Guide to Pit of Saron in Wrath Classic

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hey folks now that ice CR Citadel is finally being released in Wrath classic you're also able to attempt its Associated dungeons which must be completed in a specific order pit of Sauron is the second dungeon of the trio and in this video I'll teach you everything that you need to know in order to easily clear it on both normal and heroic difficulty it is worth noting though that this dungeon is only available to level 80 characters and both difficulties are completely identical in terms of mechanics the heroic version obviously has Mobs with slightly more health and damage and it does drop better loot but all the abilities are exactly the same on both difficulties with all of that being said let's discuss pit of Sara the first time you complete this instance you'll need to turn in your quest from Forge of souls before you can progress further into the dungeon this Quest will be turned into Sylvanas or Jana and in order to get them to spawn you'll need to run forward in the direction of the two death whisper necrit standing out in the open you don't actually need to pull these mobs just start running in their Direction and suddenly a bunch of friendly NPCs will appear and begin a bit of role playay you can now turn in your current Quest grab the follow up and hug the right side of the area to skip pulling the death whisper necrit entirely up ahead you'll encounter some additional necrit surrounded by groups of skeletal slaves and a few of these will be patrolling around the area once again all of these Mobs Can Be safely skipped by waiting for the patrols to pass and then running along the rightmost edge of the dungeon if you do happen to accidentally pull one of these groups they aren't too difficult to manage the skeletal slaves are generic non-elite trash mobs that just attack the tank and the death whisper necrolyte only notable ability is convert verion beam an interruptible cast that deals ramping Shadow damage to a random player over 10 seconds after skipping these initial packs you'll need to kill a few wrath bone laborers in order to continue forward these mobs have three abilities the first of which is puncture wounds a 5-second bleed applied to the tank they'll also cast blinding dirt on a random player causing them to be disoriented for 3 seconds while you could just wait out the 3second duration it's also possible to remove this debuff with a poison dispel if needed lastly these skeletons will cast shoveled on a random nearby player causing them to take a moderate chunk of damage and be stunned for 3 seconds while none of these abilities are too difficult in a vacuum I'd advise against pulling too many of these mobs at once as the random crowd control effects applied to party members could start to pose an issue within this area of the dungeon you'll also find horde or Alliance slaves mining the nearby Cliff side bring 15 of these mobs is required in order to complete the quest when you first enter this dungeon and you can do so by right clicking the interactable ball and chain at their feet a little known fact is that freeing the slaves actually has a subtle impact on the final boss of the dungeon so you should do this every single time you run pit of Sauron even if everyone in your group has already completed the quest I'll elaborate more on this when discussing Scourge Lord tyrannis but for now just make sure you free all the slaves you encounter on your way to the first boss the final trash mobs you'll encounter before reaching this boss are the yir jar Sky collar and iceborn Proto Drake which are tied together and Patrol up and down this section of the dungeon in total there are two dragon Riders and the first one can be easily skipped if you wait for him to Patrol back towards the entrance of the dungeon the second of these mobs directly blocks the way to the first boss and must be pulled upon entering combat the sky Coller will jump off his dragon and the tank will need to quickly pick up both mobs and face them away from the group this is primarily due to the frost breath cast by the Proto Drake which does heavy magic damage in a frontal cone and applies a 100% attack speed reduction to any player's hit for 6 seconds however the skycaller will still be your top kill priority here as he has an ability called glacial strike which applies a nasty dot to the tank when the do is active the tank will receive 15% of their health and damage every 3 seconds and it won't go away until the Healer fully tops them off the sky collar will also cast Frost blade causing them to throw their weapon at a random player at which point it'll begin spinning on the ground dealing damage to anyone who stands inside of it if this targets you just move away from the weapon and wait for the effect to end once you've killed all the nearby wrath bone laborers and freed 15 slaves you can proceed up the nearby staircase and fight the first boss forgemaster gar Frost at the start of the fight gar Frost will be accompanied by six non- elite wrath bone Siege Smiths and these mobs cannot be pulled separately thankfully they don't have any special mechanics so as long as your tank grabs threaten them you should be fine the primary mechanic of this fight is permafrost a stacking ice damage debuff which gets repeatedly applied to all members in your party since this is the main source of damage throughout the fight make sure to use abilities such as Frost resistance Aura on a paladin as that'll make the healer's life much easier that being said it is possible to completely drop your stacks of per Frost throughout the encounter by utilizing gar Frost's next ability throw serenite this causes him to hurl a large serenite Boulder at a random player and anyone hit will take moderate damage and get knocked back after it hits the ground this Boulder then becomes a physical object within the room that you can use to hide from the boss's line of sight and whenever you do this you'll stop gaining stacks of permafrost the best time to drop your debuff Stacks is when gar Frost reaches 80 or 40% HP as he briefly stun the party and then leap away towards one of the nearby by forges gar Frost then begins crafting a new weapon for himself giving you a few seconds of downtime to hide behind the serenite Boulder and lose your stacks of permafrost after finishing his first weapon at 80% Health Garros will gain a 100% increase to his Frost damage dealt and he'll also begin using a new ability called chilling wave this is a periodic frontal cone aimed at the tank so the boss should be faced away from the group at all times at 40% Health gar Frost crafts another weapon that gives him a 200% increase to his Frost damage and instead of casting chilling wave he'll now begin applying deep freeze to a random player this debuff slows the affected player by 50% for 14 seconds and when it expires they'll take a heavy chunk of damage and be briefly stunned thankfully these debuffs take so long to expire that in most cases the boss will already be dead before the first one has gone off after finishing off gar Frost you want to wait for a few seconds until a group of horde or Alliance slaves runs into the boss area an NPC will eventually appear at the top of the steps allowing you to turn in your dungeon Quest and grab the the followup you can then continue onwards through the dungeon where you'll want to hug the right side wall and kill one more wrath bone laborer blocking the path forward continuing on we'll trigger a short roleplay event where a group of NPC slaves get murdered by some Guist ambushers if you're fast it is possible to run by these mobs in your Mount before the gists actually spawn but it's not the end of the world if you do accidentally pull these mobs as all they'll do is auto attack the tank to your left you'll find the second boss I and Crick though it's surrounded by five patrolling trash mobs named plague born Horrors unlike the mobs near gar Frost these ads can and should be killed before you engage the boss even if they aren't directly blocking the way towards him this is because their patrol ranges cover an extremely large area and the next boss has multiple mechanics that require you to move around the last thing you want is to accidentally pull one of these enemies while you're already fighting ick and Crick so just play it safe and kill all five of them beforehand as for the mechanics of the plague bound horror it has three separate abilities it'll repeatedly cause patches of toxic waste to appear beneath a a random player so the tank will want to constantly kite these mobs around they'll also apply a poison dot called puent flesh to a random player and while it's not too scary you should try to remove it if you have a poison cleansing ability finally once these mobs reach 10% Health they'll begin casting blate bomb if the mob isn't killed before the cast is finished they'll explode and deal massive damage to anyone nearby just make sure to Target swap to any low Health plague born Horrors and finish them off before this happens now we can discuss the second boss ick and Crick which despite the name is really only against the zombie named ick the moment the zombie dies Crick will become untargetable and the fight will end for starters the boss has a bit of random damage in the form of uninterruptible shadowbolt casts from Crick and mighty kicks from ick these kicks will deal damage to a player in melee range and briefly knock them away the boss also periodically casts puddles of toxic waste which are identical to the ones you saw while fighting the trash mobs the other three abilities within this fight are the ones that you really need to be mindful of as they all have a high chance of killing players the first of these abilities is poison Nova which does a lethal amount of damage to anyone standing near the boss when the cast finishes provided you start moving away the moment he begins casting this you should have more than enough time to make it to safety as a bonus note While most immunities will protect you from this damage clak of Shadows for whatever reason doesn't actually work despite the fact that this cast deals nature damage crick's next dangerous ability is explosive barrage which causes a ton of small Arcane orbs to appear on the ground after 3 seconds the orbs will grow in size and explode dealing massive damage to anyone standing nearby during this channel it can be a bit difficult for melee DPS to hit the boss but I'd recommend focusing entirely UNS survival and not worrying about your damage until the cast ends finally I will periodically cast Pursuit on a random player causing him to ignore all threat and fixate on them for 10 seconds while this ability is active the boss will move 50% slower but he gains a 100% increase to his damage dealt so DPS and healers will need to run away until the cast finishes interestingly enough this ability can actually Target the tank and it's relatively easy to just face tank the damage that being said if your tank is still somewhat undergeared I'd recommend they kite the boss during this ability just to play it safe as previously mentioned once you've defeated ick the fight will end and some short role playay will begin thankfully you don't need to wait on this role play to continue through the dungeon but I would highly recommend that nobody in your group blindly runs ahead as this next section is very important in order to reach the final boss Scourge Lord tyrannis your group will need to continue up the nearby ramp however the moment you approach the bottom of this ramp two extremely deadly packs of trash will appear these trash mobs are some of the hardest you'll face in any Wrath of the Lich King dungeon or at least they would be if it wasn't possible to just completely skip all of them after killing ick and Crick make sure you tell your group to wait and then ask them to follow you as you stack up a good distance away from the ramp have every player in your group Mount up and after a short countdown all players will hold w and run in a straight line up the ramp although the trash mobs will appear they actually take a few seconds to fully activate so it's very easy for your group to reach the top of the ramp without entering combat with a single one of these mobs even if someone in your group is lagging behind you'll likely only pull a single umor deathbringer as the other mobs in this trash pack take even longer to fully activate and they aren't actually linked together now while this strategy is absurdly broken and allows you to completely bypass the hardest part of the dungeon I don't want to leave you up creek without a paddle and the off chance that your group accidentally pulls these mobs so I'll take a moment to explain their mechanics on this ramp you'll encounter two yir jar deathbringers and shortly after they become attackable they'll summon four Undead veral nearby if your group fails to pull off the skip for whatever reason it is absolutely crucial that you don't try to fight both deathbringer packs at the same time as this will almost certainly lead to a wipe as for their abilities the deathbringer will spam empowered chadol a hard- hitting spell that damages both the tank and one other nearby part party member this cast deals a ton of damage and you'll want to interrupt it as often as you possibly can out of the four Undead veral two of these mobs will be named yir jar flame bearers which will spam cast Fireball on the tank while this ability does hit pretty hard tanks will just need to live through it as you want to save all of your interrupts for the aformentioned empowered shadowbolt or the flame bearer's next ability Hellfire this causes them to teleport on top of random player and begin dealing pulsing fire damage while this ability will damage the mob itself as well as any nearby players you should still try to stop the cast whenever possible if your group has no spare interrupts just move away from these mobs until their Channel finishes finally the other two mobs in this poll are yir jar wrath brers which apply a really nasty disease called blight to a random player if you have a disease dispel in your group you should clear this off ASAP as it deals heavy damage every 3 seconds for 21 seconds additionally if this debuff expires without being cleansed it'll bounce to a nearby player and start from scratch this means that if your group somehow lacks a disease dispel the the affected player will need to run away from the group to prevent this from spreading all in all I hope I've made it abundantly clear how deadly these mobs are and why the skip strategy is so important once you've gotten past these groups and reach the top of the ramp an additional two waves of Undead mobs will appear but unfortunately these enemies will be active immediately and cannot be skipped in the same way thankfully these mobs are much easier and you could even pull both groups together if your tank is really confident each pack will consist of two wrath bone cold wraths and four Fallen Warriors The Warriors are pretty basic they'll cast a moralizing shout reducing the attack power of nearby players by 20% though this effect doesn't stack their other ability arcing slice will reduce the Tank's armor by 10% stacking up five times for a total of 50% reduced armor this may sound a bit scary but the mobs don't hit nearly hard enough to make the armor reduction a concern as for the cold rates they'll spam cast a weak frostbolt at the tank and they'll also cause freezing circles to appear beneath a random player after a few seconds a ring of tiny ice blocks will appear before causing the circle to explode dealing heavy damage and rooting anyone standing inside of it just make sure that you're watching your feet while fighting these mobs as you have plenty of time to safely move out of these circles up ahead you'll need to progress through a short trash Gauntlet within an icy tunnel and this is my favorite part of the dungeon by far as your group moves through this tunnel you'll have to dodge the Blue circles that appear around the floor after a few seconds these circles will disappear and a large icicle will crash down at their location dealing damage to anyone nearby and knocking them back within the the tunnel you'll also encounter multiple pairs of Fallen Warriors which are identical to the ones found in the previous pull additionally non-elite mobs called wrath bone skeletons will infinitely spawn and attack your group while you remain within the tunnel though they don't do anything special outside of attacking the tank once you've reached the midpoint of The Gauntlet you'll encounter a mob called Disturbed glacial Revenant and it'll be found standing on top of a circular metal platform since it's impossible for icicles to drop onto this metal platform I'd recommend having your tank pull all the skeletons up to this point once your group is safely standing on the platform you can focus on cleaving down all the mobs as for the glacial Revenant its only special ability is a light frost damage hit on the tank after all these mobs have been taken care of your group should continue down the tunnel while your tank picks up mobs and drags them towards the exit if you make it out the end of the tunnel you won't need to dodge any more icicles so once again I'd recommend bringing all of the mobs here at the same time and aoeing them all down as soon as all of the Fallen Warriors are killed a short bit of roleplay will begin leading up to the fight against the final boss of the dungeon scoured Lord tyrannis it's worth noting that while Ry Fang the boss's Mount is technically attackable before the fight begins this doesn't actually help you Ry Fang is not actually a part of this encounter and the fight won't start until the boss Dismounts Additionally you may remember that earlier in the video I mentioned freeing the slaves is important for the final boss and it all has to do with the nearby friendly NPCs during the boss encounter there's a bit of a roleplay fight going on between the slaves and the waves of endless spawning skeletons these mobs aren't actually supposed to be part of the boss encounter though it is possible for them to attack one of your party members if there aren't enough NPCs nearby for them to hit since the amount of friendly NPCs present here is dependent on the number of slaves you freed throughout the instance you'll need to make sure that at least a handful of slaves were freed on the way to Garr otherwise some of these roleplay mobs might bug out and attack your group just to be safe though I would always recommend moving far away from the entrance to the cave after the fight starts as this reduces the chances of your party members being attacked now on to the boss fight itself for starters scourg Lord tyrannis will periodically apply Mark of ryang to a random DPS or healer players with this Mark will be repeatedly targeted with two different abilities cast by rhy Fang the most common of which is an ice patch that deals light ticking damage and slows anyone hit by 75% Ry Fang will also sometimes fire hor Frost at the targeted player and anyone near the circle when it explodes will take heavy damage and be stunned for 5 seconds the most important mechanic of this fight is over Lord's brand and it's repeatedly cast by The Scourge Lord himself this ability will apply a debuff to a random nontank player if it goes on a DPS it causes any damage they deal to be reflected onto the tank so you must stop attacking when this happens Scourge Lord Tannis already hits fairly hard so if you tunnel the boss while you have this debuff active you'll completely demolish the tank alternatively if this debuff is placed on the Healer it causes all of their healing spells to be replicated onto the boss while this means you should heal as little as possible when you get debuffed it's still important that you keep the members of your group alive it's much better to heal the boss for a little bit and extend the fight rather than let your tank die and cause of Life the final mechanic of this fight is Unholy power and when tannus cast this he'll immediately hit the tank with a forceful smash dealing heavy damage and knocking them back a fair distance while this buff is active the boss will gain 100% increased damage but will move 50% slower just like the pursuit ability from I and Crick thankfully this ability won't cause him to chase around random Target so the tank can easily kite him over the nearby ice patches and slow his movement speed by an additional 75% to make this even easier the tank should be mindful of where the ice patches are spawning during the fight and attempt to face their back towards one of them this way the moment the boss knocks them back with forceful smash they'll be sent flying over the ice patch but tyrannis will step inside and immediately be slowed provided the tank kites the boss properly and the DPS don't tunnel with overlord's brand this fight should be pretty simple once the scourge Lord has been taken down it's super important that you don't leave the group early provided it's your first time doing the dungeon in order to unlock the third and final instance in this Trio Halls of reflection you'll need to turn in your quest to Sylvanas or Jana however this Quest Turnin won't be available immediately you'll need to wait for a bit of short RP to resolve before you're able to interact with your factions NPC and with that we've covered everything you need to know in order to clear normal or heroic pit of Sauron in Wrath of the lichking classic if you want to learn more about the other dungeons present in Wrath classic I'd recommend checking out my dungeon guide playlist which you can find Linked In the description below additionally if you're interested in trying the new hard mode difficulties that blizzard is added to wrath classic I have a separate guide for all dungeons which can also be found in the description if you found this video helpful I'd highly encourage you to toss it a like as that'll help other people find it as well
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Channel: Harldan
Views: 12,892
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Keywords: wow, world of warcraft, horde, level, leveling, 1-70, 60-70, wrath, wotlk, wrath of the lich king, classic, 70-80, normal, heroic, dungeon, tank, boss, bosses, dungeons, guide, guides, strategy, strategies, heroic plus, heroic+, h+, norm, runs, running, fast, fastest, explained, comprehensive, icecrown, icc, icecrown citadel, beta, alpha, gamma, titan rune, hardmode, hard mode, lfg, finder, heroics, defiler's scourgestone, defiler, host, alliance, pit of saron, forgemaster garfrost, ick and krick, scourgelord tyrannus, pos
Id: NsbILjGXrak
Channel Id: undefined
Length: 18min 18sec (1098 seconds)
Published: Thu Oct 12 2023
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