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The Darkreaver Menace

Use the Divination Scryer in the heart of the Great Ossuary's basement in the Scholomance. Doing so will bring forth spirits you must fight. Defeating these spirits will summon forth Death Knight Darkreaver; defeat him.

Bring Darkreaver's Head to Sagorne Creststrider in the Valley of Wisdom, Orgrimmar.
Darkreaver's Head
Provided Item:
Divination Scryer

Description

Death Knight Darkreaver lords over the Great Ossuary in the Scholomance. He threatens to twist the spirit realm to do his own bidding, and he must be stopped! This is where the scryer you helped make comes into play.

Use the divination scryer in the heart of the Great Ossuary's basement to call forth Darkreaver's spirit minions. Defeat the spirits and the death knight himself will appear. <name>, bring me his head! Only his demise will reverse the damage done to the spirit realm!

Progress

Completion



Locations

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Reward

You will receive:
Skyfury Helm
You will also receive: 0

Gains

Upon completion of this quest you will gain:

Related

Rating: +30 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
Did this quest on my shammy and then next morning went through to take two guidie friends on it. Had read a lot about how hard or even impossible this is and also heard lots of stories since about failed attempts on this server (Thunderhorn). Had two successful runs with no wipes and so thought I would share how we did it.

Class mix:
Group 1: Shaman x 3 (one rest/enh, two enh/ele), mage and warrior. All well decked out in blues and odd purple.
Group 2: Shamans x 3, priest and warrior (warrior well decked out in purple, rest blues)

Issues with this fight are the duration requiring mana conservation, and a hard point where burst damage is needed, where most people keep wiping (see notes below on the 3rd wave, green mobs). All mobs are lvl 60-61 undead and immune to war stomps and stunning (exception being grenades which I am pretty sure did stun them). At the end of each wave an "Aspect Of" spirit appears, which is bigger than the regular mob. Killing it triggers the onset of the next wave. We fought from the SW corner on the pile of bones both times. Apparently this fight was made harder a few patches ago. There are very few points in the fight where you get to drink and eat (and then only for a few seconds), so bring first aid and lots of mana pots! The fight lasts 20-30mins.

The Waves:

1) About 10-15 non elites (?red)- moderate hps, easily taken out by a well supported mage. 3 shamans with magma totems did it easily too. Easy.

2) About 15 elites (blue) - one group spawned as a mob of 4 or so, the rest spawned alone or in pairs and headed our way. They don't do a lot of damage but have a fair amount of hps. Just keep up the damage on them, use first aid when you aren't fighting and keep your mana stores not depleted to heal the tank. They do place a curse that increases physical damage by 90 for 10mins.

3) About 12 elites (green) - this is the most difficult wave by far, and the one that people keep wiping on. They all spawn simultaneously, and although I have heard that people get aggroed by all at once, even right in the corner we got about 7 or 8 the first time run straight for us, and about 4 immediately, followed by another 3 10 secs later, on our second run. The spawn points were different each time so I don't know if you can pick the ideal corner. There may be luck involved. In any case we had to deal with about 7-8 elites that hit us all at once. A hard ask as they do hit hard and have a load of hps. Our strategy was to have the warrior do an AE taunt, shield wall and take em all while the offtank (shaman) hit one, with all the others assisting the offtank. Take one at a time and unload everything, and once you have them down to 3 or so you are back to standard aggro management. If you look like you are wiping make sure your SS priest or shaman is right back in the corner. This didn't happen to us luckily!. At the end of this wave you will no doubt have no mana so make sure you shackle the "Aspect" and wait til health and mana are back to full. Our first group didn't have a priest so just kept popping mana pots and first aid, and moving to the next wave.....

4) About 10-15 elites (purple) - these guys keep wandering over in ones and twos, and if you get behind in killing them they pile up so you have to get a balance of killing them quickly enough but allowing time to regenerate health and mana by any means available. The fire shadow bolts from range so need to be silenced or earth shocked to come and melee like any caster. Their dps seemed higher but they had less HPs than the third wave and were relatively straightforward

5) The Darkreaver - looks like the Baron in Strath. Has a lot of HPs and possesses group members (just purge it), but is actually a straightforward fight. Our tank noticed you can disarm him although he is immunne to stunning.

Ok hope that helps. Our second run was very smooth with a priest, actually I would call it easy, as we could shackle the "Aspect of" spirits and be at full health and mana for the next wave. Have all your damage talents online and ready for that third wave and you should be ok. Difficult but with a good group and lots of healing and tankage it is possible to do it without wiping. Now to try it as an all shaman group of 5!
Rating: +23 [-] [+]
By Anonymous on 06/13/2006 (Patch 1.10.2)
overview: The quest involves four waves of nine elite ghosts apiece, plus an elite boss at the end. You can't just charge in all willy-nilly and expect to complete the quest. Unless, of course, you're uber-geared to the max in which case why would you need the reward helm in the first place? :)&nbsp Here's the method my friends and I use and it's never failed.

Ideal group: Well, I'm a priest, so I've never done this quest without a priest. Priests play a roll in making this easier, but I'm thinking it could be done with a resto druid too, so long as they know how to make the most of thier mana pool. Other than that, you could pretty much do this with any class. NOTE:&nbsp The more shammies the merrier, totems make the fourth wave of ghosts easier to deal with, as you'll see further down this post.
&nbsp
Before you start the event: Have your entire group go the the corner that's to your right as you enter Rattlegore's room. I believe it's the south-east corner. You'll stay in that corner for the first two fights. IMPORTANT! STAY in that corner,NO ONE leaves. Again.. you'll see why later. Have the shammie set the summoning item in the center of the room.

first wave: The first wave of ghosts show up all at once. DON'T PANIC! They don't hit very hard, just pick them off one at a time. At the end of the first wave comes a "boss" ghost, called the aspect of somethingorother. If you have a priest, have them shackle this boss. The next wave of ghosts won't show up until the aspect ghost is dead. Keep the aspect ghost shackled 'til everyone is bandaged/mana'd up. There's no time limit, you can keep him shackled for as long as you like.
&nbsp &nbsp Once everyone is ready, kill off the aspect ghost and now comes the

second wave: The second wave is easy too. Nine ghosts, they don't show up all at once. Again, stay in the south-east corner and pull these ghosts to you as they appear. After the ghosts are all killed, another ghost "boss" shows up, again called the aspect of somethingorother. Now for this aspect, you don't need to shackle him. In fact, don't shackle him. Kill him right off, but when you do, make sure you are all in the south-east corner. This aspect lays a nasty +90 damage taken curse down on everyone, and if you don't have a mage or a druid, you'll have to wait it out. If you are all in the south-east corner, you won't aggro the

third wave: This is the wipe wave, and with good reason. They have a large aggro radius, and they hit pretty hard. They also have a stamina-weaking spell, which can make it hard for the healer to see just how close to death you really are :) For this wave you'll want to take these guys on three at a time. Here's how:
&nbsp The third wave consists of three groups of three ghosts each. Take a look across from you, in the south-west corner. The three ghosts there move around, occasionally one will meander out to the middle of the room, and meander back to the corner. Have your tank run along the south wall into that corner, but he'll have to time it so that he gets to that corner when the three ghosts are more or less bunched togther. If he's timed it well, he'll only pull the three. Then the rest of your group can follow the south wall and finish off the three ghosts. From that corner you can pull the other two groups to you at your leisure. tips: If your warrior pulls the middle group too and winds up with six ghosts, let him die. You can rez your tank and try again. He might not like that but hey.. that's what tanks are for! Another trick is to have the warrior pop a shield block when he runs into the corner. This buys the healer a little more time to move into the corner and start healing. Don't bother to shackle these guys, it takes too much time and mana, and the healer will pretty much be spam healing at this point. These guys hit pretty hard.
&nbsp Another aspect boss shows up after this wave. At this point, shackle him if you need time to regenerate health and mana, the last wave doesn't come 'til the aspect ghost is killed. After the aspect ghost is dead the

fourth and last wave shows up. These guys are also difficult, but managable. They are casters, and they cast a multi-shot shadow bolt that can do a pretty solid amount of damage. Here's where a multi-shammie party comes in handy. Have your shammies spam grounding totems. They absord the shadow bolts and make life easier for your healer.
&nbsp For this last group you don't need to stay in any particular corner. Feel free to move around. The initial group is about three ghosts, kill them off as fast as you can. The rest of the ghosts will show up on a timer. tips: These ghosts are on a timer, which means it's in your best interest to kill them off as quickly as possible, don't stop to regen mana. After the initial burst of ghosts they start showing up one at a time, at which point, if you need to, you can take turns staying out of combat to regen mana. conserve mana during this fight because the darkreaver shows up after this wave, and you won't get a break. (side note) There's an aspect ghost after this wave too, just kill it off right away. The reaver shows up whether the aspect is dead or not.

Congrats! You've made it through all the notorius ghost waves! Now you get to contend with

The Darkreaver: This guy is a straightforward fight, no tricks, other than a mind control that's easily purged. He's the easiest part of the quest, really. Kill his butt&nbsp and go get your nifty new helm!

over-all tricks and tips: Use an MA for this event. Pick someone to be the main assist and everyone target what he's targeting. It's less chaotic, it makes life easier for your healer and tank, and it's a faster way to plow through multiple mobs.
&nbsp Don't AOE! It might be tempting, 'specially in the first fight, but don't do it. Chances are, your healer is going to be busy keeping the tank and himself alive. Don't add to his burden by trying to mow down 5-8 mobs at once.
&nbsp If the worst happens, and it looks like it's going to be a wipe, everyone run back to the south-east corner. You can safely rez and regroup there to try again. Don't release! Once the event is started, you can't get back into the room again until the instance is reset.

I hope this helps clarify how to do this quest. I'm sure it's not the only way to do it, but it's seemed to work for me and my friends. Good luck!
Rating: +22 [-] [+]
By TheOnyx on 11/03/2006 (Patch 1.12.2)
Before the event is triggered, the group will want to go to the corner you'll face by entering the basement and turning right 90 degrees.

There are four waves. After each wave, you fight a named mob called "Aspect of [something]".

Wave 1: As soon as the Divination Scryer is placed, 9 or so very slow moving mobs spawn. It is recommended that the shaman kite the slow movers around the room, making them even slower with earthbind totems. The shaman should be able to avoid taking damage the entire time. One of the other party memebers should start pulling each mob off of the shaman one by one and training it to the rest of the group, who should kill it.

Kill all 9, a named comes. Make sure that everyone is in the corner mentioned earlier when the named dies.

Wave 2: Mobs will spawn one at a time. Once you kill one, another will spawn.

Kill all 9-ish, another named appears. Again, make sure you're in the corner when he dies.

Wave 3: 3 linked groups of three spawn. It is recommended that you take the group out by the enterence first. If you have a warrior, have him hug the wall and charge one of the three in that group when they are furthest away grom the middle group. If he accidently pulls the middle group, let him die, res, and try again. If he succeeds, the rest of the part should hug the wall to the other side and take out the group of three. Afterwards, take out the middle group, then the far group.

Kill all three groups, a third named spawns. Again, make sure you're in the corner when he dies.

Wave 4: One mob spawns, then subsequent ones spawn on a timer. It is important to DPS each one as fast as possible, as these hit hard. You can make life easier by dropping a grounding totem, as that will absorb their hard-hitting range spell. If you have two shamans in the party, it makes it MUCH easier.

Kill all 9-ish, another named appears. Kill him, Death Knight Darkreaver spawns. Kill him for the win!
Rating: +14 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
I agree with the above, that this is not difficult.

My addition to all the information here is this:

The end of each wave is marked by the appearance of a named ghost called "Aspect of <something>" where something is for example "Banality".

My opinions on the quest are as follows.

When I originally set out to do this quest, I was expecting that it would be as hard or harder than the Warlock epic mount fight in Dire Maul. In fact everyone was looking forward to a very challenging and interesting encounter.

What we got was a big disappointment. It was a long and boring slog through a mindless and uninteresting series of mobs. You have loads of time between waves to drink and heal up. Halfway through we were all saying "omg this is it?".

If you have a warrior, a priest, shaman, warlock and mage you will have no problem. Heck, any type of moderately competent group should be able to finish this. Sit in the North East corner and just take things as they come.
Rating: +13 [-] [+]
By Anonymous on 10/11/2005 (Patch 1.8.0)
It's not as easy as you say. Theres virtually no time for your party to rest between the fights unless you shackle the last mob and then just wait for your spirit to rejuvinate your health and mana. The only times you can rest are between the 2nd wave and the green ghosts (if your in the NW corner). The only real problem my group had was that the Curropted Aspect (green mini-boss)wouldn't stay shackled so we couldn't restore our health and mana. The purples tore us apart since we went into the fight with half health and half mana. It may have also been that our dumbass warrior wouldn't take the aggro off the casters, but you never know.

I'll try your idea about keeping my out of battle so I can rez the rest of the party when they die. Wouldn't the mobs just aggro me after they've finished with my party though?
Rating: +10 [-] [+]
By Anonymous on 04/01/2006 (Patch 1.10.0)
This quest was fairly easy for my group to complete. Mind you, this was coordinated over a vent, all guildies. The group:
60 warrior
60 priest
60 hunter
60 resto shammy
60 elem / enh shammy

You have to place the scryer in the upper righthand corner of the Rattlegore room, while the rest of the party stands in the bottom lefthand corner. The ghosts spawn in 4 waves. Generally, you will want to stay in the corner and pull the ghosts to it so as to avoid adds.

Wave 1: Easy. Just a bunch of nonelites.

Wave 2: Just pull em one by one and drink between fights. No problems.

Wave 3: The Green Ghosts. If you have a hunter, have him pull the ghosts. If he's good, he can get 3 per pull. If he gets more than three, have him feign death. Retry til you get a good pull. When you do, lay a disease cleansing totem, because these ghosts have a disease that decreases sta substantially. Then, just proceed as normal with undead mobs (shackle, etc.). Now, when the aspect spawns, be mindful that in Wave 4, you will need to begin dpsing immediately. Therefore, CONSERVE mana. Shackle the aspect if needed, then let spirit + mana spring/tide totems get you up to full before finishing the aspect off.

Wave 4: Easy if you know what to do. Just dps the ghosts as soon as they spawn. Drink as needed, but just realize that the ghosts are on a timer and you will need to get them down quickly or you will have many ghosts to deal with and you will wipe.

Boss: Not much to say here... we had no problems, just took some time. Switch off healing if needed (shammy takes over when priest gets to 50% mana). No special tactics really.
Rating: +9 [-] [+]
By Merowlin on 09/14/2006 (Patch 1.12.0)
This quest has been serverly nerfed, thus, fully doable with a reasonable PuG.
(Don't let the oldschooler's frighten you!).

About the quest, In the basement of scholomance (Room of Rattlegorge) there are alot of pretty nasty skeleton-like creatures - This room has to be cleared, once cleared the scryer has to be used on a pile a little further back in the room (from the entrance).
After one has used the scryer the group should quickly move into the south east corner (from the entrance) - doing so will allow you to have mana breaks from time to time.
This is where it becomes intresting (well, used to) because it activates an event, wave event, were waves of ghosts fly freely through the basement.
After each wave is killed, a new wave appears, eventually summoning Death Knight Darkreaver.

A good lineup includes a Warrior(tank), Priest(shackle), and random DPS (the less mana, the more effective).

- Merowlin
Rating: +9 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
Alright you knw when u first start the quest u have to lay down the item and the mobs will start spawning right afterwards, this is exactly what i did with my paladin epic mount quest and its very similar.

1. Lay down the item furthest off from the middle and closer to the opposite corner.
so this way you have good distance between mobs, so they spawn they dont attack you right away and you have a chance to rest up.

2. Once you grab the mobs pull them back to the corner your staying at, and lay down Earthbind totem and Windfurry totem. The Earthbind totem removes the ghost illusions right away. so you dont have to waste ur mana and hp. And the Windfury totem allows the classes that are Meleeing to gain extra hits off of the ghost mobs.

3. Now comes the hard part. the Ghost are gonna come in waves, but read instruction #1 and if you follow that first rule then you should almost always have a chance to rest up between the fights. And the rest should be easy.

Reccomendations for group:

1 Shaman (that being you)
1 Warrior
1 Preist
1 druid (Heal/intervate only)
1 Mage (AOE mobs)

Honestly if you follow these simple rules and take my reccomendations down then you should have no problem at all.

Hoped this was helpful to you people ^_^
Rating: +7 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
This quest is difficult, difficult as in 5-men long fight.

If your group is a season MC geared campaigner it want be too difficult but still a callenge.

You will defintely need 2 warriors.


Ideal group:

-Warrior
-Warrior
-Priest
-Mage/Rogue
-Shaman (you)

Tip: Stay in the corner.


Having alot of mages and AE is not the solution to this, you are not supose to AE all level 60s at once.&nbsp Hardest part is the 9x green elites, and even if you kill them fast with AE next wave will come.&nbsp So lon lasting tank/healer is more important.

Priest shackle 1
warrior take 3 = 6
you take 1
another class take 1

focus attack on dps class and make sure your priest has no agro.&nbsp Also these mobs are imune to warstomp and some other form of stuns.

If you stay in the corner you will have chance to med.&nbsp 1 stage of this long fight you will fight 9 level 60 elites at once and cannot avoide agro.&nbsp Best chance is to get everyone to die in safe corner and ankh.&nbsp Remember dont release.

The mobs will come in wave and some are imune to you spell.&nbsp Luckily they do not hit hard in melee.&nbsp I cant recall but there are about 8 waves of attack.&nbsp This fight is long, about 20 minute fight so make sure to bring lots of FOOD/WATER and MANA POTS.

So good luck!
Rating: +5 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
1.7 patch notes
"The Darkreaver Menace" quest has had its reward improved any Shaman who has already completed the quest should speak to Sagorne Creststrider in Orgrimmar to get their new reward.

http://img367.imageshack.us/my.php?image=skyfurylool1em.jpg
Rating: +4 [-] [+]
By Anonymous on 12/12/2005 (Patch 1.8.4)
Most of the texts i have read is true, but still the green wave is alot harder than the purple (last one) or you are just lucky! cause to aggro 3 green mobs is luck... 3 off all times we have managed to aggro 3 by 3 and rest its 6 or nine elites...
2last times i came to boss, one time we didnt know who to shackle before boss so we ahd no mana and priest tank died pretty fast... second time we could have made it easy but the priest did misstake to not shackle even if i told him BAH, random group... we even did the purple wave without warrior cause he got DC...

therefor i will say if u manage to do the green ones 3by3 its kind of easy to do, if u have normal luck u will get 6 at a time and then 3, u might do it if u have played with group before and know how to tank and use /assist DPS. If u are unlucky u will aggro 9 of them (shackle 1) and u might kill 2 off them and die safe and just move on...
Rating: +4 [-] [+]
By Anonymous on 01/18/2006 (Patch 1.9.2)
Just completed it now and only read the comments here afterwards. There are no fancy tricks required, our group just did what came naturally and we didn't wipe once. (Shaman, Shaman, Warrior, Druid, Mage).

One thing you definately need to consider is that every party member (save warriors/rogues) has a stack of at least 20 good mage water. Then you must drink at every single opportunity you get inbetween fights.
Rating: +4 [-] [+]
By Anonymous on 03/07/2007 (Patch 2.0.10)
Is there an Alliance equivalent for Draenei?
Rating: +3 [-] [+]
By Anonymous on 01/18/2006 (Patch 1.9.2)
Finally got around to doing this last night.

Party was

Me&nbsp - Heavy Resto (0/14/37) Shammy
Warrior - Protection/Ams
Priest - Shadow/Disc
Priest - Disc/Holy
Hunter - Marks/Survival

All members were equipped in standard instance blues/set items (no gear from anywhere higher than DM/UBRS) me and one of the priests had 1 Epic (Hide of the Wild)

Had some problems summoning at first but found the spot eventually. Stayed mostly in the north west corner.

Managed to pull more mobs than was advisable a couple of times but between Frost traps and 2 shackles mostly kept it under control. Rested by shackling the 'Aspect' ghosts and waiting on regen when we needed to (only needed this on the last spawn before the Deathknight) Combined with Mana Spring/Tide totems we only went OOM once or twice (yay for pots)

Only casualty was myself (and the hunters pet :P)due to aggroing the Deathknight straight away at low health after the last aspect mob. Party drew him away and continued the fight while I ankhed/drank and joined the fray again to finish him off.

Event was a challenge but not quite the nightmare I was expecting from some of the comments above. Seems one of the few fights i've been in where mana conservation is the key to victory rather than straight dps. I also cant emphasise enough how helpful having two priests for shackle was.

Helm is nice but not much use for a heal spec (I prefer the 27 int of Horns of Eranikus for that) so i'll more likely wear it for posing/grinding/pvp.
Rating: +3 [-] [+]
By Anonymous on 01/18/2006 (Patch 1.9.2)
Just finished this on my shaman. Had a very good group that was takin stuff out very quickly. We cruised up until the 3rd round and then I expected it to go to ^&*!. A group of 3 spawned in every other corner but not in ours, and when we pulled the first one, none of the others aggroed. When we pulled the next, both of the 2 remaining groups came but we handled it. We ended up wiping on wave 4 because we got aggroed immediately after finishing wave 3. But then i just ankhed and rezzed everyone. We finished grp 4 and the boss wasn't too bad.

Group was me, warrior, druid, priest and mage which I think is probably the best group because it is so versatile. Both the druid and I can act as offtanks or healers depending on what we need. Very helpful.
Oh and our warrior's preferred tanking weapon... Ice Barbed Spear
Rating: +3 [-] [+]
By Anonymous on 05/07/2006 (Patch 1.10.2)
Just got done with the quest and completed it on the first attempt. Everyone was in blues/greens and was a pug group. Group members were:
60 Warrior
60 Priest
60 Warlock
59 Hunter (me)
59 Shaman

When you first start the event, a bunch of slow-moving ghosts spawn all at once and come attack you. Non elites and pretty easy to kill. This event is followed by an single elite ghost aspect spawning and attacking you.

Next "wave" is a bunch of random blue ghosts wandering around and are very easy to kill. They are elites, so don't get too cocky. After the blue ghosts, another elite aspect comes to get you. Next come the green ghosts.

After the blue aspect, green ghosts spawn in a diagnol across the room, and it appears to be random. A good hint is to run to the southwest corner as far southwest as you can possibly get. If you're lucky, none will spawn there. If you are unlucky, then then will spawn on top of you and cause problems. The trick is that if you die, you will be right near the entrance by the gate so you can res and then pull into the staircase. They are pretty easy to kill and in 3 groups of 3. Priest shackled one, I used a freezing trap to freeze another while we beat up the 3rd. Next we killed the frozen one and lastly the shackled one. The green ghosts cast a nasty disease on you that reduces stamina by 103, so bring soemthing that can cure disease. After the greens, naturally, comes another aspect.

This is where it gets hard for most people. The purple ghosts spawn on a timer, whether or not you have killed the previous ones before it. The first group will likely be 2 or 3 purple ghosts that come and get you, so trap and shackle and proceed to take them out much like you took out the greens. You should conserve mana as much as possible at this part while still being able to take them down fast. The ghosts dont all spawn at the same time, so you wont have to fight a lot at a time. Keep 1 ghost shackled and dps the other one. Keep repeating this until the purple aspect appears, but keep in mind that it is also on a timer (we were fast enough to where there was a good 20 seconds in between the last ghost and the aspect... we thought it was bugged). After the purple aspect dies, the deathknight appeared and from then on its a normal fight.

A lot of people think it's harder than it really is, but if you know the event, then you will find it to be incredibly easy. Make sure to have a priest and another form of cc. Hunter's work extremely well for being able to freezing trap almost at will with feign death. A way to cure disease is also important, as well as curing curse, as the purple aspect curses with something that periodically causes you to be stunned.
Rating: +2 [-] [+]
By Nahri on 04/28/2007 (Patch 2.0.12)
Have they implimented this for alliance shamans now too?

ty in advance :)
Rating: +2 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
Someone asked exactly where this quest is done...Rattlegore's room.&nbsp Need to clean that out before you do it.&nbsp Tried it for the first time last night and got smoked, that spawn of 9 green ghosts made a mess of us.&nbsp I'll be back
Rating: +2 [-] [+]
By Anonymous on 09/30/2005 (Patch 1.7.1)
i can't comprehend ho to pass this quest. all was fine until the 9 ghost spawn. i was in the safe-corner.
When all at 100% mana and heal i'll pull a 3-ghost group from a corner (i have tried also in center).
they came all togheter. Wiped.
Group formed with 2 Warriors - Priest - Shaman - mage.

Until they are linked i think it's pretty impossibl beat 9 elite in five. also if you shakle one.
i have used Ankk. We killed 2 ghost in the previous&nbsp wave. bt when i try to pull a single ghost in the corner they came again al togheter.

Impossbile. If someone know how to pass this quest. Post with a precious description on how to pull those 9 green ghost in group of 3.

for the fourth time i got wiped.
Rating: +2 [-] [+]
By Anonymous on 12/12/2005 (Patch 1.8.4)
did it with the following group (all guild run):

60 warrior-tank
59 priest-heals/schackle
60 resto shammy-totems/healer
60 echancment shammy-dps/ totems
59 enhancment shammy(me)-dps/totems/ backup healer

pretty easy if u know whats coming.we didnt so we wiped a few times but it worked out.stay in the corner left of the instance the whole time. there r 4 waves. and non of them have ghosts who hide them selves with illusions so dont bother with earthbind.1st wave is non elites very easy. 2nd wave is same type of mobs but elites and they need to be pulled while the 1st wave just rushes at u. 3rd wave is were it gets hard. ley down disease cleansing bcuz they continualy debuff u with -102 stamina. if u r careful u can pull them 3 at a time. 4th wave is hardest. make sure&nbsp priest buffs every1 with shadow resistence cuz they do heavy chadow damage. they r easy to kill compared to 3rd wave all u have to do is purge their shields. hardest part about them is they spawn fast so if u wait for every1 to get full mana / hp then u could be looking at pulling 5-7 mobs and an aspect(this is where mana tide helped alot). so pull em fast. after 4th aspect dies the death knight spawns imediatly and attacks no matter where u r in the room.lots of health but pathetic damage if u even have 1 healer at full mana u can make it thru easy. we did it with half our gear broken. just watch out for mindcontrol. he also droped a very nice 2H axe better than arcanite reaper. too bad i lost the roll=(

53dps
30 stam
30ish attack power

and BTW non of us had epics execpt the resto sham who had 1 piece of earthfury. so u dont need uber gear just great teamwork
Rating: +2 [-] [+]
By Anonymous on 01/18/2006 (Patch 1.9.2)
5 Shamans all 60's

talents
42 / 8&nbsp / 1
31 / 0&nbsp / 20
0&nbsp / 10 / 41
0&nbsp / 44 / 7
Rating: +2 [-] [+]
By Anonymous on 02/23/2006 (Patch 1.9.4)
In what Room do i have to Summon him?
Rating: +2 [-] [+]
By Anonymous on 02/23/2006 (Patch 1.9.4)
Got this quest done last night.

After reading all the comments posted about it I spent 4 days farming for mats for potions.

I went a little overboard with making pots and ended up with 50+ Major Healing Potions and 35 Major Mana potions and of course 10 Greater Shadow Protection potions

Had a very good group, 1 x Resto Shaman, 1 x Elem/Enh Shaman (me), 1 x Warrior, 1 x Warlock, and 1 x Preist. Everyone was epic'd out except for me and the preist (I had cpl epic from AV and my champion set)

There were no problems at all. Greater Shadow Protection pots really helped with the purple wave and the boss. The Major Mana pots came in handy in only one situation but I would recommend that healer(s) having couple just in case doesn't hurt at all.
Rating: +2 [-] [+]
By Anonymous on 04/01/2006 (Patch 1.10.0)
Ok, my rundown is this... Pretty much EVERY shaman set is good for elemental or resto shammies, not enhancement (That is until the AQ set came out). This helm makes up for that loss a little. If you get the Skyfury Helm, combined with the Bloodsoul set, and then a few various other peices such as the warpwood belt spitfire bracers and w/e boots you can get a hold of your looking at some decent enhancement stuff. Homer is good to chose the elements set over this helm if he is either elemental or resto, but this helm does pick up some slack for the rest of us.
Rating: +2 [-] [+]
By Anonymous on 04/01/2006 (Patch 1.10.0)
Hi i tryed 3 times now. I seem to die always on the 4th wave. The first time we killed them then the darkreaver came when we were killing a bunch of the purple ghost n we wiped. I used my akie but that didnt help cos i aggro him. Is their another way or somthing also which corner is it i go in?
Rating: +2 [-] [+]
By Anonymous on 05/07/2006 (Patch 1.10.2)
confirmed 060505, abandon the q if u fail and u can pick up the quest again, u dont need to bring new materials (which was the pre-Q)
Rating: +2 [-] [+]
By Anonymous on 05/07/2006 (Patch 1.10.2)
Sucessfully completed this quest with help from the previous comments.

60 Elemental/Enchancement Shaman (me)
60 Resto/Enchancement Shaman
60 Feral Druid (tanking)
60 Hunter (Pulling and Ice Trapping)
60 Priest (Heals and Shackling)

I attempted this quest twice before reading the suggestions above, and failed during the 3rd wave (Green Ghosts).

After reading the comments and suggestions it was really quite easy. Hunter accidentally pulled 6, but with ice trap and shackle we managed to take them all out without wiping.

I kept my Earth Bind and Windfury totems down for the first two waves. On the third wave, I just did dps on the ghosts and kept dropping my Cure Disease Totem. Over and over and over and over again. As soon as I dropped one, they'd hit us again. I did that for the entire coarse of the 3rd wave.

Aspects are the last spawn of the waves. Be sure to shackle these at about 50% health and let the groups health and mana regenerate before killing it, because it may be difficult to retore health and mana during the next wave.

Purple Ghosts were a lot easier than I thought. Just DPS immediately. If you're as lucky as we were, we got bored because there was so much time inbetween spawns during the 4th Purple Ghost wave. Kept my Grounding Totem down on this one.

Boss was easy too. A lot of fun. Purge your party memebers when they are mind controlled or you will find your very own priest healing the boss!

A pretty nice dagger with pluses against Undead dropped. Too bad our guild's rogue turned down an offer to join us. Later the Helm of Valor dropped, with no warrior to pick it up. Sporting my new epic helm from this quest until the Coif of Elements drops.
Rating: +2 [-] [+]
By Anonymous on 05/07/2006 (Patch 1.10.2)
5 60's Me(shammy) priest, rogue, warrior, mage
the part where ur faced with 3 groups of 3 elites that always seem to to chained together

took us a lil to figure it out i didnt even care about the helm but just wanted to beat blizzard and figure it out ( like a puzzle)

our rogue figure it out all credit to Gerudo(realm :gurubashi)

we cleared the place and went into the right corner from the entrance, after that rogue stealthed he came up to them (priest shield) then unstealth and 3 of them attacked him (1 shackled so 2 left to deal with)
and other 2 groups didnt agro. then did&nbsp same thing with group and the right and after cleared the middle.

after those mobs there were more but there not chain , but u need to kill that quickly because they pop up quickly and a bunch of them&nbsp

once ur done ull have low mana and possibly health thats the sucky part because the baron looking guy pops up right after the last mobs so u dont have time to drink/eat&nbsp and he MC's barealy kille him but was successfull for EAT ME BLIZZARD!

hope this helps( warrior charging mobs dont help neither does pulling them )
GL every one ( completed it with the first try ) Realm gurubashi if u have any ? pst Opk
Rating: +2 [-] [+]
By Anonymous on 06/13/2006 (Patch 1.10.2)
1 Find a group willing to put up with the following bull@#$%.

2 pick a corner.

3 druid/priest/extra shaman stays uptop by the hole above your heads, OUT OF COMBAT.

4 initiate event, take the corner, all 4 die within sight of the rezzer uptop, rez shaman and evryone else.

5 all but priest/shaman jump down and continue killing.

6 wash rinse repeat

* do the easier parts without destructible gear or bring plenty of spares.

Yes, it's totally noobtastic.
Rating: +2 [-] [+]
By Anonymous on 06/13/2006 (Patch 1.10.2)
i have a 60 pally and 60 shammy did it with the pally never thought i would have to do it agian :o
o well should be easier with shammy ANKHS FTW
Rating: +2 [-] [+]
By Anonymous on 06/13/2006 (Patch 1.10.2)
If we wipe the event the shaman can get another item for spamming?
Rating: +2 [-] [+]
By Anonymous on 09/30/2006 (Patch 1.12.1)
Im a 60 shaman and just did this quest. In our grp wasa tier 2 priest..a tier 1/2 warlock...an avg. geared warrior(no epic)...a hunter with asorterd epics. we wiped once due to a stupid mistake but then we were fine from ther onout. IMO the wave of green ghosts was the toughest. We took about 6 ot 7 on at once. Dont try this w/o epik priest. shakle is needed.
Rating: +2 [-] [+]
By Anonymous on 09/30/2006 (Patch 1.12.1)
Ok this is what I had:
1.A pretty well geared warrior
2.Resto Shaman (Spec doesnt make a huge difference..only used mana tide twice and it didnt make a huge difference)
3.Good Druid
4.Warlock
5.Mage

This was so much easier then everyone makes it out to be.&nbsp We didnt need a shackle or anything.&nbsp Whenever pulls came up we jst grouped them and we aoe'd them and made sure to keep mage and lock alive.&nbsp The mage died once, and we got the druid to battle rez, which is a good reason to have a druid.&nbsp But the important thing that you have to know is that, atleast on our run, when there are pulls on the other side of the room that arent coming at you, you dont necisarily pull them, and sometimes you will be out of combat and can drink.&nbsp When we only had a person or two to kill and there was another two on the other side, we just took our time and downed one and the shaman went over and grabbed the other two.&nbsp The important thing to look for is to see if anyone in your group is being mind controlled because they if you kill the person then you have taken away part of your group, so have the shaman watch to purge that person or if the shaman is the one mind contolled then sheep that person if possible.&nbsp Over all very easy, nothing to worry about imo
Rating: +2 [-] [+]
By Anonymous on 01/18/2007 (Patch 2.0.5)
Hi, this event which summons the Darkreaver is a part of the Paladin Epic Mount quest. This waves of ghosts have different names. Their name decides which judgement the paladin should use on it. If the paladin uses the correct judgement ALL of the ghosts with the same name (=the wave) will be stunned for a couple of seconds and get major damage! So with TBC out and paladins on the horde side, the ideal group for this is a
-Healer (Maybe You)
-Paladin
-Paladin
-Shaman (You)
-Random (Maybe you)

This is the correct judgement list:
Wave 1: Seal of Wisdom Judging.
Wave 2: Seal of Justice Judging.
Wave 3: Seal of Righteousness Judging.
Wave 4: Seal of Light Judging.

GL!
Rating: +1 [-] [+]
By Anonymous on 10/16/2005 (Patch 1.8.0)
Did you even Notice the +2% Spell Critical!
Rating: +1 [-] [+]
By Anonymous on 04/09/2006 (Patch 1.10.0)
We did it last night on the perenolde server on the horde side for a friend.
party was :
Warrior lvl 60
Priest lvl 60
Rogue lvl 60
Shammy Lvl 60
Mage lvl 58 - (thought his lvl might hurt the party but didnt)

im just gunna run through the way we did it, hope it helps others.

After clearing Rattlegore, and standing outside the room faceing the room, we entered and and went to the right corner closest to the door.
Tuck everyone into that corner.
Shammy go to towards the opposite corner just over the hump in the room and place your quest item there and run back to the party in the corner. (might have one or 2 spirits in tow).

pull spirits to your corner as you can. ( every once in a while a spirit will pop one the mound next to you) oh these are the blue sprits by the way)
keep doing it till the blue boss pops. he WILL come for the party.
do the same for the next wave.

When the green spirits pop there will be 3 groups of 3 spirits in each group. group 1 is close to the doorway across from your party. group 2 is in the middle of the room ,group 3 is in the corner to your right.

your going after group 1.
Puller Hug the wall that has the doorway on it and time your pull. there is a spirit that gets very close to the middle group and goes back to its group. when they are furthest apart pull , and hope you didnt pull group 2 (if you do pull group 2 as you pulled group 1, thats 6 spirits that almost always wipes your party)

once group 1 goes down med and get rdy for group2.
time your pull on this group too. its the same as the first. make sure you dont pull group 3 while pulling group2.
take down group 2 ,med-up and pull group 3 into the corner. once group 3 of the green spirits go down the green boss pops and goes stright for your party. kill it and the purple spirits pop.

Purple Spirts.
from what i have seen , most groups wipe here at these guys. we managed by sheer luck to survive these guys but learned something from it.
#1 if one sees you they all come and get you.
#2 there are about 10 of these guys + the purple boss
#3 you dont have to fight anyone of them except for the boss. ( WHAT! , yes thats how we did it)

while these guys are spawning try to get your asses out of that corner that you've been in and follow the wall that is on your right. hug that wall and get to the next corner , stuff your party into that corner and wait for them all to spawn. (we actually were attacked cuase we were in the corner we were in and somehow one saw us , im not sure if one spawned on us or not but our group was taken out and somehow our priest survived when he faded. so he rezzed us.

we noticed that the boss was on the other side of the room behind the spirits and we might be able to pull him alone if we could get to the other corner.

we timed our run to the next corner and moved 1 by 1 .( we thought for sure the 58 mage was done for but he made it too).

The Purple spirit Boss
we tried different ways to pull agrro away from him and found the best way after a few deaths and rezzez.
we found the best way was for the rogue to go along the the wall on the right to about mid-way stealthed , turn and start moving to the spirits , the boss is tucked into his spot and wont move all the way out yet.

Rogue pull.
Get your distract rdy. as soon as you see you have a good group covered with it ,do it.
now as soon as you do this you will see the boss comeout of his spot he comes forward way away from his spot and goes back. rogue back up. hopefully your distract you timed right, to keep the spirits away from him when he comes out.

if all looks well , priest shield your rogue.
rogue take your shot and pull (gun/bow). rogue back against the wall incase of agroing the other spirits. if you do agro , iether vanish or die. but you will be able to be rezzed cuase you didnt take it to your party.
if you didnt aggro them , just the boss, get your ass to your party and kill it. as soon as he dies the quest boss pops and charges ,. kill him and your done.

this group was all on Vent. it helps.

60 Rogue ( Shankster) guild , The Reckoning
60 Priest ( Paraj ) guild , The Reckoning
58 Mage (Soulsbane) guild , The Reckoning
60 Warrior ( Lual) guild , Enforcers of Chaos
60 Shammy (Sajhiri) guild , Momento Mori

Grats Saj
Goodluck All you Fellow Horde

ill Help anyone on this run , i want the dagger this boss drops , i want to duel wield it on 5 man runs though strat and scolo . +45 attack to undead x2 . havent got any yet.
(Item #18758) 171 attk power to undead 2 daggers + trinket

Bugzy/Shankster Perenolde server

Edited, Tue Apr 18 14:49:28 2006
Rating: +1 [-] [+]
By Anonymous on 10/21/2005 (Patch 1.8.0)
Ofcourse get it >.>
Rating: +1 [-] [+]
By Anonymous on 04/30/2007 (Patch 2.0.12)
is there anything like this for Alliance shaman's?
Rating: +1 [-] [+]
By Anonymous on 09/27/2005 (Patch 1.7.1)
This quest is simple. 5 man Scholo, and it takes place in Rattlegores room.

The mobs come in waves, blue, green, and purple.

Position the party in the far corner, just right of the entrance to the room, and be sure to completely clear the room of every mob before dropping the Scyer. This event is long, so be patient and expect people to die/wipe.

My group setup was, Warrior, Priest, Warlock, Hunter, and myself Shaman.

The first blue wave are all non-elite mobs, so pull a few at a time to the corner. Once the blue wave is gone, the tricky part begins.

The Green wave are all 59-60 elite and are grouped up in 3-4. The ghosts wonder aimlessly sometimes, so careful not to pull the whole room. From the corner the Shaman sits, out of combat, while the other 4 hug the right wall and pull the group closest to them. Killing 1 or 2 generally gets the job done. Everyone should die and have the Shaman raise the group. You can repeat this to clear the Green Wave.

The Purple wave is constist spawns heading toward you w/ a mini boss at the end before Darkreaver spawns. w/ the Priest shackling, this is really easy, and if you wipe, no biggie, you can still finish the event. Once you down the Purple wave mini boss, Darkreaver spawns.

Pretty simple fight, nothing like the Baron. Dropped a great wand for our priest too^^.

Loot the head, and you got yourself a damn good helmet.
Rating: +1 [-] [+]
By Anonymous on 09/10/2006 (Patch 1.12.0)
I made this today with a group of:
Me (shaman)
Priest
2x Lox
Warrior
All lvl 60 not that extremly well geared. 1 of the lox had some felheart and pries t some devout.

They key to winning here is to pull right. If you pull right it is easy.