Where is scholomance located




















Five bosses await adventurers there. The Scholomance was founded by the rogue wizard Kel'Thuzad nearly ten years ago. His Cult of the Damned renovated the ancient crypts beneath Caer Darrow an old Arathorian fortress and turned them into a school for necromancy. The Cult used this place to train its mortal agents and prepare to unleash the Plague of Undeath upon Lordaeron.

It has been brewing with young talented wizards and adepts all this time. No one in Lordaeron knew. Originally, the Barov family of Alterac [ citation needed ] owned the land and gave it to the Cult in exchange for the Lich King's blessing of immortality. Now the Barovs remain as undead monsters. The lich Ras Frostwhisper ruled over the site guarding it for the Scourge, until he was destroyed. The mortal necromancer,Darkmaster Gandling, serves as headmaster of the school, succeeding Araj the Summoner[1] who was headmaster after Kel'Thuzad.

This boss hits for about damage each hit, and he hits really fast. Especially after he enrages. Some recommended items: Commander's Badge and lots of stamina. Melees: The mobs in Instructor Malicia's room. Items that might help: A friend, Commander's Badge , something that does magic damage, like a combat pet. It also seems like deadly poison and envenom works on these mobs. Or you could just skip them and run straight to the boss.

She won't aggro the room. You will get killed unless you're careful. Comment by There are a couple different tactics you can use as a Warrior against the Dark Shades. I've found that the Petrified Lichen Guard is quite weak against them, but there are other tools you can use. My favourite is the Commander's Badge only usable once every 10 minutes. If you're an engineer, you can bring any type of bomb, it works as the magic damage to take down their HP.

Comment by Hi all i'm a 71 warrior with the dark moon cards crusade and wrath and i want to know if you have disenchant and run this instance after selling and killing every thing in here what amount of gold did you make money from killing mobs drops disenchants? Comment by Profyoshi I've run Scholomance about 20 times, skipping only one boss you make about g solely from mobs, and about g from drops. Assuming you have about 40 slots free, you can expect to make g in a single run.

Just make sure you have a lot of room. Skipping that very same boss, you can make about or so Argent Dawn Reputation every run, as long as you have your Argent Dawn Commission equipped.

Comment by This is kind of a strange comment and something someone might have noticed, but that symbol on the rug in Darkmaster Gandling's room, it looks like the Shinigami symbol from Bleach Comment by since no1 has put it up yet the rep for a complete run of scholomance is around not including scourgestones. Comment by Well.. Yeah, it does help. But if you after Argent Dawn reputation you should move on up to Stratholme. Which offers around 5k reputation a run, if you include the scourgestones and stuff.

Also net around g a run :D. Comment by trademen I went in there today to get the achivement. Look about 45 minutes with me and a prot warrior. Probably one of my favorite old school instances. Comment by Note that you dont just have to kill the 6 bosses at the end to summon the last boss, allso the adds at the cambers are needed.

Hope its usefull. Comment by Just did it 4 man without a healer but 70 warrior i found it very easy with all of the aoe. Comment by i solo it once a day on my 80 prot warrior for de mats and rep, then i run over to strat and do the undead side for the shot at barons mount.. Never tryed to solo it with my hunter but imagine it would be fairly easy with him too hes only used for raiding i farm with the warrior. My net total of gold from vendors, keep runecloth for the AH, is an average of g.

I highly recommend you bring a level to loot and leach exp. The instance can be cleared in under 15 min total if you ignore loot. This is a great sorce of runecloth for leveling up skills, rep or to make some easy few gold. Happy Hunting! Comment by neil If you're going just for reputation with the Argent Dawn if you kill everything you get: non-human human.

Or it could just be coincidence, but it would be too much coincidence Edit: Typo. Comment by Vuurvliegje Has any one noticed that they put pumpkins in caer darrow, does any one know why they did that?

Some of us have full inventories with no room to strip down. Oh and to RipperGand: Those are basically the three schools of study in necromancy as a whole.

Unholy power in all things, blood as a powerful reagent, and the chill of death. You'll notice that many acolytes of the Scourge use frost and shadow spells, and diseases attack the blood of anyone alive. Comment by MintySinty And yeah, what's with the jack o' lanterns?

Comment by Thottbot The entrance is on the island in the middle of the lake in Western Plaguelands. You -need- the key to get in, which you can find the quests for at your respective argent dawn encampment. Comment by Thottbot Lockpick required to pick it. Comment by Thottbot A "powerful seaforium charge" will open the door for all you engineers out there.

Comment by Thottbot I've 5-manned Scholo so many times that I can give you some tips. This isn't difficult if you've got some other smart 4 players who known what they're doing and where they're going.

He always need to know how to pull, he'll have to do this a couple of time. Very very useful for the sheep and for the counterspell pull, and damage dealing of course. Such as Sheep and Shackle undead, sap is here an unvaluable help. Kick to pull caster to melee is a good thing to. And of course the dps. We always need a healer, and priests are the best, and they can Shackle undead too. Hmm any class is good as soon as you've got the other 4.

But a Hunter good pull, mark, , and icy traps , a warlock soulstone, we always need a soulstone But what you've got to keep in mind that's you've got for EACH fight to try to put out of combat the maximum of mobs BEFORE it begin sap, sheep, shackle, trap, etc , then you kill thme one by one. Use counterspell to pull, or kick rogue.

They can summon lots of annoying skeletons and are running everywhere in the room Crippling poison, no-flee curse, anything to force them to stay in place.

Hit the summoner, don't let him flee, kill. The tactics if fairly easy. You must stay all at the top of the stairs he can deliver blows that send you backward, and if you're unlucky you go out of the window Tank charge, gain aggro during seconds, then everyone hit, healer must hold an eye more than ever on tank's life.

Just 2 things to know. The two groups at the left of the room, inside the little two rooms If you're all 60, you can let them in peace, you won't aggro. There's a deed in this corner if you're doing the quest. I hate this part, i try to never do it, except if a warlock wants to There are plenty of green gouls, warrior pulls, ghouls come, kill ghouls shackle if more than one , never stay in the green cloud, and again, pull, kill, etc, etc Only the warrior enter the room while the path to Jandice isn't clear.

And to kill Jandice The part in front of the entrance now. I do not like this part either. Someone has to pull the dragons in the room, mage must aoe them and be very carefull they hit very hard while rogue and warrior get rid of the elite guy. Do this for each groups, pull is very important, you must not aggro all the room, and you must go back enough for them to be in the same room as your group.

I maybe am not very clear but Here, a very simple tactic, but very important too. The rule is simple here : "Do not get ADDs! Warrior pull one by one the Risen Constructs, and run at the top of the stair first lvl , those things hit really really hard, so the healer must keep the aggro all the fight.

If you mage, rogue and other non-plate class got the aggro, lose it! You can't tank those things, i'm dead in three blows with my blue leather gear.

I don't know how other classes can lose aggro, but in my case, i spamm the "Feint" as soon as i can, I do not deliver Eviscerate blows, only Kidney Shots to immobilise them, while the warrior builds his aggro. Oh and blessing of Salvation is good on anyone except tank too. So, you apply this tactic to any mob here, and only when you ARE sure that pulling Rattlegore won't mean that another little friend will come you can pull it ; Even if you misjudge the situation and an add comm, the priest must Shackle it, you kill Rattlegore with the same tactic than the Risen Constructs except that he hit EVEN harder One he's dead, you've got the key for the room of visions This time, you head on the left.

The warrior pulls the ghouls groups one by one. If more than one ghoul come, the priest shackle the other wait for the priest to shackle before attacking, to not break the schackle.

The corpse is very slow, you kill it last, let him run You must kill the ghoul first and then get out of the cloud as soon as possible. Mage kill the little skeletons with aoe, and then you can finish the hypotetical second ghoul.

Do this times for all the groups Oh and be aware of the respawn of some spiders here, especially if you've done Jandice, this is time Oh, and this room is just under the first bridge when you enter, so if you died you can jump from the first room to get here. Do not speak with anyone. If you've got the Dawn's Gambit quest, the group stay outside, you enter the room, use the gambit and get out. All the students will transform into skeletons they are marked as elite 61 but that's fake, then die in 2 or 3 Aracane Explosion.

So tank run into one groupe, mage Aoe. Tank run into another group, mage aoe, etc, etc. Once the room is empty except for Vectus and Marduk, pull Marduk he do not hit hard but he has a lot of HP, the fight takes some time. He may drop some cool sword. The kill Vectus, hit, kill, he is not difficult neither. Many mini-bosses were removed when the instance was revamped for Mists of Pandaria.

Prior to being re-tuned for a lower level range with Patch 4. The instance had a very rich loot table for the level range, and individual mobs tended to drop good amounts of both coins and [ Runecloth ] , which generally sold well on the Auction House. In addition, necromancers and dark summoners as well as a few of the bosses dropped the prized [ Dark Runes ] , which were useful for raiders and could command prices of each on the Auction House. It was not uncommon for to drop during a single run, adding potentially another 80 to the instance's yield.

The Scholomance was founded by the rogue wizard Kel'Thuzad nearly ten years ago. His Cult of the Damned renovated the ancient crypts beneath Caer Darrow an old Arathorian fortress and turned them into a school for necromancy.

The Cult used this place to train its mortal agents and prepare to unleash the Plague of Undeath upon Lordaeron. It has been brewing with young talented wizards and adepts all this time. No one in Lordaeron knew. Originally, the Barov family of Alterac owned the land and gave it to the Cult in exchange for the Lich King 's blessing of immortality. Now the Barovs remain as undead monsters. One of Kel'Thuzad's mightiest agents, the Ravenian , also lives within the recesses of the school — ever ready to devour those students who show any sign of weakness.

The lich Ras Frostwhisper rules over the site and guards it for the Scourge, but the mortal necromancer, Darkmaster Gandling , serves as headmaster of the school, succeeding Araj the Summoner who was headmaster after Kel'thuzad. This section concerns content exclusive to Mists of Pandaria.

This section concerns content exclusive to Cataclysm. At release, Scholomance was an extremely challenging dungeon. Typically, the dungeon was raided in man parties, with a difficulty similar to Upper Blackrock Spire. Subsequent patches in the summer of changed Scholomance drastically.



0コメント

  • 1000 / 1000