To kick things off, let me write a little guide for one of my favorite additions to the game since the last patch: Proving Grounds. A fun and challenging solo experience. Something that was quite lacking from a game like World of Warcraft, I think. This guide is intended to help those who might be a little stuck or are just wanting to start this, perhaps even on their monk alt. Although this is of course monk orientated, I hope it has some pointers for other healers as well. Anyho, let’s get started.
THE TEAM
Before we get into the nitty gritty, let’s meet your team. The 4 party members that will make your life a nightmare and will have you screaming behind your computer. First off there’s Oto the Protector. You guessed it, he’s your tank. He’s a warrior with a shield wall and a stun. He’s quite decent to be fair, but has some issues with positioning. You’ll often see him run around for no apparant reason.
Then there is our rogue: Ki the Assassin. She has a shadowstep to get to mobs quickly and she is first on the interrupt rotation. She’s actually one of the better players in your group, which is saying a lot. Another dps is our hunter: Sooli the Survivalist. He likes to stay at max range whenever possible. That means that if there’s any fire in the middle, you might find him at the complete opposite of the room, so keep that in mind. You’ll have to look around now and then to find your hunter hiding in some dark corner…
And lastly, the horrible mage: Kavan the Arcanist. She tends to run into melee range at the wrong times (I NEED TO ARCANE EXPLOODDEEE!), stand in fires, be out of range. Big sighs. She does have a counterspell to interrupt which she will use if the rogue has used his kick.
ADAPTING TO THE CHALLENGE
So now that we know our team, let’s look at ourselves. You should keep in mind this is not a raid or a normal party. This challenge is going to require you to heal slightly different from what you might normally do. If you’ve been doing pvp as a mistweaver, this may be less new to you.
The biggest thing here is that you’re not going to use your normal soothing mist rotation, but spam Healing Spheres. They are cheaper, heal for a lot more and you can spam out two in a second. They are far superior over any other single target spell we have, so learn to love them. I don’t think it’s possible for us monks to do this without some Green Balls to love.
Considering the Proving Grounds scales down your gear to 463, you might want to stop and consider this a little bit. You’re going to end up with quite a lot of haste on your gear if you’re in your pve set, which will be completely wasted on this trial. Best to equip as much spirit and crit gear as you can, it will help. I’ve done this in my raiding gear with two mana trinkets that I had left from Throne of Thunder. You won’t run into major mana issues if you play smartly, but more spirit is nice to have in case you fall behind and need to pick up the pace. I normally run with a spirit flask and crit food, but you can take whatever you feel is lacking. Don’t think too much about the gear, this trial is more about preparation and calmness of mind than it is about gear.
TALENTS
So let’s have a quick look at talents. In theory you can use whatever you like, but my own strategy relies on a couple of talents that I consider to be vital.
Tier 1 (lvl 15)
All is good. You’re going to need a speed boost a couple of times. I prefer Tiger’s Lust, but any will do really.
Tier 2 (lvl 30)
Again, any will do. I personally like Chi Wave more than the rest as it’s more bursty and will help burst down mobs, but that’s only a slight preference.
Tier 3 (lvl 45)
Chi Brew is going to be your main way of generating Chi. Chi means mana tea, so yeah. I suppose you could try it with another talent, but consider how insanely good Chi Brew is right now, I don’t see why you’d want to.
Tier 4 (lvl 60)
Ring of Peace is a talent I consider vital for wave 8. We’ll get to that in more detail later on. Another reason to take the disarm and silence over a stun is that the warrior already has a stun, so does the rogue. Diminishing returns makes Ring of Peace the better choice.
Tier 5 (lvl 75)
Diffuse Magic. It’s actually usefull and the rest isn’t in Proving Grounds for Healers.
Tier 6 (lvl 90)
Xuen. He’s the I-WIN button for us in Proving Grounds. His ability to cleave down mobs quickly and do insane healing gives you a speed boost and allows you to regen mana. Must Have.
GLYPHS
Glyph wise you can pretty much go with whatever you like. I used my normal raiding glyphs which did pretty much nothing in this little challenge, except for Glyph of Enduring Healing Sphere. I found this to be a handy one at times, but it’s a little luck based. The glyph allows your healing spheres (also the ones spawned by mastery) to stay around for 4 minutes total. The reason why this is handy is, because the entire team refuses to pick up your orbs. They are simply not programmed to look for them, which… come on Blizz! Even your npc’s don’t wanna stand in our mastery… change this silliness already! But I digress…
With the glyph they at least will last long enough to give you a free heal now and then as your partymembers run chaotically across the room. Also, it allows you to heal yourself for free as you will take damage now and then. It’s not much, but it’s something…
THE WAVES
Ok so let’s get started with the tic tacs and start on the actual waves! Remember, there are only 10 waves that repeat for as long as you can handle them. Every wave, the mobs will do 1% more damage than they did in Gold. That means you’ll be facing 30% more damage at the end. You get a small break after every 10th for mana, so use it wisely.
WAVE 1
Endless starts off quite simple. Your goal here is to not waste any mana. I pop Life Cocoon on the tank the minute he starts taking damage. This saves me a bunch of mana and I know I wont need it for the next few waves. Keep Chi Brew off cooldown so you keep generating those lovely teas.
Wave one consists of Large Flamecaller and 2 small rippers. The rogue and the mage will interrupt most of the flamecaller, but you can help out if you want. Easy wave.
WAVE 2
Quite an easy wave again, but if you don’t watch out you can fall behind on mana here. The Hive Singer can do a lot of AoE damage if not treated properly. As soon as the wave spawns, pop Xuen on the Singer. Let the rogue handle the first interrupt, then the mage will hopefully pick up the second. Use your own on the third and pop Ring of Peace on the tank or yourself for the fourth. By this time the mob should be close to dying and the cooldown of the rogues interrupt should be up. If he’s not dead yet, use your own interrupt again. If you used your interrupt before Ring of Peace, it should be up again. You can handle this wave with no AoE damage from the Singer if the rogue and mage don’t screw up.
The aqualyte is easy to handle, just dispell the Aqua Bombs asap. The small ripper poses no problem.
WAVE 3
Chomp time! This is where you’ll start to truly see the power of Healing Spheres. This wave has 2 tunnelers that leave a nasty DoT on your party members. If you marked up your party members, they are easier to find and drop some heals. Keep in mind that you have to be _above_ 90% health to drop the debuff, so that means 2-3 spheres in most cases.
take note though that in some tries, one party member might get targetted by both tunnelers, giving him a double chomp debuff. This means you need to react quickly or they will go down very quickly. All in all this wave is easy as our Healing Spheres are ideal for this debuff.
WAVE 4
Your first really nasty wave. Two Aqualytes and a Flamecaller. Your team will focus down the flamecaller first, meaning you’ll have to deal with 2 Aqua Bombs at the same time a couple of times. Since you can only dispell one, this can lead to some nasty nasty damage.
This is slightly luck based and also the time you start to generate a deep hatred for the mage who refuses to leave melee range. Here’s how to deal with this wave:
- Keep an order in your mind: Tank, rogue/mage, hunter, you. That is the priority list of dispelling.
- Keep in mind that the second bubble comes out a second after the first, so dont waste your dispell too quickly.
- Use Diffuse magic on yourself if you get the bomb, so you can save your detox for another party member.
- If your diffuse magic is off cooldown, just let the bomb on you explode and stay out of group range. Pick up some of the orbs that are lying about to save mana and heal yourself.
- If you do get two bombs in melee range, for example on the tank and the rogue, you’re going to be in trouble. You can however pop Revival. It will dispell both bombs and can also top your group if you had a bad bomb situation before. This is a little tricky as you dont want to waste your revival too soon, but on the other hand, this can save you a ton of mana healing. Have a few goes to get a good feel about it.
All in all this wave is doable if you’re not extremely unlucky. Again, like chomp, sometimes both bombs go on one target, meaning you can get rid of them both with one dispell. Yay.
WAVE 5
Ok so if you’ve come out of wave 4 a bit shakey, prepare for some extra fun. Next up, you’ll be facing a large hive singer and a large conqueror. A bit into the wave, a tunneler will spawn to make things even worse. It’s easy to panic on this wave as the damage is quite high and spiky. Don’t. Trust in your healing spheres and everything will be allright. Just keep a good eye on Chi Brew and teas so you don’t spam yourself oom.
First deal with the hive singer as you’ve done in wave 2. Pop Xuen (he should be up or up soon), let the rogue and mage get interrupts on him, pop your own and use Ring of Peace. By the time the Singer is going down, you’ll see the Conqueror enlarge and hit your tank for much. This is the time the tunneler will be going around as well.
Pop Cocoon on the tank, heal up your Chomped friends and keep interrupting as best as you can. Cocoon and Shield Wall will keep the tank alive for quite some time. Make sure you don’t fall behind on Chomps and you’re going to be golden. As soon as the Singer goes down, it’s easy sailing really. You can manually disarm the conqueror if you want before his second enrage, but his damage is quite healable without it. Sometimes you get Chomp on the tank as the Conqueror enrages. This can be tricky, but again, Healing Spheres can heal through the damage.
WAVE 6
Six is a big wave and it spawns on the other side of the room. It consists of a Flamecaller, an Aqualyte, a tunneler and a Ripper and should pose no issue. Get to the flamecaller quick to interrupt the Lava Invokage and heal chomped people. This wave should give you little to no issues. Dispell the bombs and focus the tank as he’ll take some moderate damage.
WAVE 7
Pretty easy damage wave. Two small conquerors and a small hive singer. Handle the singer as usual. As he’s small, he will go down quickly. Keep Life Cocoon for the double enrage if you have to and spam spheres below the tank. This wave might seem nasty, but it’s really one of the easier ones and if done well, you should regen some mana at the end of this one.
WAVE 8
Wave 8 and 9 are the hardest waves, so you’re in for a treat. Xuen should be coming off cooldown by now and you should have Revival ready as well. Wave 8 is a funky wave as it consists of 4 Flamecallers and a ripper. The flamecallers are casters and can be quite nasty if not handled right.
This is what you do: roll in, pop Ring of Peace on yourself and silence them all. Run to the tank. This won’t work 100% of the time, but at least you’ll get them bunched up a little more and on the tank!
Pyroblasts are a pain and can either get your whole party low as they target random members, or get some insane burst on your tank. Be prepared to handle either. Once you have them bunched up, pop Xuen so you can cleave them down and handle the burst. You absolutely want to have this wave down before wave 9 starts. Fistweave and interrupt if you have to. Without Xuen this pack wont die before 9 spawns.
WAVE 9
Wave nine consists of 1 Large Hive Singer, a Tunneler and an Aqualyte. They spawn all the way on the other side of the room. This is a bit of an issue as the rogue won’t be able to shadowstep in and interrupt the Hive Singer. That means that if you don’t prepare, you’re facing two spells from the Singer and a roaming tunneler. That’s a lot of damage, especially in the later waves. If you’ve managed to clear wave 8 properly, you can run to the spawning area and take the first interrupt before the rogue manages to pop in. Get that Hive Singer under control and heal through the damage. You want to pop Xuen the moment the group spawns. You will not be able to handle all interrupts on this one, so there’s going to be some damage coming through. That’s ok. Let one or two pass, pop revival and Healing Sphere the chomps.
This wave is all about practice. It’s definitely doable, you just have to be prepared with your cooldowns.
WAVE 10
The last wave is actually quite easy. If you’ve managed to get past 8 and 9, this one should be no problem. You’re going to get a large Conqueror, a Flamecaller and an Aqualyte later on. The damage from the Conqueror can be scary, so if you’re low on mana pop Life Cocoon, disarm and things will be manageable. Dispell the bombs as normal and heal this out. If you’ve practiced on wave 9, you should be good on mana.
TO SUM THINGS UP…
If you manage to get all these 10 waves down properly, without getting overwhelmed, you should have little issue getting the title. It’s just a matter of following your preparations, using your cooldowns wisely and not freaking out.
To sum things up:
1. Life Cocoon
2. Xuen
3. –
4. Diffuse Magic & Revival
5. Xuen, Life Cocoon
6. –
7. –
8. Ring of Peace, Life Cocoon
9. Xuen, Revival
10. –
Don’t forget to drink after wave 10 and enjoy your shiney new title 😉
PS. I almost forgot to add this little tip. Mark up your party members for easier dropping of Spheres!