We have killed the first boss in the instance. Main strategy is to keep out of the black holes he forms. Other than that, it's a simple tank + dps fight.
Further on you will meet a circular room with 4 or more mobs called "Unbound Devastator" and "Spiteful Temptress" (demon class). We had serious issues, and wiped 4 times before giving up.
You can pull 1 of these at a time, but they will summon a Spiteful Temptress as well. These mobs cannot be trapped, enslaved, stunned, slowed, or banished. We surmised that you would need 2 tanks for these fights, but this is extremely hard when the summoned mob (Spiteful Temptress) mind controls one of your group members.
If you sheep the dead corpses on the floor, they don't spawn their worm minions. Just a little time saver.
Just returned from a first time in Arcatraz, with all the party members visiting the instance for the first time.
Overall, it's fairly easy. None of the mobs can be stunned, feared, or rooted, which leaves a lot of kiting options out of the question. If you're putting together a good team, consider having a fury warrior or a feral druid off-tanking and DPSing, as there are often a lot of adds. A caster is essential here, a mage preferably for AOE-ing non-elite mobs, but a warlock can also do the trick.
Pertaining to exact boss strategies, you can find them on WoWHead by looking them up directly, but I will just say that most of them are fairly uncomplicated. Our team didn't wipe once on any boss, although we did die a fair bit on the trash mobs, learning their dynamics.
Also, all the mobs will respawn after approximatelly three hours. So, unless you have a soul stone, you will be very upset when you come back from a wipe in the final boss room to find all the mobs are back. This happened to us and it was very heartbreaking.
If you're having trouble finding the entrance here, look way up. It's the highest floating platform, considerably higher than the others.
As of 2.0.10, the respawn timers on trash mobs has been significantly extended.
Anyone know how difficult this is on Heroic?
does every party member need to have the key to arcatraz to run it?
How is this compair to Shadow lab?
Is this longer and more difficult?
Even though this isn't related to the instance length, strats, etc., I thought I'd point it out anyway. The name is probably a reference to the famed Alcatraz Island Prison in San Francisco, California.
Just finished this instance last night on heroic dificulty. We had a lot of problems, but 8 hours and over 1000g of mats later, we finished it. Hopefuly I can save you some time and gold here.
Group setup: You *must* have 2 full healers for the final boss. Because you will only have 2 dps they need to be able to crank out the dammage, as there are mobs with time limits in the isntance. Also, because of some of the mob's and boss's abilities, a paladin tank would be preferable (for the ranged taunt). Everyone in the group should have great gear, and over 8000 hp buffed. Fire resist gear is an asset.
Mobs of note:
- Protien Nightmare: They do heavy physical dammage and spawn adds that give an armor reducing buff. If any of the adds are on the tank, they need to die asap or the tank will be taking too much dammage to heal.
- Death watcher: Once they reach ~50% they start a countdown in the form of a de-buff on the group. You must kill them before the countdown reaches 3 seconds, or everyone takes ~10k dammage. Paladins can bubble out of the de-buff.
- Arcatraz Sentinal: They work the same as on normal. Very easy with a Paladin tank, as they can taunt as soon as it de-agros without chasing after it. Also, the one act of mercy blizzard showed players in this instance is that in heroic, there is no double Arcatraz Sentinal pull.
So you've cleared through the instance, feeling prety good about yourselves, and you're ready to start the last room. The degree of dificulty between the rest of the instance and the last room is stagering.
- Gargantuan Abysal: They have a strong melee attack, an imolation aura and a meteor attack. Have the whole group stand directly behind the tank and they should avoid the imolation aura but be close enough to share the dammage from meteor. If you have hunters they need to watch for the meteor cast and run in close enough to take meteor with everyone else. FR gear is very useful here as it doesn't seem to be all that hard to resist the immolation or meteor dammage with ~200 FR. There are 2 of these.
The Final Boss sequence.
3 random bosses followed by Harbinger Skyriss (king face melter). The three random bosses are all takes on various mobs and bosses from WoW. We got:
Phase-Hunter: A warp stalker with lots of HP and average dammage. He blinks behind his target and dumps a small amount of agro when he does so. Once again ranged taunt was very useful here when he lost agro on the tank (will probably happen several times). Alternatly have everyone stand near the tank, as he does no AoE dammage.
Sulfuron Magma-Thrower: Exactly like Gehenas in Molten Core. He does rain or fire, random shadow bolts, and a curse that reduces healing by 50% that lasts for 1 minute. We did it fairly easily without a de-curse, simply healed through.
Twilight Drakonaar: A drakonid with all 5 brood powers from the Nefarian event in Blackwing Lair. Several of the powers can be dispelled (magic) and none of them seemed to be a problem.
King Face Melter: Mind Flays for 8000 dammage over 4 seconds, stuning the person who is flayed. If you resist/break the stun, you still take dammage. 2 Healers is a must so they can heal eachother if they get flayed. Everyone must be kept at 100%. You probably don't need a tank here, as he simply spams Mind Flay, fear and charm, meleeing only very briefly for small dammage. Twice during the fight at 66% and 33% he will spawn a copy that does a weaker mind flay and has less HP. To quickly identify and kill the copy, start the fight with a raid icon on the boss, when he splits kill the one without the icon first. The key to this fight is healing, as you must heal people very quickly for a lot of hp, and keep everyone toped off at 100%. If you are here for the trial of the naruu you must keep Millhouse Manastorm alive, and he gets charmed/flayed/feared just like everyone else. It helps to make a macro to target him, or put a raid symbol on him when he spawns.
How long would it take to pass this in Normal mode?
with an Average group?
for a full run about how much rep per run does this intance give?
Can you be summoned to the entrance here, w/o having a flying mount?
Harbinger Skyriss: "Is this a snake or a real danger? I'm not sure, I better Mind Flay it anyway!!"
I've found the hunter class to be particularly useful for the last boss fight with their snake trap. I'd much rather see a snake get the mind-flay than my teammates.
Watching the boss flaying snakes is also kinda fun. Take that you stupid A.I.
has any engineer tried blasting open the door with seaforium? would be interested to know if this can also open arc door
Harbinger Skyriss: "I have mind-controlled a Rogue, and the best ability not on cooldown is Cloak of Shadows - ooh, CoS is sooo neat! I am gonna use it. Hey, why is that Rogue not MC'd anymore?"
Yeah, that happened two times to the rogue in my grp last night. Skyriss is a rough fight, but there are things it does that are funny.
The pull just after you have killed the Hunters at the start can be tricky, ensure the Blood elves are not fighting Fleshbeasts before pulling, unless you really want to kill 10 mobs at once ^^.A well timed pull will grab the Blood elves just after they have finised some fleshbeasts and are at 40% health.
Death watcher:- Death count Spell can be LoSed, fight the blighter in the connecting hall between the 2 rooms, with the main party in the Nightmare room, using the doorway for LoS. Make sure he is well DoTed up at 51% and run out of sight. This may need to be repeated due to his Life Drain on the MT (who stays in). Once he casts the spell @50%, run back in and engage.
Gargantuan abyssal:- Hunters can go ranged, start at melee range with the rest of your party and nudge your character backwards until the Gargantuan is just in your dead zone you should still be close enough to not have to solo meteors and still do good DPS.
Once you get to the 2 demon bosses, it is best to take Dalliah the Doomsayer first as this is quite a static fight and your party will not move much. Soccethar is however much more mobile and risks pulling Dalliah the Doomsayer if he is taken first. On Heroic mode Soccethars flame charge is quite lethal to DPS classes, but if you start strafing your character from side to side when he emotes 'On Guard' he will rarely hit you.
Final Boss Sequence:- There are addtional random sub bosses, such as a flame Imp that machine guns the party with fireballs. A Wind elemental with AOE and Chain nature damage ( Aspect of the Wild is handy).
A hunter is particulally useful in Normal mode, as there the infamous pull with 2 Arcatraz Sentinals just after the first boss, one of which can be easily chain frost trapped/kited. Blizzard wussed out and made Heroic mode, easy mode here, deleting one of the Sentrinals.
If you intend completing this instance on Heroic mode, you NEED 2 healing specced healers for the final boss sequence,or off spec healer who is very experienced and has excellent healing gear. The healing required for the final boss is demanding.
Hell ..if your doing it for The Trial of The Naruu, everyone should have flasks, you have 3 DPS with hard CC, and a full healer to swap in for the last boss, be prepared for multiple trash re-clears, and you planned this a week ago with 4 trusted Lieutenants, didnt you?
About the map up there, Zereketh the unbound is in the room to the left just the map is Wrong. i've been to ARcatraz atleast 5 times and hes never been there,
tip for mages:
you can blink out of the mind flay stun in last boss.
After 2.1.0 this instance got really easy
I just completed it with this group:
Shaman (36/0/25 Elemental PvP spec) <- Me
We completed it in less than 2 hours, without wiping once
Tips: Infernals Fire Shield can be outranged.
If you have a warlock, you can detect invisibility on the "stealthed" mobs in front of 2nd and 3rd boss.
First boss, stand up against a wall as the shadow nova cant be outranged anyways.
Warp boss in final boss event, does an aggro bump at teleport, be careful or hell one shot you.
I was DPSing all the way until last boss, where i switched to healing gear (Althought it actually was quite unessecary), so 1 specced healer should be able to do it alone, if he's not a noob of course.
Aquest not showing up on the quest tab is this
Harbinger of Doom
You have been tasked to go to Tempest Keep's Arcatraz satellite and slay Harbinger Skyriss. Return to A'dal at the Terrace of Light in Shattrath City after you have done so.
heh whre is the key fragment for kara... before/ after what boss?
I have done all heroics and this is the hardest, the first 3 bosses are easy but the last boss takes the price, we did the hole instance to the last boss in 50 mins but the last boss maked us wipe like 10 times and i payed totaly 60 g on repair bills,u need to have one healer until last boss then u need to change out one dps with another healer coz u get a gnome mage who will help u dps the adds down and kill the boss.I find it the only way to kill the last boss...
Hmm, a friend of mine tell's me that his friend shooted himself upp to the ship whit a rocket helm u get from some quest in Netherstorm... is that actualy possible? :P
How can I open the door in room with Doomsayer? That part of instance follows to Seer Udalo.
PS the door wich is electric
Just did this on heroic with quite an imba group. (t6 lock, rest was kara-epixed) We had 3 wipes, one on the first boss and two on random messing up on trash.
This heroic is really not that hard, altough first boss AOE's for shitloads, the rest of the instance is exactly the same as normal. second and third boss barely do more damage than normal, altough they have more HP, and the last boss, well, is plain easy.
IMO you should NOT attempt this with a green/blue geared group, because it is a simple waste of time. We completed this in about 1.5 hours.
Responding to the above poster: you do NOT need a second healer for the last boss, only if your group sucks. I was the only healer, and it went quite well.
Edit: just did this again with a noob blue geared group, 0 wipes and no difficulties whatsoever. I seriously wonder how people can do 3 trash reclears in this.
I would love to know the coords to get to Arcatraz. Doesn't show up on the game map anywhere. And where is Mecahanar.
Arcatrsz have been heavily nerfed last patches and it doabe with any normal group setup @ non-heroic and heroic.
The last boss is nerfed to oblivion
As a feral druid.. this instance is horrrible to tank. Lots of pulls where you have to hold agro on a ton of mobs at once.. almost impossible with the !@#$ty dmg swipe does. I've tanked just about every other heroic without a problem but this is a real pain. A pally tank would do great here, warrior would be fine, but druids get screwed
I hear from some people that u need a flymount to get to TK-A but some people say that u don't can someone tell me
This quest has a reference to a movie called "Con Air":
In the movie, a soldier that was on parole from an "innocent crime" took a ride from a major convict airplane to his home state, but the prisioners from within the plane revolted and took the plane for their own, trying to escape the country with it.
The innocent prisioner in the Arcatraz is Millhouse Manastorm btw:
2-manned today on normal as a welfare S1 Warrior/Pally duo.
Just did my first heroic run and thought I'd mention one additional point that I don't see above, although I guess it's kind of obvious:
In the final boss sequence, make sure your tank is right next to where the next monster is coming from and ready to get aggro immediately. We had the Phase-Hunter and it insta-gibbed our shadow priest before our bear tank had picked him up. There is enough time to Rez someone after the first fight, but it was unnecessarily worrying.
Don't let it happen to you! ^^
hey do you need a flying mount to enter arc?
At the final boss, there are short breaks between each of the released prisoners during which you are "not in combat." Take advantage of these times to drink/eat or rez a fallen group member.
(on heroic)everyone says you need two healers, but guess what.... im a paladin healer, and i solo healed this place. (character jamaal, the scyers us server) with a crappy tank. and some inferior dps!! dont get me wrong though, this place was absolute hell, and you probably couldnt pay me to go back. most of the regular enemies are more difficult than some of the bosses, like the demons right b4 the final boss.( wiped 4 times on them, bring your fire resist gear or you will perish) dont ask me how i managed to heal thru the final boss, and keep that stupid gnome alive as well. 3 pots, 2 divine illuminations used, and i even lay on hands myself, and i credit our survival to pure and simple luck. bring uber and dedicated members to this crap shoot, or you will fail. Pure and simple. i cant believe this place was nerfed even in the slightest.
I'm trying a almost full stealth run. I know at a one point I will need to kill a boss to continue no matter what.... but at certain points I get knocked out of stealth... Ex: the 'dead' sentinel, the two door ways beyond that etc. (these can be avoided with cloak of shadows) but the next room has a sort of aura, that as far as I know goes all the way to the next room and i was wondering if anyone knew what type of resistance i would need to get past this point? I'm hoping it is arcane lol
Is this by any chance a reference to William Shakespeare's play The Tempest?
I just managed to solo this. I'm a lvl 80 retri pala with ok gear/enchants/gems (so there's no reason to be proud...), and since no one made any post about soloing it, I thought it would be useful to other achievement hunters to know that it is actually possible to solo this one - although it took time and a lot of wipes to do it:).
Unfortunately, I don't have that many tips to come with... Take you time - try to pull one mob at a time - have your bubble ready (if you have one...) - bring loads of mana drinks (if you use them) - and NUKE!
Best of luck,
Chamber of Aspects, EU
The Arcatraz Dungeon Quests Guide for Burning Crusade Classic
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