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Quest

Potential Energy

A World of Warcraft quest in Twilight Highlands. Facts and objectives from the current retail game data.

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
733706+6via Wowhead (opens the original comment in a new tab)

Hmmmm....This quest can be very difficult for a lvl 84 and yet there are few comments on how to actually get the job done.

I had completed about 10 quests in Twilight Highlands with my 84 DK when I came across this one. It was much more difficult than any I had done there before.

I got killed a few times trying to figure the thing out. I gave up on that and came back with my 85 Pally who hadn't done the quest and learned "the ropes" without getting killed.

First of all, do the quest in the south-eastern part of the area where the mobs appear. There are fewer mobs roaming around, and almost no Worgs. A major problem with the quest, if you do it in the northern part of the area, is that many groups of mobs are patrolling and will agro quick. So will the Worgs.

As was mentioned previously, the second major problem is the rupture in the ground that can hit you with something like 15k damage. When you see the brown dirt start to fly, get out of the way IMMEDIATELY. It may take some practice to avoid the rupture.

I followed a suggestion I found on another part of this site-when you see the brown dirt, charge the mob, get behind him, turn around and continue the attack. Move around as much as possible. Just don't be there when the rupture rises!

If you are a DK, stay away from the mob as much as possible. Hit him with ranged stuff like icy touch and keep infusing your ghoul with death coil if you can . The ghoul will most likely knock him down even before dark transformation procs. In other words, don't start the attack by pulling with death grip. Use icy touch and the ghoul will go to the mob-you don't want him coming to you. Play it right and you can stand back and watch.

The same thing would apply to other classes that have pets., etc., such as the hunter. The mob will stick with the pet and leave you alone in most cases. Ranged weapons and kiting will also help a great deal in this one-anything to keep the mob and the ruptures away from you.

If you happen to get hit by the rupture, you take big damage and your frame rate will slow down, at least on a computer like mine, which is not the latest or greatest. This makes things abit more difficult also. Nonetheless, keeping out of the rupture and away from other mobs are what matter in this one.

Oh, and one last item. Be careful as you are flying around looking over the situation. The Shaman of the Black will blast your mount or flying machine with a bolt that hits for about 5k! They will do the same thing while you are fighting on the ground. There is a quest to kill some of these nasty dudes, do it while doing this one. If you see yourself taking damage from big blue balls that burst around you, a shaman is at work. You may not even see him at first. If he starts throwing the blue bolts, try to get him in melee range where he can't use 'em as well.

All together, this quest was a royal pain in the arse!

2
ziggy29+3via Wowhead (opens the original comment in a new tab)

Yeah, the rupture lines hit and hit hard, and they are difficult to interrupt unless you stop using spells and special attacks for a second or two so you can see it and stop it immediately. If you're in the middle of a cast and a GCD it's very hard to stop. So interrupts are the first choice if you have them but also be ready to quickly get out of the way.

This quest can be worked with "We All Must Sacrifice" in which you kill 10 Shamans of the Black -- especially if you have some crowd control ability since the Obsidian Stoneslaves and Shaman of the Black often walk around in pairs. With my mage, I polymorphed the shaman, went to killing and looting the stoneslave, patched myself up quickly if need be, and then kill the shaman.

Read all 10 on Wowhead ↗

Quest facts

LevelLevel 30-35
Quest ID28215

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(28215))

Requirements

Read from the Blizzard quest API.

What to do

StorylineTwilight Highlands, step 127 of 236
Rewards13g 74s, 4,800 XP

Description

As you well know, the amount of energy stored in a conventional spring is equal to one half the spring's elasticity times the displacement squared. Unless you're using an elementium spring. Then the numbers get obscene! Mathematically grotesque! I need some elementium loops for my secret weapon, and it just so happens that Twilight's Hammer cultists use coils like that to bind earth elementals. Find them on the Obsidian Stoneslaves east of here, in the terrible region known as the Black Breach.

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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.

Twilight Highlands Quest turn-in 12 mapped points
Twilight Highlands map showing where to go for Potential EnergyTurn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective area

In-game waypoint: /way #241 49.1 29.3

Coordinates

  • Turn-inTwilight Highlands 49.1, 29.3/way #241 49.1 29.3
  • Objective area (centre of the marked area)Twilight Highlands 58.0, 30.9/way #241 58.0 30.9

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 Twilight Highlands map

Quests whose map markers the client places closest to this one on Twilight Highlands, nearest first. Distances are straight lines between the markers.

Getting there

Alliance flight points closest to the quest’s turn-in marker on Twilight Highlands:

  • Thundermar, Twilight HighlandsAlliance · about 50 yards north-west
  • Kirthaven, Twilight HighlandsAlliance · about 640 yards north-east
  • Victor's Point, Twilight HighlandsAlliance · about 1,000 yards south

From the turn-in, the objective areas lie:

  • Objective areaabout 470 yards east

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.

Related
Money13 gold74 silver
Experience4,800 XP
ReputationStormwind +250

Reward details

Reputation: Stormwind +250

One of the last bastions of human power, this Alliance capital is ruled by the young but wise king, Anduin Wrynn.

Reputation group: Alliance.

Other quests in Twilight Highlands that reward Stormwind reputation: Salvage Operation (+250), Naga Reinforcements (+250), Siren's Song (+250), Our Boys on the Shore (+75), Scouting the Shore (+75), Landgrab (+350).

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

Twilight Highlands

Part 127 of 236.

Previous: Hot Stuff · Next: Tear Them From the Sky!

  1. 122We All Must Sacrifice
  2. 123The Eyes Have It
  3. 124Eye Spy
  4. 125Tempered in Elemental Flame
  5. 126Hot Stuff
  6. 127Potential Energy
  7. 128Tear Them From the Sky!
  8. 129Last Stand at Thundermar
  9. 130Narkrall, The Drake-Tamer
  10. 131The Kirthaven Summit
  11. 132The Bachelor
  12. 133Rescue at Glopgut's Hollow

Showing steps 122 to 133 of 236.

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.

  • Hot StuffTwilight Highlands · Level 30-35

    I have a plan to quadruple the recommended torque for a standard speargun of this size, but according to my calculations the act of firing the weapon would shatter the casing. And possibly cleave the planet in two.

After this quest

Taken from the storyline's own step order.

  • Tear Them From the Sky!Twilight Highlands · Level 30-35

    Egah! They're here, <name>. They're here! I had hoped to equip a whole army with my shoulder-mounted drake-droppers, but all I have is a single, extremely expensive and wholly untested prototype. Here, take it!

The storyline at a glance

Twilight Highlands has 236 steps, from Twilight Shores to Skullcrusher the Mountain.

Maps its steps are placed on (steps per map): Twilight Highlands (222), Azshara (9), Orgrimmar (4), Stormwind City (1).

Steps of this storyline count toward:

Other storylines on the Twilight Highlands map

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.