![]() This week the Blog Azeroth shared topic was suggested by Gryphonheart and the title goes as follows: “10 changes that will make ___ more heroic.” I chose to write about Scarlet Monastery and seeing how big place it is I might be bending the ‘10 changes’ rule a little… Let’s take a look. The Library Houndmaster Loksey Right after engaging Loksey he will randomly mark one player and send his Scarlet Tracking Hounds attack him for 10 seconds, they will focus on the marked player and cannot be taunted or aggroed in any way until the mark has weared off. Dogs will also stack a debuff that reduces healing done to the afflicted player: 10% reduction / stack, max 5 stacks. The debuffs will last until Loksey is defeated. 15 seconds after the mark has weared off he will cast a new one. You can kill the Scarlet Tracking Hounds first before going for the boss and reduce the difficulty significantly but there is an achievement for not doing so. When Loksey reaches 30% health the dogs will enrage and focus on person at top of Loksey’s aggro list for rest of the encounter. Loksey will no longer mark players after this point. Arcanist Doan Few seconds after being attacked Doan will cast a magical barrier on the entrance, limiting players movement to the room he’s in. No tank is required for this encounter since Doan chooses targets randomly rather than based on aggro. ![]() Basic abilities: Arcane Missiles: 5 second channeled cast on random player, cannot be interrupted. Special abilities: AoE Polymorph: at 50% health Arcanist Doan will cast AoE Polymorph (cannot be dispelled, trinketed, bubbled etc.) and unlike normal Polymorph, you will not rapidly gain health Key features to surviving this encounter is moving quickly out of the various AoE spells and healing. Especially prior reaching 50% everyones health should be topped up. Quotes: The Cathedral Scarlet Commander Mograine and High Inquisitor Whitemane Just like in the classic version this is a scripted two-part boss encounter and first you will be fighting Mograine. Mograine’s key abilities: Crusader Strike: physical damage with additional 10% holy damage, stacks a debuff that increases holy damage taken by 10%, max 5 stacks. When Mograine is defeated High Inquisitor Whitemane joins the fight. Quotes: |
|
Whitemane’s key abilities:
Smite: 2 second cast holy damage spell At 50% health Whitemane will cast Deep Sleep on all players making them unable to interact for 15 seconds. After this she casts Scarlet Resurrection (10 second cast) on Mograine and heals him back to full health. Mograine casts Lay on Hands on Whitemane and players will have to engage both bosses at full health again. Easiest way to do this encounter once both bosses are up is to kill Whitemane first since she keeps casting her Greater Heal and if you kill Mograine before her she will just start casting Scarlet Resurrection again which cannot be interrupted. She however does not cast Deep Sleep again. |
![]() |
|
Wait.. why would you want to kill Mograine first anyway? Well let’s see about that.
High Inquisitor Fairbanks Unlike in the classic version you can’t just sneak up on Fairbanks to kill him. In order to fight this boss you have to do Mograine and Whitemane encounter the hard way. You will have to DPS them both down equally and keep Whitemane’s heals interrupted. Once they’re both pretty much dead you finish off Mograine and right after Whitemane starts to cast Scarlet Resurrection. You got 10 seconds to kill Whitemane before her spell lands. Should you succeed, Whitemane will scream like a frustrated banshee and awaken Fairbanks in his tomb. Fairbanks will walk out into the inner chapel and you will be able to engage him. Fairbanks’ key abilities: Mind Flay: shadow damage over 3 seconds, slows target movement speed by 50%, channeled, cannot be interrupted. Quotes: The Armory Herod The Armory is only one boss and stupid amount of trash before him. So in order to make clearing up to him more rewarding he now has a chest next to him with additional loot and emblems. However if you want the additional loot you must reach and aggro Herod within 15 minutes after entering the courtyard area at the start of the instance. After enganging Herod the doors leading to the room will close. Herod’s basic abilities: Mortal Strike: does additional melee damage and reduces healing done on target by 50% for 10 seconds. |
![]() |
Special kombo abilities:
Roughly every 40 seconds Herod chains 3 different abilities twice, he is untankable during this phase and will reset aggro after it. Charge: randomly pics a player and charges him, does moderate damage. Charge -> Intimidating Shout -> Leap -> Charge -> Intimidating Shout -> Leap After this he will go back to his normal abilities. Keeping the players bunched up will limit his movement but it is also very risky if he uses Blades of Light right after the kombo. |



