This instance entrance is found in Coilfang Reservoir. It's the first instance on the left after coming up from the water.
A tiny guide, written from personal experience and such
1. How to get to the Slave Pens
While in Zangarmarsh, you can't miss Coilfang Reservoir on the
map. Dive in and you will see a tube to swim through. Every other class that can't breathe underwater can get a pot or good ol' Hydrocane (if you can use it) or this pot (
) for free (almost). Swim up the tube and you'll find yourself in a big cave. Head to the left and you can't miss it.
2. Party setup
Your usual tank and 2 healers, suggested you bring a priest and back-up healer for some bosses. Any poison-curing class is fine. I found my perfect setup in a Priest, Hunter, Druid and Warlock/Mage+Warrior for the crowd control and other nice features which will be quite useful!
3. Mobs, trash pulls and such
There are groups of naga-like mobs called Slave Handlers and obviously 2-3 slaves (which are neutral at first). When you attack Slave handlers the slaves turn hostile BUT they will flee once the handler is down and thanking you for freeing them.
The 4-mob groups containing Scale-Healers and rays are the most dangerous. The rays do a Psychic Horror which is a horror-like fear, except you run with warp speed. The Scale-Healers and these are #1 and #2 on priority list for killing. Before you find yourself in the cave, take out the last two neutral slaves, you will most likely aggro them.
Work your way up and to the left, through a tunnel. Another group awaits on the left and then you will notice the first boss on the ramp, patrolling up and down. Take out the mobs at the base of the ramp and get ready for Mennu The Betrayer.
Mennu The Betrayer (
Is an easy fight. He can put up totems which need to be eliminated quickly.
Healing Totem:Heals him by something that looks liket 5% HP per second
Nova Totem:Deals AOE Damage up to 2500
Earthgrab Totem:Entangling roots for anyone in range.
Stoneskin Totem:Increases Mennu's armor, I have no clue for how much
You jump in the pool and you have to take out the patrol on the ramp. Up there you will find one of the guys for the quest Lost in Action (
). You don't have to kill them as stated here but find their bodies. Facing the wall, you're supposed to go left. The next cave contains another Scale-Healer kind of group with 2 Defenders and a ray, same tactics as before. And on the left, moving around is Rokmar the Crackler, a giant lobster.
Rokmar the Crackler (
What a tank! He has 95437HP and hits like one. Has a Water Spit for 1300-ish Frost Damage. AOE that cannot be avoided by LOS but you can run out if you want to conserve mana. Hits for 1000 normal hits and crits up to 2000. A wound effect called Grievous Wound which does about 800 damage per tick and _will not disappear until fully healed_. Tank him facing his cave preferably. He will debuff with ensnare (target moves, attacks and casts spells at half speed)
The trash up to Quagmirran is easy to handle but the Soothsayers have to be taken down really fast. Fight the mobs in front of the cage and you will find Naturalist Bite for your quest earlier. That's all there is in Slave Pens, half a quest. Open his cage and 2 more naga will come, attracted by the noise. Naturalist Bite will buff you with 110 Nature Resistance and 5% to all stats if you talk to him. It's not an AOE buff so make everyone get it.
Another tank, this guy has 101820HP, an AOE Poison Nova for 2500 nature damage and another dot that ticks. This is where druids/shamans come in. And Aspect of the Wild from hunters and you don't need any nature protection pots.
Sweeping Strikes is another 'special' ability so any melee dps class should be on a different side from where your tank is positioned. If you have a druid, for the love of god, you want him to dispel and heal, not tank, as good as he can be.
This instance is relatively easy, as long as you keep good heals on your tank. All of the bosses hit way hard, especially the last one, hits for a good 1.5k, and crits for up to 2.5k.
Make sure you CC/stunlock the soothsayers to death, and if a person gets MCed...say bye-bye to your tank's health. (I took out our tank in 4 hits...1,693 + 1479 + 1547 then an 8k crit backstab)
As a disc/holy priest I have gotten a number of groups for this instance at 62, its a challenge but a ton of fun.
Just FYI for anyone using the map for reference. Earthbinder is not in this dungeon. Weeder Greenthumb is and his location is opposite (South) from where Earthbinder is shown. I.E. Go up the ramp Mennu was on. Then up the side ramps to the bridge. Cross the bridge jump in the water and just up the ramp is where Weeder Greenthumb lies.
Note that you do not need water breathing to get to any coilfang instances - you can breathe once you enter the underwater tube due to the bubbles.
Btw... Coilfang Reservoir is in Serpent Lake
Serpentshrine Cavern (25-man raid): To get attuned for the Lady Vashj instance, you must enter the Slave Pens (level 62-64 Coilfang Reservoir wing) on Heroic Mode. Shortly after the first boss you will find Skar'this the Heretic captive in a cage. He will offer the quest "The Cudgel of Kar'desh". For this quest you must retrieve an item from Gruul the Dragonkiller (Gruul's Lair (25-man raid)) and Nightbane (Karazhan). After collecting these two items, you can return to him and he will cast a spell on you which will allow you to enter the Serpentshrine Cavern.
Slave Pens HEROIC Mode:
Trash: Most can be stunned, crowdcontrolled and feared. Defenders are preferably tanked one by one, while the other are kited.
1: Mennu The Betrayer:
Does the exact same things as in normal mode (read nicely written guide by dieselgirl above), only that the healing totem heals more / faster, and the Fire Nova totem hits very hard.
Totem priority for dps.
2: Rokmar the Crackler
Has alot of HP but his abilities are the exact same as in normal for this one too. Water spit hits for around 1800. This can be countered by going out of line of sight. (There is a nice hill to the left where you can step in / out of sight).
He hits pretty weak for a boss. 1500-2000 ish. Has a poison ability that slows down the attacker by 50%. The wound tick is pretty much the same as on normal mode, and is still only removed by healing the tank to 100%.
Caged Druid: after freeing the caged druid, 3 elite mobs will spawn, 2 casters (soothsayers) and a melee.
Note. Naturalist Bite (The Caged Druid) will ignore CC, and break it if he thinks it's the right thing to do. On heroic mode mobs will 1shot him, so that you cannot recieve his buff afterwards. Can be pretty annoying, but is countered by an awake tank taunting.
This guy has massive HP, but hits fairly weak. His nature damage spells and poison attacks is the hardest part. The Poison nova hits for 2,5-3k and ticks for roughly 800, for 3-4 ticks.
Prayer of mending is really good for this.
If I am able to edit, I'll add correct hp, dmg and tickdmg tomorrow after doing this again.
Cleared by a DPS / CC-group containing, 2 hunters, 1 priest, 1 mage and a warrior.
Ps: Drops are not very good, but the last boss has some decent Gems (for socketing items.)
Might want to do this instance for the 25man raid attunement though.
There are slaves in pens here. They beg to be let out. I want to let them out, but there doesn't seem to be any way to do so. How sad!
Quag help on heroic!
When he ducks, he does his geyser move which you don't want to move out of when tanking because it will mess the position up of everyone else. You have to be prepared because he drops some agro when he does it so you snap it back with taunt and throw up shield reflect and bam, he just hit himself for 600dmg every second. Once we timed that down we killed him with no deaths and we still had plenty of mana on healers, it went that much more smooth.
my first heroic slave pens was indeed interesting.
after wiping on the first 2-3 pulls, we tried again and noticed that while the mobs were being attacked, they didnt do anything about it. they just went around doing nothing, and it was pretty easy. Even the bosss did this so it was pretty easy.
watch out for it, its pretty neat =D
Yea heroic slave pens is one of the easier heroics really :S It's 3 badge of justice for free kinda :)
There are only a few pulls in this instance on heroic mode that are of any significance.
Champion pulls: These now have intimidating shout as one of their moves. If you get feared into a group of mobs be prepared to get promptly killed in 2 seconds (as a rogue). They also cleave, watch out.
Defender pulls: All pulls that involve defenders in slave pens.. they always come in twos.
Defenders are immune to CC, most of the CCs we tested failed, and I didn't have the chance to try sap (shadowstep->sap) because they see through stealth. The one thing they are not immune to are slowing effects like concussive and frost. They can also be stunned (rogues are VERY useful).
The strategy that worked cleanly for my group is to kite one, and tank one, necessary because these hit 3k+ on plate (5k on leather, I once got one-shotted critted for 11761 damage), my tank has 11-12k buffed, so these would in practice kill our tank in about 3-5 seconds if he tanked both, healing this early will cause aggro, so you will wipe.
A rogue can even kite it using cripple (which I did), if you have no hunter or mage in your party, and as a desperation evasion tank one.
Soothsayer pulls: These MC, on non-heroic I noticed that the mindcontrols these mobs pull out magnify your damage, much like the ones in ZG. Not extremely threatening if you have a rogue (rogues are HIGHLY useful, I reiterate), keeping the soothsayer stunned from 100->0.
Rays: Pets of other mobs. These fear a single target at a rather high frequency. Can be hibernated by a druid for very effective CC, if that is not an option just focus fire it down after soothsayers.
Quagmirran: As melee DPS you may have a very hard time staying alive, but if you stay directly 180 degrees of your tank and stay at max melee distance the cleave cannot hit you. Request for heals if you get Acid Geyser'ed (or the tank can simply taunt it back). Bite's Boon, the buff from the NPC that you had to save earlier, helps greatly, but not absolutely necessary.
Having a shadowpriest for vampiric embrace and flay outheals the damage from acid bolt volley, which can sort of trivialise this battle.
There is a quest here, regardless of the bad Wowhead info:
Lost in Action:
The Cudgel of Kar'desh (heroic only, allows access to Serpentshrine):
There is now a new epic shoulder drop. It is a mail caster piece, I just got it tonight while running Slave pens.
check there here soon
Ignore the above post, but these Shoulders im linking drop from the last boss now
a nice combination for a heroic run is to have the following classes:
1-Mage: to sheep
2-Warlock : Seduce or kite the Naga with CoEx Defenders as they are immune to CC
3-Tank: Obvious why.
4- Shadow Priest:nice for extra fear and heals
5- Healer : either paladin or holy priest.
the defenders could shot you dead with 11k hit!!
our tank was druid so it was for our advantage so he could sleep the flying beasts.
The best way for do slave pens is this, it doesnt take too long, just 1 hour 30 mins if ur fast ^^.
On heroic mode, the Defenders hit *very* hard. It is not a good idea to tank two of them.
The best bet is to have a hunter kite one. Drop a Frost (slowing) trap, then let the tank pull one. Put Distracting Shot and then Concussive Shot on one, and run away with Aspect of the Cheetah. When it hits the Frost Trap, put another Distracting Shot on it to make sure it doesn't go to the healer, then drop another Frost Trap as you run. By the time it gets through that, the first Defender should be dead, so Feign Death and follow it back to your group.
Note that the kited Defender will go straight back to your healer, so the tank better be ready with a taunt, and you should have Concussive Shot ready again, to give the tank more time to pick up the Defender.
the BEST group to do this with is this:
-Feral Druid (Tank)
-Enhancement Shaman (alot of DPS good totems and ankh)
-Mage (good DPS and sheep)
-Hunter (Good DPS and Trap)
i farmed this instance every day not ONE death using this setup for doing this instance.
Trust me this works :)
Question: Are there Mobs in Heroic Slave Pens that cannot be MCed?
I know bosses cannot, and of course only Humanoid can be - but I was informed that the Mobs were not MC-able, hence making a Shadow Priest undesireable DPS for this Instance.
All three bosses duoed with a holy paladin and warlock. Normal mode. Ran past most of the mob packs.
A summonable boss is being added for the Midsummer Fire Festival: Lord Ahune
This is just speculation, but i belive he will be located immediately after you jump down from the upper platforms on the way to Rokmar
Easy doable (normal) with one healer. we rushed trough this in 50 minutes with set-up warrior 64, bm hunt 62, mage 63 feral druid 63 and holy priest 64. ended first boss with 100% mana left ((rofl)), rokmar with 30% left (no innervation) and quag I started dpsing because i were bored. hardest part are the big trashgroups.
Wondering about how long the instance is...looks kinda short once u get past boss 1.
There is a shortcut, however, needs some training and if someone will jump into water or die, there will be no time saving.
2 packs after first boss, you are on the highest bridge. Walk carefully to left edge and gently jump down on the bridge that is under. Then turn around, you got the water under you and Rockmar on right hand. Heal yourself if injured, or you won't survive next jump. Be on the edge of the bridge, facing nort-northeast. Get speed and jump, you should land on the ledge next to lake and Rockmar cavern. Go around the lake, position inside the cavern, prepare and fight Rockmar.
If you miss the jump, you will land in the water and have to go to around through the place you fought the 1st boss.
Here comes the screenshot with jumping path marked. Taken from position that we fight Rockma usually
The Technicians can be mind controlled on heroic mode.
Actually, how much bonus spell dmg and spell crit do you need to Heroic Slave Pens as an elemental shaman? I Would like the Pauldrons of Wild Magic (
) from there to upgrade my gear...
One thing that nobody's pointed out yet:
The Neutral slaves in here will stop attacking you if you kill the naga that were involved in the pull. Two things you need to keep in mind are that:
A) If the slave is too far away (range is pretty short, maybe only 15-20 yards) when the last naga dies, he will keep attacking you (with the casters, you'll have to either use an interrupt or drag the naga over to him); and
B) If you do too much damage to a slave, he will keep attacking you when the naga dies regardless of where he is.
Some thing that has changed recently upon getting to the instance.
The breath meter won't go away now untill you hit the surface inside the Coilfang.
Before they changed this the meter dissapeared about halfway through the tube leading to the coilfang. This also disabled Aqua Form for druids.
This instance can be done in stealth in heroic mode as all coilfang heroics(tactics to other coilfang stealth HC instances in their site). Everyone of the group must have improved stealth/prowl and
or similar will cut repair bill from first rounds. It will be hard to find a resto druid with 3/3 feral instinct (
), but when you will find one keep his name in your friends list. Whole coilfang heroic run gives you 10 Badge of justice in max 2.5 hrs. That was how long it took for me the first time, but we had 2 first timers to heroics. Its always good to have many rogues with you as they can distract and sap mobs when needed. And remember it's stealth run so dont assume ress and rogues remember to use mind-numbing poison when there are casters around to allow more time to kick them.
First group to kill is the 2 defenders just before first boss. Kill them and the group of technicals behind them. Kill boss normally and go up the ladder. Kill 2 technicals from one side of bridge and then kill the group of defenders patrolling. Now the way to second boss is clear. Go to his cave and kill him there. You can stealth all the way to last boss and kill him in the far left corner of his place. Remember to watch that patrol of defenders on the way to there, they can see trough stealth. On second time we did this we had 0 deaths and it took 15 mins from enrtrance to last boss down and rewarded us 3 boj.
By far the easiest heroic, even with a strange party (like a healer and 4 warriors lol ). I would say easier than ramparts even, but thats just my oppinion. Great place to get you going on your pre-karazhan gear, especially for spellcasters. Lots of herbs and ore deposits too, unlike Ramparts for example. A bit more of a healing challenge is Quaggy, but with some more time (for those rare+uncommon geared parties) and patience you can get the buff from the druid in the cage before the boss, which significantly easens the job of the healer. Enjoy! :)
If you die in here, how do you recover your body?
Any chance someone could confirm that the minimum level to enter the instance is 55? I'm leveling a hunter and I am trying to get all of the Midsummer achievements while I can, which would include the one for killing Ahune. As of yet, I have been unable to be summoned into the instance and I've gotten several conflicting guesses as to what level I need to be.
when i did it first i got in at 59 it might be not the same now
@50, 41 is the tunnel down into the instance area. And you do not need any type of underwater breathing buff.
Located towards the north end of the map in Zanzamarsh? Divide map in half then its in the middle of the right half.
Entrance is in the middle of a big pond. Waterwalking helps getting to it.
Swim down, there are air pockets, so no need to worry about underwater breathing.
Its like hellfire citadel in that it has a 60's instance (62-64 for Slave Pents, 63-65 for Underbog) then a 5 man lvl 70 instance and then a raid instance.
Slave pens requires either a sleep/sheep (prefer both) or improved sap with 5/5 MOD.
Underbog requires a warlock for banish on elementals. Sheep/Sap is helpful but not needed.
Update on the lvl 70 instances in about 2 weeks.
Slave pens on Heroic:
Group: 1mt 1ot 1mh dps dps/cc I like prot war. hunter, mage and feral druid (extra heals if nec (2nd boss) and ot. As for your healer, I am a 70 pally with decked out gear for healing, (don't use dungeoun set for healing i use best stuff before t4/raid) I have 11K mana buff and 1200 bonus healing. Priest is good cept don't hold up well(one shot) I can at least take 4shots or so.
Mobs: defenders(2in a pull) immune to cc, so ot and mt and heal them both like crazy they hit uber hard. (3shots will do them in). Crabs in beg. can be diff since no sheep : / but just freeze trap and ot and mt the rest no worries. Rest is a breeze.
Bosses: 1st one is a sintch. Just like reg mode, take totems down and heal mt. Watch the aoe blowing up totem (fire somethign) hurts melee bad and tank. (might take out a rogue in one hit, my feral druid gets these as he has many hp)
2nd: lol. DPS DPS DPS druid/oh takes up healing grp and mh heals only tank for bleed effect purpose. pots and trinkets help (mana pot/mastery pot/attk power pot whatever gets you godly. You will need it. : )
3rd: Same as reg mode, just hits harder : / and poison is ouch, so cleanse cleanse cleanse (don't face him towards your grp)
how long does the slave pens take?
From the quartermaster in cenarion town in zangarmarsh
how do you find the drops for the heroic version. or if they're both listed how do you know which ones are which
the heroic has a higher level 70 and item level
About how much rep with CE do I get each run? I'd like to know because me and my bro is going SP and UB until honored with CE ( since you don't get rep in SP and UB then ) and then doing quests... Think about it would take like 10 runs ( for 9000 rep )
i think normal SV gives 2000 to 2500 if you do a rep run (rep run is killing absolutely everything in the entire instance). so im sure every heroic run is around 3000 to 4000 rep per rep run :)
In order to get in slave pens(heroic) you need the key you get that from getting revered with CE(Cenarion Expo). I believe you buy the key from the
Quarter master in Zangarmarsh.
Hey, what happend to the old form of thottbot? where there was a heroic loot tab, it made it much easier to find epics i need, any ideas on what i accidently clicekd to mess that up?
we 4 manned Slave Pens, was pretty hard, here was our group, 64 paladin ( me ) , 66 mage , 66 paladin , 65 priest ^^
We did this on heroic and his was actually easier than i expected. Our group consisted of :
70 resto shaman (me)
70 fire mage
70 fire mage
70 demon lock
70 prot war
Mennu, was incrediblly easy except he one shotted one of the mages with the fire totem (he was on totem duty) so dont get to close totem destroyers.
The giant crab was also a breeze, we had no deaths and the tank just popped sheild wall when he beserked. DPS downed him quick
Quag was a tad rouger, he ended up getting me but he was at about 2% when he did...Again our tank popped sheild wall and we downed him easy.
Overall it was fairly easy and great for someones first heroic, your healer must take pots for emerngency situations and it will be breeze. Thanks, hope this helps.
70 resto sham
We ran regular slave pens last night here was our group
63 prot warr
over all it wa sa pretty easy to medium skill instance...had a few wipes on trash mobs and dumb mistakes on some of the boss's but b/c he had so much wipe protection i.e soulstone/divine intervention..hardest boss for us was the big sea creature thing that causes bleed. End boss wasnt that bad
this is pretty old news, but since I didn't see any posts about it I might as well add 1.
There's a decent shortcut between the 1st and 2nd bosses in which u only need 2 clear 1 trash mob. After boss #1 head up the ramp but stop about halfway and wait for the pat consisting of 1 naga and 2 workers to pass and start moving down the left (from ur POV) bridge. when they're out of aggro range, quickly run up and to the right along the other bridge. Intercept the smaller pat on the bridge as far back as u can. Here is where the actual shortcut starts.
where the 2 paths merge into 1 there r 2 addition patting defenders (can't remember their exact title). U'll see a small gap on either side between the wall and the bridge they r on that u can drop down through. wait til they're at the opposite end of the bridge then run and jump through the gap, making sure to hit it straight on. U'll land on a platform underneath the defenders, overlooking boss #2 on one side. move to that side and out onto the ledge, following it along the wall. This is where it can get tricky. There r lines on the ground texture indicating stone slabs that u'll use as a guide. Stand right on the line closest to the back wall and rotate about 45 degrees away from the side wall. Ur aiming for another little ledge along the back wall below u, so its best to let one player at a time do this so they can line it up right. RUN off the edge, don't jump, and u should land on that lower ledge, which u can follow around to the 2nd bosses cave.
Just wait till he recedes into his cave, then have ur tank rush in and pull him far enough back that ur ranged dps/healer can move in and stand at a safe distance w/o aggroing the group of crabs behind u.
If u miss the 2nd ledge and hit the water or wipe u'll have to do this again, which can get annoying. But this shortcut makes SP an easy way to get 3 quick badges.
druid tanking reqs are very different than prot warriors and pallys because they have no shield they need more health and alot more armor.
What lvl is SP? Right now i am 63, almost 64, and I need to do it. Could I?
Hey, how much +healing do you think someone needs to start this and other heroics?
I have heard 1200+ but found it manageable with just over 1000+ healing and a competent group of guildies
Not difficult if you have 2CC and go with at least few ppl you know or you get lucky with a PuG (ha ha). I like doing Kara with my guild, vent, strat talk etc. SP heroic is more stressful for me although it is supposed to be the entry level heroic.
We go in, first 3 dudes, we have 2 rogues, 2CC you think, right? Wrong. One could not sap because of his talent build. Never told anyone about that, tried to sap, died. We go in again, he tries to sap, same story.
Another group, we sap 1, I pull 2 other dudes, they are running towards me, mage does burst damage to 1 of them then runs away from me, verdict - I can't hold aggro.
Healers. What is wrong with Heal over time before I pull? What is wrong with little heals watching your omen?
Heal over time gets aggro if cast before the pull if it is still active when the mobs are aggroed. Power word shield does not get any aggro if cast before a pull, though, I've done it many times on my priest.
Ok..so I died during my first instance of slave pens. Then my router crashed and I wasn't able to get online until the next day. So now I'm a ghost and can't seem to get back to my body?
How do I get back to enter the instance to collect my corpse?
Just ran both slave pens and underbog with group of 4:
64 Holy Priest
Both took about an hour (+ or - 15 minutes). Didn't even come close to wiping. I think ramps and bloodfurnace are harder, although they are lower level instances. Very little cloth dropped in both SP and UB (only 1 blue pants and I had better from blood furnace). The shaman got a couple blue mail items and the pally got very nice blue plate socketed chest armor. I probably won't bother going back.
You can enter Slave Pens as low as level 55.
The Slave Pens Dungeon Quests Guide for Burning Crusade Classic
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