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WOW GOLD MVP - WoW Instance Guides - The Slave Pens Guide

The Slave Pens Guide


There is only one quest available in the the Slave Pens and it can only be half accomplished there, the other half is in the Underbog.

Lost in Action – Discover what happened to Earthbinder Rayge, Naturalist Bite, Weeder Greenthumb, and Windcaller Claw. Then, return to Watcher Jhang at Coilfang Reservoir in Zangarmarsh.

Naturalist Bite and Weeder Greenthumb can be found in the Slave Pens. Weeder can be found at the top of the ramp just after you drop into the pool of water from the walk ways. Naturalist Bite is found in Quagmirran's room.

Trash MOBs

There are many types of new Naga and sea life MOBs in the Slave Pens, the ones that are critical to know about are the following.

Coilfang Enchantress – These enjoy casting mind control on the party, which can lead to fast wipes if the wrong person gets targeted by it.

Coilfang Champion –They cast a paladin like protection bubble, that protects them from all damage for a short while. Don't waste your mana, energy or rage on them at this point, it won't do anything.

Coilfang Ray – These are similar to the sporebats found in Zangarmarsh but cause fear. The whole instance has groups of MOBs in close proximity and it is very easy to get feared into another group of MOBs, because of this they should be dealt with quickly and as far away from other groups as possible.

The second boss is Rockmar the Crackler, a giant lobster creature. Rockmar moved back and forth in his lair and will aggro anything that comes within a fair distance of him. Stick by the rock near his entrance and let the tank aggro him or your off to a bad encounter. Rockmar has a few abilities that need to be dealt with. They are:

Frost bolt - Occasionally sends out a group of water bolts that hit everyone within 40 yards. It hits hard enough to notice at about 1500-2000 damage.

Enrage - He will enrage and do more damage starting at 20% health remaining.

Bleed Debuff - This hit causes the player to bleed for about 900 physical damage every tick until the player is healed to full health. It is not disspellable.

This fight is a tanking and healing endurance test. Rockmar can hit very hard and all the damage needs to go onto the tank, if anyone else pulls aggro you could be looking at a wipe due to healing priorities being very strict in the fight. When Rockmar attacks and puts his bleed debuff on a player it needs to be on the tank due to the speed at which it drains life. There is no way to remove it other than to heal the player to full life or use stoneform if you are a Dwarf. Even Rockmar dieing does not end the debuff. This means that the healer needs to always have enough mana to get the tank to max health to remove it. To do this, they need to not have to worry about the other players in the group. If you have a secondary healer in the group it will make this fight much easier.

Some level of frost resistance can help the rest of the group since the only damage that should be getting anyone is the occasional volley of frost bolts. With frost resistance gear on, the damage will be minimal and almost no healing will be required.


What would a new instance be without at least one wipe?

The last boss in the instance is Quagmirran. He is a giant swamp creature with tentacle arms that can be found in the lake just past the druid that you free from the cage. Quagmirran has a few abilities beside the ubiquitous ability to hit hard that all instance bosses have. Hi abilities include:

Cleave - Hit everyone in his front arc with a powerful melee attack.

Poison AOE - Hits everyone in front arc with a poison aoe attack and places a poison DOT on them.

Poison Volley - Hits everyone within 40 yards with a powerful poison based missile, that also places a poison DOT on the player. Can hit for up to 2,000 damage and then the DOT kicks in.