I did this quest with ease by pulling the Defenders located at the marina into the water. I just waited when there were no other mobs around them.
As a mage I just kited them a bit with Blink and Ice Floes, but the damage they did was offset by Cauterizing Blink and Ice Barrier. Dodging their abilities was quite easy with all the available space and the little knockback the Defenders do is actually quite helpful to give you some distance away from them.
Quest
Ephemeral Manastorm Projector
A World of Warcraft quest in Suramar. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
If you can solo kill one but can't handle additional mobs you can pull [npc=109670] at 60.4 63.9 to 61.2 65.2 and safely kill it without worry of patrols. If you don't want to wait for respawn there is another one close by at 61.5 63.4 that you can pull to stairs next to it, around halfway up is safe just wait for the patrol to go far left before you pull.
Killing them in the water is definitely the way to go. Not only can you isolate the Defenders, but the "vent mana" ability is also neutralized. Vent mana targets the ground, which is the sea floor. So you do not even have to move while fighting to avoid this ability.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(43563))
What to do
Description
Oculeth's theory is sound. Reckless, but sound. A small warp-field could trap and excite ambient mana in the conduit, thus creating a manastorm similar to when the arcan'dor fell out of balance. I can build a device to generate the warp-field, but I need materials. Specifically, warp-resistant alloys - such as the armor plating of high-end security constructs in the noble district. Those constructs are deadly. If anyone owes you a favor, now is the time to call it in.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #680 37.1 46.5
Coordinates
- Turn-inSuramar 37.1, 46.5
/way #680 37.1 46.5 - Objective area (centre of the marked area)Suramar 57.4, 62.6
/way #680 57.4 62.6
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the Suramar map
- Mouths to Feed same spot
- Hungry Work same spot
- Telemantic Expanse same spot
- Arcane Communion about 10 yards
- Scenes from a Memory about 10 yards
- Shal'Aran about 10 yards
- And They Will Tremble about 10 yards
- Vengeance for Margaux about 10 yards
- Ancient Mana about 10 yards
- Last Stand of the Moon Guard about 10 yards
Quests whose map markers the client places closest to this one on Suramar, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Suramar:
- Meredil, Suramar
- Irongrove Retreat, Suramar
- Obsidian Overlook, Highmountain
From the turn-in, the objective areas lie:
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 65 comments
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Reward details
Items you receive
“Firing on all time circuits.”
Reputation: The Nightfallen +150
These exiled Nightborne elves suffer withdrawals after being cut off from the Nightwell. They oppose their people's alliance with the Legion and fight for some kind of redemption.
Reputation group: Legion.
Other quests in Suramar that reward The Nightfallen reputation: Answering Aggression (+250), Regroup (+250), Crackdown (+250), No Reason to Stay (+250), Trail of Echoes (+250), The Only Way Out is Through (+250).
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
A Change of Seasons
Part 3 of 8.
Previous: Giving It All We've Got · Next: Flow Control
- 1A Change of Seasons
- 2Giving It All We've Got
- 3Ephemeral Manastorm Projector
- 4Flow Control
- 5Bring Home the Beacon
- 6All In
- 7Arcan'dor, Gift of the Ancient Magi
- 8Arluin's Request
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Giving It All We've Got
The arcan'dor is drawing incredible amounts of energy. Even with the leyline feed at full capacity, we may not have the power. Let us first ensure that all potential leyline conduits connecting to Shal'Aran are active.
After this quest
Taken from the storyline's own step order.
- Flow Control
If all goes as planned, the manastorm will cause the leyline to flare up, sending a great surge of energy through the arcway. In order for the surge to reach Shal'Aran, we must seal off any outlets along the way.
The storyline at a glance
A Change of Seasons has 8 steps, from A Change of Seasons to Arluin's Request.
Maps its steps are placed on (steps per map): Suramar (8).
Steps of this storyline count toward:
Other storylines on the Suramar map
- Blood and Wine
- Balance of Power
- An Elven Problem
- Crafting War
- The Waning Crescent
- Eminent Grow-main
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.