How to Farm WoW TBC Spirit Shards
Currency is necessary for every player. Whether WoW TBC gold or Spirit Shards, they’re essential for continued progress and strengthening characters. With money, they can get better and better equipment and whatever supplies they need to survive.
WoW TBC Spirit Shards are no different, though they’re more challenging to farm. Here’s how to get them and farm the shards for all the equipment you need.
How to Get Spirit Shards
In theory, getting Spirit Shards is quite simple. All you need to do is defeat the bosses in the instanced Auchindoun dungeons. There are four of them:
- The Mana-Tombs
- The Auchenai Crypts
- The Sethekk Halls
- The Shadow Labyrinth
The dungeons may have as few as two bosses up to four bosses. Also, the ones in the first two would drop only one shard, while those in the rest drop two. Considering that information, farming the last two dungeons would be more efficient in the long run. The Shadow Labyrinth would be excellent, as it always has four bosses whether you’re running Heroic or not.
The real problem is that there is a prerequisite before the bosses drop the shards. Your faction must take over the five towers that surround it first. Doing so will grant your side the Blessing of Auchindoun, a buff that increases experience gained and damage dealt by 5%. This buff also allows for the farming of the Spirit Shards in the dungeons.
These towers are in a contested area, meaning you’re always in danger of getting ambushed by players on the other faction. If you’re trying to farm the shards, your guild should be on top of capturing these towers. Fortunately, they only revert into their uncaptured state every six hours. When you manage to have your faction take over all of them, you’re free to farm the shards for a quarter of the day.
For obvious reasons, servers with a dominant faction have an easier time taking over the towers. Conversely, those in the minority will have a near-impossible challenge to do so. However, a server with a healthy balance between factions could be the most fun. That would make things an actual tug-of-war between the factions. Still, all types of servers would have their pros and cons.
A Guide for the Shadow Labs
As mentioned above, Shadow Labs (for short) has four bosses. They are:
- Ambassador Hellmaw
- Blackheart the Inciter
- Grandmaster Vorpil
There will be trash mobs and summoned minions alongside the four bosses. Crowd control, kiting, and prioritizing the most dangerous ones would be enough to handle the trash.
Ambassador Hellmaw is quite simple to handle. Tanks must keep him pointed away from the ranged DPS players. If the DPS players stay at their max range, they won’t get hit by his Fear-inducing or corrosive skills.
Like the last fight, for Blackheart the Inciter, any ranged DPS have to stay as far as they can while still being able to target the boss. Tanks also must keep him facing away from the group. The real problem is his Incite Chaos ability. It’s a 15-second mind control skill that can’t be resisted or cured and wipes aggro. Hunters will have to keep Freezing Traps near the healers, while Warlocks can use Succubi. After the mind control ends, just go back to the formation before.
The next boss is Grandmaster Vorpil, who has all the skills of a Warlock. Avoid his Rain of Fire and mitigate damage from the Shadow Bolt Volley with Shadow Protection. He’ll summon Voidwalkers at specific points in the battle. Prevent the walkers from reaching him and exploding, or else the explosion will heal him. He also gains an 8-second Banish in Heroic mode and will target a random player.
Murmur may be stationary and start out with 40% health, but don’t underestimate him. The group should spread out within his circle, casting heals on whoever gets Murmur’s Touch. Players should be at least 10 yards away from each other, or they’ll get caught up in the explosion. Occasionally, he’ll pull someone out of position with Magnetic Pull. Just run back to your place afterward.
The ability you must be wary of is Sonic Boom, which blasts anyone caught in a 35-yard radius for 70% of their health. Once the notice that “Murmur draws energy from the air” appears, that’s your cue to start running out of the circle. A tank should immediately draw aggro after the skill to prevent Murmur’s use of Resonance.
In Heroic Mode, he has the Sonic Shock ability that forces players to stay in his circle. You can still run out of a Sonic Boom’s range, but you’ll have to run back in immediately after the blast disperses.
Running Shadow Labyrinth should give you 8 shards per run, so don’t waste your six hours!
What You Can Exchange Spirit Shards For
Two faction-determinant NPCs will accept the shards in exchange for some WoW TBC items. Spirit Sage Zran may be found in the Allerian Stronghold for the Alliance, while Spirit Sage Gartok is in the Stonebreaker Hold for the Horde.
Despite having different NPCs for each faction, they sell the same things in exchange for the Spirit Shards. You have a choice of:
- Several helms (18 shards for one)
- 2 Rings (50 shards per ring)
- 2 Meta Gems (16 shards for both)
- Potions (2 shards each)
You won’t need more than one capture-the-tower cycle to get what you need at those prices. The exception is if you want to get everything they’re selling. At that point, you’ll be an expert in running these dungeons.
While doing Shadow Labyrinth for the most efficient farming is suggested, the choice is up to you. Running it again and again can get tiring and repetitive. If you’re the type to get bored of repeating the same thing repeatedly, you can do the other dungeons to break the monotony.
That’s all for farming WoW TBC Classic Spirit Shards. In some ways, it definitely beats WoW TBC gold farming. It can be a good break, but it can get old fast. At any rate, enjoy World of Warcraft: The Burning Crusade Classic!