Magisters’ Terrace is a five-man instance commonly abbreviated as MgT, mgt, or MT. It’s located in the northeastern corner of the Isle of Quel’Danas also known as Sunwell Isle. Added in patch 2.4, Magisters’ Terrace is by far one of the hardest 5-man instances in the game with difficulty (and loot) on par with Karazhan when it is tackled on Heroic Mode.

Magisters’ Terrace is affiliated with the Shattered Sun Offensive (often abbreviated as SSO) which is leading the fight against Prince Kael’thas Sunstrider who is attempting to summon Kil’jaeden. Compromised of both Aldors and Scryers, the Shattered Sun Offensive’s goal is to deal with the treats that the Magister’s Terrace and the Sunwell Plateau present. The Shattered Sun Offensive offer the quest “Hard to Kill” which will open up the heroic mode difficulty once completed. Honored reputation isn’t required.

When creating a party for Magisters’ Terrace it is heavily advised to bring a balanced party with better than average gear. Players equipped in nothing but greens will find this instance to be rather difficult. There are no hard gear requirements, but running other level 70 instances such as Steamvault and Shadow Labyrinth would be a very good idea before trying to tackle Magister's Terrace. Crowd control (CC) is a nearly a requirement for handling most trash pulls successfully both in normal and heroic modes. So be sure to bring along atleast a Mage, Warlock, Hunter, or Shadow Priest (for Mind Control).

Bosses

Enemies

The following are the “trash mobs” inside of the Magister’s Terrace and how to effectively deal with them as you make your way through the instance.

Special note: Most enemies can be feared but caution must be used not to pull other trash packs.

Brightscale Wrym: Stack and AoE these. When they die they provide a 1% damage buff to the entire party.

Coilskar Witch: A naga that uses a ranged attack and Forked Lightning. Can be CC’d with Mind Control, Sap, and Seduce.

Ethereum Smuggler: A dangerous mob that can teleport to random party members and cast Arcane Explosion over and over. CC’able with Polymorph, Traps, and Mind Control.

Sister of Torment: Has one ability, Deadly Embrace, which will seduce a target. CC’able with Enslave, Banish, or Turn Evil.

Sunblade Blood Knight: Can cast heal and casts a seal that can be debuffed or stolen that adds a great deal of holy damage. CC’able with polymorph, sheep, seduction, or with traps.

Sunblade Keeper: Can sometimes be found with a group of Wryms. Will detonate a mana cell which will cause the Wryms to act as a single group (all attacking the same target). Can cast Banish on the player with the highest threat, so watch out for any of these patrolling.

Sunblade Mage Guard: Has an AoE stun, can throw glaives which can hit other members of the party, and will drop a magic dampening field that will reduce spell damage and healing. CC’able with polymorph, sheep, seduction, or with traps.

Sunblade Magister: Has two spells, Arcane Explosion and Frostbolt. Every time a Sunblade Magister casts a spell they will gain a 10% spell haste buff that stacks. This buff is stealable and dispellable. CC’able with polymorph.

Sunblade Physican: Casts Prayer of Mending and has the ability to enchant its weapon with “Inject Poison” which deals about 1,300 damage per tick every 3 seconds for 15 seconds. CC’able with polymorph, sheep, and seduction. In Heroic Mode the Sunblade Physican will do about 3k damage per tick with their DoT.

Sunblade Sentinel: Can cast Fel Lightening which is like Chain Lightning but does fire damage.

Sunblade Warlock: Has two spells, Incinerate which it prefers and Immolate. Has a fel armor buff granting it 250 spell damage. CC’able with polymorph, sheep, seduction, or with traps.

Wretched Bruiser: Has two abilities, Fel Infusion which will increase damage and speed for 10 seconds along with Wretched Strike which emulates Mortal Strike. In normal mode they have low damage while in heroic mode they can hit cloth players for upwards to 3,000 damage.

Wretched Husk: Has two spells, Wretched Frostbolt and Wretched Fireball. Has one ability, Fel Infusion.

Wretched Skulker: Simple melee mob that acts like a Bruiser but doesn’t have Wretched Strike.

Handling Most Trash Pulls

It’s paramount in this fight to use crowd control. Most every humanoid can be polymorphed, trapped, seduced, or mind controlled. You’ve got to keep the number of active enemies in each trash pack as few as possible so that you can keep the damage manageable. Outside of that, most pulls work just

Trash Pulls of Note

The last trash pull right before Kael’thas includes 6 enemies and a minion. What makes this pull so difficult is that if you wipe during it the entire pack will reset. It contains 3 Sunblade warriors (Warlock, Magister, and Blood Knight seems to be most common), Ethereum Smuggler, Coilskar Witch, and a Sister of Torment.

The fight requires lots of CC. You need to take as many of these mobs out of combat as possible. If you’ve got a Shadow Priest then CC one and have it tank one or more. Keep the healers (Physicans and Blood Knights) from healing and keep everything else as CC’d as possible. A good idea is to keep the Smuggler Poly’d while Mind Controling the Witch to keep the AoE from interrupting the Priest’s Mind Control.


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Last Updated: Mar 13, 2016

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