Black morass прохождение wow classic
The Black Morass is the second Dungeon in the Caverns of Time, which were opened in The Burning Crusade. When they first get there, players can’t enter this Dungeon, though. This is because there is an Attunement Questline that needs to be completed before players can enter the Dungeon. The Dungeon is required for several Quests, like the Karazhan Attunement and one of the Alchemy Specializations.
How to complete the Black Morass Attunement
The Questline that needs to be completed is relatively simple and requires you to complete the “previous” Dungeon, Escape from Durnholde. Here’s the way to do it:
- Go to the Caverns of Time in Tanaris and speak with the Stewardof Time to get the Quest: To The Master’s Lair.
- Speak to the dragon behind him to fly down. Then talk to Andormu and get the next Quest: The Caverns of Time.
- Follow the Custodian of Time through the Caverns of Time. Once complete, you will receive the Old HillsbradQuest.
- Enter the Old HillsbradDungeon and speak to Erozion at the Entrance to get your next Quest: Taretha’s Diversion.
- Now you have to go through the Barracks of Durnholde and burn them with the item you were given. Once complete, talk to Thrall in the prison of Durnholde to complete the quest.
- The next part is called Escape from Durnholdeand required you to escort Thrall through Old Hillsbrad, to find his wife Tabetha. Once you have completed the Dungeon, the Quest is compelte and you can turn it in to Erozion, who will ask you to report back to Andormu.
Congratulations! You have completed the Black Morass Attunement.
The Infinite Dragonflight have abandoned all pretense of subtlety. They plot to destroy the Guardian, Medivh, and prevent the Dark Portal from ever opening. While outwardly, this may appear a boon to the forces of the Alliance, it is in actuality catastrophic and will result in your world ending.
You must venture through the timeway leading to the Black Morass. Go west and then south, past my future self, until you reach the tunnel that houses the swamp specimens. Cross over and speak with Sa'at.
Completion
Indeed, if the orcs never make it to Azeroth, the Alliance will never form. Eventually civil war will break out, further weakening the human kingdoms.
Ultimately the Burning Legion will invade Azeroth, destroying it in the absence of any defenders.
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The Black Morass will take approximately 15-25 minutes to complete with an average group. This dungeon is commonly abbreviated as "BM" or "dark portal". This dungeon is unique, as players deal with attacking waves of enemies instead of a normal "walkthrough" dungeon.
In this guide, we will cover dungeon quests, the layout of the dungeon, an overview of trash mobs, tactics for each boss, loot that can be obtained, and ideal group compositions.
TABLE OF CONTENTS OF THIS PAGEThe Black Morass Quests
Before heading into The Black Morass, we advise you to get all the dungeon quests related to it. To make this process easier, we have written a separate guide for the quests and their chains.
The Black Morass Entrance Location
The fastest way to get to the Caverns of Time for both Alliance and Horde will be to fly to Tanaris. From there, follow the image shown above until you find Steward of Time , who will fly you down into the caverns.
When you land, follow the picture below to find the dungeon.
Layout of The Black Morass
The Black Morass is a unique dungeon in its layout. Instead of the standard dungeon where a group will follow a path and fight their way through, The Black Morass has the player standing in a centralized location defending Medivh while he opens the Dark Portal by fighting off waves of incoming enemies.
In the picture shown above, players will start in the north side of the dungeon and head towards the south, fighting Sable Jaguar , Darkwater Crocolisk and Blackfang Tarantula along the way. These are weak creatures that can be killed quickly. When reaching the area marked with an "x", the dungeon encounter will begin.
Periodically, a portal will open at one of the four locations shown in the picture, spawning in a Rift Lord or Rift Keeper and waves of non-elites until the main mob is dead. Shortly after slaying the main rift mob, the portal will close and a new portal will open at one of the other locations. Every 6th wave will spawn a boss instead of a rift mob. This process will repeat for 18 waves at which point the dungeon is cleared.
Sa'at can also give you a Chrono-beacon , which you can use to summon a Time Keeper and aid you on a portal. These beacons only work on the trash; bosses will despawn them.
Reputation from The Black Morass
Killing mobs in this instance grants Keepers of Time reputation.
Normal Difficulty
- Rift mobs grant 50 reputation each.
- Each boss grants 120 reputation.
- A Normal run of The Black Morass will give around 1,100 reputation.
- Reputation gains in Normal go all the way up to Exalted .
Heroic Difficulty
- Rift mobs grant 65 reputation each.
- Each boss grants 250 reputation.
- A Heroic run of The Black Morass will give around 1,750 reputation.
Overview of The Black Morass Trash Mobs
In this section, we will briefly go over each of the trash mobs that pose a threat to you in this dungeon.
Non-Elites
While the Rift Keeper or Rift Lord is alive, non-elite mobs will pour in periodically to join in the fight. Below is a quick rundown of their abilities.
If any of these mobs get past your party, they will start to damage Medivh 's shield, eventually stopping his cast and essentially "wiping" your group.
Infinite Assassin
Infinite Vanquisher
Infinite Chronomancer
Rift Keeper
There are two versions of this mob, a Mage-type and a Warlock-type.
Mage Version
Warlock Version
These are very dangerous in either version as they both have very strong spells. Make sure to focus them down and interrupt Shadow Bolt Volley whenever possible. Dispel any Fear or Curse of Vulnerability , if possible.
The Mage version of these need to be tanked away from the range players to prevent Blast Wave from hitting more people than needed. Pyroblast does very high damage, so make sure to keep the tank topped up before these land.
Rift Lord
Make sure to tank these away from the range players to prevent Thunderclap from hitting more people than needed.
Overview of Bosses in The Black Morass
Here we will give you a full rundown of what you can expect from each of the bosses found here on both Normal and Heroic difficulties as well as the items they drop.
Chrono Lord Deja
This fight has a lot of highly-damaging abilities, especially on the tank. If you have any major cooldowns such as Heroism / Bloodlust , this is the fight you want to use them on. You should focus on killing the boss as quickly as possible, ignoring the adds until afterwards. Tanks should try to place their back against an object to avoid the knockback from Arcane Blast .
Loot from Normal
Item | Required Level | Item Type | Slot |
---|---|---|---|
Mask of Inner Fire | 68 | Head | |
Mantle of Three Terrors | 68 | Cloth | Shoulder |
Sun-Gilded Shouldercaps | 68 | Leather | Shoulder |
Burnoose of Shifting Ages | 68 | Cloak | Back |
Ring of Spiritual Precision | 68 | Accessory | Finger |
Melmorta's Twilight Longbow | 68 | Bow | Ranged |
Pattern: Arcane Armor Kit | 340 | Leatherworking Pattern | Misc |
Loot from Heroic
As with most endgame Level 68+ dungeons, Rare drops are the same between Normal and Heroic difficulties. In this section, we will list the items specific to Heroic mode only.
Item | Required Level | Item Type | Slot |
---|---|---|---|
Glimmering Fire Opal | BoP | Gem | Misc |
Glinting Fire Opal | BoP | Gem | Misc |
Glowing Tanzanite | BoP | Gem | Misc |
Temporus
Tank the boss in a position where you will not get knocked back far. Remove the Hasten whenever possible with spells such as Shield Slam or Spellsteal . Casters need to avoid dealing damage to themselves during the Spell Reflection . Other than that, quickly kill the boss before Mortal Wound stacks too high on the tank and they become unable to be healed.
Loot from Normal
Item | Required Level | Item Type | Slot |
---|---|---|---|
Laughing Skull Battle-Harness | 68 | Chest | |
Khadgar's Kilt of Abjuration | 68 | Cloth | Legs |
Hourglass of the Unraveller | 68 | Accessory | Trinket |
Millennium Blade | 68 | One-Handed Sword | Weapon |
Epoch-Mender | 68 | Staff | Weapon |
Star-Heart Lamp | 68 | Off-Hand Weapon | Off-Hand |
Loot from Heroic
Item | Required Level | Item Type | Slot |
---|---|---|---|
Glimmering Fire Opal | BoP | Gem | Misc |
Glinting Fire Opal | BoP | Gem | Misc |
Glowing Tanzanite | BoP | Gem | Misc |
Aeonus
Make sure to face Aeonus away from the group to prevent the Sand Breath and Cleave from hitting players other than the tank. If you have a Hunter, make sure to remove Enrage with Tranquilizing Shot .
Aeonus also constantly stuns all players with Time Stop during the fight. Keep the tank fully healed before this goes out as this can be very deadly if paired with other abilities, especially the Enrage and Sand Breath .
Loot from Normal
Item | Required Level | Item Type | Slot |
---|---|---|---|
Mana-Etched Crown | 70 | Cloth | Head |
Cowl of the Guiltless | 70 | Leather | Head |
Helm of Desolation | 70 | Head | |
Pauldrons of the Crimson Flight | 70 | Plate | Shoulder |
Primal Surge Bracers | 70 | Wrist | |
Handgrips of Assassination | 70 | Leather | Hands |
Moonglade Pants | 70 | Leather | Legs |
Legplates of the Righteous | 70 | Plate | Legs |
Legplates of the Bold | 70 | Plate | Legs |
Scarab of the Infinite Cycle | 70 | Accessory | Trinket |
Latro's Shifting Sword | 70 | One-Handed Sword | Weapon |
Bloodfire Greatstaff | 70 | Staff | Weapon |
Loot from Heroic
Item | Required Level | Item Type | Slot |
---|---|---|---|
Girdle of the Deathdealer | 70 | Leather | Waist |
Girdle of Valorous Deeds | 70 | Plate | Waist |
Breeches of the Occultist | 70 | Cloth | Legs |
Quantum Blade | 70 | Two-Handed Sword | Weapon |
Glimmering Fire Opal | BoP | Gem | Misc |
Glinting Fire Opal | BoP | Gem | Misc |
Glowing Tanzanite | BoP | Gem | Misc |
Recommended Group Composition for The Black Morass
The Black Morass is very straightforward, only having to fight one difficult mob at a time. There are no pulls in this dungeon that require high AoE. High single-target DPS is recommended to quickly deal with the Rift Lord s and Rift Keeper s.
A Shaman is strong for any Black Morass group. They offer Tremor Totem , Grounding Totem and Bloodlust / Heroism to handle most of the difficult abilities and bosses found in this dungeon. As this dungeon has many non-elite adds, Warrior DPS pulls ahead with their consistent cleave damage and no downtime.
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