WoW Guide: Terrace of Endless Spring (Heroic)

In our latest World of Warcraft raid , we complete the raid endgame of the launch version of Mists of Pandaria. We provide information and on the heroic versions of the battles against the Protectors of the Endless, Tsulong, Lei Shi, and the Sha of Fear.

Raid groups tired of the Mogu’shan Vault and Heart of Fear can take on the final challenges of the Mists of Pandaria release raid endgame in the Terrace of Endless Spring raid instance. Four bosses await raid fans in normal and heroic modes: the Protectors of the Endless, Tsulong, Lei Shi, and the Sha of Fear.

In this raid guide for Terrace of Infinite Spring, we’ll give you tips on how to master the heroic versions of the fights and explain the changes compared to the normal difficulty level. We assume that you are familiar with the normal versions of the encounters. If necessary, you can find more information in our guide to the normal version of the Endless Spring Terrace.

The Protectors of the Endless
This is different in Heroic mode

The abilities of the three protectors don’t change in principle in heroic mode – but of course they deal more damage. In exchange, however, the Sha of Fear creates a Servant of Fear with 1.2 million hit points about every 15 seconds. These run directly from the Sha of Fear to the protectors. When they reach one of the protectors, they get a stackable buff. It then deals 10% more damage per charge for 3 minutes. At five charges, he casts a Shadow Strike that deals 700,000 points of Shadow damage to all players and incapacitates them for 3 seconds. You must never let it get that far, because then the battle is over.

When you kill a Servant of Fear, the two characters closest to the Servant at the time of its death receive a stackable debuff – Corrupted Essence. Hit characters take 10% more damage per charge. However, with ten charges, you deal 250,000 points of Shadow damage to all players. Combined with the rest of the party’s damage, this almost always results in failure.

Tactics (10-player mode)
You play the boss in 10-player mode with only one tank and two healers, although three healers are also possible. Also, take your strongest damage dealers with you – you’ll need them. Ranged fighters are more helpful here, as they can deal ranged damage to both minions and protectors, reducing the need to run around. DoT classes like Owls, Sorcerers, or Shadow Priests are particularly strong. However, melee fighters also have an important advantage – they can interrupt spells more often. Asani’s Waterbolt deals nearly 160,000 points of natural damage on one hit in Heroic mode, which of course must be prevented. Three melee fighters are enough to interrupt it, and the tank can still be used as a backup.

Before the fight starts, you have to agree on a rotation in which the damage dealers stack Corrupted Essence. At the beginning of the fight, two ranged fighters, preferably DoT classes, are particularly good. They pick up three stacks of the Essence, so they deal 30 percent more damage. For the rest of the fight, you’ll be responsible for helping the minions die in time to reach the bosses. It doesn’t matter if they pick up the debuff or not. The rotation should look like this:

  1. Team 1, consisting of two ranged fighters, picks up three stacks of “Corrupted Essence”.
  2. Team 2, consisting of two other damage dealers, picks up three stacks of “Corrupted Essence”.
  3. Team 3, preferably two melee fighters, pick up three stacks of “Corrupted Essence”.
  4. Team 1 picks up three more stacks of Corrupted Essence for six stacks.
  5. Team 2 picks up three more stacks of Corrupted Essence for six stacks.
  6. Team 3 picks up another stack of Corrupted Essence for four stacks. This will prevent the essence from leaking out.
  7. The stronger of the two damage dealers from Team 3 takes two stacks of “Corrupted Essence”, so has six stacks. The previously omitted seventh damage dealer also takes two stacks of the essence.
  8. The seventh damage dealer takes three more stacks, the tank also takes three stacks. The seventh damage dealer thus has five stacks, the tank has three.
  9. Team 1 picks up two more stacks of Corrupted Essence for eight stacks.
  10. Team 2 picks up three more stacks of Corrupted Essence for nine stacks. You are now out of rotation.
  11. Team 3 picks up three more stacks of Corrupted Essence. One of the team now has nine stacks and is eliminated from the rotation, the other has seven stacks.
  12. The tank and seventh damage dealer pick up three more stacks of Corrupted Essence. The tank has six stacks and the damage dealer has eight stacks.
  13. Team 1 picks up the last pile.
  14. The tank and the seventh damage dealer pick up another stack. The seventh damage dealer has reached its limit, the tank has seven stacks.
  15. From now on only the healers get the stacks.

In principle, you can also change the rotation a bit from step 10, since chaos often breaks out there anyway. However, the basic rule remains the same: no one may receive more than nine stacks, and no character may have the “debuff” expire. If a damage dealer dies, it naturally has priority after being revived and must be integrated somehow. Should a servant reach the bosses due to some chaotic situation, this is not a bad thing. They now cause ten percent increased damage for some time, but you can accept this if it makes the rest of the process run properly.

Otherwise, the fight is as follows: Position yourself at the northern end of the circle from the protectors’ point of view, so that the minions always have to pass through you. The first minions are killed by the rangers, two of which directly suck up the first three stacks. These ranged fighters with 30 percent increased damage are still responsible for helping out with the minions in the future – even if they are not assigned to pick up the “Corrupted Essence”. Incidentally, you can slow down the servants with ice traps or other effects to make their path more difficult. In addition, you can better ensure that the two correct interceptors also receive the debuff.

Your first target at the start is Protector Kaolan. While you’re heating it up, you mustn’t completely forget the other two elders. Instantly remove the “Purifying Waters” from the boss. A shaman is best suited for this. Whoever takes over is up to you as long as Kaolan doesn’t heal. Removing this spell must happen in parallel with defeating the minions, so multi-tasking skills are required here. Furthermore, you have to prevent Asani’s “Water Bolt” at the same time. Your tank and two other players must therefore use a rotation of their abilities so that the lightning does not hit the group and thus increase the group damage. Here there is a risk that the melee that need to interrupt are with the minions to get the “Corrupted Essence” record. Here another player has to step in, if necessary a single “water bolt” comes through. Regail’s “Lightning Strike” doesn’t matter, it only hits the tank. So you have to heal this damage. You must remove the debuff from “Thunderstorm Prison” immediately. On the one hand, the group damage would otherwise be too high, on the other hand, the stunned players may be assigned to important tasks. If the prison affects a healer, the other healer immediately removes the debuff. Then he removes the debuff from the second player. So you have to heal this damage. You must remove the debuff from “Thunderstorm Prison” immediately. On the one hand, the group damage would otherwise be too high, on the other hand, the stunned players may be assigned to important tasks. If the prison affects a healer, the other healer immediately removes the debuff. Then he removes the debuff from the second player. So you have to heal this damage. You must remove the debuff from “Thunderstorm Prison” immediately. On the one hand, the group damage would otherwise be too high, on the other hand, the stunned players may be assigned to important tasks. If the prison affects a healer, the other healer immediately removes the debuff. Then he removes the debuff from the second player.

If Kaolan has fallen, deal with Regail. Again, quickly remove the “Purifying Waters”, interrupt the “Water Bolts” and remove the “Thunderstorm Prison”. However, you must now also pay attention to the other two skills. The ball of the “corrupted water” must of course be destroyed as quickly as possible. Eventually you’ll get a buff, and it’ll be easier to interrupt the “Water Bolt” again. Of course, you have to dodge the “Thunderstorm” because it is fatal in heroic mode. However, you have to be extremely careful not to keep fighting the minions. You should also keep an eye on which two players are closest to the minions when dodging the “Thunderstorm”

If only Regail is alive, the final sprint begins. Now ignite Bloodlust/Heroism/Time Warp and give the boss Sour. Keep destroying the water orbs and removing the “Purifying Waters”. You must now interrupt the water flash in any case, nothing must go wrong here. In addition, of course, you have to kill the servants and pick up the debuff as usual, which at this point is probably only done by the healers. However, the damage on the minions must come from the ranged attackers. Over time, of course, you’ll get more and more damage from Overwhelming Corruption. So now damage-reducing group spells are also required here, which you use sensibly one after the other.

Boss skills Protector Kaolan in 10-player mode.

Touch of Sha (Touch of Sha).
Deals 60,000 points of shadow damage every 3 seconds until Kaolan is dead.
Defiled Ground (Defiled Ground)
Deals 180,000 points of shadow damage every 2 seconds. You also gain a stackable debuff for 75 seconds that increases the damage of this ability by 10% per charge. Cast only when one of the other two protectors is dead.
Dispel Corruption (Unleashed Corruption).
Deals 300,000 points of shadow damage within 30 yards every 1.5 seconds. Cast only when the other two protectors are dead.
Sha Corruption (Sha Corruption)
Increases damage per charge by 25%. The protector receives one charge for each of his fallen allies.

Boss skills Elder Regail in 10-player mode

Lightning Bolt.
Inflicts 222,000 to 258,000 points of natural damage. Casting time is two seconds and the spell can be interrupted.
Thunderstorm Prison (Thunderstorm Prison)
Magic debuff that stuns you for 8 seconds. During this time, you deal 114,000 points of nature damage every second within 7 meters.
Lightning Storm
Deals 666,000 to 774,000 points of Nature damage. Cast only when one of the other two protectors is dead.
Overwhelming Corruption (Overwhelming Corruption)
Deals 48,000 points of Shadow damage every 3 seconds. You also gain a stackable debuff that increases the damage taken by this ability by 5% per charge. Cast only when the other two protectors are dead.
Sha Corruption (Sha Corruption)
Increases damage by 25% per charge. The Elder receives one charge for each of his fallen comrades.

Boss Skills Elder Asani in 10-player mode

Waterbolt (Waterbolt)
Deals 149,850 to 174,150 points of nature damage in a 10-foot radius.
Purifying Waters
Magical buff that heals a Guardian by 5 percent of their hit points every 3 seconds for 30 seconds and increases healing received by 50 percent.
Empowered (Corrupted Waters).
When the Orb of Water is alive, the casting and attack speed of all Guardians is increased by 75%. Destroying the orb grants all players within 15 yards of the orb a buff for 20 seconds that increases cast and attack speed by 25%. Can only be used if one of the other two protectors is dead.
Overwhelming Corruption (Overwhelming Corruption).
Inflicts 48,000 points of shadow damage every 3 seconds. You also gain a stackable debuff that increases the damage taken by this ability by 5% per charge. Only cast when the other two protectors are dead.
Sha Corruption (Sha Corruption)
Increases damage per charge by 25%. The Elder receives one charge for each of his fallen comrades.

Boss Skills Servants of Fear in 10-player mode

Corrupted Essence (Corrupted Essence)
If a Servant dies before it can reach the bosses, the next two players receive this stackable debuff for two minutes. You deal 10% more damage per charge. At ten charges, you inflict Essence of Fear.
Essence of Fear (Essence of Fear)
Inflicts 250,000 points of Shadow damage to all characters within 30 yards.
Greater Corrupted Essence (Greater Corrupted Essence).
When a minion reaches one of the bosses, the boss gains a stackable buff that increases the damage dealt by 10% for 3 minutes. On five charges, it inflicts Great Essence of Fear.
Great Essence of Fear (Great Essence of Fear).
Deals 700,000 points of Shadow damage to all characters and incapacitates them for 3 seconds.

This is different in the 25-player mode
. Here you need five players who absorb the “Corrupted Essence”. Conveniently, you can intercept here in groups. The first group consists of the best ranged fighters and as many DoT classes as possible. The second group also consists of ranged fighters. The remaining damage distributors and the only tank are divided between groups 3 and 4. Group 5 consists of the five healers. Therefore, the group order for the Corrupted Essence is as follows.

  1. Group 1: 3 stacks
  2. Group 2: 3 stacks
  3. Group 3: 2 stacks
  4. Group 4: 2 stacks
  5. Group 1: 3 stacks (total 6 stacks)
  6. Group 2: 3 stacks (total 6 stacks)
  7. Group 3: 2 stacks (total 4 stacks)
  8. Group 4: 2 stacks (total 4 stacks)
  9. Group 1: 2 stacks (total 8 stacks)
  10. Group 2: 2 stacks (total 8 stacks)
  11. Group 3: 3 stacks (total 7 stacks)
  12. Group 4: 3 stacks (total 7 stacks)
  13. Group 1: 1 stack (total 9 stacks)
  14. Group 2: 1 stack (total 9 stacks)
  15. Group 3: 2 stacks (total 9 stacks)
  16. Group 4: 2 stacks (total 9 stacks)
  17. group 5

The rest of the combat flow remains roughly the same. Group 1 primarily takes care of the timely demise of the servants. Otherwise you are compact, the removal of the “thunderstorm prison” takes over priests with mass bans. Groups 3 and 4 are responsible for interrupting the “water flash”.

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Getting Started

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