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Heroic mode

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Heroic mode refers to a dungeon difficulty (World of Warcraft: Wrath of the Lich King & World of Warcraft: The Burning Crusade) and raid difficulty (World of Warcraft: Wrath of the Lich King) setting. The difficulty setting for a dungeon is accessed from the party leader's portrait menu; currently the only other difficulty setting is Normal Mode (the default setting). Each of the 5-man dungeons introduced in the World of Warcraft: The Burning Crusade expansion pack may be run on Heroic Mode if every member of the party has obtained the appropriate Instance Attunement. Generally this is done by purchasing a key from the faction Quartermaster once reaching honored.

In Heroic Mode, the mobs and bosses in the dungeon are much tougher, with more hit points, more damage, higher level and more difficult special attacks. All Heroic Mode bosses drop a [Badge of Justice] for each party member. Heroic Mode dungeons are on a timer, and can only be run once per character per day. Each dungeon is on an independent timer, however, so a character could run as many as 15 heroic mode instances per day. Heroic timers are reset daily at 12 midnight server time.

Rare-quality loot drops on some Heroic Mode instances have been adjusted to level 70 quality. Items in Shattered Halls, The Steamvault, Sethekk Halls, Shadow Labyrinth, The Black Morass, and all 5-man Tempest Keep instances remain the same on heroic. All other BC instances have different rare-quality loot.

In addition, each boss of a heroic dungeon may drop an epic gem. The last boss of a heroic dungeon always drops one epic item in addition to a Badge of Justice.

In Wrath of the Lich King, bosses in heroic mode should not drop the same loot as their non-Heroic counterparts. If it does, it's a bug.[1]

Also in Wrath of the Lich King, a "Heroic Difficulty" Raid refers to the 25 man version of the raid.

Contents

Common Requirements

In Heroic mode, all instances get alot harder, and most mobs have their damage doubled. Since the addition of the Pre- WOTLK patch, it has become a common misconception, that all tanking classes need less health, defense and armour, to enter heroics.

Whilst the instances may have gotten "easier" this dosent mean, a retri paladin can switch specc, and automatically tank heriocs, likewise with healers.

When entering a group for Heroics (HC) you want to get the group that is less likely to wipe. Many of the following are stats commonly accepted by PUG Heroics (guild heroics may be higher/ lower depending on the nature of the guild.)

  • TANK*

A Tank should have at least 10k (10,000) health UN-BUFFED, because if not, you wont last long enough for the healer to cast a heal.

Around 440+ Defense, and armour above 12k as an absolute minimum (advised 13-15k)

Most importantly the tank should have enough dodge/block/parry and life combined, to be healed efficiently (but not constantly)

  • Healer*

Healer gear / stats, is often greatly dependant on the tank. If your tank has 15k health and your healer has 5k mana you know hes gonna run out of mana fast. But if the healer has 10k mana, but your tank has < 10k health its not going to matter, because the tank will die to fast.

On average, a healer should be able to heal 2.2k-2.6k (non crit) with their 1.5 sec cast heals, or for druids, 2.0-3.1k with regrowth.

And at least 3.5k (non crit) with their 2.5 second cast spells (assuming they are heaing specced)

A good healer has more than 8k mana, this is nesesary for boss fights, and for efficient running (most people geared for heroic arent willing to wait after every mob for a mana break.

Perhaps more important in the "secondary healer" classes, but mp5 sec's is a useful addition, be looking to have about 200+ mana regen, when out of combat, and at least 100+ whilst casting, this aids with efficient running.

Less important than the above, but health is also important, especially on low armour healers, especialy priests, who can be hit for 8k (none critical) damage in some heroics. Attempt to have 8k+ health, and for palas and shammys, a shield, which really aids with survivability.

  • Crowd Control*

In normal instances, tanks like paladins elimanted the need for CC, because they could effectively hold aggro on 3-6 monsters, therefore eliminating the need for CC. However, in Heroics, many mobs hit for 2k + on plate, especially in Shattered Halls, all TK HC's and Magisters Terrace. Being hit by 3-6 mobs for 2k a time, is practically UN-HEALABLE, and so crowd control classes, remove the mob. Mages are the most effective, and many Heroic PUGer's wont do a heroic without one, because of the usefulness of Polymorph. Rogues and Retri paladins are the next best CC with hunters Ice Traps being last. If played correctly, all are viable forms of CC, and depending on the DPS output og your group, you many only need to incapacitate the mob for 10secs, making traps as efficient as polymorph.

  • DPS*

Hunters/Mages/Warlocks/Rogues are all considered primary DPS and it its advisable to bring at least one. However some hybrid classes if specced correctly are just as suited. Retribution Paladins/Enhancement or Elemental Shaman/Feral (cat) Druids and Balance Druids can all fill DPS roles, if their gear is correct and their specc is done for DPS purposes.

Warriors, often get shunned aside in HC's if they are not protection specced. But since the addition of the Fury talent "Titans Grip" Warriors can out DPS other classes if geared properly, so you should not overlook an Arms or Fury warr, they are useful additions.

Most importantly DPS should aim to have 600+ spell power (absolute minimum) And Melee DPS 1.2k Attack power.

Most classes should keep their health above 8k to avoid being "one-shotted" and casters should aim to have mana above 8k as well, so sustained DPS can be used on mobs and bosses.

Daily Quests

In Patch 2.3.0, new Daily Quests were introduced which were targeted at instances, one for normal 70 instances, and another for heroic instances. Each day, the targeted instance is randomized. Two Badges of Justice and 24g 60s  are rewarded upon handing in the quest. The heroic dailies are picked up from the questgiver Wind Trader Zhareem in Lower City.

Reputation requirements

Each key requires honored reputation with the respective faction. (Lowered from revered in the 2.3 patch)

Instances Faction Key Instances to grind at 70 Approximate Difficulty
Hellfire Citadel HHorde CrestThrallmar/AAlliance CrestHonor Hold [Flamewrought Key]

Hellfire Ramparts (~633 rep, heroic ~2500 rep)
Blood Furnace (~700 rep)
The Shattered Halls (~1650 rep, heroic ~2700 rep)

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Auchindoun Lower City [Auchenai Key]

Mana-Tombs (consortium reputation: ~1200 rep, heroic ~2400 rep)
Auchenai Crypts (~750 rep)
Sethekk Halls (~1250 rep, heroic ~2100 rep)
Shadow Labyrinth (~2000 rep, heroic ~2700 rep)

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Coilfang Reservoir Cenarion Expedition [Reservoir Key]

Slave Pens (~650 rep, heroic ~1800 rep)
Underbog (~1000 rep, heroic ~2500 rep)
The Steamvault (~1600 rep, heroic ~1800 rep)

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Tempest Keep The Sha'tar [Warpforged Key]

The Botanica (~2200 rep, heroic ~3100 rep)
The Arcatraz (~1800 rep, heroic ~2600 rep)
The Mechanar (~1500 rep, heroic ~2100 rep)

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Caverns of Time Keepers of Time [Key of Time]

Opening the Dark Portal (~1100 rep)
Escape from Durnholde Keep (~900 rep, heroic ~2300 rep)

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Isle of Quel'Danas Shattered Sun Offensive Heroic Magister's Terrace

Magister's Terrace (~1450 rep)

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See also

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