Wow Solo Spoils Of Pandaria, How To Solo Secured Stockpile Of Pandaren Spoils

Table of Contents

+1. General Information+2. Loot+5. Environment and Fight Structure+6. Mobs and Abilities6.1. Mogu Crates6.2. Mantid Crates+7. Strategy+9. Summing Things Up+11. Heroic Mode

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Introduction

This guide is intended to provide a comprehensive description of theencounter with Spoils of Pandaria in Siege of Orgrimmar. It is targeted at anyonewho desires to understand the fight mechanics.

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This guide is updated for World of Warcraft WoD 6.1.2.

The Spoils of Pandaria constitutes the tenth encounter in the Siege ofOrgrimmar. This is an unusual fight, where your raid will not have to faceany boss. Rather, you will have to split up into two teams, each oneopening a multitude of crates which release adds that must be defeated. Yourraid must effectively clear the room in a given amount of time in order tosucceed.

1.

General Information

1.1.

Health Values

Difficulty Mogu Elders Ka”thik Demolishers Modified Anima Golems Mogu Shadow Ritualists
10-man 25M 29M 6M 8M
10-man Heroic 47M 52M 12M 14M
25-man ??? ??? ??? ???
25-man Heroic 138M 151M 37M 41M
LFR ???M ??? ??? ???
Difficulty Zar”thik Amber Priests Set”thik Wind Wielders Stone Statues Animated Stone Mogu
10-man 7.6M 7.6M 700K 2.8M
10-man Heroic 12M 12M 1.2M 5M
25-man ??? ??? ??? ???
25-man Heroic 37M 37M 3.7M 15M
LFR ??? ??? ??? ???
Difficulty Burial Urns Sparks of Life Quilen Guardians Sri”thik Bombardiers
10-man 5M 300K 680K 2.8M
10-man Heroic 5M 1.2M 1.7M 2.8M
25-man ??? ??? ??? ???
25-man Heroic 15M 3.7M 5M 15M
LFR ??? ??? ??? ???
Difficulty Amber-Encased Kunchongs Ka”thik Warcallers Panderen Spirits
10-man ??? 2.8M 7.5M
10-man Heroic 5M 2.8M 12M
25-man ??? ??? ???
25-man Heroic 15M 15M 37M
LFR ??? ??? ???

1.2.

Enrage Timer

The fight has two hard enrage timers. The first stage of the fight mustbe completed in a maximum of 270 seconds, after which time your raid has300 seconds to complete the second stage. There does not appear to be a softenrage timer.

1.3.

Raid Composition

Difficulty Tanks Healers DPS
10-man 2 2-3 5-6
10-man Heroic 2 2-3 5-6
25-man 2 5-7 16-18
25-man Heroic 2 5-7 16-18

2.

Loot

2.1.

Armor

Item Name Armor Slot Main Stats
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Mantid Vizier”s Robes (LFR, Flexible, Heroic)

Cloth Chest Intellect
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Avool”s Ancestral Bracers (LFR, Flexible, Heroic)

Cloth Wrists Intellect
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Klaxxi Grips of Rejuvenation (LFR, Flexible, Heroic)

Leather Hands Intellect
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Shado-Pan Reliquary Kilt (LFR, Flexible, Heroic)

Leather Legs Intellect
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Mantid Carapace Augments (LFR, Flexible, Heroic)

Leather Wrists Agility
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Pandaren Roofsprinters (LFR, Flexible, Heroic)

Leather Feet Agility
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Bracers of the Pristine Purifier (LFR, Flexible, Heroic)

Mail Wrists Intellect
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Chitin-Link Chain Belt (LFR, Flexible, Heroic)

Mail Waist Intellect
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Ancient Archer”s Chestguard (LFR, Flexible, Heroic)

Mail Chest Agility
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Arrowflight Girdle (LFR, Flexible, Heroic)

Mail Waist Agility
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Plate Belt of the War-Healer (LFR, Flexible, Heroic)

Plate Waist Intellect
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Mogu Mindbender”s Greaves (LFR, Flexible, Heroic)

Plate Feet Intellect
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Helm of the Night Watchman (LFR, Flexible, Heroic)

Plate Head Strength
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Untarnishable Greatbelt (LFR, Flexible, Heroic)

Plate Waist Strength/Parry
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Ominous Mogu Greatboots (LFR, Flexible, Heroic)

Plate Feet Strength/Dodge

2.2.

Weapons

Item Name Type Main Stats
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Immaculately Preserved Wand (LFR, Flexible, Heroic)

Wand Intellect
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Enchanted Shao-Tien Saber (LFR, Flexible, Heroic)

One-Hand Sword Agility
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Ancient Mogu Tower Shield (LFR, Flexible, Heroic)

Shield Strength/Parry

2.3.

Amulets, Rings, and Trinkets

Item Name Type Main Stats
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Lost Necklace of the Mogu Empress (LFR, Flexible, Heroic)

Amulet Intellect/Spirit
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Sigil of Rampage (LFR, Flexible, Heroic)

Trinket Agility/Cleave damage
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Seal of the Forgotten Kings (LFR, Flexible, Heroic)

Ring Strength

3.

Overview of the Fight

The Spoils of Pandaria encounter is an unusual fight. Instead of facing aboss, your raid will have to get through a large number of different adds inorder to succeed. While the mechanics and strategy of the fight are notparticularly difficult to understand, the structure of the fight is quitecomplex.

The fight takes place in four different quadrants of a large room. Eachquadrant is filled with a large number of differently-sized crates that yourraid members can open, which contain the adds. There are two Mogu-themedquadrants and two Mantid-themed quadrants.

Initially, only two of the quadrants (one Mogu and one Mantid) areaccessible to your raid, and since you will need to engage mobs in bothquadrants at the same time, your raid will have to split up. After killingenough enemies in the first two quadrants, your raid will be able to open twogates allowing them to access the other two quadrants. The four quadrants arelinked together in pairs of two, so the two different teams in yourraid group will never reunite during the fight.The last two quadrants will present similar challenges to the first two.In that second quadrant, the group that defeated Mogu adds in the first quadrantwill fight Mantid adds, and the group that defeated Mantid adds in the firstquadrant will fight Mogu adds. Once your raid kills enough mobs in bothof these quadrants, the encounter is defeated.

In order to access the last two quadrants, the raid members in each of thefirst two quadrants will have to pull a lever that opens a gate. Eachquadrant”s lever must be powered up in order to be usable, and thisonly happens once enough mobs have died in that quadrant. All raid membershave a special resource bar on their screen that indicates how close theirquadrant”s lever is to being powered up. The doors to the last two quadrantswill only open when both levers have been pulled. The entire fight is timed,and raid members have a fixed amount of time to activate the first two levers,and then another set amount of time to activate the final two.

Videos:

On our forums, we are maintaining threads with class-specific advice for each of thefights of Siege of Orgrimmar. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!

Class Forum Threads
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Death Knight

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Druid

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Hunter

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Mage

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Monk

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Paladin

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Priest

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Rogue

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Shaman

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Warlock

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Warrior

The environment and the structure of the fight are more complex than thoseof most other encounters, so understanding its mechanics well is important.This section is dedicated to this purpose.

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Before the pull your raid is located on a sort of catwalk overlookingfour rather small rooms, henceforth referred to as quadrants. Yourraid is not able to jump down to these quadrants at this time, since they areblocked by a small fence. To pull the fight, one of your raid members mustinteract with a control panel located on the catwalk, which causes the fencesof two quadrants (north-east and south-west) to disappear. As soon as thishappens, any raid members who are located on the catwalk take Fire damageevery second, effectively forcing you to jump down into the two quadrants.

Before jumping from the catwalk, the raid must be divided in two groups,each group jumping in a different quadrant. From then on, the groups are ontheir own and will not be able to meet again until the end of the fight. Itis possible for players to use the crate lifting hooks to get back to thecatwalk and jump on the quadrant on the other side to join the other group,but while the fight is going on, interacting with the lifting hooks takestoo long for it to be viable (or so it did in our experience).

Each quadrant works exactly in the same way.

A quadrant contains a large number of crates that can be opened byright-clicking them. This causes hostile adds to appear (in Mogu quadrants,the adds are Mogu, and in Mantid quadrants, the adds are Mantid).Killing hostile mobs fills up an Energy bar that is added for theduration of the encounter to the user interface of every raid member.When the Energy bar is filled, the lever of the quadrant becomesusable.

In the first quadrant, the groups have 270 seconds to kill enough adds anduse the lever. Once the levers in both quadrants have been used, the doorsto the second quadrants open up. After that, groups have 300 second to use thelevers in the second quadrants. Doing so successfully will defeat the encounter,after which time you can use one of the crate lifting hooks to travel back tothe catwalk.

Failing to use the lever of a quadrant before the time is up causes your raidto wipe instantly.

There are three crate sizes (Lightweight, Stout, and Massive). A singlecrate will always spawn a single add (although this add can summon other adds).That add is chosen randomly among a predefined set of aads that the crane cancontain. The strength and health of the add depends on the crate size: the biggerthe crate, the more powerful the add.

Each lever requires 50 Energy to become usable. Killing an add grants anumber of Energy that depends on the size of the create from which the addspawn:

killing an add that spawned from a Lightweight crate gives 1 Energy;killing an add that spawned from a Stout crate gives 3 Energy;killing an add that spawned from a Massive crate gives 14 Energy.

There exist a few Crates of Pandaren Relics, which containhostile Pandaren mobs that grant buffs to your raid members when killed. Thesecrates are located randomly in both Mogu and Mantid quadrants.

Since your raid will engage both types of quadrants simultaneously, wehave no choice but to present all the abilities of all the mobs before wediscuss the strategy. This may appear overwhelming at first, but things are notas complicated as they seem.

Note that unless stated otherwise, all abilities only affect players inthe quadrant where they are cast.

Each Lightweight Crate contains one of the following three mobs.

Animated Stone Mogu have two abilities.Burial Urns are mobs that have no abilities of their own, but insteadsummon other adds called Sparks of Life.Several Quilen Guardians spawn from the same crate. They only haveone ability.

Each Stout Crate contains one of the following two mobs.

Modified Anima Golems have two abilities.Mogu Shadow Ritualists have three abilities.

Each Massive Mogu Crate contains one of 4 Mogu Elders. EachNPC has one ability, and all of them have a shared ability, called

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Return to Stone. Return to Stone is cast on random players, dealing amoderate amount of Shadow damage to them, knocking them back, and spawning aStone Statue add at their location. The Stone Statues do not have anyabilities, they do not attack raid members (they appear to just wanderaimlessly around the room), but while they are alive, each one buffs thedamage of the Mogu Elder, increasing its damage dealt by 10%.

Below, we list each of the 4 Mogu Elders and their abilities.

Each Lightweight Crate contains one of the following three mobs.

Sri”thik Bombardiers have two abilities.Amber-Encased Kunchongs have one ability.Kor”thik Warcallers have one ability.Enrage is a self-buff that increases the Warcaller”s damage by 200%,but reduces its movement speed. While active, their melee attacks apply astacking debuff to their target, which reduces armor by 20% per stack.

Each Stout Crate contains one of the following two mobs.

Zar”thik Amber Priests have two abilities.Set”thik Wind Wielders have two abilities.

Each Pandaren Crate contains one of the following three mobs.

Ancient Brewmaster Spirits have two abilities, and upon their death theybuff your tanks.Wise Mistweaver Spirits have two abilities, and upon their death theybuff your healers.Nameless Windwalker Spirits have one ability, and upon their deaththey buff your DPS players.

The strategy for the encounter is much simpler than the overwhelmingnumber of adds and abilities would lead you to believe.

Before starting the encounter, you should split your raid up into twobalanced groups (with an even number of tanks, healers, and DPS players ineach group). As the fight starts, each group should jump down into theirdesignated quadrant and begin opening crates.

There is no truly ideal order or combination of crates to open in eachquadrant, and such a combination would, in any case, depend heavily of theexact tuning of the fight on live servers. We will provide you with a fewguidelines, however.

Always open the Pandaren Crates first when they are available, since thebuffs offered by these Spirits are very powerful, and it is best to have themactive for as long as possible.Try to calculate things in such a way that you do not open more cratesthan you really need to. For example, knowing that a Massive Crate awards 14energy when the mob contained within it dies, it is pointless to open a MassiveCrate when your raid only needs 2 more energy. In this case, it would be fasterand safer to open two Lightweight Crates, or one Stout Crate.Take advantage of your raid members” ability to cleave and multi-DoT byalways having one or more Lightweight Crates open while you are handling themore powerful mobs from Massive or Stout Crates. The enemies from theLightweight Crates are weak enough so as not to cause problems in smallnumbers.

In the sections that follow, we will look at how to deal with the mechanicsin each of the two types of quadrants.

All the Mogu Elders should be handled in the same way. Whenever they spawnStone Statues, your ranged DPS players should focus these downimmediately. Aside from this, ranged raid members and healers should standfar away from the Elders so as to avoid the damage of their abilities (whichall deal damage, albeit of different schools, to players in a small areaaround them).

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The Modified Anima Golems should be moved out of the healing void zonesthat their Crimson Reconstitution ability creates (and any other hostilemobs should be kept out of these void zones as well). Whenever

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Matter Scramble is cast, at least one raid member should quickly moveto stand in each beam of light, thus rendering the mechanic harmless.

The Mogu Shadow Ritualists should likewise be moved out of their

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Mogu Rune of Power void zones, and raid members should again stand in themwhen possible, to benefit from the effects.

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Torment should be dispelled,although given the relatively low health of the Shadow Ritualists, the DoTwill probably not be up for very long anyway.

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Forbidden Magic should beinterrupted whenever possible.

The Animated Stone Mogu should be interrupted whenever possible, andif they manage to cast

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Harden Flesh on anyone, this DoT should bedispelled.

The Burial Urns and their resulting Sparks of Life shouldbe killed. The Urns do not need to be tanked (they are stationary), andthe Sparks of Life should be killed by ranged DPS players, while melee playersmust make sure not to be within 8 yards of them when they die.

The Quilen Guardians should be killed quickly enough that their

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Carnivorous Bite bleed does not get to stack too high on your tank,but in general these adds are not very dangerous unless they are left alivefor far too long.

Except for the Burial Urns, the Sparks of Life, and the Stone Statues, allother mobs in this quadrant must be tanked.

Players who are affected by Set to Blow must make sure to get rid ofat least 4 out of the 5 stacks of the debuff before it expires. Ideally,they should go to a vacant area of the quadrant and place their bombs onthe ground there. They must make sure to immediately move more than 9 yardsaway from every bomb that they place, since otherwise they will detonate themthemselves. The damage from

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Pheromone Cloud must simply be healedthrough.

The Zar”thik Amber Priests”

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Residue must be dispelled as soon asit is cast, in order to minimise the amount of healing it does to theenemies.

Players must avoid the

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Windstorm tornadoes, and the

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Rage of the Empress buff should be dispelled from any enemies who willlive long enough to be dangerous with this increase in damage done.

When Sri”thik Bombardiers are alive, your raid must be spread out tominimise the damage caused by

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Gusting Bomb and

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Throw Explosives,and raid members should stay out of the void zones left behind by GustingBomb.

Amber-Encased Kunchongs are not problematic, the only thing to note herebeing to avoid standing in the

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Encapsulated Pheromones clouds.

Finally, the Kor”thik Warcallers should be kited by their tank wheneverthey Enrage themselves.

All the mobs in this quadrant must be tanked.

In this section, we will very briefly explain how to deal with theabilities of each of the three Pandaren Spirits.

Players should simply spread out for the Ancient Brewmaster Spirit”s

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Keg Toss, and the targeted players should attempt to avoid the barrelbefore it lands. Players should be spread out, and they should try to move outto avoid being damaged by

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Breath of Fire. If any players who are debuffedby Keg Toss get hit by Breath of Fire, they should be dispelledimmediately.

Whenever the Wise Mistweaver Spirit casts

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Gusting Crane Kick,everyone should run away from her until the cast ends.

Finally, when the Nameless Windwalker Spirit charges a player, thisplayer and any other players in their proximity should move away. Everyone inthe raid should then be careful not to come within 3 yards of the fieryblossoms on the floor.

We recommend using

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Heroism/

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Bloodlust/

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Time Warp duringthe part of the fight that is proving to be most difficult for your raid.It is hard to tell ahead of time what this will be. Given the immense benefitthat it is to have Heroism/Bloodlust/Time Warp up at the start of the fight,when all DPS cooldowns are available, we advise you, if possible, to use it atthe start and to open a large number of crates than usual.

Note that a Heroism/Bloodlust/Time Warp used in one quadrant does notreach the players in the other quadrant, allowing your two groups to managetheir casts independently from one another.

In this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight.

Pick up and tank any mobs that spawn in your quadrant. Make sure to movethe mobs out of void zones that heal them or buff their damage.
DPS the adds while making use of cleaving and multi-DoT-ing. Make sure torespect the kill order called out by your raid leader (in general, kill themost dangerous enemies first).
Avoid the numerous ground-based attacks present in the fight, and make sureto spread out when the adds that are alive call for it.

Given the fact that there is both a Mogu and a Mantid quadrant active atthe start of the fight, it is possible to rotate your two groups in such a waythat everyone can have ample practice on both types of quadrants withouthaving to go through several minutes of fighting first. You should make use ofthis to iron out any strategy issues you may have.

After that, it will really all come down to practice. There is no greatstrategy involved in the fight; rather, your raid members will have to learn toadapt and react to the many different mechanics that they will be facedwith.

The Heroic mode of the Spoils of Pandaria encounter contains a new mechanicthat has an impact on the strategy, changing it somewhat from the Normalmode strategy. That said, the fight feels fairly similar overall.

Aside from the mobs all having their health and damage increased, there aretwo mechanical changes to the fight.

The first change is that the Crimson Reconstitution void zones nowalso deal Fire damage every second to anyone standing in them.

The second change is that each time the mobs contained inside a crate areall killed, one Unstable Spark add (and only one, regardless of thenumber of mobs in the crate) will spawn in the other active quadrantof the room. The Unstable Sparks do not spawn in fixed locations, but they havea tendency to spawn around the center of the quadrant. The sparks do not melee, and they do not need to be tanked. As soon as they spawn, they begin casting

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Supernova, an uninterruptible spell with a 10-second cast time thatdeals a massive amount of damage, essentially wiping the raid.

Dealing with the change to Crimson Reconstitution is not problematic,and requires practically no change in strategy whatsoever. Mobs will still needto be moved out of these void zones as soon as possible, but the onlydifference now is that players will take damage if they linger inside the voidzones (which, therefore, they should not do).

The Unstable Sparks, however, have rather profound consequences on thestrategy for the fight. There are two main issues to discuss here.

First of all, properly dealing with the sparks themselves, once they havespawned, is very important. None of the sparks can ever be allowed to finishtheir 10-second cast, since this will practically guarantee a wipe. That meansthat as soon as a spark spawns, ranged DPS players will need to switch to itand kill it. The sparks” health is not very high, so in 10-man, a single rangedDPS can kill a spark in less than 10 seconds, while 3 ranged DPS playerssuffice in 25-man. With that in mind, it is best to be cautious and assignmore than the minimum number of players needed, especially in theMantid quadrants where ranged DPS players may be debuffed by Set to Blow, preventing them from standing still and focusing on thesparks.

Second of all, it is essential to your raid”s success to minimise thenumber of sparks that spawn throughout the fight. Therefore, while in Normalmode your raid generally did not care what combinations of adds were killed toreach the 50 energy required to complete a quadrant, in Heroic mode thisbecomes a very important issue. You will have to open both of the MassiveCrates in your quadrant (something you generally avoid doing in Normal mode),and you will have to obtain the remaining 22 energy through an efficientcombination of crates.

We would also like to mention that, given the increased health and damageof the mobs, the Pandaren buffs become very important in Heroic mode. While forDPS players and tanks, these buffs require no management, healers will want tomake sure that they position themselves in such a way that the healing wavesthe buff creates have a strong impact (they touch as many allies and enemiesas possible).

This concludes our raid guide for Spoils of Pandaria. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums.

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08 Dec. 2013: Added Heroic mode strategy.08 Oct. 2013: Added link to video guide.+ show all entries- show only first 2 entries

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