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Quest

Wiccaphobia

A World of Warcraft quest in Drustvar. 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
BadgetGatan+14via Wowhead (opens the original comment in a new tab)

This is a horrific quest before Level 120. Honestly, the whole questline is very poorly executed and inconvenient, but this stands out as a particularly poor design for casual solo players and squishy classes. Few things:
- If you are stealthed, the mobs will fixate you anyways and break stealth during initial spawn. RIP 2/3 rogue specs & Feral Druids.
- As a rogue, vanishing out of the first two mob groups works; the third one can self-heal so she can theoretically torment Gallywix for eternity. One day, on an alt, I might see how long that lasts.
- The two helpers collectively manage about 1% hp every 3-5 seconds. They're useless unless you play rogue and can vanish.
- They all hit extremely hard. Seriously, I spec-swapped to Outlaw halfway through (the rogue spec with the most survivability) and even then every mob was capable of dropping me to <30% health in under 5 seconds.
- If you die near the end of the last mob (who can kill a squishy class from full HP in under 3 seconds), you autofail the quest, even if the two "helpers" finish her off.

General advice would be to drop 100g on healing potions and save your survivability cooldowns. I figured it out after 3 deaths in 2 different specs, quick hearth back to Org, a return with potions, and 2 more deaths. My strategy in the end was to tag the mobs, vanish, go to the bathroom for two minutes (for Vanish to go off CD), and come back. Ambush and DPS if needed. Rinse and repeat for second group. Vanish after the mini-dungeon boss spawns, heal up, wait for vanish CD to recover while helpers built threat, and ambush/DPS/interrupt as much as possible until she aggro'd me, at which point I vanished to lose threat. Re-ambush, DPS, pop survivability cooldowns, and she died with me at 5% health.

But the best approach to this quest overall is to not play solo, since this quest was clearly designed for tanks or groups with a tank. Hopefully others don't struggle as much with this quest.

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Quest facts

LevelLevel 35-60
LocationDrustvar
CategoryHorde War Campaign
Quest ID51231

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(51231))

Requirements

FactionHorde only

Read from the Blizzard quest API.

Description

Do you see that... that shape up in the brambles up ahead? Is that... <Eitrigg shudders.> Is that goblin... wrapped up in that tree?

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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.

Drustvar Quest turn-in 2 mapped points
Drustvar map showing where to go for WiccaphobiaTurn-inObjective area

In-game waypoint: /way #896 32.4 54.6

Coordinates

  • Turn-inDrustvar 32.4, 54.6/way #896 32.4 54.6
  • Objective areaDrustvar 32.2, 55.1/way #896 32.2 55.1

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 Drustvar map

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

Getting there

Horde flight points closest to the quest’s turn-in marker on Drustvar:

  • Anyport, DrustvarAlliance and Horde · about 870 yards north-west
  • Krazzlefrazz Outpost, DrustvarHorde · about 1,200 yards north
  • Whitegrove Chapel, DrustvarAlliance and Horde · about 1,500 yards north

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
Money25 gold74 silver
Experience8,150 XP

Storyline

Drustvar Foothold

Part 4 of 8.

Trade Prince Gallywix has received reports of a large Azerite deposit in Drustvar. You are his escort.

Previous: Profit and Reconnaissance · Next: I Hope There's No Witches in the Mountains

  1. 1A Trip Across the Ocean
  2. 2Drustvar Ho!
  3. 3Profit and Reconnaissance
  4. 4Wiccaphobia
  5. 5I Hope There's No Witches in the Mountains
  6. 6Krazzlefrazz Outpost
  7. 7Champion: Hobart Grapplehammer
  8. 8Return to Zuldazar

Also part of: Gaining a Foothold (part 24 of 42).

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.

  • Profit and ReconnaissanceLevel 35-60

    This was supposed to be a covert operation. Unfortunately, our Trade Prince insisted on coming along... with the loudest, most conspicuous vehicle the Horde has ever conceived. At least you're here with me, <name>. Let's get going, then. We know next to nothing about the Drustvar territory.

After this quest

Taken from the storyline's own step order.

  • I Hope There's No Witches in the MountainsLevel 35-60

    <Gallywix looks flustered after his ordeal with the crone.> You know, ah... I think maybe we better set up our foothold somewhere else. Maybe, up in the mountains? You know, like... not here, where the witches are?

The storyline at a glance

Drustvar Foothold has 8 steps, from A Trip Across the Ocean to Return to Zuldazar.

Maps its steps are placed on (steps per map): Drustvar (6), Zuldazar (2).

Steps of this storyline count toward:

  • Ready for War Complete the war campaign in Zandalar and Kul Tiras.

Other storylines on the Drustvar 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.