Magister’s Terrace walkthrough: Part 2
Round 2! START!
Alrighty people here’s another part to my Magister’s Terrace guide. Let’s go to the second boss after the break!
After every boss room you’ll notice that a big orange locked magic door vanishes granting access to the rest of the instance. After killing the first boss you walk through a tight dark hallway fighting off some worm mobs until you reach the next boss room (I said it was a short instance).
At the very begining of this room look to your left and you’ll see the NPC you’ve been looking for. Continue the quest and get ready to kill the 2nd boss.
These worm mobs are pretty simple and straight forward, they hit for next to nothing on the tank but when they die will explode. This explosion will give everybody in it a short buff that grants 1% more damage done overall. So if you kill 50 of them at the same time then you will get the buff stacked to let you deal 50% more damage.
It’s really nice if you can chain pull to the boss himself and walk into the fight with a solid 100% more damage being done as killing this boss fast is KEY.
This is where having a paladin tank is REALLY nice as my boy Nippa was able to pretty much pull the room in two different chunks while our mage Noriz nuked the packs with ease. If you lack STRONG aoe then do not try this. You’re not timed or anything so don’t worry about it so much. There can be A LOT of worms as well so if your tank can’t handle it or the DPS can’t kill fast enough you’re going to get overwhelmed by sheer numbers.
Finally you’re at the boss. The fight is a lot of fun as he doesn’t really have anything too crazy up his sleeves. Essentially it’s an arcane version of the first boss in Arcatraz. There are no void zones or anything like that, the DPS just has to burn down the boss as fast as possible. His little trick is that he will send out “pure energy” adds that look like the sparks Curator sends out.
You should designate ONE player to kill these adds quickly because when they die they will buff the player with the amount of damage he deals by 50%/100%/150% and so forth. It’s actually pretty crazy because if you get enough stacks you’re going to see crits in the 5,000’s like it’s no thing. But it’s not free, for every stack of this buff you will take a corresponding 300/600/900 arcane damage per tic.
We had our mage getting the adds since after so many stacks he could drop some crazy DPS and then ice block out of the debuff. A rogue would work really nice too since they can cloak of shadows out of it. Even a ret paladin (though a ret pally’s DPS isn’t as nice as a rogue or mage) can bubble out of the debuff. He will shrink with every add he spawns and after a while (probably as you’re about to kill him) he will cause everybody in the group to get a debuff that increases arcane damage received by 20% which you know… sucks.
Finish him off and get your loot. Here’s a list.
Normal Mode:
- Band of Determination
- Band of Arcane Alacrity
- Bracers of Divine Infusion
- Latro’s Dancing Blade
- Cloak of the Coming Night
- Boots of Resuscitation
Heroic Mode:
Coming up next, the 3rd boss and the annoying trash before her.


















