Priestess Delrissa is the third boss in the Magisters' Terrace instance. She comes with four NPCs, randomly chosen, similar to Hex Lord Malacrass in Zul'Aman and Moroes in Karazhan. All 5 of them must be defeated to beat the encounter. The style of fight is similar to an arena 5v5 match, and somewhat like the alternate Ring of the Law encounter in the Blackrock Depths.
Delrissa is a shivarra priestess acting under the demon lord Kil'jaeden. It is Delrissa who revived Kael'thas Sunstrider after he was heavily wounded in an attack on Tempest Keep, and she has stayed in the blood elf lord's presence ever since. The priestess has a militant circle of loyal acolytes who serve her and will defend her at all cost.
- Shadow Word: Pain — Priestess Delrissa utters a word of darkness, inflicting Shadow damage to a player every 3 seconds for 15 sec.
- Renew — Priestess Delrissa renews an ally, healing them every 3 seconds for 15 sec.
- Power Word: Shield — Priestess Delrissa draws on the soul of an ally to shield them, absorbing 1455 damage for 30 sec. Once shielded, the target cannot be shielded again for 15 sec.
- Flash Heal — Priestess Delrissa calls upon Holy magic to heal an ally.
- Dispel Magic — Priestess Delrissa dispells magic from a target, removing 2 harmful spells from an ally or 1 beneficial spell from a player.
- Psychic Scream — Priestess Delrissa lets out a psychic scream, causing 5 players within 8 yards to flee for 5 sec.
- Medallion of Immunity — Priestess Delrissa removes all movement impairing effects and all effects which cause loss of control from herself.
Four minions are chosen to defend Priestess Delrissa.
- Backstab — Kagani Nightstrike backstabs a player, inflicting Physical damage.
- Eviscerate — Kagani Nightstrike eviscerates a player, inflicting Physical damage.
- Vanish — Kagani Nightstrike vanishes from sight.
- Crippling Poison — Kagani Nightstrike coats his weapons in poison, causing his attacks to reduce movement speed by 70% for 12 sec.
- Kick — Kagani Nightstrike kicks a player, inflicting Physical damage and interrupting spell casting for 4 sec.
- Kidney Shot — Kagani Nightstrike stuns a player for 4 sec.
- Gouge — Kagani Nightstrike inflicts Physical damage to a player and incapacitates them for 3 sec. Any damage received by the stunned target will revive it.
- Medallion of Immunity — Kagani Nightstrike removes all movement impairing effects and all effects which cause loss of control from himself.
- Seed of Corruption — Ellrys Duskhallow imbeds a demon seed in a player, causing 1500 (+ 100.2% of Spell power) Shadow damage over 18 sec. When the player takes 2500 total damage, the seed will detonate, inflicting Shadow damage to all players within 10 yards of the target.
- Death Coil — Ellrys Duskhallow causes a player to run in horror for 3 sec and causes 500 (+ 21.4% of Spell power) Shadow damage. Ellrys Duskhallow gains 100% of the damage caused in health.
- Fear — Ellrys Duskhallow strikes fear in a player, causing them to flee in terror for 4 sec.
- Shadow Bolt — Ellrys Duskhallow hurls a bolt of dark magic at a player, inflicting Shadow damage.
- Immolate — Ellrys Duskhallow burns a player for 512 (+ 20% of Spell power) Fire damage and then an additional 925 (+ 65% of Spell power) Fire damage over 15 sec.
- Curse of Agony — Ellrys Duskhallow curses a player with agony, inflicting Shadow damage every 3 seconds over 15 sec.
- Summon Imp — Ellrys Duskhallow summons Fizzle to fight for her in combat.
- Medallion of Immunity — Ellrys Duskhallow removes all movement impairing effects and all effects which cause loss of control from herself.
- Snap Kick — Eramas Brightblaze kicks a player for Physical damage, interrupting spell casting for 2 sec.
- Knockdown — Eramas Brightblaze inflicts Physical damage to a player, stunning them for 2 sec.
- Fists of Arcane Fury — Eramas Brightblaze charges his melee attacks with arcane power, inflicting Arcane damage and increasing damage taken from Arcane for 6 sec.
- Medallion of Immunity — Eramas Brightblaze removes all movement impairing effects and all effects which cause loss of control from himself.
- Blizzard — Yazzai summons ice shards that pelt a target area, inflicting 2688 Frost damage over 8 sec.
- Cone of Cold — Yazzai inflicts Frost damage to players in a cone in front of him, reducing their movement speed for 8 sec.
- Ice Block — Yazzai becomes encased in a block of ice, protecting him from all physical attacks and spells for 10 sec, but during that time he cannot attack, move or cast spells.
- Frost Nova — Yazzai inflicts Frost damage to all players within 0 yards, immobilizing them for up to 8 sec.
- Polymorph — Yazzai transforms a player into a sheep, forcing them to wander around for 6 sec. While wandering, the player cannot attack or cast spells. Any damage will transform the player back into their normal form.
- Ice Lance — Yazzai inflicts 438 to 562 (+ 14.3% of Spell power) Frost damage to a player. Ice Lance inflicts triple damage against Frozen targets.
- Medallion of Immunity — Yazzai removes all movement impairing effects and all effects which cause loss of control from himself.
- Intercept — Warlord Salaris charges a player, causing Physical damage and stunning them for 3 sec.
- Battle Shout — Warlord Salaris shouts, increasing the attack power of all allies within 20 yards by 194. Battle Shout lasts for 2 min.
- Piercing Howl — Warlord Salaris causes all players within 0 yards to be dazed for 6 sec.
- Mortal Strike — Warlord Salaris strikes a player, inflicting Physical damage and reducing the effectiveness of any healing by 50% for 10 sec.
- Disarm — Warlord Salaris disarms a player's weapon for 5 sec.
- Hamstring — Warlord Salaris maims a player, inflicting Physical damage and slowing their movement by 50% for 15 sec.
- Frightening Shout — Warlord Salaris shouts, causing all players within 0 yards to flee in fear for 6 sec.
- Medallion of Immunity — Warlord Salaris removes all movement impairing effects and all effects which cause loss of control from himself.
- Sliver — Garaxxas' pet, Sliver, defends him in battle.
- Aimed Shot — Garaxxas fires an aimed shot at a player, inflicting Physical damage.
- Multi-Shot — Garaxxas fires a volley of missiles at a player and their nearby allies, striking up to 3 targets for Physical damage.
- Wing Clip — Garaxxas inflicts 50 Physical damage to a player, reducing their movement speed by 60% for 10 sec.
- Concussive Shot — Garaxxas fires a concussive shot at a player, stunning them for 3 sec.
- Medallion of Immunity — Garaxxas removes all movement impairing effects and all effects which cause loss of control from himself.
- Windfury Totem — Apoko summons a Windfury Totem with 5 health at his feet. The totem enchants all allies' weapons within 30 yards with wind, causing each melee hit to have a 15% chance of granting the wielder 1 extra attack with 365 bonus attack power.
- Lesser Healing Wave — Apoko heals an ally for 2590 to 3010 (+ 42.9% of Spell power) health.
- Purge — Apoko purges a player, removing 2 beneficial magic effects.
- Frost Shock — Apoko inflicts Frost damage to a player and reduces their movement speed for 8 sec.
- Earthbind Totem — Apoko summons an Earthbind Totem that lasts for 45 sec and periodically reduces the movement speed of all players within 10 yards.
- War Stomp — Apoko stuns all players within 0 yards for 2 sec.
- Medallion of Immunity — Apoko removes all movement impairing effects and all effects which cause loss of control from himself.
- High Explosive Sheep — Zelfan creates an Explosive Sheep that charges the nearest player and explodes, inflicting Fire damage.
- Goblin Dragon Gun — Zelfan fires his Goblin Dragon Gun, inflicting 158 to 192 Fire damage to all players in front of him for 8 sec.
- Rocket Launch — Zelfan fires a rocket at a player, inflicting Fire damage and stunning them for 3 sec.
- Fel Iron Bomb — Zelfan throws a Fel Iron Bomb, inflicting 330 to 770 Fire damage and stunning all players within 5 yards for 2 sec.
- Recombobulate — Zelfan dispels crowd control effects from an ally, healing them and restoring their mana.
- Medallion of Immunity — Zelfan removes all movement impairing effects and all effects which cause loss of control from himself.
Fears, Freezing Traps, Stuns, and Disorients work on any of the NPCs. Individual NPCs are crowd-controllable in additional ways, as listed above. However, they are all immune to Taunt, Enslave, , and Seduce. The NPC pets can be affected by Taunt, and seem to follow normal aggro rules.
The priestess is partly CCable (hunter traps, , stuns including ) but cannot be polymorphed, sapped etc. It is generally advised that you try to keep as many as possible locked down while you deal with each one individually. The Priestess, however, doesn't hit very hard at all in melee (800-900 on cloth in heroic), and can probably be soloed or off-tanked by almost any class, preferably someone that can stun her as sometimes she starts heal-spamming which makes her very hard to interrupt. In most cases she should be nuked down quickly.
If your group has no CC, this fight will be almost impossible on Heroic difficulty unless you vastly outgear the instance, and even then it can be touch and go with the wrong person getting gibbed.
Since this is a 5v5 fight, it is extremely beneficial to have as many DPS classes that can CC as possible. However it is not necessary, as most of the adds have a fairly low damage output, and good tanks can keep at least two (if not three) on themselves at any given time, lowering the amount of CC necessary to complete this encounter. However tanking adds are extremely difficult as they are immune to taunt and choose their targets seemingly by how hard it is to kill for them (for example warrior types continue to jump to rogues etc.).
If there is only one member in the party who can dispel magic effects, it's advised to let them retain the -debuff, as it will break most crowd control (apart from Fear/Stun) that lands on you. This is especially important for healers. The anti-CC trinkets from PvP are also quite useful.
Previewing the adds
You can take advantage of the two-floored design of Magisters' Terrace to greatly improve your chances for success with the Delrissa fight by resetting the instance until there is a good combination of adds for your group.
Have a group member enter the instance to where they can glance down into the courtyard and see Delrissa, who is visible under the left side. Mouse over the adds, or type "/tar <Add name>" until you identify her four adds associated with that particular instance of the dungeon. This method can be done by any class, and not just those with stealthing, tracking, or distance-seeing abilities. If your group does not like the add selection, leave and choose "Reset All Instances" from the party leader's portrait. You may do this as many times as the reset-limit allows for each group member, as long as the leader is not saved.
Bad combination of adds
The Shaman combined with other meleers, particularly the Mortal Strike Naga makes for a lot of pain.
Essentially, the melee NPCs are far worse than the other NPCs.
Although there are various strategies available, depending on your group setup, here is a generalization of what should be done to ensure an easy success on this boss:
When the fight starts, depending on which adds have been selected, the puller will most likely get charged, feared, or hit with painless but very annoying debuffs (such as ). It's advised for the tank and all DPS to stand up front and be ready for the pull while the healer hangs back in clear sight and ideally alone to clear up confusion.
NOTE for rogues: During Blizzard Q&A Hortus has stated that "rogues should be removed from stealth when the NPCs are engaged". This means that rogues who sap should move away before the mobs are engaged so that he is not taken out of stealth in the middle of them.
An alternative pull technique for a paladin tank is to use on the corner left or right mini-boss, then run behind one of the pillars that are supporting the arena where Delrissa is. If done correctly, all the bosses will follow the tank to get in melee range behind the pillar, avoiding some serious troubles like the Naga Warrior's charge at start. If the adds in the opposite wing of the pull can be Crowd Controlled (mage Polymorphing or hunter Trapping), the pull will go with a better start. But pay attention to the mini-bosses when using this idea — if any of them has a minion, will strike the minion instead, and do no initial threat to Delrissa, only to the minion and the 2 mini-bosses.
An alternative pull technique is also available to engineer tanks who carry a . Standing directly in line of Delrissa at max distance, a shot can be let off. You can then quickly hide behind the nearest pillar before getting any crowd-controlling affects applied to you. When doing this, it may help to have all crowd control inside the room. This will allow them to get their crowd control off quickly, and safely.
All forms of Crowd Control help. Paladins and Warlocks can control the Demons, Mages can and Rogues can the Humanoids (except Delrissa), Hunters can Trap and use their pet to off-tank an add, Shamans can use their Earth Elemental (although the adds are immune to the taunt) and so on.
The main element to remember is that the bosses do not hit hard, save for the Mortal Strike Naga Warrior. Warriors can use (and Hunters use ) to make this fight significantly easier; and Frost Trap can also help. , , , and also make the fight much easier.
Delrissa and her minions are difficult to kill as long as she is able to heal. Drain her mana with the usual abilities. Damage her and her minions to prod her into casting , then dispel all her renews, forcing her to continuously re-cast it and use up her mana. Interrupt her when possible. Use , , or to reduce the effects of her heals. Once she is out of mana, she is much easier to kill. Once she is dead, her minions are much easier to kill. It is not a fast fight. The key is to survive with an intact group until she runs out of mana and dies.
Once your group has applied crowd control, do damage to your heart's content (just not to the adds that have crowd control currently on them). None of the mobs (including Delrissa) have a very strict aggro table—it either resets frequently, is ridiculously touchy, or just does not exist at all. One theory is that it is easily reset, but that healing — not damage — causes high threat. Whatever the case, it is extremely unlikely that a tank will be able to keep everything under control. Delrissa hits for about 500 to 700 on cloth and is easily tanked by a Mage if really necessary.
Another take on the aggro for these mobs is that they follow a PvP-style aggro table, targeting healers and clothies first. With this in mind, your party may find it useful to play in a similar manner, such as having your tank put on DPS gear. Some groups approach this fight like an Arena fight, so consider bringing your PvP gear. Note however, that unlike a true Arena encounter, priests works and lets the mobs turn to another target most of the time. Another help for Priests is ; when the mobs get out of fear, they sometimes target another player.
There is no preferred killing order, however killing the Priestess first (or, alternatively, one of the healer mini-bosses) seems to be the best strategy, as their heals can make the fight drag on and on. If you have a mage, have him or her the priestess constantly to remove her buffs. Priests, shamans, and hunters can Dispel// her frequently to achieve a similar effect.
The minions do not despawn, and must thus be killed sooner or later. If Delrissa dies before her adds, she will not be lootable until they are dead — if you wipe, she will resurrect back up, and she will keep taunting you even from beyond the grave.
- Annihilate them.
- Allies killed
- (First) Oh, the horror!
- (Second) Well aren't you lucky?
- (Third) Now I'm getting annoyed.
- (Fourth) Lackeys be damned! I'll finish you myself!
- Killing a player
- (First) I call that a good start.
- (Second) I could have sworn there were more of you.
- (Third) Not really much of a group anymore, is it?
- (Fourth) One is such a lonely number.
- It's been a kick, really.
- Not what I had... planned.
After killing this NPC you will gain:
- 120 reputation with Shattered Sun Offensive
- 250 reputation with Shattered Sun Offensive
- Unlike other shivarra, Delrissa is classified as a humanoid, not a demon. This may be for gameplay reasons.
- Although technically a humanoid, lore-wise Delrissa is still a demon. How is she capable of using Holy magic remains a mystery.
- Delrissa is one of the possible names a warlock's shivarra can have if they have the talent.
- Delrissa is voiced by Alison Lees-Taylor.
- Patch 2.4.0 (2008-03-25): Added.