Where is thrall durnholde




















Durnholde Lookout. Patrol consisting of hunter and elite Durnholde Tracking Hound. Respawns every 15 minutes. When engaged "calls for help", spawning 2 Durnholde Reinforcement guys.

Patrols despawn at the moment when bombs are detonated. Abilities are very similar to Durnholde Rifleman. Hits for on plate on druid. Shoots for around on tank up to on cloth. Has Scatter Shot, disorienting target for few seconds.

Has Multi-Shot, hits up to 3 targets for damage. Durnholde Tracking Hound. Elite beast dog accompanying Durnholde Lookout.

Hits for on plate on druid tank. Enrage: increases caster's size and attack power. Has no other special abilities. Durnholde Reinforcement. Elite human summoned by Durnholde Lookout. Very similar to Durnholde Sentry but overall hits a bit harder.

Hits plate for damage on a druid Has Overpower that becomes active after player dodges. Hits on plate on a druid. Has Cleave hits on plate around on a druid. Has Hamstring hits on plate and slows targets down. Durnholde Warden. A priest-class elite human. Hits plate for damage on a druid. Casts Heal , restoring 15K life 26K critical heal. Can be dispelled. Can be Mind Controlled, and fully crowd controlled. Players need to watch out for Psychic Scream, can cause players to aggro other mobs.

Warrior-class elite human, guarding barracks. Very similar to Durnholde Reinforcement but is a bit weaker. Has Overpower , that becomes active after player dodges. Has Cleave , hits on plate around on a druid. Has Hamstring , hits on plate and slows target down. Hunter-class elite human.

Is very similar to Durnholde Lookout hunter patroller. Has Multi-Shot, that hits up to 3 targets for damage. Durnholde Mage. Mage-class elite human, that comes in groups after you free Thrall. Buffs self with Frost Armor, that slows down melee attackers. Has Fireball hits for Fire damage. Has Cone of Cold deals Frost damage in frontal cone of caster.

Has Polymorph. Durnholde Veteran. Rogue-class elite human. Can also come in groups after you free Thrall. Has Sinister Strike, that hits for on plate on druid.

Opening the Dark Portal Black Morass 5. Battle for Mount Hyjal Hyjal Summit Culling of Stratholme Old Stratholme 5. End Time 5. Well of Eternity 5. Follow Thrall out of Durnholde Keep and help him free Taretha and fulfill his destiny. Speak with Erozion in Old Hillsbrad should you complete this task. Thrall's Destiny Fulfilled Description You look upon me now and see only a boy, but in my heart and soul I hide my dreams.

I have plans for my people, stranger. One day, they shall overthrow their oppressors and rise as one. The Epoch Hunter will fly overhead doing nothing for the first phase of this event. He will spawn three waves of Infinite Dragonkin , which are somewhat spell-resistant and have various abilities like Shadowbolt. Since they are Dragonkin, Druid's Hibernate spell is very helpful here. The waves are on a timer, so you must kill them fast the next wave will also spawn about 10 seconds after finishing one; Thrall will reset back in the middle of the road where he began the fight.

Stand behind him being on the other side of the little corner fence between the Inn and Church is a good reference ; the mobs frequently aggro whoever is closest to them when they spawn—and Thrall can survive their assault longer than you can. The best tactic during this phase is to burn the Defiler in each wave down ASAP and let Thrall tank all the others, then pull the melee mobs off him one at a time.

Alternatively, if your tank is a pally, you can simply let him multi-tank all the Dragonkins. This way you do not need to risk Thrall's life in the fight. Once all three waves are down, the Epoch Hunter himself will land.

He, like most Dragonkin, has a frontal breath attack in this case, arcane damage that reduces movement speed and attack speed significantly, so keep him faced away from the raid. He also will occasionally knock everyone away from him not sure if this drops aggro as well , and will sporadically dispel any magic-based buffs or HoTs.

He can also place an undispellable DoT on one person that ticks for though not for very many ticks. It is a fairly straightforward fight; he doesn't deal huge amounts of damage, and other than the knockbacks and breath attack it's a straight tank-and-spank.

Once you've killed the Epoch Hunter, Erozion will remove the memory of your interference from Thrall and Taretha. Though Taretha's sad fate is unavoidable, Thrall goes off to meet his destiny—and the flow of time is preserved. Be sure to speak with Erozion to finish the quest and get the next one in the chain; however you can simply turn it back in if you leave the instance without talking to him, although he may not be in his position at the start of the instance if you go back in straight away.

Erozion will also teleport you back to the Caverns of Time if you speak with him again after turning in the quest and accepting the next one.

Completing this quest will allow the player to enter the second instance in the Caverns of Time , which is set prior to the events of Warcraft I in the Black Morass : The Opening of the Dark Portal , featuring the Guardian , Medivh.

Note about Druid Crowd Control: In addition to hibernate working, you can also root the dragonkin as you are considered outside. A single druid can basically CC both melee dragonkins and leave the caster to her quick death at the hands of your DPS crew. If you have a Rogue in the party and they know what they are doing , it is possible to bypass most of the encounters that occur before freeing Thrall. To do this, your rogue must stealth into the buildings and set the bombs!

This will cause 2 things to occur: The patrols will despawn a lifesaver in Heroic , and Lieutenant Drake will emerge. At this point your party has 2 options. You can clear the area at the bottom of the stairs and take Drake as normal, or, since you have already fulfilled the "mission" which is just setting the bombs as a distraction the party can now continue on to Thrall and never take on Drake at all!! However, the rest of the party might not get quest credit for this if they are too far away from the buildings.

Starting in Patch 2. The placement of creatures around Durnholde Keep in Heroic mode is now identical to that of Normal mode. You enter the instance and clear the smaller groups up till over the bridge. Thus far, everything should be fairly easy. While you stand on this side, walk along the sides of the large prison pit to spot the patrolling Lookouts and give them marks, so you know where they are at any given time.

These patrols are extremely difficult: they have a very large aggro range, and upon aggro will summon two additional mobs, both of which run very fast and hit extremely hard, not to mention being immune to most types of CC. There are five of them in all that you need to worry about: two patrolling the walls around the prison pit, two inside the prison pit, and one patrolling the right side of the pit, with a route that will take it near the stairs into the pit making the top of the stairs unsafe.

At this point, you must determine whether your party will try to kill the groups in the buildings, or ninja them. In both cases, your major concern will be avoiding the patrols. The ninja strategy essentially requires one party member or group of party members pulling the mobs while another drops down and sets the firebombs. The person setting the bombs may want to simply remove their armor: if the mobs come back too soon, they will most likely die almost instantly.

For the puller, a hunter using eyes of the beast with a beast that can dash and then feign death is ideal. Expect some deaths with this strategy: the bomber is likely to get trapped, and the puller to get ganked: as long as you leave your resurrecting character outside the walls of the castle and away from combat, they can simply res members that have died in open spots.

The killing method is more straightforward, but often quite brutal unless you have enough CC: remove the mobs from each building and set the bombs, working your way through the groups while avoiding the pats.

Once you cleared all the buildings, you are free to run in and set fire to the houses. And if you've accidentally started the escort before everyone turned in the quest you can reset Thrall by letting him die.

He'll reappear in the cell if he dies before you kill the next boss. Comment by Netspook The "? You turn in the quest in Tarren Mills after the scene that occurs when last boss is down. Btw, at lvl 67, this quest gives 30, exp. Comment by Rakkerzero If you ever lost Thrall on your way towards Tarren Mill, then he is waiting for you on the southeastern side of Tarren Mill at a hill east of the barn there.

Comment by Nixumba I can accept this quest but not start the escort. It was mentioned that you have to talk to Thrall twice but this didn't work. I have talked to him twice, abandoned and re-accepted the quest but nothing seems to work. Comment by Mormolyce The first law of Old Hillsbrad: someone will always start Thrall up before you can chain the quest.

Even when you specifically ask them not to! Sadly many people don't read chat in pugs. If you manage to cash the previous quest then someone who has this one can share it with you. But if the person who started Thrall has already completed it then odds are nobody has it and so you're just screwed until next run. Comment by Loremastertappa Neat little Easter egg.

You can see how Commander Mograine obtained the crystal for Ashbringer. When you get done with the dungeon, look on the map and you should see a road that runs south close to the river.



0コメント

  • 1000 / 1000