
So after getting bored with my main character in World of Warcraft I decided to run my druid alt for a change of pace. Being a bit under geared I decided to just find a group and go farm Trial of the Champion on normal for the easy gear that place has. Needless to say I forgo guild members and decided to just join four other random people because it’s a small instance and it’s fairly easy to do. Well we kept wiping and I got to wondering if maybe some people just didn’t get how that place went. So this is what came out of it, a quick guide to 5 man Trial of the Champion.
The fight starts off with everyone jumping on their respective faction mounts. First thing you want to do is get your shields to three stacks. Now you start the event and if everyone has done this after the recent patch you can skip the announcers introductions. Three champions of the opposing faction will proceed to be announced, each one accompanied by three guards. Once all the announcements are done each champion will send their three lackeys and once you beat the first wave of three another wave of three come at you until only the champions are left. Here, a kill order should be assigned just to make taking them down easier and also make sure you have your shields at three stacks to avoid taking big hits on your mount. Should you be low on health run to the another mount along the walls and hop on that new one. Champions, after getting dismounted will periodically get back up and try to get on another mount. Just run them over and they’ll go back down. Once all three champions are dismounted it’s advisable to run out of the instance so you reset the three champions on the ground, making it a lot easier on everyone.
There are a total five champions which differ in name but not class depending on your faction. Usually you’re going to want to get the healer first, followed by either the warrior who will whirlwind, or the rogue who drops poison patches on the ground. Naturally you’re going to want to get out of the warrior and rogues abilities, especially melee heavy groups. The last two classes which cause minimal threat to the raid would be the hunter and mage, both are easily handled with some emphasis on the hunter with groups of cloth wearers. After the champions are defeated you’ll then encounter the Argent champion who will be accompanied by three groups consisting of three enemies. Take care of the priestess first and the monk last and after they’re all defeated the boss will engage. If you’re short on mana or health the group can back up after the last group dies and the boss will no engage you, giving you time to rest. Now you’re either going to fight Eadric the Pure which is a basic tank and spank, turning your back before he finishes casting radiance being the only real concern. The other boss is Confessor Paletress who will someone a random memory to fight for her if you’re not able to kill her before she summons. Her minion must be taken down seeing as she will not be able to take damage until it is defeated, it’s fear being the only thing to watched for. The fear can also be avoided by whatever means you have to null fears. Once she’s down the black knight will appear.
Consisting of three phases, the fight itself is not really that hard. Phase one is the knight plus a ghoul that he summons after he kills the announcer. The ghoul is not fairly strong and can be ignored but if you’re having issues with it you can root it or crowd control it. Phase two is the knight plus a lot of ghouls, similar to a death knights army of the dead ability. The knight will randomly mark a ghoul which will not move after it’s mark and will explode giving off aoe damage. Simply move away from the marked ghoul or if you have a high aoe party you can kill off the ghouls before he can mark any. Again, roots and snares work on them. His wrath form is the final phase of this fight. He’ll mark someone which increase magical damage taken by 200%. Healers have to watch for that and usually all cool down abilities like bloodlust should be used here to burn him down fast considering he will constantly do damage to everyone. Pets and other companions like a mage’s mirror image spell can also be marked, making it a little easier if they do happen to get the debuff. That is pretty much the whole fight and another good thing about this instance is if you die you can simply run back in. The proximity of the graveyard and the instance are really close. Have fun and the same tactics apply to the heroic version as well.