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WOW: Court of Stars guide

Our guide to Legion's most interesting Mythic dungeon.

Posted in dungeon-guides Tagged with Death Knight, Demon Hunter, Druid, Hunter, Mage, Monk, Paladin, Priest, Rogue, Shaman, Warlock, Warrior By Luis Magalhães Published

The Court of Stars is a Mythic dungeon that is only accessible once you reach Exalted reputation with the Nightfallen faction on at least one of your characters, per account. Once you do so, the Court of Stars will open up for all the characters in that account. This is a long dungeon with only three bosses but a lot of quirky mechanics, and we’ll go through them in this Court of Stars guide.

You can find the entrance to the Court of Stars in the lower end of the Noble District in Suramar City. As you walk through the upper pathway of the bridge that ultimately leads to Astravar Harbour, you’ll pass by a circular section that has a teleport pad at its center. Step on the teleporter and you’ll be taken to the lower floor; there, you can find both the Court of Stars entrance and summoning stone.

In this guide we’ll focus on how to handle the unique dungeon mechanics and the boss encounters. While the trash mob groups are of above average difficulty, there is not a lot to say about them apart from the usual “interrupt when possible, and stay away from glowing areas on the floor” advice. When there is, we’ll duly note it.

Particular boss mechanics in this dungeon give advantage to parties containing either a Rogue or an Alchemist (considerably reducing the difficulty of the first boss), and a Protection Paladin or any kind of Demon Hunter (reducing the time needed to activate the final boss). Other class / profession / race combinations may be randomly useful - the previously mentioned are the only constants.

The Gilded Market and Patrol Captain Gerdo

Of note in the area leading up to Gerdo are the Duskwatch Sentries and Arcane Beacons. There are five Arcane Beacons - one just before each bridge the players must cross to reach Gerdo, and three in Gerdo's room. Once engaged, Duskwatch Sentry enemies will run to the Arcane Beacon and begin to channel Sound Alarm. If the Sentry completes the Sound Alarm cast, the Beacon becomes Secured, and cannot be disabled by players. At this point, a Vigilant Duskwatch add will spawn and attack the party, likely pulling more trash and resulting in a wipe.

Players should stun and kill the Duskwatch Sentry before it reaches the Arcane Beacon, and then deactivate the Beacon by right clicking on it.

There is a chance that an Arcane Power Conduit will appear inside the room right next to the second bridge, before you cross it to get to the area patrolled by the boss. An Engineer, or a Goblin or Gnome can activate it, paralyzing the Construct-type enemies in the rest of the area. This is a big advantage; however, tanks need to be aware that they must pull enemy packs with single-target abilities, or risk entering combat with the paralyzed constructs. If this happens, the party will have to kill them to get out of combat (though they still won’t fight back).

Patrol Captain Gerdo

There are three Arcane Beacons in the plaza patrolled by Gerdo. These must be deactivated or Gerdo will use them to call for reinforcements during the fight. A player with stealth can do so without the need to fight trash. We still recommend that the party clear the corner of the area just to their right as they arrive, as that is a good place to pull & fight Gerdo.

At the fountain in the center of the Plaza sits a Vial of Solemn Night. A Rogue or Alchemist player can poison this by interacting with it, and this will allow the party to skip the entirety of the fight’s 2nd phase.

Gerdo has three main abilities (if the beacons are deactivated): Streetsweeper, Resonant Slash, and Arcane Lockdown.

Streetsweeper will summon a floating turret that will fire an Arcane beam at a random player 3 seconds after it spawns. The attack is highlighted on the floor but time to move out is short. Healers should expect high incoming damage.

Resonant Slash deals heavy damage to players caught in its area of effect. These players will also be stunned for 4 seconds. The area of effect is a cone in front and at the back of Gerdo, and while it can be difficult to see, the cast takes 3 seconds, so the party should move out of the affected area. For tanks and melee damage-dealers, this can be as simple as stepping to the side.

Arcane Lockdown will afflict the entire party with 3 stacks of a debuff with the same name, approximately every 30 seconds. Each stack of Arcane Lockdown reduces movement speed by 90% and inflicts a large amount of damage; jumping once removes a stack. So as soon as the debuff is applied, each player must jump three times; else healers will be severely overburdened.

At 25% health, Gerdo will drink the Flask of Solemn Night. If it was poisoned, he will die. If it was not, he will gain +30% Haste and Damage for the rest of the fight.

The Midnight Court and Talixae Flamewreath

After going through a series of buildings the party will arrive at a very large plaza made up of several platforms connected by bridges. This is an open space with several patrols and randomly appearing objects that can be interacted by players of the appropriate professions / race / class.

At the Northern end of the area stands Talixae Flamewreath and her three lieutenants. While the party can engage them, they buff each other and will be almost impossible to defeat together.

Instead, what the party must do is lure the lieutenants away one by one before engaging Talixae. This can be done in one of two ways:

  • By killing a Felbound Enforcer
  • By interacting with a “special” item
Item:Useable by:Effect:
Bazaar GoodsRogues, Warriors, or LeatherworkersSounds alarm, summons lieutenant.
Life Sized Nightborne StatueMiners or JewelcraftersIs destroyed, summons lieutenant.
Discarded JunkHunters or BlacksmithsCrafts trap, summons lieutenant. Instantly kills lieutenant if tank pulls it over trap.
Wounded Nightborne CivilianHealers, Tailors or max First AidCries out, summons lieutenant.

There are other items lying around; these can be safely interacted with by the proper class / race / profession without fear of summoning a mini-boss; they will buff the party in one of several ways.

Be aware that trash packs in this area hit the party very strongly even when properly tanked, so it can be disastrous to have one attack at the same time as the party is dealing with a lieutenant, boss, or even a Felbound Enforcer. Make sure to clear your location of patrols before summoning a lieutenant.

Once her lieutenants are down, Talixae can be safely pulled. We recommend you fight her on one of the bridges leading up to her.

Talixae Flamewreath

Unaided, Talixae Flamewreath is not a hard encounter. She will progressively deal higher fire damage to the party as the fight develops, so healers must be aware that healing requirements will go up with time.

She will also periodically cast Withering Soul, reducing all players' maximum health by 5% and slowing their movement speed. This ability can stack and should be interrupted by the damage dealers and the tank. If it is not interrupted, it can be dispelled by most healers.

The most critical ability is Infernal Eruption. She will cast this approximately 15 seconds into the encounter, and every 25 seconds thereafter. It will create a pool of fire under each player - after 2 seconds, the pool will burst, dealing high fire damage to anyone within, and summoning an imp.

The correct way to deal with this is as follows: when she starts casting, the party must bunch-up together, so all the pools stack on a single spot. As soon as she stops casting, the party should spread again. The bunched pools of fire should explode harmlessly, and the imps will spawn all together. Damage-dealers then quickly kill all imps with multiple target abilities, and get back to the boss.

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The Masquerade and Advisor Melandrus

Before you run into the building behind the spot where Talixae was standing, you’ll find Ly'leth Lunastre, who will give you a new disguise. You can now enter the building and interact with the nobles within.

There are two kinds of nobles: Chatty Rumormonger - easily detectable by the chat bubble over their head - and Suspicious Noble. The first thing to do is to talk to all the Rumormongers. Each will tell you about a piece of clothing that a Legion spy is wearing. After the party has collected all the available pieces of information - there will be five in total - they must match it to one of the nobles, talking to him / her and accusing them of conspiring with the Legion.

Picking the wrong one will teleport the accusing player outside and stun them for a few seconds. Picking the right one will trigger an event, having them move to a balcony on the top floor and initiating a mini boss fight. This is a common Dreadlord enemy and requires no special tactics.

Demon Hunters can use Spectral Sight to quickly find the spy after all the chatty rumormongers have been talked to. Protection Paladins can do it without even talking to the rumormongers - their Truthguard shield will shine when close to the Legion spy.

After the Dreadlord is beaten, he will drop the keys to the balcony. Anyone in the party may pick them up and use them to open the balcony doors back in the top floor of the main building, initiating a story event that will cultiminate in the last boss fight, Advisor Melandrus.

Advisor Melandrus

Advisor Melandrus will use four abilities: Piercing Gale, Slicing Maelstrom, Enveloping Winds, and Blade Surge.

Piercing Gale deals moderate damage to players in a straight line in front of, and behind, Melandrus, knocking them back. This can be avoided by all players, including tanks.

Slicing Maelstrom deals four bursts of light damage to all players over four seconds, and cannot be avoided.

Melandrus will choose a ranged target for Blade Surge, rushing to them and dealing damage to all players within 5 yards, leaving a strong bleed effect on those caught in the attack. To avoid massive party-wide damage, it is important that the players stay spread throughout the fight.

Blade Surge has an additional effect: it creates an image of Melandrus at the target's location. This cannot be targeted, and will replicate Melandrus’ casts of Piercing Gale and Slicing Maelstrom, making the first increasingly difficult to avoid, and the second increasingly difficult to heal.

In addition to these mechanics, Enveloping Winds will occasionally spawn at a ranged player's location. These will stun players they come into contact with. Healers can dispel this stun, but it’s easy enough to avoid - just look out for the gathering clouds that indicate an Enveloping Winds cyclone is spawning, and then avoid the cyclones as they wander around the edges of the arena.

There is little more to do in this fight other than avoiding these mechanics while dealing damage to the boss.

That’s it for our Court of Stars guide. Did we miss something important? Please let us know in the comments section below!

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