Proving Grounds

The Proving Grounds is a special type of single-player scenario that allows players to both learn and demonstrate the core skills associated with a given role or class. These might take the form of testing how long a tank can protect an NPC healer from a stream of oncoming enemies, or how much damage a rogue can deal to targets while avoiding awareness and movement checks of increasing difficulty. The system is intended to be a fun way for players to practice some of the skills that are essential for group gameplay, and for expert players to demonstrate mastery and compete for positions atop leaderboards, similar to the Challenge Mode feature.
There are three types of challenge, Damage, Tank, and Healer, with each providing appropriate challenges. Each challenge can be tackled in Bronze, Silver, Gold or Endless mode, with each difficulty unlocked by defeating the previous one. Higher difficulties provide a stiffer challenge not only in terms of numbers but also in complexity, with more complicated sequences and combinations of enemies. Endless mode provides the player with a literally endless challenge, testing players to see how long they can withstand the onslaught.
The Proving Grounds become available at level 15, but only players at level 100 or higher will be allowed to progress beyond Bronze difficulty.
==Getting there==
Players may enter the proving grounds by speaking with either Trial Master Rotun inside the Temple of the White Tiger in Kun-Lai Summit, or Warmaster Zog (Horde) / Lieutenant Thorn (Alliance) in your faction Garrison or with any class trainer.
==Inside the scenario==
Trial Master Rotun will start a trial, but before starting out, feel free to repair, change talents, and eat or drink using materials provided by Furnisher Echoroot, and loot a Healthstone from Nadaga Soulweaver's Soulwell.
==In Warlords of Draenor==
At the February 2014 press event, it was revealed that getting silver in a specific role would be one of the requirements to queue for a random Heroic at max level. Players will still be able to queue for normal dungeons regardless of Proving Grounds progression. Ion Hazzikostas chimed in with more information:
Expanding upon the above, it has been stated that in Warlords of Draenor the Proving Grounds will tell failing players what they did wrong, making it something of a teaching tool rather than simply a test. These improvements will likely not be present at the start of the expansion, but will be added as the expansion progresses.
==Trials==
Rotun offers a different family of trials for each role, one for damage-dealers, one for tanks, and one for healers. Each family has four ranks: bronze, silver, gold, and endless. To start higher-ranked trials, players must first beat lower-ranked trials of the same family.
Starting any trial will reset all of the challenger's cooldowns and restore the challenger to full health and mana.
===Damage===
No friendly NPCs are involved in the damage trials.
====Basic Damage (Bronze)====
The bronze Basic damage trial consists of five waves, and each wave must be defeated before time expires. There are three types of enemies:
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Stage	Enemies 	Time	Tips 	Overhead
1 	large 	30 	None 	
2 	large, small x2 	55 	None 	
3 	small, large x4, small x6 	55 	AoE group 	
4 	small x2, small, large x2, small x4	65 	AoE group 	
5 	huge 	55 	~1.7M health pool, burst it!	
====Basic Damage (Silver)====
The silver Basic damage trial consists of eight waves and two new types of enemies:
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Stage	Enemies 	Time	Tips 	Overhead
1 	small, small 	30 	None 	
2 	small, large x3, small x3 	40 	Low AoE 	
3 	small, small x2 	35 	Kite the globules if needed. 	
4 	large, large x3, small x3 	45 	Use the virmens as globule soakers while you kill them. 	
5 	large, small x4 	40 	Interrupt heals and low AoE. 	
6 	large, small, small 	65 	Interrupt heals. 	
7 	large x2, small, small, small x2	60 	Get covered behind the Mystic from Globules. Melee can leave virmens alive as they're pro soakers.	
8 	large, small x2, large 	65 	Nuke one of the Weavers really fast then kill the Mystic while got covered. 	
====Basic Damage (Gold)====
The gold Basic damage trial consists of ten waves and three new types of enemies:
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Stage	Enemies 	Time	Tips 	Overhead
1 	small x2, small x2 	30 	When amber globules strike an enemy that enemy takes 50% more damage for a few seconds so you probably want to tackle the two Small Illusionary Slayers first, kiting these globules into at least one of them. 	
2 	large, large 	35 	You probably can't get a globule to hit the Small Illusionary Banana-Tosser here, but if you take out that Banana-Tosser first it should be easy to make the Small Illusionary Amber-Weaver trap itself. 	
3 	small, small, small 	40 	Consider using CC on either the Small Illusionary Banana-Tosser or Small Illusionary Mystic if you are having trouble interrupting heals while dodging bananas. 	
4 	large, small 	40 	Here you are presented with the first Berserking buff - you'll get another in a couple of waves. They increase your damage by 30%. Please note that you do not have to use it on the wave it appears - e.g. if you are having trouble with wave 5 but find wave 4 really easy, save it for wave 5. Also, this is the first wave with a Large creature - this Mystic has a lot more health than you fought in the last wave. 	
5 	small x3, small x3 	45 	Pet classes can benefit from having their pet damage one Guardian while you damage another - to reduce pet movement time. Pets will always attack from behind. These are small creature types so this phase should not be hard unless you are attacking from the front. 	
6 	small x2, large x4, small x2 	50 	This is a simple exercise in making sure you can CC a target. The Small Illusionary Mystics will not start casting a heal until something is damaged so you have plenty of time to get set up at the start if needed. 	
7 	small, small, small, small, small, large	55 	This is probably the biggest combination of different enemies faced so far, but you do have a buff if needed. 	
8 	small x2, small, small 	60 	Small Illusionary Sha will take 50% reduced damage for 40 seconds before losing their shield and taking 300% damage for 20 seconds - or 6 times as much damage as their previous phase. It's probably not worth trying to save amber globules for his increased damage phase because you will not have much time to finish off the Small Illusionary Amber-Weaver afterwards. Just get the two Small Illusionary Amber-Weavers down before the Sha's shield falls off.	
9 	small, large, small, small 	75 	Nothing really new here - just kill the Small Illusionary Mystic and Small Illusionary Banana-Tosser and start working on the Small Illusionary Sha (no CDs yet!) until his shield falls off. 	
10 	large, large, small x2 	80 	The Sha is now Large so the health difference should be noticeable. There won't be enough time for a second burn phase, but you will be able to pick up a couple more percent if you didn't get it down in the first one. 	
====Basic Damage (Endless)====
The endless Basic damage trial is putting your skills to the test. You have one minute to beat each wave and a fifteen-second break after the 10th wave marker and repeats.
Stage	Enemies 	Tips
1 	large x3, small x6 	You can use the Amber Globules either on the Small Illusionary Varmint pack in the center or on the Large Illusionary Amber-Weavers themselves. This is one of the most generous rounds in terms of damage requirement.
2 	small, small, large x2, small 	All of these mobs are CC-able, and in fact I preferred to trap the Small Illusionary Mystic so that I could aim Amber Globules at one of the Large Illusionary Guardians. Note that the Small Illusionary Banshee does not appear on the map - Banshees always appear in the center circle and are not present at the start of a round. This is a "Small" Banshee so it has very little health, but will detonate after 10 seconds and end your attempts, making it a high priority when it appears.
3 	large x2, large x18 	They all start in the center, but note that the Large Illusionary Varmints fan out in a star pattern. Earlier in the PTR, they were easily AoE'd, but now some classes will likely only be able to AoE a subset of them. You should still have plenty of time for this round if you can handle the Large Illusionary Banana-Tossers quickly.
4 	large, large x4, small 	There's a large damage requirement here if you need the Berserker, but you may be better off completing this wave without using it, because the requirements for the latter 5 waves are also very high. You will absolutely want to use the Amber Globule on the Large Illusionary Guardians and unleash strong burst damage while they are taking the increased damage from it.
5 	small, small, small, small 	The Small Illusionary Sha is in the center and the Small Illusionary Banana-Tosser and Small Illusionary Mystic start on opposite sides. Note that the Sha's Protection Shield will fade just after the Small Illusionary Banshee dies (and everything else should be dead).
6 	large x2, large x6 	CC really isn't required for any of these waves except for maybe this one - unless you have multiple interrupts at your disposal. Note that disorient effects like Scatter Shot, which would normally cause an enemy to resume casting immediately when it wears off, seem to put the enemy's ability on CD in this case. Also, the Large Illusionary Virmen are packed close enough together for AoE this time.
7 	large x2, large x3, large 	You'll want to use the Amber Globule on the diagonal line of Large Illusionary Guardians, but the Large Illusionary Banana-Tosser will make this difficult if you do not CC or kill him quickly. There is a lot of damage required for this phase so you may want to have some CDs ready.
8 	large, large x2, large x3 	The theme of this phase is being able to do enough damage (and interrupting heals) in order to deal with the banshees. These are of the Large variety which means they have more health than the Small and last for 15 seconds instead of 10 - note that the second and third Banshees will overlap! This wave can be deceiving because the banshees don't show up until later - if you aren't almost done with the other adds by the time these start coming out you will be in trouble.
9 	large, large, large, large x2, large	CC'ing the Large Illusionary Banana-Tosser or killing it quickly will make it easier to use the Amber Globules on the Large Illusionary Slayers and Large Illusionary Guardians.
10 	large 	On wave 5 you faced a Small Illusionary Sha and a few other mobs - this time it is just the Large Illusionary Sha, but he has way more health. This wave has the highest DPS requirement and will likely require several CDs and/or the Berserker buff. Once again you have 40 seconds during which your abilities have little effect, followed by a 20-second burn phase.
===Tank===
Sikari the Mistweaver is present during this trial.
====Basic Tank (Bronze)====
The bronze Basic tank trial consists of five waves, and each wave must be defeated before time expires. There are two types of enemies:
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Stage	Enemies 	Additional 	Time	Tips
1 	large 	None 	30 	This wave is the simplest thing you will ever tank in your WoW career, and demonstrates that you understand how to pick up and tank a single add.
2 	small x2 	None 	40 	Similarly to wave 1, this simple test gives practice in picking up two adds.
3 	large x5 	None 	50 	This test demonstrates how Sikari the Mistweaver responds to numerous targets and teaches you to hold numerous adds at the same time.
4 	large, small x5	None 	55 	Again, this tests your ability to tank numerous small adds, but now introduces a large add you should focus.
5 	large x2, small	large x2, small x2At 30 sec.	60 	Wave 5 features the first mid-wave spawn, which are a big part of Gold and Endless, and teaches how to pick up newly spawned adds while maintaining threat on current adds, an important basic tanking lesson.
====Basic Tank (Silver)====
The silver Basic tank trial consists of eight waves and two new types of enemies:
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Stage	Enemies 	Additional 	Time	Tips
1 	large, small 	None 	40 	Similar to Bronze, Silver starts slowly with a simple 2-add pickup wave.
2 	large x3, small x3 	None 	40 	Again, you are eased into tanking a handful of small mobs. The Small Illusionary Forager's DoT debuff is the most dangerous part of the wave, and AoE CC will reduce their damage considerably.
3 	small, large 	None 	40 	Wave 3 introduces the Small Illusionary Flamecaller. Tank it and the Large Illusionary Ripper in lava and this wave is easy.
4 	large, large x2, small x2	None 	40 	This wave tests your ability to tank the enemies in lava. If you can move the Small Illusionary Forager through lava, they will go down quickly, but if you walk through lava yourself they will hit unnecessarily hard. Tank them in lava while staying out.
5 	small, small x2 	large x3At 35 sec. 	50 	The primary challenge in this wave is positioning yourself to pick up the Large Illusionary Forager as they spawn while staying clear of lava. Use the lava to burn the Rippers and Small Illusionary Flamecaller down quickly and the damage once the Large Illusionary Forager spawn will not be dangerous.
6 	large, small 	None 	55 	This wave introduces the Wind-Guard. Be prepared to taunt when it knocks back.
7 	large, small, large 	None 	60 	The Wind-Guard returns along with a Small Illusionary Flamecaller, and they can combine forces to push you into a fiery death. Make sure you don't have lava behind you and you will be just fine.
8 	large, small x4 	large, small At 40 sec.	1:05	This wave teaches the importance of positioning and remaining aware of surroundings. The mid-wave Flamecaller can be dangerous if you are unaware, or helpful if you use it to burn down the Small Illusionary Forager. Always be prepared to reacquire threat once the Wind-Guard knocks back.
====Basic Tank (Gold)====
The gold Basic tank trial consists of ten waves and two new types of enemies:
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Stage	Enemies 	Additional 	Time	Tips
1 	small, small 	None 	40 	Gold starts off more complex, immediately bringing in a Small Illusionary Wind-Guard. Always be ready to taunt after a knockback.
2 	large, large x2, small x3	None 	40 	Like Silver Wave 4, Gold Wave 2 combines a Flamecaller with Small Illusionary Forager. Simply burn them down without burning yourself and this wave proves no challenge.
3 	small x2 	smallAt 35 sec. small At 25 sec. 	40 	Notes: Wave 3 Gold considerably ramps up the difficulty from Bronze and Silver, by separately bringing in two Small Illusionary Ambushers mid-wave. Be prepared to quickly pull them away from Sikari the Mistweaver.
4 	large, small 	smallAt 45 sec. large At 35 sec. 	50 	Wave 4 adds complexity onto the multiple mid-wave Large Illusionary Ambusher spawns of the previous wave by starting with a Wind-Guard. Always be prepared to taunt, and don't be shy with CC or cooldowns when tanking multiple ambushers.
5 	large 	smallAt 35 sec. small At 30 sec. 	50 	This wave is a step down in difficulty. Be prepared to pick up the Small Illusionary Wind-Guard and Small Illusionary Ambusher and don't let yourself get knocked back into a bad place. Use the lava correctly and this is no trouble.
6 	small, large x2 	None 	60 	Wave 6 introduces the Conqueror. Handle the Powerful Slam and Enrage correctly and it should be easy enough.
7 	small, small 	largeAt 35 sec. 	1:05	Much like wave 4 built upon the introduction of Ambushers by adding a Wind-Guard, Wave 7 builds upon the Conqueror by adding both a Small Illusionary Wind-Guard and an Large Illusionary Ambusher. Don't be afraid to use defensive cooldowns if the Conqueror Enrages while you are tanking it and the Large Illusionary Ambusher. Alternately, single target CC (Bash, Hammer of Justice) on the Large Illusionary Ambusher can work wonders.
8 	large, small 	largeAt 55 sec. small At 40 sec. 	1:20	Use the Small Illusionary Flamecaller to burn down the Large Illusionary Conqueror, and use crowd control or cooldowns to survive the damage of aLarge Illusionary Conqueror and two Large Illusionary Ambushers.
9 	large 	smallAt 1:40 large, smallAt 1:30 smallAt 60 sec. largeAt 55 sec.	1:50	Use lava to quickly burn down the Small Illusionary Flamecaller and the first two mid-wave spawns, and you should be doing well by the time the third and fourth mid-wave spawns come out. Use a defensive cooldown if you wind up tanking an Enraging Large Illusionary Conqueror and two Small Illusionary Ambushers.
10 	small 	large x2, small At 1:45 smallAt 1:35 large x2At 60 sec. 	2:00	Using lava to burn the Large Illusionary Conquerors and Large Illusionary Ambusher is key to this wave. You will have Large Illusionary Conquerors alive when the Ambusher pair spawns, so use any remaining defensive cooldowns to survive Enrage at that point.
====Basic Tank (Endless)====
The endless Basic tank trial is putting your skills to the test. You have one minute to beat each wave and a fifteen-second break after the 10th wave marker and repeats.
Stage	Enemies 	Additional 	Tips
1 	large, large 	None 	Endless starts off simple and easy.
2 	large x4, small x4 	smallAt 45 sec. smallAt 30 sec. 	With ten total mobs, this is the biggest wave you will face in all of Proving Grounds. None of the mobs hit particularly hard on their own, but the combination of eight Foragers stacking Chomp and two Small Illusionary Ambushers can be dangerous. CC is valuable on this wave.
3 	small x2, large x2 	None 	A Large Illusionary Flamecaller and Large Illusionary Ripper spawn on opposing sides of the room in front of Sikari the Mistweaver. The Large Illusionary Rippers quickly make a beeline toward Sikari the Mistweaver, and picking them up should be no trouble. Bringing the Large Illusionary Flamecaller s together requires interrupts and crowd control, and is a more difficult task depending upon which class you are playing. As long as the Large Illusionary Flamecaller s are not allowed to freely cast into Sikari the Mistweaver, all will be well and the lava will make quick work of the Large Illusionary Rippers.
4 	small, large 	largeAt 40 sec. 	This is a dangerous combination of mechanics, but as it is only a three-mob wave, this is very manageable. Be prepared for the Large Illusionary Wind-Guard's knockback, be ready to move out of the Small Illusionary Conqueror's Powerful Slam, and pick up the Large Illusionary Ambusher as it spawns. You can also let one of the Small Illusionary Flamecaller freecast into Sikari, to cut down on the amount of damage done to you. The biggest danger is that one of the mobs may survive into the following wave.
5 	small, small x2 	smallAt 45 sec. smallAt 30 sec. smallAt 15 sec. 	Use the lava to burn down the Small Illusionary Ripper, Small Illusionary Ambushers and any remaining mobs from last wave and the third Ambusher should be the only mob alive when it spawns. A solo Small Illusionary Ambusher is no danger. Whenever picking up Small Illusionary Ambushers while Lava Pool are active, position yourself so that when you taunt they will run through Lava Pool on their way to you. This should painlessly (for you) get them doused in lava without having to get close to it yourself.
6 	large x3 	None 	This wave is incredibly beefy. Sikari the Mistweaver will only be dealing single-target damage, and this trio will often chain knockbacks to launch you well across the room and get some free dps time into Sikari the Mistweaver. Good use of the barricades and ranged threat will keep them off of her and on you. Chances are high that two of the three Large Illusionary Wind-Guard will be alive going into the following wave, and this is the most dangerous aspect of this wave if you handle knockbacks correctly.
7 	small, small x4 	None 	The only significant danger in this wave is the Small Illusionary Conqueror's Powerful Slam and the sheer number of mobs you will likely be facing. Bring as much CC and damage as you can to whittle their numbers down quickly, and you will fare well. Due to Sikari the Mistweaver's lackluster single-target dps, you may wind up with a Small Illusionary Conqueror or even a Wind-Guard alive going into the next wave, but that shouldn't be a threat.
8 	large x3 	largeAt 50 sec. smallAt 40 sec. largeAt 30 sec. largeAt 20 sec.	Use Lava Pool to make quick work of the first three Small Illusionary Ambushers and this wave won't prove threatening. If you fail to burn them down quickly, prepare to use CC or defensive cooldowns because they will hit hard.
9 	small x2, large x2, small	smallAt 40 sec. smallAt 20 sec. 	This wave deals a lot of damage, and the Small Illusionary Wind-Guard' knockbacks coincide with the Ambusher's spawns. Be ready to be knocked back right as you need to pick up Small Illusionary Ambushers. Quickly peel both the newly-spawned Small Illusionary Ambusher and the pair of Small Illusionary Wind-Guard off of Sikari the Mistweaver immediately. As always, CC and defensive cooldowns are tremendously valuable in handling the damage from the multitude of adds in this wave.
10 	large, large 	largeAt 35 sec. 	Use the Large Illusionary Flamecaller's lava to burn down the Large Illusionary Conqueror and Large Illusionary Ambusher once it spawns, dodge the Powerful Slams and use cooldowns when the Large Illusionary Conqueror casts Enrage and you should be able to handle this simple wave.
===Healer===
Kavan the Arcanist, Ki the Assassin, Oto the Protector, Sooli the Survivalist and Speedy are present during this trial.
====Basic Healer (Bronze)====
The bronze Basic healer trial consists of five waves, and each wave must be defeated before time expires. There are two types of enemies:
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Stage	Enemies 	Time	Tips
1 	small 	25 	Not much to do yet. Cast a few heals on Oto.
2 	large 	30 	Still, only Oto is taking damage, so basic single-target heals are all you need.
3 	small, small 	45 	The addition of a Hive-Singer requires you to use basic group heals. If you're anticipating working on Gold or Endless soon, you can use these waves to get the hang of interrupting them.
4 	large, large 	1:00	Harder version of the previous wave. The group damage from the Large Illusionary Hive-Singer is high, so heal aggressively; mana shouldn't be an issue in Bronze. Feel free to use a cooldown, but save something for the next wave.
5 	large x2, small x2	1:30	Essentially a longer version of the last wave, and first use of a delayed spawn.
====Basic Healer (Silver)====
The silver Basic healer trial consists of eight waves and two new types of enemies:
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Stage	Enemies 	Time	Tips
1 	large 	35 	Another warmup wave to start. Heal Oto.
2 	large, small 	35 	An easier version of a Bronze wave, but don't be surprised by the Hive Singer's damage.
3 	small, small 	40 	The introduction of Flamecaller. A Small version isn't likely to kill someone when there's no other damage, but it's a good chance to see how they work. Notice how Invoke Lava has a cast and then a channel. A good habit is interrupting them just the channel starts, and then they will not cast it again.
4 	large, large 	50 	Now the higher-damage version of the previous wave. The Large version of the Flamecaller can kill someone with consecutive casts if you don't heal the target. If you have an indicator on your frames for who's being targeted, you can see how it helps anticipate the damage here.
5 	large, small, large 	1:00	Wave 5 where more enemies start to get combined to test your ability to handle them at once. The Small Illusionary Hive-Singer isn't so bad on its own, but the delayed spawn Large Illusionary Flamecaller can be dangerous if people aren't topped off when he appears. Use a cooldown or two here, as they should be back up during wave 8.
6 	small, large 	55 	Introducing the Aqualyte. Nothing special here, this wave is just demonstrating that you need to dispel. Watch out for higher tank damage when Aqualytes are added.
7 	small, small 	1:00	Combining the Aqualyte and a Flamecaller doesn't pose too much trouble, just don't forget to dispel while you watch the Fireballs.
8 	small, small, large, small x2	1:05	A more intense wave than anything before to cap off Silver. Do not forget about your cooldowns; most or all should be up and they will make a big difference. Heal off the initial Hive-Singer's damage, so you don't get surprised by the Large Illusionary Flamecaller on the delayed spawn.
====Basic Healer (Gold)====
The gold Basic healer trial consists of ten waves and two new types of enemies:
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Stage	Enemies 	Time	Tips
1 	large, small 	35 	An easy starting wave. You should be able to get through it without spending much mana.
2 	large, small 	45 	This is a good time to practice interrupting the Small Illusionary Hive-Singer while there isn't much else going on. Another easy wave that you want to handle efficiently.
3 	small, small, small 	40 	The first introduction of a Tunneler is already a bit tricky. Chomp and Sonic Blast at the same time can require a lot of burst healing to top the person off. Interrupting Sonic Blast is helpful for avoiding having to spend a lot mana on this.
4 	large, large, small 	55 	There is some RNG here, since Pyroblast and Chomp on the same target can hurt. The Large Illusionary Tunneler will survive a bit into wave 5, which is a high-damage wave, so you really want to avoid getting behind on dealing with Chomp and having anyone at low HP.
5 	large, small, small, small 	1:05	A large, busy wave with two sets of spawns marks the halfway point. This is a very good wave to use a group cooldown, usually once the Small Illusionary Hive-Singer has gotten its first few casts off. Oto the Protector can take a lot of damage too, between the Large Illusionary Aqualyte and potential Chomps--heal him carefully because you want to save both your own tank cooldowns and his Shield Wall for the upcoming Conquerors. The Small Illusionary Hive-Singer and Small Illusionary Flamecaller appear near Trial Master Rotun, about 15 seconds into the wave, if you want to try to interrupt them.
6 	large, small, small 	55 	All tank damage, and your first Conqueror. Focus on Oto the Protector at the end of the last wave; the group will be fine once the Hive-Singer is down, and you want him topped off to start here. Ideally, he will Shield Wall this Enrage, but be ready with your own cooldown if it's needed.
7 	large, small, small 	1:05	This wave has a few things going on, but is generally calmer than the last few. Focus on handling Chomp quickly and using efficient heals to cover the rest.
8 	large, small 	1:05	An easy wave, since the only damage is Oto the Protector and the Pyroblast targets. Just don't get too comfortable and let someone sit low with the Pyroblaster out. The party tends to clean up this wave early, so you have a moment to get everyone fully topped off before the last two.
9 	large, small, small, small 	1:20	Your first Large Illusionary Conqueror. You generally have to survive this plus two Enrages in wave 10, so plan cooldowns accordingly. Otherwise, everything is familiar. Try to save any important cooldowns for wave 10. The Large Illusionary Conqueror will be at low HP when wave 10 starts.
10 	large, small, small, small, small, small	1:30	Three sets of spawns, testing everything you've learned so far. The important thing to watch is Oto the Protector, who will have a danger phase both times when a Conqueror spawns and enrages. Try to give a cooldown for whichever one he doesn't Shield Wall. Your group cooldown or best throughput cooldown is best used at the busiest part of the wave when the Hive-Singer spawns, allowing you to keep focus on Oto the Protector and Chomps. Make sure not to miss a dispel with everything that's going on. Once most mobs are dead, you still have to be careful because the last one or two mobs tend to be Conquerors, and they might Enrage a second time. If you're out of mana and cooldowns, it can still be dangerous.
====Basic Healer (Endless)====
The endless Basic healer trial is putting your skills to the test. You have one minute to beat each wave and a fifteen-second break after the 10th wave marker and repeats.
Stage	Enemies 	Tips
1 	large, small x2 	Easy wave, focus on handling efficiently.
2 	large, large, small 	Generally easy also, but the Large Illusionary Hive-Singer does a lot of damage, and a 3-minute group cooldown can help handle it (and will be up again at wave 5). Watch for Sooli the Survivalist to pull aggro at the start.
3 	large x2, small 	An easy wave provided you don't get behind. Don't start this wave sitting low from the Large Illusionary Hive-Singer, since you have to handle two simultaneous Chomps at the beginning, and usually once again after a few seconds. If you keep your instant heals ready for the Chomps, the wave will go smoothly. The group finishes this early, giving you time to regen.
4 	large, small, small 	The unique wave with two simultaneous Aqua Bomb debuffs. Each time they cast, try to see where both go before deciding which one to use your dispel on. Your priority should generally be: Ki the Assassin, Oto the Protector, Kavan the Arcanist, Sooli the Survivalist, yourself. Melee come first since they are most likely to hit each other if you let them explode, and then Kavan the Arcanist since she sometimes stands in melee to AoE. Letting it go off on yourself is best since you can always move away from people as it happens, but the NPCs don't.
5 	large, large, large 	A high-damage wave on both tank and group. Focusing on interrupting this Hive-Singer helps a lot. Around the end of this wave is the second good place to use a 3-minute cooldown, to help recover from the Hive-Singer since the start of wave 6 is hectic.
6 	small, small, small, small	A bunch of small mobs pop in an once (it's near the door, and might be a good time for a group stun). There will often be a Small Illusionary Ripper and a low-HP Large Illusionary Conqueror up from wave 5 still. Worry first about handling the first Chomp and watching for the first dispel, and stopping Invoke Lava if you have the attention. The small mobs will die off quickly once you're stabilized.
7 	small x2, small 	An calmer wave, but double Small Illusionary Conqueror might call for a tank cooldown, especially if Oto the Protector doesn't have his own.
8 	small x4, small 	Another unique wave, consisting primarily of completely random spike damage. Dangerous spikes can happen at any time, especially in later cycles of Endless. There may also be a Small Illusionary Conqueror up on Oto the Protector for the first few seconds. You will have to spend a lot of mana here, especially since the beginning of wave 9 is very dangerous and you should be topped off.
9 	large, small, small 	These will pop in on the opposite side of the room while there's still a Small Illusionary Flamecaller or two up. The Sonic Blast and Chomp that happen right as they pop in will require immediate action with large heals on the target (often Sooli the Survivalist since he stands towards the middle of the room). Once the Flamecallers are down you still have to deal with Sonic Blast/Chomp happening (both from Large mobs). This the 3rd time in the 10-minute cycle where you should expect to use a 3-minute cooldown.
10 	large, small, small 	If you got through wave 9 whole, you should be able to get through this, unless you're completely out of cooldowns or mana for dealing with the Large Illusionary Conqueror. As the last mob is dying, top off the group fully, so you can start drinking the moment it dies, and continue drinking for the first few seconds of the next wave if necessary.
==Achievements==
Damage
#Proving Yourself: Bronze Damage
#Proving Yourself: Silver Damage
#Proving Yourself: Gold Damage
#Proving Yourself: Endless Damage (Wave 10)
#Proving Yourself: Endless Damage (Wave 20)
#Proving Yourself: Endless Damage (Wave 30)
Tank
#Proving Yourself: Bronze Tank
#Proving Yourself: Silver Tank
#Proving Yourself: Gold Tank
#Proving Yourself: Endless Tank (Wave 10)
#Proving Yourself: Endless Tank (Wave 20)
#Proving Yourself: Endless Tank (Wave 30)
Healer
#Proving Yourself: Bronze Healer
#Proving Yourself: Silver Healer
#Proving Yourself: Gold Healer
#Proving Yourself: Endless Healer (Wave 10)
#Proving Yourself: Endless Healer (Wave 20)
#Proving Yourself: Endless Healer (Wave 30)
Miscellaneous
*You're Doing it Wrong
==Patch changes==
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==References==
==External links==
Wowhead's Guide to Proving Grounds: Strategies, Bestiary, and Rewards
Category:Proving Grounds