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.
This guide is updated for World of Warcraft MoP 5.4.
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↑top
1.1. Health Values
10-man | 25M | 29M | 6M | 8M |
10-man Heroic | 47M | 52M | 12M | 14M |
25-man | ??? | ??? | ??? | ??? |
25-man Heroic | 138M | 151M | 37M | 41M |
LFR | ???M | ??? | ??? | ??? |
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 | ??? | ??? | ??? | ??? |
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 | ??? | ??? | ??? | ??? |
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
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 |
2.1. Armor
Item Name | Armor | Slot | Main Stats |
Mantid Vizier's Robes (LFR, Flexible, Heroic) | Cloth | Chest | Intellect |
Avool's Ancestral Bracers (LFR, Flexible, Heroic) | Cloth | Wrists | Intellect |
Klaxxi Grips of Rejuvenation (LFR, Flexible, Heroic) | Leather | Hands | Intellect |
Shado-Pan Reliquary Kilt (LFR, Flexible, Heroic) | Leather | Legs | Intellect |
Mantid Carapace Augments (LFR, Flexible, Heroic) | Leather | Wrists | Agility |
Pandaren Roofsprinters (LFR, Flexible, Heroic) | Leather | Feet | Agility |
Bracers of the Pristine Purifier (LFR, Flexible, Heroic) | Mail | Wrists | Intellect |
Chitin-Link Chain Belt (LFR, Flexible, Heroic) | Mail | Waist | Intellect |
Ancient Archer's Chestguard (LFR, Flexible, Heroic) | Mail | Chest | Agility |
Arrowflight Girdle (LFR, Flexible, Heroic) | Mail | Waist | Agility |
Plate Belt of the War-Healer (LFR, Flexible, Heroic) | Plate | Waist | Intellect |
Mogu Mindbender's Greaves (LFR, Flexible, Heroic) | Plate | Feet | Intellect |
Helm of the Night Watchman (LFR, Flexible, Heroic) | Plate | Head | Strength |
Untarnishable Greatbelt (LFR, Flexible, Heroic) | Plate | Waist | Strength/Parry |
Ominous Mogu Greatboots (LFR, Flexible, Heroic) | Plate | Feet | Strength/Dodge |
2.2. Weapons
2.3. Amulets, Rings, and Trinkets
3. Overview of the Fight↑top
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:
- PTR Preview —a short overview of the boss, based on PTR testing, which is extremelyuseful for getting a rough understanding of the fight.
- Video Guide— a video guide of the boss, based on live-realm experience.
4. Class-specific Advice↑top
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!
Death Knight | |
Druid | |
Hunter | |
Mage | |
Monk | |
Paladin | |
Priest | |
Rogue | |
Shaman | |
Warlock | |
Warrior | |
5. Environment and Fight Structure↑top
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.
5.1. The Catwalk
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.
5.2. 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.
5.3. More on Crates and Energy
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.
6. Mobs and Abilities↑top
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.
6.1. Mogu Crates
6.1.1. Lightweight Crates
Each Lightweight Crate contains one of the following three mobs.
- Animated Stone Mogu have two abilities.
Harden Flesh is an interruptible and dispellable 10-second DoT thatdeals Physical damage over time, as well as progressively slowing the targetby 30% every second.
Earthen Shard is an interruptible nuke that deals moderate Naturedamage.
- Burial Urns are mobs that have no abilities of their own, but insteadsummon other adds called Sparks of Life.
- Sparks of Life deal high pulsing Nature damage in a 4-yard areaaround them, and, when killed, deal is a high amount of Nature damage to allplayers within 8 yards.
- Several Quilen Guardians spawn from the same crate. They only haveone ability.
Carnivorous Bite is a stacking bleed effect that they apply on theirmain aggro target.
6.1.2. Stout Crates
Each Stout Crate contains one of the following two mobs.
- Modified Anima Golems have two abilities.
Matter Scramble places two beams of light at two locations in theroom, and, a few seconds later, swaps the locations of the players who arestanding in these beams of light. If there are no players standing in a beamof light, the entire raid will take a very high amount of Fire damage.
Crimson Reconstitution places a void zone on the ground at thelocation of the Modified Anima Golem, which heals any mobs standing it.
- Mogu Shadow Ritualists have three abilities.
Torment is a dispellable DoT that deals a fixed initial amountof damage, and increasing Shadow damage over time. When dispelled, the DoTjumps to a nearby target, dealing its initial damage to them, but having itsover-time damage reset to its base amount. All instances of this DoTdisappear when the Mogu Shadow Ritualist dies.
Forbidden Magic is an interruptible channeled nuke.
Mogu Rune of Power is a void zone that the Mogu Shadow Ritualistplaces at his location, which increases the melee, ranged, and spell haste ofanyone standing in it.
6.1.3. Massive Crates
Each Massive Mogu Crate contains one of 4 Mogu Elders. EachNPC has one ability, and all of them have a shared ability, called
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.
6.2. Mantid Crates
6.2.1. Lightweight Crates
Each Lightweight Crate contains one of the following three mobs.
- Sri'thik Bombardiers have two abilities.
Gusting Bomb fires a projectile at a random ranged raid member,dealing a high amount of Nature damage in a 5-yard area, and leaving behinda damaging void zone.
Throw Explosives throws a bomb at random raid members, which deals amoderate amount of Physical damage in a 2-yard area.
- Amber-Encased Kunchongs have one ability.
Encapsulated Pheromones is a gas cloud that deals a moderate amountof Fire damage every second to players standing in it.
- 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.
6.2.2. Stout Crates
Each Stout Crate contains one of the following two mobs.
- Zar'thik Amber Priests have two abilities.
Mantid Swarm summons several small adds with no abilities to aidthe Amber Priest.
Residue is a dispellable buff that the Amber Priest places onan allied mob. This spell heals the target and any other allied targets aroundthem, with the healing being split evenly amongst all targets.
- Set'thik Wind Wielders have two abilities.
Windstorm is a moving tornado that deals high Nature damage in anarea. It lasts for 18 seconds, and its movement speed increases over time.
Rage of the Empress is a dispellable buff that the Wind Wielder castson all nearby allies, increasing their damage done by 50%.
6.2.3. Massive Crates
All Massive Crates contain a Ka'thik Demolisher. This mob has twoabilities.
Set to Blow is a 15-second debuff with 5 charges that the Ka'thikDemolisher places on a random raid member. This player receives an extraaction button. The debuff itself does not do anything, but when it expires,the player takes a high amount of Fire damage for each stack of the debuffthat he has, and deals the same damage to any players within 9 yards. Clickingthe extra action button consumes a stack, and places a bomb on the ground atthe player's location. A few seconds after being placed, the bomb becomes armed,and any player who comes within 9 yards of it detonates it, causing it to deala high amount of Fire damage to anyone within 9 yards, also detonating anyother bombs in that area. If it is not detonated by a player, the bombdetonates on its own 30 seconds after being placed. The extra action button hasno cooldown or resource cost, allowing players to get rid of all 5 stacks ofSet to Blow.
Pheromone Cloud is a raid-wide pulsing damage aura that is activewhile the Ka'thik Demolisher is alive. It deals low Nature damage everysecond.
6.3. Pandaren Crates
Each Pandaren Crate contains one of the following three mobs.
- Ancient Brewmaster Spirits have two abilities, and upon their death theybuff your tanks.
Keg Toss throws a keg at a random ranged raid member, dealing ahigh amount of Nature damage to players within 5 yards, and slowing allaffected players by 50% for 15 seconds.
Breath of Fire is a frontal cone attack that deals a high amount ofFire damage to all affected players. If the players are currently debuffedby Keg Toss, then they will have a 6-second Fire damage DoT and disorienteffect placed on them, which can be dispelled.
Blade of the Hundred Steps buffs your tanks, giving them a chanceon attack to deal a massive amount of Nature damage to enemies within 4 yards,stunning them for 1.5 seconds. This effect works even on creatures thatare normally immune to stuns, and it has a 15-second internal cooldown.
- Wise Mistweaver Spirits have two abilities, and upon their death theybuff your healers.
Gusting Crane Kick pulls players within 40 yards to the Wise MistweaverSpirit's location, and deals moderate Physical damage every second to playerswithin 10 yards. It lasts for 4 seconds.
Eminence is a passive ability that causes the Wise MistweaverSpirit to heal herself for 150% of the damage that she deals.
Staff of Resonating Water buffs your healers, granting their heals achance to create a healing wave that travels in front of the caster, healingany damaged players it comes in contact with until all its healing(a base of 100,000 health) has been used. The wave also damages any enemiesit comes across. It has an 8-second internal cooldown.
- Nameless Windwalker Spirits have one ability, and upon their deaththey buff your DPS players.
Path of Blossoms charges a random ranged raid member, leaving atrail of fiery blossoms in the Windwalker Spirit's path, and stunning anytargets within 3 yards of the destination for 6 seconds. The fiery blossomslast for 30 seconds, and if a player comes within 3 yards of a blossom, itwill explode, dealing a high amount of Fire damage in a 3-yard radius.
Claw of Burning Anger buffs your DPS players, causing their attacks tohave a chance of dealing a moderate amount of Fire damage to the target. Thiseffect has a 5-second internal cooldown.
7. Strategy↑top
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.
7.1. Mogu 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).
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
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
Mogu Rune of Power void zones, and raid members should again stand in themwhen possible, to benefit from the effects.
Torment should be dispelled,although given the relatively low health of the Shadow Ritualists, the DoTwill probably not be up for very long anyway.
Forbidden Magic should beinterrupted whenever possible.
The Animated Stone Mogu should be interrupted whenever possible, andif they manage to cast
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
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.
7.2. Mantid Quadrants
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
Pheromone Cloud must simply be healedthrough.
The Zar'thik Amber Priests'
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
Windstorm tornadoes, and the
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
Gusting Bomb and
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
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.
7.3. Pandaren Crates
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
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
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
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.
8. When to Use Heroism/Bloodlust/Time Warp↑top
We recommend using
Heroism/
Bloodlust/
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.
9. Summing Things Up↑top
In this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight.
9.1. Tanks
- 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.
- Kite the Kor'thik Warcallers when they become Enraged.
9.2. Healers
- Face as many raid members as possible so that the buff you gain from theWise Mistweaver Spirit is efficient.
- Dispel
Torment, as well as any other harmful debuffs wheneverpossible.
9.3. DPS
- 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).
9.4. Everyone
- Avoid the numerous ground-based attacks present in the fight, and make sureto spread out when the adds that are alive call for it.
- If debuffed by
Set to Blow, make sure to place the bombs in an area ofthe quadrant that is not occupied by your raid.
10. Learning the Fight↑top
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.
11. Heroic Mode↑top
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.
11.1. Differences From Normal Mode
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
Supernova, an uninterruptible spell with a 10-second cast time thatdeals a massive amount of damage, essentially wiping the raid.
11.2. Strategy
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).
12. Concluding Remarks↑top
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.
13. Changelog↑top
- 08 Dec. 2013: Added Heroic mode strategy.
- 08 Oct. 2013: Added link to video guide.