No, you're not doing it wrong. This quest REALLY is that annoying, and will take WAY more than five tries to persuade the primalists.
Edit: abhorsen1988 makes an excellent point: Talk to them while mounted on your regular flying mount, fly up if they turn aggo.
Quest
Primalist Directive
A World of Warcraft quest in Emerald Dream. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Hop on your static flying mount, you can talk to them while flying in the air. If they aggro, just fly up out of range and they'll reset back to friendly and you can talk to them again. Just rinse and repeat and you'll have all 5 done in a minute.
Practically impossible to do this quest now with a ton of boomkins spam farming all the Primalists.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(76344))
What to do
Description
Terro was another one of Vyranoth's claws. He never wanted to attack the Dream, and some of the Primalists who served him may feel the same. See if you can convince them to join our side. I can put a mark of Vyranoth on you so Terro's troops will not attack you... right away.
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 areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #2200 39.6 22.9
Coordinates
- Turn-inEmerald Dream 39.6, 22.9
/way #2200 39.6 22.9 - Objective area (centre of the marked area)Emerald Dream 39.8, 22.2
/way #2200 39.8 22.2 - Objective areaEmerald Dream 36.7, 25.8
/way #2200 36.7 25.8
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 Emerald Dream map
- Nurturing Ageless Seeds about 1,540 yards
- Seed Legacy about 1,540 yards
- A Worthy Ally: Dream Wardens about 2,090 yards
- Blooming Dreamseeds about 2,100 yards
- Dreams Unified about 2,120 yards
- Some Water... about 2,130 yards
- It Starts With a Stone about 2,140 yards
- Dragon Keeping about 2,160 yards
- A Dragon in Hand is Worth Two in the Roost about 2,160 yards
- And a Pinch of Magic about 2,350 yards
Quests whose map markers the client places closest to this one on Emerald Dream, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Emerald Dream:
- Wellspring Overlook, The Emerald Dream
- Eye of Ysera, The Emerald Dream
- Central Encampment, The Emerald Dream
From the turn-in, the objective areas lie:
- Objective area
- 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.
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Flightstonesx 10
Emerald Dewdropx 10
Reward details
Currency: Flightstones x 10
Earned from completing world quests, raids, dungeons, battlegrounds, arena matches, and other activities. Used to upgrade max-level gear.
Currency: Emerald Dewdrop x 10
Dew infused with the nurturing properties of the Emerald Dream which can make any plant bloom. Used to revitalize the plants in the Emerald Dream.
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
Ice and Fire
Part 4 of 9.
Previous: Best Laid Plans · Next: Finding Terro
- 1Mayhem Incarnate
- 2Light 'Em Up!
- 3Best Laid Plans
- 4Primalist Directive
- 5Finding Terro
- 6Assault on the Wellspring
- 7Big Bright Beautiful Barrier
- 8Power, Eruption, and Lies
- 9Tactical Withdrawal
Also part of: The Emerald Dream (part 30 of 71).
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.
- Best Laid Plans
Fyrakk may be brash, but he is not a fool. If we are to save the Dream, we must undermine his plans as quickly as possible. At their core, the Primalists are unorganized. Infiltrate their camp and search for any clues or information.
After this quest
Taken from the storyline's own step order.
- Finding Terro
I had no idea my old guard would be willing to return to my side. I am... I am happy to see them. When I chose to go to Alexstrasza, I told no one. I simply left. But we must learn more about Fyrakk's plan before pursuing personal matters. Let us see what else Buri can tell us.
The storyline at a glance
Ice and Fire has 9 steps, from Mayhem Incarnate to Tactical Withdrawal.
Maps its steps are placed on (steps per map): Emerald Dream (9).
Steps of this storyline count toward:
Other storylines on the Emerald Dream map
- Eye of Ysera
- Enter the Dream
- A Dream of Fields and Fire
- Emerald Dream Campaign
- Druids of the Flame
- A Mix of Hope, Care, and Patience
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.