D-Bone
Sep 15th '05, 02:52 PM
I just read this on the official forums and decided to put it here so its easier to find...
The information from the first 7 quests comes from a collection of other sources. Many thanks to them! I have added the information for the final quest.
Paladin Epic Mount Quest
For those of you trying to figure out what the Epic Mount quest line is, here it is:
1. Lord Grayson Shadowbreaker
2A. The Work of Grimand Elmore
2B. Emphasis on Sacrifice
3A. Collection of Goods
3B. To Show Due Judgment
4A. Blessed Arcanite Barding
4B. Exorcising Terrordale
5. Manna-enriched Horse Feed
6. Ancient Equine Spirit
7. The Divination Scryer
8. Judgment and Redemption
Materials needed to complete the quests:
1. Exorcism Tome: 150g fee
2. Grimand's Fee: 150g fee
3. 6 Arcanite Bars: approximately 175g
4. 5 Strat Holy Water: 0g (obtained in Stratholme)
5. 40 Runecloth: 0g
6. 10 Arthas' Tear: approximately 15g
7. 1 Azerothian Diamond: ~20-30g
8. 1 Pristine Diamond: ~400g
9. Sooth Meridith Carlson: 50g fee
10. Manna Biscuits: 4g
Approximate total cost: 950g
Cost would be lower to farm but the drop rate of diamond is .01% in several instances.
Instances involved in completing the quest:
Dire Maul
Stratholme
Scholomance
To get the quest, go to the paladin trainer in the Stormwind cathedral (Level 60 requirement). From here, you will branch off into two different quests.
Step 1
1. Go to a dwarf priest in the Ironforge temple and pay him 150g for his censer. Return to the paladin trainer in Stormwind.
2. The trainer will have you take your censer to Terrordale in the Eastern Plaguelands. This is west of the Plaguewoods, with a path through them leading right to it. You're supposed to kill 25 Terrordale spirits here. There are greens spots on the ground where you use the censer to cause the spirits to spawn. Spawns consist of anywhere from 1-3 spirits of levels 59-60 or so. I was able to solo these, but a friend made things go a lot faster. Return to the paladin trainer to finish this branch of the quests.
Step 2
1. The second branch, also gotten from the Stormwind trainer, sends you to a smith in the Dwarven District. You need to get him 5 Stratholme Holy Water, 6 Arcanite Bars, 10 Arthas' Tears, 40 Runecloth and 150g so that he can make the barding for your horse. The holy water is gotten from supply crates all over Strath, but be careful! Some crates are traps that will spawn mobs, so warn your group/raid before you go to them.
2. Return to the paladin trainer once you have your barding. The next step is to go to the stables in Southshore and speak with a human woman there. She'll give you a quest to bring her 20 enriched manna biscuits and 50g. I got my biscuits from the Argent Dawn vendor at Chillwind Camp, for about 60s/5. After you return these items to her and receive the mana-enriched horse feed, go to the paladin trainer again.
Step 3
1. You are now given a quest to go to Dire Maul and get your barding blessed. The treant you need is inside Dire Maul west, in a 'pit' past the big green lawn area with the pylons. His name is Tendris Warpwood. Here is a map of Dire Maul west that shows where he is;
http://worldofwarcraft.gameamp.com/game_map/game_map/104.php (http://worldofwarcraft.gameamp.com/game_map/game_map/104.php)
It is possible to sneak there without killing anything but Tendris, but to be safe you should pull the patrols around the lawn while remaining within the entrance hall. Once that's clear, you can sneak past the rest. Kill the treant and talk to the horse that spawns to receive your blessing. Return to paladin trainer.
Step 4
1. The next step is to have your divining scryer made. The trainer requires that you bring him an azerothian diamond and a pristine black diamond. The first can be gotten easily in the AH or from a miner friend. The PBD, however, is a fairly rare drop in high-end instances like Blackrock and Scholo. It can also be bought in the AH sometimes (which is what I did). Return to trainer.
Step 5
1. Your final quest will be to actually get the horse. I now know why some people say the quest is a cakewalk and others say it is not do-able. Both are correct. The quest is buggy! I have experienced both so I know. You will either complete this without trouble or fail miserably. Please do not flame me with corrections. If you have something to add to help great! Please keep it constructive. I found the lack of advice/help on this quest frustrating and wish to make it easier for people who follow me.
I will now recount the problem areas and how we overcame them. This quest is very do-able and you can have your mount on the first attempt if you follow the advice below. I am not saying this is the ONLY way to complete it. It is how we did and what I learned in the process I think can help others.
Composition of Party
Number of Paladins: Paladins are required to complete the end sequence. 3 is your sweet spot of balance between getting to room without trouble and ease of completing the end sequence. 4 makes the end sequence do-able even if they things go buggy on you. But with 4 Paladins, the trip to the room will be harder and longer (It is do-able). If you want to be sure you complete the quest, 4 Paladins would guarantee you complete the Judgements portion. You should have a priest. Not only do you get heals you get crowd control with shackle. This is invaluable in end sequence (see below).
Rest of Party:
Slot 1: Paladin
Slot 2: Paladin
Slot 3: Paladin or Warrior or Rogue
Slot 4: Paladin or Mage or Warlock
Slot 5: Priest
Journey to the Rattlegore room
There is nothing special to note here it?s just kind of slow. Take your time and you will get to the room. The only thing worth mentioning is the room with the whelps. They have a nasty damage over time that can easily kill you within 3 to 4 seconds if you do not cleanse. You will be spamming cleanse. Be ready for it or take the durability hit when you die.
Rattlegore room
The risen constructs hit hard! No big deal but without a tank the healer has to be on it healing the Paladins. Some Paladins in my group had a shield and one-hander and two of us used two-handers. What worked best was alternating stuns and alternating tanking. Really the Risen constructs are just time consuming and no fun. You should pull them one at time into the hallway outside room to fight. The puller and the priest go to doorway together for the pull. There are a couple of them that are real close and unless you time it just right you will pull two. Better to shackle one and fight them one at a time. Rattlegore will come with a little buddy. Just shackle his buddy then finish Rattlegore alone then his buddy. The risen constructs are capable of killing the cloth wearer in one hit (I have seen it) so have priest in a safe place and have a good mage not pull agro.
Judgement Sequence
Now that the Rattlegore room completely empty of any mob. You can begin the end sequence ?Judgements?. Everyone needs to stand in one corner (see diagram). You will enter the room and turn right. The party should stay in that corner the entire time. Some people suggested placing the Divination Scryer in the opposite corner. You can?t do that. It must be placed in the center.
Aura?s to use: devotion, shadow and concentration. If you don?t have three Paladin?s use devotion and concentration on the first three waves and switch to shadow and concentration on the fourth wave. The fourth wave are caster that do shadow damage. So make sure that the priest has given the party ?Shadow Protection?.
Coordinate Paladin?s Judgments: You must have a good group of Paladin?s that are willing to work together. Our judgments do more damage than the mage can do and it has a good chance of stunning for 5 seconds. Work out a sequence of Paladin 1 judge wait 5 seconds Paladin 2 judge wait 5 seconds Paladin 3 judge and repeat. Good timing is important because it is possible to keep the ghosts stunned almost all the time if just as on Paladin?s judgment wears off, have the next one release his judgment. With three Paladins?s the process can continue almost continuously. Most parties fail this quest for one of three reasons. (1) They panic and don?t coordinate their judgments or (2) They pull the entire third wave (3) They kill the fourth ghost sub-boss to soon (more on this in a minute). The order of judgments is as follows.
Wave One: Banality Spirits
Judge Seal of Wisdom
Mini Boss: Aspect of Banality
Wave Two: Malicious Spirits Elite*
Judge Seal of Justice
Mini Boss: Aspect of Malice
Wave Three: Corrupted Spirits Elite*
Judge Seal of Righteousness
Mini Boss: Aspect of Corruption
Wave Four: Shadowed Spirits Elite* Shadow Casters
Judge Seal of Light
Mini Boss: Aspect of Shadow
Ghost Mini-boss: This is important. To get time to eat and drink between waves of ghosts, have your priest shackle each wave?s mini-boss. That is what triggers the next event. This is not true between the first three waves, but it might be good to practice because when you kill the fourth wave mini-boss you will summon Death Knight Darkreaver! If you have some ghosts left to kill and you are low on health/mana you could wipe with the Death Knight is summoned early. Others have.
What to do: Your party is at full health and in the correct corner (point x on map). You run to center of room and plant the Divination Scryer in center of room (point D on map) and run back to group. You will agro ghosts so when you get back to group the fight will already be started. The first wave is easy. Good chance to practice your judgments and loosen up. When a group that has been killed relax and wait for next group. You don?t need to pull. The second wave is a little harder but not hard. You will begin to use up some mana so be ready for third wave. Eat and drink.
Third Wave: You are all in the correct corner and the ghosts are not coming so its time to pull as everyone is buffed and has full health/mana. The ghosts to the left look like the perfect group to pull (there are only three of them) DON?T! This will bring all 9-11 ghosts. Instead go to the right and pull the ghost in position G on map. This will bring 6-7. No problem if judgments are timed. Then you will have ones and twos that come to you.
Fourth Wave: They will agro on their own so wait. Eat/drink. These are easier than the last wave. But be ready to shackle the mini-boss ghost. Before you release the mini-boss ghost kill all the ghosts (All!) Then regenerate your health and mana. You can?t eat/drink so just wait for it to regenerate. When you?re buffed and in good shape release the ghost mini-boss and kill him. Death Knight Darkreaver will be summoned immediately! No time to rest. Some tricks the Death Knight has is some sort of lay on hands to heal himself when he is low on health. The Death Knight Darkreaver will/can mind control one of your party. For us he MC?ed the mage who smited me and killed me instantly (I was low on health and in process of getting a heal). He is really pretty easy. But, if you kill the 4th mini-boss early you could have your hands full!
Darkreaver is dead now what? Loot ?Charger's Lost Soul?. Every Paladin on the quest can loot it! All will complete their quest regardless of who used their scryer. You must go to the planted Divination Scryer and right click on ?Charger's Lost Soul?. It will turn into ?Charger's Redeemed Soul? You have now completed your quest. Go to Charger?s ghost and turn in your quest. You now have your Epic Mount!
Rattlegore room
X = Where party stands entire fight
D = Where to place the Divination Scryer
G = Which ghost on the third wave to pull
---------------------
| - - - - - - - - - - G|
| - - - - - - - - - - -|
| - - - - - - - - - - - |
| - - - - D - - - - - - |
| - - - - - - - - - - - |
| - - - - - - - - - - - |
| - - - - - - - - - - X|
-------[door]--------
That room diagram looks like crap but you get the idea....
The information from the first 7 quests comes from a collection of other sources. Many thanks to them! I have added the information for the final quest.
Paladin Epic Mount Quest
For those of you trying to figure out what the Epic Mount quest line is, here it is:
1. Lord Grayson Shadowbreaker
2A. The Work of Grimand Elmore
2B. Emphasis on Sacrifice
3A. Collection of Goods
3B. To Show Due Judgment
4A. Blessed Arcanite Barding
4B. Exorcising Terrordale
5. Manna-enriched Horse Feed
6. Ancient Equine Spirit
7. The Divination Scryer
8. Judgment and Redemption
Materials needed to complete the quests:
1. Exorcism Tome: 150g fee
2. Grimand's Fee: 150g fee
3. 6 Arcanite Bars: approximately 175g
4. 5 Strat Holy Water: 0g (obtained in Stratholme)
5. 40 Runecloth: 0g
6. 10 Arthas' Tear: approximately 15g
7. 1 Azerothian Diamond: ~20-30g
8. 1 Pristine Diamond: ~400g
9. Sooth Meridith Carlson: 50g fee
10. Manna Biscuits: 4g
Approximate total cost: 950g
Cost would be lower to farm but the drop rate of diamond is .01% in several instances.
Instances involved in completing the quest:
Dire Maul
Stratholme
Scholomance
To get the quest, go to the paladin trainer in the Stormwind cathedral (Level 60 requirement). From here, you will branch off into two different quests.
Step 1
1. Go to a dwarf priest in the Ironforge temple and pay him 150g for his censer. Return to the paladin trainer in Stormwind.
2. The trainer will have you take your censer to Terrordale in the Eastern Plaguelands. This is west of the Plaguewoods, with a path through them leading right to it. You're supposed to kill 25 Terrordale spirits here. There are greens spots on the ground where you use the censer to cause the spirits to spawn. Spawns consist of anywhere from 1-3 spirits of levels 59-60 or so. I was able to solo these, but a friend made things go a lot faster. Return to the paladin trainer to finish this branch of the quests.
Step 2
1. The second branch, also gotten from the Stormwind trainer, sends you to a smith in the Dwarven District. You need to get him 5 Stratholme Holy Water, 6 Arcanite Bars, 10 Arthas' Tears, 40 Runecloth and 150g so that he can make the barding for your horse. The holy water is gotten from supply crates all over Strath, but be careful! Some crates are traps that will spawn mobs, so warn your group/raid before you go to them.
2. Return to the paladin trainer once you have your barding. The next step is to go to the stables in Southshore and speak with a human woman there. She'll give you a quest to bring her 20 enriched manna biscuits and 50g. I got my biscuits from the Argent Dawn vendor at Chillwind Camp, for about 60s/5. After you return these items to her and receive the mana-enriched horse feed, go to the paladin trainer again.
Step 3
1. You are now given a quest to go to Dire Maul and get your barding blessed. The treant you need is inside Dire Maul west, in a 'pit' past the big green lawn area with the pylons. His name is Tendris Warpwood. Here is a map of Dire Maul west that shows where he is;
http://worldofwarcraft.gameamp.com/game_map/game_map/104.php (http://worldofwarcraft.gameamp.com/game_map/game_map/104.php)
It is possible to sneak there without killing anything but Tendris, but to be safe you should pull the patrols around the lawn while remaining within the entrance hall. Once that's clear, you can sneak past the rest. Kill the treant and talk to the horse that spawns to receive your blessing. Return to paladin trainer.
Step 4
1. The next step is to have your divining scryer made. The trainer requires that you bring him an azerothian diamond and a pristine black diamond. The first can be gotten easily in the AH or from a miner friend. The PBD, however, is a fairly rare drop in high-end instances like Blackrock and Scholo. It can also be bought in the AH sometimes (which is what I did). Return to trainer.
Step 5
1. Your final quest will be to actually get the horse. I now know why some people say the quest is a cakewalk and others say it is not do-able. Both are correct. The quest is buggy! I have experienced both so I know. You will either complete this without trouble or fail miserably. Please do not flame me with corrections. If you have something to add to help great! Please keep it constructive. I found the lack of advice/help on this quest frustrating and wish to make it easier for people who follow me.
I will now recount the problem areas and how we overcame them. This quest is very do-able and you can have your mount on the first attempt if you follow the advice below. I am not saying this is the ONLY way to complete it. It is how we did and what I learned in the process I think can help others.
Composition of Party
Number of Paladins: Paladins are required to complete the end sequence. 3 is your sweet spot of balance between getting to room without trouble and ease of completing the end sequence. 4 makes the end sequence do-able even if they things go buggy on you. But with 4 Paladins, the trip to the room will be harder and longer (It is do-able). If you want to be sure you complete the quest, 4 Paladins would guarantee you complete the Judgements portion. You should have a priest. Not only do you get heals you get crowd control with shackle. This is invaluable in end sequence (see below).
Rest of Party:
Slot 1: Paladin
Slot 2: Paladin
Slot 3: Paladin or Warrior or Rogue
Slot 4: Paladin or Mage or Warlock
Slot 5: Priest
Journey to the Rattlegore room
There is nothing special to note here it?s just kind of slow. Take your time and you will get to the room. The only thing worth mentioning is the room with the whelps. They have a nasty damage over time that can easily kill you within 3 to 4 seconds if you do not cleanse. You will be spamming cleanse. Be ready for it or take the durability hit when you die.
Rattlegore room
The risen constructs hit hard! No big deal but without a tank the healer has to be on it healing the Paladins. Some Paladins in my group had a shield and one-hander and two of us used two-handers. What worked best was alternating stuns and alternating tanking. Really the Risen constructs are just time consuming and no fun. You should pull them one at time into the hallway outside room to fight. The puller and the priest go to doorway together for the pull. There are a couple of them that are real close and unless you time it just right you will pull two. Better to shackle one and fight them one at a time. Rattlegore will come with a little buddy. Just shackle his buddy then finish Rattlegore alone then his buddy. The risen constructs are capable of killing the cloth wearer in one hit (I have seen it) so have priest in a safe place and have a good mage not pull agro.
Judgement Sequence
Now that the Rattlegore room completely empty of any mob. You can begin the end sequence ?Judgements?. Everyone needs to stand in one corner (see diagram). You will enter the room and turn right. The party should stay in that corner the entire time. Some people suggested placing the Divination Scryer in the opposite corner. You can?t do that. It must be placed in the center.
Aura?s to use: devotion, shadow and concentration. If you don?t have three Paladin?s use devotion and concentration on the first three waves and switch to shadow and concentration on the fourth wave. The fourth wave are caster that do shadow damage. So make sure that the priest has given the party ?Shadow Protection?.
Coordinate Paladin?s Judgments: You must have a good group of Paladin?s that are willing to work together. Our judgments do more damage than the mage can do and it has a good chance of stunning for 5 seconds. Work out a sequence of Paladin 1 judge wait 5 seconds Paladin 2 judge wait 5 seconds Paladin 3 judge and repeat. Good timing is important because it is possible to keep the ghosts stunned almost all the time if just as on Paladin?s judgment wears off, have the next one release his judgment. With three Paladins?s the process can continue almost continuously. Most parties fail this quest for one of three reasons. (1) They panic and don?t coordinate their judgments or (2) They pull the entire third wave (3) They kill the fourth ghost sub-boss to soon (more on this in a minute). The order of judgments is as follows.
Wave One: Banality Spirits
Judge Seal of Wisdom
Mini Boss: Aspect of Banality
Wave Two: Malicious Spirits Elite*
Judge Seal of Justice
Mini Boss: Aspect of Malice
Wave Three: Corrupted Spirits Elite*
Judge Seal of Righteousness
Mini Boss: Aspect of Corruption
Wave Four: Shadowed Spirits Elite* Shadow Casters
Judge Seal of Light
Mini Boss: Aspect of Shadow
Ghost Mini-boss: This is important. To get time to eat and drink between waves of ghosts, have your priest shackle each wave?s mini-boss. That is what triggers the next event. This is not true between the first three waves, but it might be good to practice because when you kill the fourth wave mini-boss you will summon Death Knight Darkreaver! If you have some ghosts left to kill and you are low on health/mana you could wipe with the Death Knight is summoned early. Others have.
What to do: Your party is at full health and in the correct corner (point x on map). You run to center of room and plant the Divination Scryer in center of room (point D on map) and run back to group. You will agro ghosts so when you get back to group the fight will already be started. The first wave is easy. Good chance to practice your judgments and loosen up. When a group that has been killed relax and wait for next group. You don?t need to pull. The second wave is a little harder but not hard. You will begin to use up some mana so be ready for third wave. Eat and drink.
Third Wave: You are all in the correct corner and the ghosts are not coming so its time to pull as everyone is buffed and has full health/mana. The ghosts to the left look like the perfect group to pull (there are only three of them) DON?T! This will bring all 9-11 ghosts. Instead go to the right and pull the ghost in position G on map. This will bring 6-7. No problem if judgments are timed. Then you will have ones and twos that come to you.
Fourth Wave: They will agro on their own so wait. Eat/drink. These are easier than the last wave. But be ready to shackle the mini-boss ghost. Before you release the mini-boss ghost kill all the ghosts (All!) Then regenerate your health and mana. You can?t eat/drink so just wait for it to regenerate. When you?re buffed and in good shape release the ghost mini-boss and kill him. Death Knight Darkreaver will be summoned immediately! No time to rest. Some tricks the Death Knight has is some sort of lay on hands to heal himself when he is low on health. The Death Knight Darkreaver will/can mind control one of your party. For us he MC?ed the mage who smited me and killed me instantly (I was low on health and in process of getting a heal). He is really pretty easy. But, if you kill the 4th mini-boss early you could have your hands full!
Darkreaver is dead now what? Loot ?Charger's Lost Soul?. Every Paladin on the quest can loot it! All will complete their quest regardless of who used their scryer. You must go to the planted Divination Scryer and right click on ?Charger's Lost Soul?. It will turn into ?Charger's Redeemed Soul? You have now completed your quest. Go to Charger?s ghost and turn in your quest. You now have your Epic Mount!
Rattlegore room
X = Where party stands entire fight
D = Where to place the Divination Scryer
G = Which ghost on the third wave to pull
---------------------
| - - - - - - - - - - G|
| - - - - - - - - - - -|
| - - - - - - - - - - - |
| - - - - D - - - - - - |
| - - - - - - - - - - - |
| - - - - - - - - - - - |
| - - - - - - - - - - X|
-------[door]--------
That room diagram looks like crap but you get the idea....