conquistatore Illusorio Piccolo
,
Oratore dell'Alveare Illusorio Piccolo
, 1:05.
This wave has a few things going on, but is generally calmer than the last few. Focus on handling
Gnam
quickly and using efficient heals to cover the rest.
Wave 8:
Invocatore delle Fiamme Illusorio Grande
,
Conquistatore Illusorio Piccolo
, 1:05.
An easy wave, since the only damage is
Oto il Difensore
and the
Pirosfera
targets. Just don't get too comfortable and let someone sit low with the
Pirosfera
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:
Conquistatore Illusorio Grande
,
Invocatore delle Fiamme Illusorio Piccolo
, followed by
Oratore dell'Alveare Illusorio Piccolo
,
Acqualite Illusorio Piccolo
, 1:20.
Your first
Conquistatore Illusorio Grande
. 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
Conquistatore Illusorio Grande
will be at low HP when wave 10 starts.
Wave 10:
Conquistatore Illusorio Grande
,
Perforatore Illusorio Piccolo
, followed by
Invocatore delle Fiamme Illusorio Piccolo
,
Acqualite Illusorio Piccolo
, followed by
Conquistatore Illusorio Piccolo
,
Oratore dell'Alveare Illusorio Piccolo
, 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 il Difensore
, 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
Muro di Scudi
. 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 il Difensore
and
Gnam
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,
Ondata Infinita
, 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:
Invocatore delle Fiamme Illusorio Grande
,
Squartatore Illusorio Piccolo
x2.
Easy wave, focus on handling efficiently.
Wave 2:
Oratore dell'Alveare Illusorio Grande
,
Acqualite Illusorio Grande
,
Squartatore Illusorio Piccolo
.
Generally easy also, but the
Oratore dell'Alveare Illusorio Grande
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 il Survivalista
to pull aggro at the start.
Wave 3:
Perforatore Illusorio Grande
x2,
Squartatore Illusorio Piccolo
.
An easy wave provided you don't get behind. Don't start this wave sitting low from the
Oratore dell'Alveare Illusorio Grande
, since you have to handle two simultaneous
Gnam
s at the beginning, and usually once again after a few seconds. If you keep your instant heals ready for the
Gnam
s, the wave will go smoothly. The group finishes this early, giving you time to regen.
Wave 4:
Acqualite Illusorio Grande
,
Acqualite Illusorio Piccolo
,
Invocatore delle Fiamme Illusorio Piccolo
.
The unique wave with two simultaneous
Bomba d'Acqua
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'Assassina
,
Oto il Difensore
,
Kavan l'Arcanista
,
Sooli il Survivalista
, yourself. Melee come first since they are most likely to hit each other if you let them explode, and then
Kavan l'Arcanista
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:
Conquistatore Illusorio Grande
,
Oratore dell'Alveare Illusorio Grande
, followed by
Perforatore Illusorio Grande
.
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:
Acqualite Illusorio Piccolo
,
Invocatore delle Fiamme Illusorio Piccolo
,
Perforatore Illusorio Piccolo
,
Squartatore Illusorio Piccolo
.
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
Squartatore Illusorio Piccolo
and a low-HP
Conquistatore Illusorio Grande
up from wave 5 still. Worry first about handling the first
Gnam
and watching for the first dispel, and stopping
Invocazione Lava
if you have the attention. The small mobs will die off quickly once you're stablized.
Wave 7:
Conquistatore Illusorio Piccolo
x2,
Oratore dell'Alveare Illusorio Piccolo
.
An calmer wave, but double
Conquistatore Illusorio Piccolo
might call for a tank cooldown, especially if
Oto il Difensore
doesn't have his own.
Wave 8:
Invocatore delle Fiamme Illusorio Piccolo
x4,
Squartatore Illusorio Piccolo
.
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
Conquistatore Illusorio Piccolo
up on
Oto il Difensore
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:
Oratore dell'Alveare Illusorio Grande
,
Perforatore Illusorio Piccolo
,
Acqualite Illusorio Piccolo
.
These will pop in on the opposite side of the room while there's still a
Invocatore delle Fiamme Illusorio Piccolo
or two up. The
Esplosione Sonica
and
Gnam
that happen right as they pop in will require immediate action with large heals on the target (often
Sooli il Survivalista
since he stands towards the middle of the room). Once the Flamecallers are down you still have to deal with
Esplosione Sonica
/
Gnam
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:
Conquistatore Illusorio Grande
,
Invocatore delle Fiamme Illusorio Piccolo
, followed by
Acqualite Illusorio Piccolo
.
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
Conquistatore Illusorio Grande
. 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 Mistica delle Nebbie
, 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 Mistica delle Nebbie
'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 Mistica delle Nebbie
'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
Capriola
or
Balzo Eroico
can stop the flow of damage for several precious seconds. Abilities that spawn NPC offtanks, such as
Armata dei Morti
, and
Invocazione: Xuen, la Tigre Bianca
are also extremely helpful.
Sikari la Mistica delle Nebbie
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 Mistica delle Nebbie
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
Ventaglio di Banane
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 Mistica delle Nebbie
, 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 Mistica delle Nebbie
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
Evocazione: Statua dello Yak Nero
will affect her.
Sikari la Mistica delle Nebbie
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 Mistica delle Nebbie
will cast
Scarica del Chi Concentrata
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
Tempesta di Giada Crepitante
. Her single target damage is considerably less effective than her AoE damage, but her
Tempesta di Giada Crepitante
will break CC's that break on damage.
Squartatore Illusorio Grande
,
Squartatore Illusorio Piccolo
Rippers appear in every difficulty.
Rippers are simple, low-priority, and only threatening in packs.
Depredatore Illusorio Piccolo
,
Depredatore Illusorio Grande
Foragers appear in every difficulty.
Foragers are dangerous in groups with
Gnam
and should be CC'ed and dpsed down quickly.
Invocatore delle Fiamme Illusorio Grande
,
Invocatore delle Fiamme Illusorio Piccolo
Flamecallers first appear in Silver.
When Flamecallers spawn, they spew gouts of flame around the arena over 3 seconds, forming
Pozza di Lava
where they hit.
Pozza di Lava
last for 30 seconds after hitting the ground. Standing in
Pozza di Lava
will stack a debuff on you,
Lava Ardente
, that burns you and increases your damage taken.
Causing mobs to walk through
Pozza di Lava
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
Palla di Fuoco
and large mobs cast
Pirosfera
.
Guardia del Vento Illusoria Grande
,
Guardia del Vento Illusoria Piccola
Wind-Guards first appear in Silver.
Wind-Guards deal moderate damage and cast
Colpo d'Ali
, 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 Mistica delle Nebbie
.
A quick taunt will nullify the knockback's threat reduction in most situations, but when facing multiple
Guardia del Vento Illusoria Piccola
, such as in Endless Wave 6, they can be very dangerous if you don't position yourself intelligently.
Colpo d'Ali
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 Mistica delle Nebbie
. When they drop threat and run to her, they will wind up running right to you as well.
Aggressore Illusorio Piccolo
,
Aggressore Illusorio Grande
Ambushers first appear in Gold.
Ambushers use one skill,
Ventaglio di Banane
, which deals considerable AoE damage. Their autoattack damage is negligible.
When Ambushers spawn, they head directly for
Sikari la Mistica delle Nebbie
. Taunting Ambushers off of
Sikari la Mistica delle Nebbie
and keeping them out of range to hit her with
Ventaglio di Banane
is the utmost priority.
Conquistatore Illusorio Grande
,
Conquistatore Illusorio Piccolo
Conquerors first appear in Gold.
Conquerors use two skills that must be handled with care.
Contusione Potente
deals significant damage in a cone in front of the Conqueror and stuns any targets hit for four seconds.
Rabbia
causes the Conqueror to gain 200% increased damage, 50% increased attack speed, 150% increased movement speed and immunity to crowd control.
Move out of
Contusione Potente
immediately and use defensive cooldowns to survive
Rabbia
(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:
Squartatore Illusorio Grande
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:
Squartatore Illusorio Piccolo
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:
Depredatore Illusorio Grande
x 5
Mid-Wave Spawns: None
Duration: 50 sec
Notes: This test demonstrates how
Sikari la Mistica delle Nebbie
responds to numerous targets and teaches you to hold numerous adds at the same time.
Wave 4
Initial Spawns:
Squartatore Illusorio Grande
,
Depredatore Illusorio Piccolo
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:
Squartatore Illusorio Grande
x 2,
Squartatore Illusorio Piccolo
Mid-Wave Spawns: (30 sec)
Depredatore Illusorio Grande
x 2,
Depredatore Illusorio Piccolo
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 Mistica delle Nebbie
'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:
Squartatore Illusorio Grande
,
Squartatore Illusorio Piccolo
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:
Depredatore Illusorio Grande
x 3,
Depredatore Illusorio Piccolo
x 3
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Again, you are eased into tanking a handful of small mobs. The
Depredatore Illusorio Piccolo
's DoT debuff is the most dangerous part of the wave, and AoE CC will reduce their damage considerably.
Wave 3:
Initial Spawns:
Invocatore delle Fiamme Illusorio Piccolo
,
Squartatore Illusorio Grande
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Wave 3 introduces the
Invocatore delle Fiamme Illusorio Piccolo
. Tank it and the
Squartatore Illusorio Grande
in lava and this wave is easy.
Wave 4:
Initial Spawns:
Invocatore delle Fiamme Illusorio Grande
,
Depredatore Illusorio Grande
x 2,
Depredatore Illusorio Piccolo
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
Depredatore Illusorio Piccolo
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:
Invocatore delle Fiamme Illusorio Piccolo
,
Squartatore Illusorio Piccolo
x 2
Mid-Wave Spawns: (35 sec)
Depredatore Illusorio Grande
x 3
Duration: 50 sec
Notes: The primary challenge in this wave is positioning yourself to pick up the
Depredatore Illusorio Grande
as they spawn while staying clear of lava. Use the lava to burn the Rippers and
Invocatore delle Fiamme Illusorio Piccolo
down quickly and the damage once the
Depredatore Illusorio Grande
spawn will not be dangerous.
Wave 6:
Initial Spawns:
Guardia del Vento Illusoria Grande
,
Squartatore Illusorio Piccolo
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:
Guardia del Vento Illusoria Grande
,
Invocatore delle Fiamme Illusorio Piccolo
,
Squartatore Illusorio Grande
Mid-Wave Spawns: None
Duration: 60 sec
Notes: The Wind-Guard returns along with a
Invocatore delle Fiamme Illusorio Piccolo
, 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:
Guardia del Vento Illusoria Grande
,
Depredatore Illusorio Piccolo
x 4
Mid-Wave Spawns: (40 sec)
Invocatore delle Fiamme Illusorio Grande
,
Squartatore Illusorio Piccolo
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
Depredatore Illusorio Piccolo
. 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
Rabbia
d Large Conquerors and a
Ventaglio di Banane
-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 Mistica delle Nebbie
HoT a few seconds bring your health back up to safety.
Wave 1:
Initial Spawns:
Guardia del Vento Illusoria Piccola
,
Squartatore Illusorio Piccolo
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Gold starts off more complex, immediately bringing in a
Guardia del Vento Illusoria Piccola
. Always be ready to taunt after a knockback.
Wave 2:
Initial Spawns:
Invocatore delle Fiamme Illusorio Grande
,
Depredatore Illusorio Grande
x 2,
Depredatore Illusorio Piccolo
x 3
Mid-Wave Spawns: None
Duration: 40 sec
Notes: Like Silver Wave 4, Gold Wave 2 combines a Flamecaller with
Depredatore Illusorio Piccolo
. Simply burn them down without burning yourself and this wave proves no challenge.
Wave 3:
Initial Spawns:
Squartatore Illusorio Piccolo
x 2
Mid-Wave Spawns:
(35 sec)
Aggressore Illusorio Piccolo
(25 sec)
Aggressore Illusorio Piccolo
Duration: 40 sec
Notes: Wave 3 Gold considerably ramps up the difficulty from Bronze and Silver, by separately bringing in two
Aggressore Illusorio Piccolo
s mid-wave. Be prepared to quickly pull them away from
Sikari la Mistica delle Nebbie
.
Wave 4:
Initial Spawns:
Guardia del Vento Illusoria Grande
,
Squartatore Illusorio Piccolo
Mid-Wave Spawns
(45 sec)
Aggressore Illusorio Piccolo
(35 sec)
Aggressore Illusorio Grande
Duration: 50 sec
Notes: Wave 4 adds complexity onto the multiple mid-wave
Aggressore Illusorio Grande
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:
Invocatore delle Fiamme Illusorio Grande
Mid-Wave Spawns
(35 sec)
Guardia del Vento Illusoria Piccola
(30 sec)
Aggressore Illusorio Piccolo
Duration: 50 sec
Notes: This wave is a step down in difficulty. Be prepared to pick up the
Guardia del Vento Illusoria Piccola
and
Aggressore Illusorio Piccolo
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:
Conquistatore Illusorio Piccolo
,
Squartatore Illusorio Grande
x 2
Mid-Wave Spawns: None
Duration: 60 sec
Notes: Wave 6 introduces the Conqueror. Handle the
Contusione Potente
and
Rabbia
correctly and it should be easy enough.
Wave 7:
Initial Spawns:
Conquistatore Illusorio Piccolo
,
Guardia del Vento Illusoria Piccola
Mid-Wave Spawns: (35 sec)
Aggressore Illusorio Grande
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
Guardia del Vento Illusoria Piccola
and an
Aggressore Illusorio Grande
. Don't be afraid to use defensive cooldowns if the Conqueror
Rabbia
s while you are tanking it and the
Aggressore Illusorio Grande
. Alternately, single target CC (Bash, Hammer of Justice) on the
Aggressore Illusorio Grande
can work wonders.
Wave 8:
Initial Spawns:
Conquistatore Illusorio Grande
;
Invocatore delle Fiamme Illusorio Piccolo
Mid-Wave Spawns
(55 sec)
Aggressore Illusorio Grande
(40 sec)
Aggressore Illusorio Piccolo
Duration: 1:20
Notes: Use the
Invocatore delle Fiamme Illusorio Piccolo
to burn down the
Conquistatore Illusorio Grande
, and use crowd control or cooldowns to survive the damage of a
Conquistatore Illusorio Grande
and two
Aggressore Illusorio Grande
s.
Wave 9:
Initial Spawns:
Invocatore delle Fiamme Illusorio Grande
Mid-Wave Spawns
(1:40)
Aggressore Illusorio Piccolo
(1:30)
Conquistatore Illusorio Grande
,
Guardia del Vento Illusoria Piccola
(60 sec)
Aggressore Illusorio Piccolo
(55 sec)
Aggressore Illusorio Grande
Duration: 1:50
Notes: Use lava to quickly burn down the
Invocatore delle Fiamme Illusorio Piccolo
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
Conquistatore Illusorio Grande
and two
Aggressore Illusorio Piccolo
s.
Wave 10:
Initial Spawns:
Invocatore delle Fiamme Illusorio Piccolo
Mid-Wave Spawns:
(1:45)
Conquistatore Illusorio Grande
x 2,
Guardia del Vento Illusoria Piccola
(1:35)
Aggressore Illusorio Piccolo
(60 sec)
Aggressore Illusorio Grande
x 2
Duration: 2:00
Notes: Using lava to burn the
Conquistatore Illusorio Grande
s and
Aggressore Illusorio Grande
is key to this wave. You will have
Conquistatore Illusorio Grande
s alive when the Ambusher pair spawns, so use any remaining defensive cooldowns to survive
Rabbia
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 (
Ondata Infinita
). 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:
Guardia del Vento Illusoria Grande
,
Squartatore Illusorio Grande
Notes: Endless starts off simple and easy.
Wave 2
Initial Spawns:
Depredatore Illusorio Grande
x 4,
Depredatore Illusorio Piccolo
x 4
Mid-Wave Spawns: 45 sec
Aggressore Illusorio Piccolo
, 30 sec
Aggressore Illusorio Piccolo
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
Gnam
and two
Aggressore Illusorio Piccolo
s can be dangerous. CC is valuable on this wave.
Wave 3
Initial Spawns:
Invocatore delle Fiamme Illusorio Piccolo
x 2,
Squartatore Illusorio Grande
x 2
Notes: A
Invocatore delle Fiamme Illusorio Grande
and
Squartatore Illusorio Grande
spawn on opposing sides of the room in front of
Sikari la Mistica delle Nebbie
. The
Squartatore Illusorio Grande
s quickly make a beeline toward
Sikari la Mistica delle Nebbie
, and picking them up should be no trouble. Bringing the
Invocatore delle Fiamme Illusorio Grande
s together requires interrupts and crowd control, and is a more difficult task depending upon which class you are playing. As long as the
Invocatore delle Fiamme Illusorio Grande
s are not allowed to freely cast into
Sikari la Mistica delle Nebbie
, all will be well and the lava will make quick work of the
Squartatore Illusorio Grande
s.
Wave 4
Initial Spawns:
Conquistatore Illusorio Piccolo
,
Guardia del Vento Illusoria Grande
Mid-Wave Spawns: 40 sec
Aggressore Illusorio Grande
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
Guardia del Vento Illusoria Grande
's knockback, be ready to move out of the
Conquistatore Illusorio Piccolo
's
Contusione Potente
, and pick up the
Aggressore Illusorio Grande
as it spawns. You can also let one of the
Invocatore delle Fiamme Illusorio Piccolo
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:
Invocatore delle Fiamme Illusorio Piccolo
,
Squartatore Illusorio Piccolo
x 2
Mid-Wave Spawns: 45 sec
Aggressore Illusorio Piccolo
, 30 sec
Aggressore Illusorio Piccolo
, 15 sec
Aggressore Illusorio Piccolo
Notes: Use the lava to burn down the
Squartatore Illusorio Piccolo
,
Aggressore Illusorio Piccolo
s and any remaining mobs from last wave and the third Ambusher should be the only mob alive when it spawns. A solo
Aggressore Illusorio Piccolo
is no danger. Whenever picking up
Aggressore Illusorio Piccolo
s while
Pozza di Lava
are active, position yourself so that when you taunt they will run through
Pozza di Lava
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:
Guardia del Vento Illusoria Grande
x 3
Notes: This wave is incredibly beefy.
Sikari la Mistica delle Nebbie
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 Mistica delle Nebbie
. 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
Guardia del Vento Illusoria Grande
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:
Conquistatore Illusorio Piccolo
,
Depredatore Illusorio Piccolo
x 4
Notes: The only significant danger in this wave is the
Conquistatore Illusorio Piccolo
's
Contusione Potente
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 Mistica delle Nebbie
's lackluster single-target dps, you may wind up with a
Conquistatore Illusorio Piccolo
or even a Wind-Guard alive going into the next wave, but that shouldn't be a threat.
Wave 8
Initial Spawns: 3x
Invocatore delle Fiamme Illusorio Piccolo
Mid-Wave Spawns: 50 sec
Aggressore Illusorio Grande
, 40 sec
Aggressore Illusorio Piccolo
, 30 sec
Aggressore Illusorio Grande
, 20 sec
Aggressore Illusorio Grande
Notes: Use
Pozza di Lava
to make quick work of the first three
Aggressore Illusorio Piccolo
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:
Guardia del Vento Illusoria Piccola
x 2,
Squartatore Illusorio Grande
x 2,
Squartatore Illusorio Piccolo
Mid-Wave Spawns: 40 sec
Aggressore Illusorio Piccolo
, 20 sec
Aggressore Illusorio Piccolo
Notes: This wave deals a lot of damage, and the
Guardia del Vento Illusoria Piccola
' knockbacks coincide with the Ambusher's spawns. Be ready to be knocked back right as you need to pick up
Aggressore Illusorio Piccolo
s. Quickly peel both the newly-spawned
Aggressore Illusorio Piccolo
and the pair of
Guardia del Vento Illusoria Piccola
off of
Sikari la Mistica delle Nebbie
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:
Conquistatore Illusorio Grande
,
Invocatore delle Fiamme Illusorio Grande
Mid-Wave Spawns: 35 sec
Aggressore Illusorio Grande
Notes: Use the
Invocatore delle Fiamme Illusorio Grande
's lava to burn down the
Conquistatore Illusorio Grande
and
Aggressore Illusorio Grande
once it spawns, dodge the
Contusione Potente
s and use cooldowns when the
Conquistatore Illusorio Grande
casts
Rabbia
and you should be able to handle this simple wave.
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