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With Anomalus down, there was just one more wing remaining: the evil magical library, or "Librarium" if you insist on being fancy about it. Among the largely magic-focused enemies in this wing are little demon dogs called Mage Hunters. Don't worry folks, I'll be careful. These hounds have an annoying tendency to steal magic from any casters in the party, cutting spellpower by a considerable amount and buffing their own damage. While that can be a bit frustrating, there's a buff that we Mages can Spell-Steal off the Adepts in this wing that acts as an aura, boosting our party's spell haste by a considerable amount. That makes up for it!
There's a particular graphical effect here in this wing that I think deserves particular mention because it is pretty freaking awesome. I'm not even quite sure how to describe it, but there are ... runes of some sort on the walls and in the air that move around and shift, forming trails and patterns. The closest comparison I can think of would be, well, The Matrix only they're more magic-and-ice-blue rather than 1980s-computer-green. Very, very cool effect, and whoever was in charge of that one deserves a pat on the back because it's damn nifty.
A bit more killing brought us face-to-face with the third boss of the dungeon (in the order we'd be doing it, anyway), Grand Magus Telestra. Given that she certainly appears to be a Blood Elf and that she's obviously a Mage, I'm curious as to how she fits in with Malygos' forces who are incredibly vocal about mortal spellcasters being Bad Things that need to be eliminated. Seems counterproductive, no?![]()
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As far as difficulty is concerned, Telestra is a step above the previous two bosses. She's a Mage through and through, with three primary abilities for each of the spell schools: for Fire, she has a targeted AoE blast. For Frost, she freezes and stuns everyone in the party for a few seconds. However, Arcane is probably the most fun: she juggles everybody around in the air dealing periodic damage. You can still hit her with instant-cast spells, though.
The real test for the group comes at 50%, when Telestra takes a clue from WC3's Pandaren Brewmaster hero, splitting herself into three different aspects for each of the spell schools. Silences and interrupts are very handy here, because you'll be dealing with an AoE time stop and stun (Arcane), a powerful and deadly Blizzard and Frost Nova (Frost), and hard-hitting single-target nuking (Fire) all at once. The most effective order to deal with them that I've found is Frost first, then Arcane and finally Fire. It might seem counter-intuitive, but her AoE damage is a lot harder to heal through than her single-target burst.
Once the three aspects are down, she returns to normal, and from there the last 50% are just the same as the first. Even so, the fight against Grand Magus Telestra is probably one of my favorites thus far in the expansion.
With the three wing bosses down, it was time to go back to the beginning and finish this place off. Instead of being smart and just backtracking through the Rift (which we'd already cleared), we continued on through the Librarium and a little chamber filled with a bunch of similarly-frozen NPCs. Naturally, their frozen prisons broke the moment we stepped near them and they aggroed because it would be easy otherwise.![]()
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After clearing through their hypothermia-addled ranks, we were back at the beginning. Keristrasza was still in her block of ice, but there were three clickable orbs surrounding her, and we all know what to do in a situation like this: you click them, of course. Once clicked, they're only active for a short period of time, so you need a little bit of coordination as far as the party is concerned.
Since communication is HARD, we were almost taken aback when it actually didwork, and Keristrasza broke free. As predicted, Malygos had done a number on her brain and she wasn't exactly thankful towards us for releasing her. Rather, she tried to kill us. Puff the Magic Dragon she ain't.
There's a rather interesting debuff that is this fight's core. It's called Intense Cold, and it affects anybody standing still for more than a second. It stacks very quickly, doing periodic damage and slowing attack and movement speed the higher it stacks. The only way to remove this debuff ... is to move. A single step or two will do, yes, but in order to keep Intense Cold off of you, you need to keep moving. There are some other abilities like your standard dragon Tail Swipe - she'll also freeze people in place for up to ten seconds, so keep whatever root-breaking abilities you have ready because otherwise you'll be helpless to get rid of Intense Cold for as long as you're rooted. ![]()
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All in all, Keristrasza is a very mobile fight, which is always fun. I enjoyed it. Sadly, we could do nothing to bring her back to her senses before bloodily bludgeoning her to death. Forgive me, my friend. Your death only adds to our failure :(
With that, though, we were done! Considerably longer than both Utgarde Keep and Azjol-Nerub (though I suspect that with proper planning it could be made much quicker), the Nexus has some very impressive visuals, and some very fun boss fights. Easily my favorite of the three dungeons I've done so far.
Having done my share of dungeon-running, it was time to actually get my quest on. But ... well, this is pretty long already. So I think we'll get to that later.
See you next time!




