Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone
We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!
Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.
During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.
First, let me note that I'm not trying to tell DPS to not DPS. It's your chosen role, and the role you were asked to play in your group. Do it! Do an awesome job of it. All I want to say is there are also other things you can be doing. These things may lower your DPS, but don't let it halt your damage entirely.
Focus on your utility. Earth Shock and Purge completely lock down some of the mobs within Magisters' Terrace. Purge cripples the Dawnblade Magisters, which can become very frightening if their self-buff stacks heavily. These particular mobs are immune to most crowd control anyway, so the ability to shut these down is fantastic.
Additionally, if you're dropping Windfury, you can 'twist' it with Grounding Totem to take some of the heat off of your tanks and healers. You can drop this totem pretty much every time the cooldown is up, and it will absorb something almost immediately. Very few mobs in this instance don't cast spells. As soon as it's used, Windfury can go back down and your melee probably never even lost the buff.
The usual crowd control still applies, of course. Cyclone to buy those extra seconds. Entangling Roots works in this instance, though most of the mobs are casters. [EDIT: Entangling Roots does not work in this instance, but I am leaving this here so you will see the mistake I made and not make it yourself! My apologies.] Retribution Paladins should remember their new toy, and use it carefully. If you've forgotten, patch 2.4 gave you Turn Evil. Turn Evil can fear Undead and Demons, thus you can buy your group enough time to deal with everything else before worrying about the Succubus trash mobs and some things in the Delrissa encounter.
Those are just some examples. I don't think I need to detail all of a class's spells and what they do. If you're comfortable going into Magisters' Terrace, you probably know how to play.
The biggest thing to stress is that sometimes you need to force yourself out of your comfort zone. Feral druids love being cats, Balance Druids love being Moonkin. Retribution Paladins like hitting things, and so do Enhancement Shaman. Elemental Shaman zap the heck out of things. It's just what you do. Most people are content with this comfort zone. They play their spec rather than play their class. You know what? Sometimes that's okay. I would say that it's okay most of the time. However, the last two bosses of Magisters' Terrace do a little bit to force you out of that comfort zone.
For example, Priestess Delrissa and her friends cannot be tanked and have no threat tables. Protection Paladins and Feral Druids may find themselves dropping heals instead of tanking, or cleansing, or DPSing. Although, Prot Paladins are not exactly the #1 choice for dealing damage.
Kael'thas is similar, depending on your strategy. His first phase is straightforward, but his second phase is pretty different. For one, doing damage during Gravity Lapse is optional. For two, he doesn't need to be tanked. Since he doesn't need to be tanked and everyone takes a steady DoT during Gravity Lapse, in addition to potential accidental hits from the purple orbs of doom, hybrids may consider helping out on healing until Gravity Lapse ends. While not necessary, you would be amazed at how much a few Feral Lifeblooms or Enhancement Chain Heals can help.
The Comfort Zone is not your friend. Be a hybrid to the best of your ability. Though you may want to keep spammin' that Moonfire, it isn't always going to be what is best for your group while the community is adjusting to this dungeon. Most of the dungeon, you'll be just fine doing what you like to do. It does have those moments where you need to step up, though. Do things a little differently. Make Magisters' Terrace easier for everyone. Hybrids have the power to make any difficult encounter seem fantastically easy. Use that power.
Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.
During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.
First, let me note that I'm not trying to tell DPS to not DPS. It's your chosen role, and the role you were asked to play in your group. Do it! Do an awesome job of it. All I want to say is there are also other things you can be doing. These things may lower your DPS, but don't let it halt your damage entirely.
Focus on your utility. Earth Shock and Purge completely lock down some of the mobs within Magisters' Terrace. Purge cripples the Dawnblade Magisters, which can become very frightening if their self-buff stacks heavily. These particular mobs are immune to most crowd control anyway, so the ability to shut these down is fantastic.
Additionally, if you're dropping Windfury, you can 'twist' it with Grounding Totem to take some of the heat off of your tanks and healers. You can drop this totem pretty much every time the cooldown is up, and it will absorb something almost immediately. Very few mobs in this instance don't cast spells. As soon as it's used, Windfury can go back down and your melee probably never even lost the buff.
The usual crowd control still applies, of course. Cyclone to buy those extra seconds. Entangling Roots works in this instance, though most of the mobs are casters. [EDIT: Entangling Roots does not work in this instance, but I am leaving this here so you will see the mistake I made and not make it yourself! My apologies.] Retribution Paladins should remember their new toy, and use it carefully. If you've forgotten, patch 2.4 gave you Turn Evil. Turn Evil can fear Undead and Demons, thus you can buy your group enough time to deal with everything else before worrying about the Succubus trash mobs and some things in the Delrissa encounter.
Those are just some examples. I don't think I need to detail all of a class's spells and what they do. If you're comfortable going into Magisters' Terrace, you probably know how to play.
The biggest thing to stress is that sometimes you need to force yourself out of your comfort zone. Feral druids love being cats, Balance Druids love being Moonkin. Retribution Paladins like hitting things, and so do Enhancement Shaman. Elemental Shaman zap the heck out of things. It's just what you do. Most people are content with this comfort zone. They play their spec rather than play their class. You know what? Sometimes that's okay. I would say that it's okay most of the time. However, the last two bosses of Magisters' Terrace do a little bit to force you out of that comfort zone.
For example, Priestess Delrissa and her friends cannot be tanked and have no threat tables. Protection Paladins and Feral Druids may find themselves dropping heals instead of tanking, or cleansing, or DPSing. Although, Prot Paladins are not exactly the #1 choice for dealing damage.
Kael'thas is similar, depending on your strategy. His first phase is straightforward, but his second phase is pretty different. For one, doing damage during Gravity Lapse is optional. For two, he doesn't need to be tanked. Since he doesn't need to be tanked and everyone takes a steady DoT during Gravity Lapse, in addition to potential accidental hits from the purple orbs of doom, hybrids may consider helping out on healing until Gravity Lapse ends. While not necessary, you would be amazed at how much a few Feral Lifeblooms or Enhancement Chain Heals can help.
The Comfort Zone is not your friend. Be a hybrid to the best of your ability. Though you may want to keep spammin' that Moonfire, it isn't always going to be what is best for your group while the community is adjusting to this dungeon. Most of the dungeon, you'll be just fine doing what you like to do. It does have those moments where you need to step up, though. Do things a little differently. Make Magisters' Terrace easier for everyone. Hybrids have the power to make any difficult encounter seem fantastically easy. Use that power.
Filed under: Druid, Paladin, Warlock, Patches, Analysis / Opinion, Hybrid Theory







Reader Comments (Page 1 of 2)
Arboreous Mar 29th 2008 6:09PM
I'm not sure that roots can be used in the instance. Or at least not in the Priestess encounter, which is the only place I tried to use it. At first I thought it was because I was underneath the dome thing where they start, however after dragging them out into the open I was still unable to use roots. Really kind of screws up the whole "5v5 arena" simulation if druids are unable to use roots. That and the fact that a caster-heavy group will experience a lot of spell pushback whereas the mobs, of course, experience none.
Alex Ziebart Mar 29th 2008 6:13PM
I may be wrong about the roots, and if that's the case, I apologize and will fix that! I was told that you could, but didn't verify it myself. : )
Cetha Mar 29th 2008 6:16PM
these are really things that hybrids should be doing all the time, not just in the new instance. I am constantly amazed by shammies who don't purge or earth shock, and even mages who seem to think that their counterspell is only for use in PVP.
konoko Mar 29th 2008 6:40PM
First night Magisters' Terrace opened, I went with 4 other guildies. We were Ret Pally, Fury Warrior, Demon Warlock, Holy Pally, and myself Prot Warrior.
We got Kael down and we wiped a few times on trash (basically it was just the trash before Princess) but we got him down. We're not T6 either, mostly SSC/TK (yes I have my T5 bonus) but no CC. Oh it was chaos, but it was FUN :D
Chris Mar 29th 2008 7:00PM
Does Blizzard design instances to make hybrid classes useless? This instance with its reliance on CC, especially the third boss, is a perfect example of how they lost sight of designing an instance for any class to be useful. Just silly. I love the instance but it shows alot of bias towards mages who can spam CC's the entire fight and not really stop dpsing.
Charlie Mar 29th 2008 7:02PM
A very fine hybrid theory article.
I feel lf more hybrids played with the full potential of their class, instead of saying "I'm a ret pally, i dont heal" (I know far to many of those), then things would be alot better.
And ya know what the solution for lack of CC is? A Pally! Pally tanks have to be moonkins and shammies best friends.
Calaana Mar 29th 2008 7:11PM
Hance shammy/restro shammy/prot pali stepping up here - this place is a right whore without cc, if you want to do it then take a good number of interrupts. Shammy are really the only class that'll benefit from the pali tanks.
Kadamon Mar 29th 2008 8:11PM
We went the first night it was open.
Frost Mage, (Myself), a Shadow Mage specced Warlock, a Hunters who's spec I don't remember and a Protadin for our tank. And at first, we had a Tree druid as heals.
On all the bosses, we only wiped once, and that was on the second one. Curator 1.5 as it were I figure. We decided to jsut give up before the princess fight because it was taking to long and the Druid dropped because he was tired.
However, we wiped over 15 times altogether because of the regular trash throughout the instance. Even with a Paladin, it's hard to deal with 5-6...and on one occasion, an 8 mob pull.
I think they just need to get rid of one mob per for those insane pulls and the difficulty everyone is feeling would get cut down at least in half.
Manatank Mar 31st 2008 1:23PM
Except that is should be hard. It is the most challenging 5-man in the game, and the only real challenge in PvE for non-raiders. Don't nerf MrT.
hisame Mar 29th 2008 8:55PM
As a shadow priest I was limited to only using mind control on Mage Guards because their AOE stuns would break MC if used on any other mob (though the AOE stun doesn't seem affect the enemy mobs, just do damage).
Like Shattered Halls, Magister's Terrace has taught me to fear and fear often (just pull those mobs far back enough).
On the bright side it doesn't seem that there are respawns which makes it much more bearable.
Rydolomo Mar 29th 2008 9:11PM
groups expect the warlock to use succy for CC which is not real good and It lasts 15s and there's a CD
Rydo
patrick Mar 31st 2008 10:45AM
The succy should be macroed so that she will set a focus and you can get your seduce back quickly. Also as soon as you get to the point where you can enslave the mob succy, do it and tank a magister with it. She's got tons of health does a hell of a lot of damage and I usually grab her and down a mob with her while dps'ing another one down then keep her for the next pull if it lacks a succy. She's fierce. Another warlock on our server sent her after kael at the end, but I haven't tried that yet.
On the 5 vs. 5, I use my felhunter and set it on a healer to keep them busy. Banish usually is an option here as well and then there's a chain fear and a mass fear. Having a warlock in this instance who knows what they're doing can be invaluable. Insta dots during anti grav while on the move are full of win.
anonymoose Mar 29th 2008 10:25PM
I agree that sometimes there are hybrids who forget they are hybrids, able to fill a variety of roles. However, I think this article could have been far more useful if directed at the NONhybrid population who are stacking groups for this new 5 man to the exclusion of classes with no true CC. You can say "Oh just wait until folks get used to it, then you'll get into groups" but the reality is that there are some nice pieces for hybrids that come from the rep itself. Aside from running the instance, the only other way to grind that rep is from the dailies, which gets boring after awhile.
I say this because as someone who loves playing hybrids, I am often limited by the (lack of) creativity and intelligence of those I group with. For instance, going into Magister's, I found quickly that grounding totem was absolute win since aside from chain heal (which isn't always as bouncy as I might want) my ability to heal multiple targets can be hampered unless I mitigate some of the magic damage that is occurring to begin with. And yes, earth shock is truly full of win--what I'm most baffled by when I run with mages is why I am earth shocking while healing when they are not counterspelling at all?!
So can you throw out an article entitled "Making the Most of a Hybrid for Non-Hybrids"? I would love for the non-hybrids to understand what they gain when they bring those of us with "no CC" along.
Erbodie Mar 30th 2008 12:04AM
Nooooo nerfing, please! Shattered Halls and Shadow Labs used to be challenging until they became easy peasy once we geared up and got used to the pulls. Magister Terrace is really good fun and quite challenging in Heroic mode, but it is doable with a group of good players. I tried to pug it, and it was a disaster, so running it with people you know and trust is very important - at least at this early stage.
Ahoni Mar 30th 2008 12:24AM
Are people really having trouble with this place?
I have been in two groups through it on regular mode. Haven't had an attempt at heroic yet, but on reg mode its pretty easy. A little on the annoying side with all the mobs and their thrown glaives constantly interrupting, but I don't see the big deal.
First group was warlock (me), 2 hunters, resto shammy and warrior. Sure, 2 traps were nice, but we rarely used both. Second group was hunter (me), dps warrior, rogue, priest, warrior tank. I trapped one mob on most pulls, but I don't think we sapped once. A dps shammy could easily have taken the place of the warrior or rogue in the 2nd run, or a ret pally, or a kitty/boomkin. Sure, we wiped on the 3rd boss once, and we wiped on Kael once, but other than that it wasn't that tough.
Memzer Mar 30th 2008 1:17AM
Pretty ignorant of me but as it is currently I really wouldn't be taking anybody who can't CC into this place on heroic. You even question taking a Shadow Priest as you're going through the trash until you get fear rotations down pat.
Probably the best group [in my experience] for this place is a Prot Paladin, Holy Priest, Mage, Warlock and Shadow Priest / Hunter.
Dan Mar 30th 2008 5:34AM
As a DPS Warrior, I feel pretty hybrid-ish sometimes (I think this feature has already covered warriors as hybrids) but I've found myself pretty well appreciated in groups. Whirlwind and sweeping strikes are great against weaker trash pulls where you don't need to be too careful and Princess is something of a speciality for me now as an offtank for the boss while my party thins down the ranks enough to give her some time.
All in all, pretty happy with my spots in the run. the only real problem I've got is Kael's 2nd phase where trying to get close to him without the balls of death getting me is nigh on impossible. I have to let the ranged boys deal with that.
Genoce Mar 30th 2008 6:28AM
"Entangling Roots works in this instance"
They do not.
Genoce Mar 30th 2008 6:30AM
And i need to learn to read the other comments before commenting anything... that was already said in the first post ;D
Kalandrah Mar 30th 2008 7:46AM
I've done heroic 3x now and got to Kael'thas easily (though with 1 wipe on 2nd boss and 2 wipes on the trash before the 3rd, because the other packs agro'd even though we were miles away).
So far, I've run it with myself (prot pala), a holy priest, a mage, a warlock and 1 random. I can't say the instance is especially difficult and we're all in T4/badge gear.