Spiritual Guidance: Through a Glass, Darkly: Getting the legendary, part 1

Dragonwrath, Tarecgosa's Rest. With patch 4.2, our own legendary came at last.
The power of the weapon is absolutely unmatched. By virtue of the staff's stats, it's the shadow priest's best-in-slot weapon for patch 4.2 and likely for patch 4.3 as well. Beyond that, though, Dragonwrath is worth thousands of extra DPS by virtue of its spell-duplication proc alone. And did I mention that it can also turn you into a giant friggin' blue dragon? Why wouldn't you want this thing?
But like everything worth doing, getting the Dragonwrath doesn't come easy. To score this epic, you need to put in your time in the Firelands, beat down some bosses, and then undergo Through a Glass, Darkly, the hardest solo quest your shadow priest will ever suffer. Are you ready?
Though the buff on Dragonwrath, Tarecgosa's Rest is being nerfed in 4.3, the weapon will no doubt remain one of the best possible items for shadow priests until the Mists of Pandaria expansion launches.
Beginning your journey
The path to obtaining Dragonwrath is a long one, indeed -- a path that few shadow priests will ever finish. Starting the journey, however, is easily accomplished by setting foot in the Firelands and defeating your first mob. That will cause you to automatically accept the quest Your Time Has Come, sending you to either Ziradormi in Orgrimmar's Grommash Hold or Coridormi in Stormwind's Mage District.
The next quest in the chain, A Legendary Engagement, will take Alliance and Horde alike to the Caverns of Time. Immediately to follow is A Wrinkle in Time, which is accompanied by a pretty epic cutscene. If you're interested in the lore aspect of the game (and not just the aspect where your screen fills up with the largest possible numbers), this would be a good time to remind you to have the game's audio turned on. If you have sound defaulted off, you won't be able to hear any of what's going on during the many cutscenes present in this chain.
Not able to complete the quest yourself? Had the sound shut off and you're wondering what you missed? YouTube to the rescue:
And now, we play ... the waiting game
Anyone can complete the first few quests in the Dragonrest chain. All that's required for the first few quests is a little bit of travel. Granted, the next quest in the chain, All-Seeing Eye, isn't especially challenging either. All that's required to complete it are 25 Eternal Embers and three Sands of Time. The former can be obtained by killing bosses in the Firelands; each should drop one or two. The latter is simply a matter of visiting Yasmin in Uldum and buying them for a combined 9,000 gold. (Don't have that kind of money? Maybe you should be reading my Gold Capped column. Just sayin'.)
The real challenge here is being patient -- there are going to be a lot of other people in your raid group who are going to want those Eternal Embers, as well. Any 10-man raiding group is bound to have at least two DPS spellcasters, if not more; any 25-man raiding group is likely to have at least five. All of them are guaranteed to want this damn staff, too. And while shadow priests are undeniably awesome, simply being a shadow priest does not guarantee that you'll be first in line to get this epic staff. Possible reasons for this may include:
- Your raid leader is a caster DPS, and by default, he gets it first.
- Your raid leader's girlfriend is a caster DPS, and despite her not even being a raider, she's still ahead of you in line to get it.
- Your raid decided that the first Dragonwrath should go to an elemental shaman so he might finally be able to output competitive DPS.
Prepping for the epic solo quest
Once you've put in your month's worth of time in the Firelands to collect the 25 Eternal Embers you need, the real fun begins in Coldarra -- fun, here, being synonymous with hard.
The quest here is called Through a Glass, Darkly, and it calls for you to enter the Nexus solo. That doesn't mean you're entirely on your own -- you can enlist your friends to buff you before you enter the instance. Mark of the Wild is great here, as is Arcane Brilliance, Kings ... really, anything you can get. I'd recommend you also bring along a few Fortune Cookies (or other food buff) and one or two Flask of the Draconic Minds. None of these are required, but they do make goings a whole lot easier.
Since you'll be soloing some fairly difficult content here, I'd also suggest taking a look at your talent tree and considering new glyphs. Improved Psychic Scream and Silence are exceptionally useful here, and I got some use out of Psychic Horror as well. Most of my existing glyphs worked well, though I did decide to swap in Glyph of Power Word: Shield. You may want to as well, since you'll be using that spell on yourself a lot.
Phase 1: You and Tarecgosa
Once you talk to Tarecogsa just inside the Nexus, the quest begins. It's largely on rails -- your dragon friend will rush off and battle enemies on her own, occasionally stopping to talk to you or engage in some kind of RP event. It doesn't appear that she can die, but she can get wounded to the point that she Ice Blocks ... and having her out of the game puts you at a slight disadvantage. After all, if she's around, all you have to do is cast Fade and the bad guys will attack her, not you. It's a great technique in case you need a few seconds to PW:S yourself or otherwise drop out of Shadowform to heal.
The first set of battles in the Nexus will have you fighting at Tarecogsa's side. The larger Arcane Sentinels are dealt with easily enough -- just DOT them up, Mind Flay, and Fade when you need to. Just stay on the move, as they have an attack that will target your current location. The dogs that frequently accompany the sentinels can be (and should be) feared via Psychic Scream when they're on you. Use the time the fear buys you to single-target them -- they have a silence that can be very irritating. Don't be afraid to use your Shadowfiend followed by Fade; that too will get rid of your aggro and buy you some valuable, uninterrupted casting time.
This initial phase where you're accompanied by Tarecogsa is a short one. Use your time to get used to your foes' abilities. You'll be facing off against them all again soon, without any help.
Phase 2: The gauntlet
When Tarecogsa runs off after the sentinel after freezing you (just after where you'd normally face your first faction-specific boss if you were running Nexus on 5-man), you really will be on your own for the rest of the instance.
This phase starts with being attacked by three dogs. Psychic Scream is a powerful opener here. It pays to have Shadowfiend off cooldown and to pair that cast with Fade. Single-target them (making gratituitous use of PW:S) and you shouldn't have too much difficulty, even with the occasional silence.
After the first three dogs are down, take a moment to heal yourself, and Disperse if you need to regen the mana. It's a rare break in the action.
After your health and mana are maxed, continue down the corridor to start a gauntlet event. Wraiths will spawn based on your proximity to them. They have low health, so a channel of Mind Flay is more than enough to take them out. Keep rocking your PW:S button when you need to -- not only will it prevent you from taking damage, but it'll prevent you from having to deal with the consequences of spell pushback. You can take your time somewhat, but know that the Wraiths will eventually respawn. You don't want to have to deal with a rear assault when you're trying to push forward.
The gauntlet event ends with another set of dogs, which you should be a pro at taking care of by now. After the dogs, you'll find Tarecgosa sandwiched between two sentinels in the room where you'd normally be fighting Grand Magus Telestra. Take these baddies on one at a time, and you'll make quick work of them.
Phase 3: The big dog and the ice wall
After rescuing Tarecgosa from the sentinel sandwich, she'll proceed through the instance to a solid ice wall, which she'll need to break for you. This starts an event with a dog mini-boss. It's a pretty simple fight, so long as you know not to stand directly in front of it when it starts to cast. Simply put -- if you stay on the move, you can't lose.
Phase 4: Dragons and platform jumping
Once through the ice wall, the fourth phase is relatively simple. You'll hop on a platform that takes you near a dragonkin on another platform. Click one of the orbs present on the dragonkin's platform for a nice damage-reduction buff (there are enough that you can just chain the buff non-stop). Kill the dragonkin; hop on its platform; kill the next dragonkin; hop on its platform; rinse and repeat.
Ultimately, the platform you're on will collapse to the ground (safely!), and you'll be attacked by a pair of dragonkin. Tarecogsa should interrupt that fight eventually by killing all the dragonkin on the ground, but the event has glitched for me before, so play it cautious. ("Cautious" here means using Psychic Scream.)
When all the dragonkin are dead, start making your way up toward the platform where you normally fight Anomalus. Heal and Disperse yourself to full health and mana while you can, because the real test of your strength will begin when you talk to Tarecgosa.
Final Phase: Thyrinar
The final phase of Through a Glass, Darkly is a boss battle against Thyrinar, the dragon who destroyed one of you platforms earlier in phase 4.
Before you go up against him, make sure that you've got Dispel handy on your cast bar. He will periodically give himself the Twilight Restoration buff. This should be Dispelled as soon as possible.
I recommend having access to Silence during this fight, as well. Use it to interrupt casts of Twilight Blast when you can. This gives you a brief period of time that you won't have to worry about taking (much) damage, so utilize it to drop out of Shadowform and heal when needed. (I recommend Renew and any other quick-use heal.) Don't underestimate the usefulness of healing here -- Vampiric Embrace is unlikely to be enough to get you to the finish line.
The attack that Thyrinar does that has the potential to kill you is his Twisting Twilight breath attack, which creates a path of fire on the ground as you run from it. Standing in fire will definitely get you killed here, so be quick on your feet. You'll often have to deal with a lone add during this breath phase; I recommend using Psychic Scream to send the add scattering at first, and then to put Shadow Word: Pain and Devouring Plague on it while running. Since the add is somewhat low health, you may want to cast DP a few times, relying on the damage from Improved Devouring Plague. Try to take care of the adds with expediency, because you don't want to miss a Dispel of Twilight Restoration.
The name of the game during this fight is defense. It may take a little practice -- even I wiped a few times getting the fight down. Self-healing was key to my first victory.
After Thyrinar is dead, you'll have to click the inside of Tarecgosa's cube to finish the quest and get your "Obscured Event Witnessed 1/1." Walk away from Tarecgosa and ... well, you'll have to fight Thyrinar again. And you probably don't want that.
Your reward for beating the quest? Somewhere north of 20 gold, plus the following cinematic:
The rest of the quest chain
The solo quest above is the most epic part of the Dragonwrath chain, but it's far from the last step. It's easily the most enjoyable, however. (Or, perhaps, the most despised -- it all depends on your point of view.)
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 3)
Sly1171 Jan 20th 2013 12:52PM
Tarecgosza can die, but there aren't many places where that's a threat. If she does die, the instance resets and you have to start over from the beginning.
pinteresque Nov 2nd 2011 2:26PM
If you're saved to Maly like I was (I do a weekly mount run) the end of the event that takes place in EoE will glitch out on you. You can quickly click the cube over and over and wil eventually grant you the completion text, but you'll miss the cinematic.
FYI.
Revynn Nov 2nd 2011 2:43PM
That was taken care of in a hotfix some time ago, IIRC.
pinteresque Nov 2nd 2011 2:54PM
That's possible, but people were still having problems at the beginning of October according to WoWhead; if it was fixed, it was recently, and I can't exactly go back and check.
S'just something to be aware of.
Telwar Nov 2nd 2011 2:28PM
Ooo, very nice. The locks in my guild have complained about it, but I had no idea what was involved, and while my poor third alt shadow priest probably won't ever see 25 embers, it's nice to know what is involved.
Astoreth Nov 2nd 2011 3:15PM
Warlocks have it bad because our only interrupt/dispel abilities belong to the felhunter, and our pets tend to bug out on Thyrinar -- the pathing gets wacky between the platform and the flying target, and sometimes they get so confused they just stop responding altogether. I failed more than a few attempts because the puppy was off chasing his tail instead of the stupid dragon.
Occamsrazor Nov 2nd 2011 2:30PM
I found holy nova to be the easiest way of dealing with the wraiths gauntlet....
Prissa Nov 2nd 2011 5:53PM
Cannot emphasis this enough. I'd read all the guides to prep myself for this quest and had all sorts of mind spikes, flays, insta-mindblasts listed. And then I watched a video where they just holy nova'd. It was so simple, careless, you don't even have to think about it, just run and spam it. It'll heal you the the small the hits you take and the wraiths are down in two hits.
End.User Nov 2nd 2011 2:34PM
Oh, she dies. She dies a lot if you don't kill the things in the exact order that they designed the dungeon to go...
seamus Nov 2nd 2011 2:32PM
Great article and a great quest. Man, what a rush. What a fight! My hat's off to Blizzard on this one. It's rare to see a challenge like this in the game these days. It took me a couple hours of attempts and research.
You really had to think outside the box to pull it off. For instance, I ditched my usual draconic flask for a Prismatic Elixir. (Who knew _that_ thing would ever be useful?) I did wind up re-speccing, but not to Discipline. I created a "survival shadow" spec where I just picked up as many talents as I could to help me stay alive and control the adds. Improved Power Word: Shield? Yes, please. Inner Sanctum? Don't mind if I do. I changed out a couple of glyphs as well, including picking up the power word shield one.
The key to the fight though is a HoT that he places on himself that needs to be dispelled ASAP. It's kind of like Maloriak's Remedy - on steroids. The first time he casts it, you get a big raid warning. Like a fool, I assumed this came from DBM and that I'd be notified every time he casts it. Turns out I was wrong on that point. I had to download Power Auras and configure it to notify me whenever he gained the buff so I could dispel it. That seemed to do the trick.
Good times, good times.
jlhealy Nov 2nd 2011 2:34PM
"It doesn't appear that she can die, but she can get wounded to the point that she Ice Blocks"
There are various "save points" through the dungeon that you can come back to. I believe there is one at the dragon discs and one at the final boss itself. Tarecgosa *can* die, which will reset the dungeon. As will you dying. Or logging off. Or taking too long between attempts. Or just being unlucky (the quest is buggy and stuff can despawn - I ended up stuff on one of the surfing discs while all the other ones dropped away into the aether). Try not to cry when it all resets on you. :(
Regarding the boss fight itself, I found that a prismatic elixir and haste elixir gave me more oomph than a draconic mind, as a lot of the damage is magical and dots are godly with that haste. Switching to those buffs after about 15 wipes resulted in my next attempt being a kill. :D
Don't forget to go crazy with the damage when Tarecgosa gives you her buff - around 25% she gives you a little bloodlust-ish buff which lasts for about 10-15 seconds. You can burn down the boss at this point with that buff, fearing adds if they are up. They will despawn once the boss dies.
Also, if you are having trouble juggling the adds and boss (I kept getting adds during breath phase), consider including psychic horror and silence in your build. You can interrupt the bosses casts to force him to melee (way less damage) with the silence, and the horror provides an extra CC CD for adds so you don't get overwhelmed.
Definitely the most engaging and challenging quest I've done in WoW!
Boobah Nov 2nd 2011 5:03PM
Did this last night, and the adds did NOT despawn when Thyrinos died. Jerk almost killed me; it got a charge and fire nova off before I stopped waiting for it to despawn and killed the bugger.
Bellajtok Nov 2nd 2011 2:37PM
What's the consensus on healers having the staff? I've heard that it is, actually, still BiS for healers, if vastly more useful for DPS. I only ask because I've somehow managed to get a few Eternal Embers because our raid team is a bit disjointed.
Sunaseni Nov 2nd 2011 2:51PM
Best in Slot for the current tier, but without the proc and with the wrong stats, it'll be outclassed in the Dragon Soul raid which brings its own 397 weapons.
Jeff (Not that one ^ ) Nov 2nd 2011 2:59PM
576 Intellect is mighty attractive, but only 125 of that hit can be reforged into something useful. So heavy int, heavy haste, low crit/mastery.
Revynn Nov 2nd 2011 3:31PM
Our Disc priest will be collecting embers starting next week now the our SPriest, Boomkin, Mage and Lock (me) are all past that part of the chain.
There's a ton of Int and spell power on that thing, so just looking at that I can see it being useful, but I doubt it's BiS. There's a LOT of Hit rating on that thing so you'd likely be better off with the staff from H-Behtilac or the upgraded trash drop.
Maybe BiS before HM's?
Katherine Nov 2nd 2011 7:07PM
With our second caster dps for our 10 only being able to raid half the time, my disco priest has now finished Through A Glass, Darkly. It wasn't that hard, though it helped that my shadow spec that I never use and am terrible at was specced for silence. I didn't have to switch out of shadowform to heal once I got the hang of staying out of the fire, and killing the adds fast or fearing them. Silencing every time it's off cooldown helped too. The WoWhead comments were my friend there. Oh, and I used my disco spec for everything but the last boss which was fine. I think I died once maybe. SMIIIIIITE!
Now I just have to hope the raid will let me stuff around in the raid today and get the items for the bonus boss (and kill the bonus boss) as our top caster dps has only one boss more of the Searing Shards to get.
Katherine Nov 2nd 2011 7:08PM
Er uh I hit add comment before I checked the name of the legendary bits. I meant Seething Cinders not Searing Shards obviously >
Andrew Nov 2nd 2011 2:38PM
Poor spriests without Spellsteal, that last boss was EASY!
-An arcane mage
...who took 3 hours just to get to the platforms because he has such low survivability.
Sunaseni Nov 2nd 2011 2:56PM
It's tricky without self-heals, sure, but Evocation and careful control is enough to get you through it relatively smoothly. I only died twice due to surprises and misplays and finished the quest rather quickly because:
- Dogs can be polymorphed, reducing packs by 33%.
- Everything is subsceptible to Ring of Frost, Frost Nova, Cone of Cold kiting, and knockbacks due to Incanter's Absorption. Mages in this dungeon can control everything to an almost absurd degree.
- Mirror Images, Arcane Power, Bloodlust, etc. If you've got cooldowns, everything's gonna die.
It's like leveling as a mage back before Cataclysm. Don't let them reach you. Low survivability doesn't mean anything if they can't hit you.