Karazhan Strategy Guide
Karazhan is an abandoned ancient tower, located in the Deadwind Pass. It is a ten man raid dungeon at level 70 in World of Warcraft: The Burning Crusade. In lore,
it was noted for its famous occupant; the last Guardian of Tirisfal, Medivh. After Medivh had been defeated by the army of Azeroth during the First War,
Karazhan was abandoned and has remained in that condition. The arcane powers, however, have never abandoned the tower.
Attumen the Huntsman
Moroes
Wizard of Oz
Big Bad Wolf
Romulo & Julianna
Curator
Terestian Illhoof
Shade of Aran
Netherspite
Prince Malchezaar
Nightbane
General Information
Location: Deadwind Pass
Number of Players: 10
Level: 70
Final boss: Nightbane / Prince Malchezaar
Released: added in the Burning Crusade
Key : The Master's Key
The instance contains 12 bosses.
There is NO gryphon/wind rider transportation hub at the top of the tower.
The staircase from the gatehouse to the ballroom contains 53 stairs.
NOTE (As of 2.0.7) A teleporter has been added to Berthold the Doorman (in the front entrance of Karazhan) that activates after the Shade of Aran is killed. This will port players back up to the Aran's room to allow more attempts on Prince Malchezzar.*
Opera house - Talk to stagemaster to open the door to the stage and get in before he closes it.
"Bizarre" library which doesn't obey the laws of physics.
A very big, scripted instance - Tigole: "You could fit 20 Shadowfang [Keeps] inside of Karazhan =P"
Medivh's staff - [Atiesh, Greatstaff of the Guardian] - can be used to teleport players to the front gate of Karazhan.
A non-winged dungeon with optional bosses.
It is currently in dispute among the WoW community as to who is the 'true' final boss of Karazhan. Many feel that Prince Malchezaar, as ruler of the tower, is the final boss. Others feel that Nightbane, who is more difficult than Malchezaar and can only be summoned once Malchezaar is defeated, is the real final enemy.
Koren <The Blacksmith>, next to where you fight Attumen the Huntsman, can repair your gear as soon as you get Honored with The Violet Eye. He also sells some epic Blacksmithing recipes (resistance gear).
Outside of the Gamesman's Hall is a Reagent and The Consortium rep reward vendor who can also repair your gear.
The first guild to clear it was Death and Taxes, Korgath-US, on January 28th 2007.
History and lore
Karazhan is located in Deadwind Pass on the sub-continent of Azeroth. Existing long before Medivh inhabited it, it is unknown who originally built Karazhan or who now resides within its walls.
During the first war the tower was inhabited by Medivh, his butler Moroes, his cook Cook and his then apprentice Khadgar. Garona also resided here as an emissary in the same time of Khadgar's apprenticeship. Sargeras allowed Medivh to freely explore Karazhan. It is said many strange and disturbing visions lurked within the tower, and Moroes was known for wearing blinders to avoid seeing them. Much of the story from this era is presented in the novel The Last Guardian.
Recently, despite Medivh's absence, a new power seems to have made its home in Karazhan. The Black Riders of Deadwind Pass, though rarely seen, have a connection to Karazhan. However, no one knows who their master is. One recent sighting is cause for concern - the Black Riders seek the Scythe of Elune, a powerful artifact with the ability to summon the vile Worgen into this world.
It is believed that all ley lines on Azeroth lead to a location under Karazhan.
Worldofwarcraft.com says the following about Karazhan:
The decrepit tower of Karazhan once housed one of the greatest powers Azeroth has ever known: the sorcerer Medivh. Since his death, a terrible curse has pervaded the tower and the surrounding lands. The spirits of nobles from nearby Darkshire reportedly walk its halls, suffering a fate worse than death for their curiosity. More dangerous spirits wait within Medivh's study, for it was there that he summoned demonic entities to do his bidding. However, the brave and foolish are still relentlessly drawn to Karazhan, tempted by rumors of unspeakable secrets and powerful treasures. Forge a group of ten stalwart heroes, and journey to the tower in Deadwind Pass - but be warned that only those who have achieved level 70 should dare enter.
Karazhan Progression
Attumen the Huntsman
General Information
Type: Undead
Health: approx 350,000
Attacks and Abilities
Phase 1
Attumen
Basic Melee: Melees from anywhere between 1600 and 2100 damage on tank, 8000 on cloth. He can, and should, be disarmed. Immune to taunt.
Shadow Cleave: 360 degree Cleave for around 4k. Edit: Since patch 2.10 Cleaves are no more 360 degree.
AoE Curse: Wide-area curse that reduces chance to hit with melee and ranged attacks and spells by 50%. Can be removed by mages and druids.
Mount Up: When he or Midnight is at 25% he will mount up. All aggro will be wiped and Attumen will be healed up to the percentage Midnight had, if he had less HP than his horse. Phase 2 will then start.
Midnight
Basic Melee: Around 1800 damage
Phase 2
Basic Melee: Melees for anywhere around 1600 to 3300. Still Immune to taunt
Shadow Cleave: Same as Phase 1.
AoE Curse: Same as Phase 1.
Charge: Does a knockdown to the targeted player. Charge does about 330 Damage to clothies and can get a Melee swing on the charged person.
Strategies
Video of Attumen the Huntsman Kill
Tank and DPS
Before Phase 1 Draw aggro on Midnight. This will also pull all the trash mobs before the boss if you have not cleared them all. These mobs will begin to respawn after approximately 25 minutes, if the fight sequence is not active. After a few seconds Attumen will show up, presumably when Midnight is at 95%. The hard part is getting aggro of Attumen as soon as he spawns, otherwise he will run to your healers and probably one-shot them.
The main tank will want to be on Midnight. The off tank should stand near Midnight, but between him and the healers. When Attumen spawns (he spawns right where Midnight is standing when the fight is not still engaged and he takes like 3 secs before he'll start to move so the OT as enough time to act), it is imperative that the off tank pick him up immediately. Instant abilities such as shield slam seem to work really well here. Hunters in the group can make use of misdirection to help if a quick pick up is not successful.
Phase 1
Once the off tank has picked up Attumen, drag him to the far side of the corral. The tank should be disarming Attumen as much as possible, as that reduces the damage he deals by approximately 75%. (This is why we put the off tank on Attumen, as he does less damage than Midnight when disarmed.)
Midnight should be tanked away from the raid. Generally we keep the horse in the center of the corral. Absolutely no DPS on Attumen. Everybody should be on the horse. When Midnight is down to approximately 25%, the next phase will begin. All aggro will be wiped, so all DPS must stop immediately at this point.
(Alternatively you can DPS Midnight down to ~30%, then DPS Attumen until he mounts up. This way, the mounted up Attumen will only have about 25-30% left.)
Phase 2
Attumen will now mount up on Midnight, wipe aggro, and will be healed up to the percentage Midnight had, if he had less HP than his horse. The main tank must pick him up immediately to prevent clothies from getting one-shotted. If your hunter(s) haven't used misdirect it can come in handy here as well. Have the MT use shield wall at this time. This way the MT can get good aggro and the boss won't pull onto the healers from initial healing aggro.
Healers should keep everybody's health topped off through this part of the fight. Attumen will randomly charge once in a while and hit for 6,000+ on cloth. It's not that often though, so just heal through it. Bandaging is perfectly acceptable here.
Once the tank has a solid hold on Attumen's aggro, start DPS. We usually have the off tank continue to disarm Attumen whenever possible as it reduces his damage by a large amount. Mages and Druids must be aware of the curse that he casts as it reduces your hit rate by 50%.
You can usually avoid the random charges if you stand everybody in the dead zone - outside of the range of Attumen's cleave, but still within melee range. Make sure to keep Attumen facing away from the group, and only the tank should be taking damage. (This is a tricky thing to do, we were unable to keep him from charging our group, but it felt like he charged less when we did this.)
Keep up the DPS and there you go - congratulations, you've downed your first (probably) Karazhan boss.
Role Specifics
Tanks This seems to be a very aggro sensitive fight so be alert in case you lose aggro. Get aggro of Attumen immediately after he spawns (he spawns next to Midnight), or he will go on a rampage on the rest of your raid. After getting the -50% hit debuff, count in your head to 28, then pop shield reflection. This will send his next debuff back to him, helping your healers dramatically in their quest to keep you alive, and keeping the debuff off of you to keep threat production up.
DPS A very aggro sensitive fight so do anything you can to stay below the tank in the threat meters.
Healers Keep the tank alive. One healer should be enough for the tank offtanking Midnight (in phase 1).
Additional Notes
Attumen is primarily a gear check. Most people consider him a pushover in terms of strategy, but he hits very hard. If you find yourself having trouble it may be that your gear is simply inadequate. Collect more loot from the level 70 wings of the 5-man dungeons or from Naxxramas.
When you kill the first trash mob in his room, you have 25 minutes to engage Midnight before it respawns. Attumen should be engaged before that time or the respawned adds will engage you when you pull. You don't need to kill the 5 "humans" near the quest giver (the friendly <Blacksmith>).
Attumen is immune to bleed effects, as of patch 2.10 Midnight is now immune to bleed effects as well - Reason: He is a skeletal horse (Taken from the Blizz patch notes)
Moroes
General Information
Type: Undead
Health: Around 378,000
Abilities
Basic Melee: 1600-2500 on plate.
Vanish: Vanishes, does not drop aggro.
Garrote: After reappearing from Vanish, he will immediately garrote someone, dealing 1000 damage every 3 seconds for FIVE MINUTES (100k total damage). This cannot be dispelled, however Dwarf Stoneform, Paladin Divine Shield and Mage Ice Block do remove the effect including Blessing of Protection. After he garrotes, he will immediately return to the highest aggro prior to the vanish. As of 2/6/07 all garrotes are removed when Moroes is defeated. If you reset the encounter by running out of the banquet hall, the garrote is not removed. However, dying from garrote incurs no durability loss.
Blind: A poison that occasionally blinds the second-highest aggro, causing them to wander. Dispellable.
Gouge: Gouges the highest aggro, incapacitating them. Moroes will attack the second highest aggro. This can be prevented by having the person with the highest aggro turn his back onto Moroes.
Enrage: At 30% Moroes Enrages.
Adds
Moroes will have different adds in every instance, much like Chromaggus' breaths. Each add will be based off a class and spec.
Baron Rafe Dreuger Retribution Paladin Health: 68k
Baroness Dorothea Milstipe Shadow Priest Health: 66k
Lady Catriona Von'Indi Holy Priest Health: 66k
Lady Keira Berrybuck Holy Paladin Health: 68k
Lord Crispin Ference Protection Warrior Health: 83.4k
Lord Robin Daris Mortal Strike Warrior Health: 84k
Note: This Boss must die before Opera event can be activated for progression.
Strategies
Video of Moroes Kill
The pull should be executed by the main tanks, simply by running to the platform or by simply shooting Moroes and gathering up Moroes and his adds. Alternately a hunter can use Misdirection to pull to the main tank so that tank positioning can be setup prior to the pull.
As many adds as possible should be crowd controlled. This can be accomplished by use of priests' shackle, paladins' fear (turn undead) which should be considered a last resort becuase fearing an add out of the room resests the fight, and hunters' freezing traps. The remaining uncontrolled adds should be tanked and killed. If you have a Rogue and primarily ranged dps, the best way to deal with the adds is to have the rogue use crippling poison in the off hand and mind-numbing poison in the main hand. This will enable the ranged dps to nuke the add from the beginning of the fight and not have worry about healing a third tank. This kiting techinque is very mana efficient for the healers and enables you to down the adds quicker becuase you don't have to worry about aggro. If you have the either of the Priest, they should be killed first. In the event you have two you are lucky becuase they go down the fastest, just make sure you interrupt the greater heals from the holy priest and the mana burn from the shadow priest. If you have either of the warriors, they should be shackled and kept shackled, as they are extremely difficult to kill.
Two tanks will be on Moroes. One tank should be building aggro on both Moroes and the uncontrolled add(s). The adds need to be killed quickly, after which the raid can concentrate on Moroes. The off-tank should consistently remain second on the aggro list, because after a gouge Moroes will turn to the person with the second-highest aggro. When the offtank is blinded, it needs to be removed immediately by a Shaman, Paladin or Druid (it is a poison). If no one in the raid can remove poison, the main tank should turn his back to Moroes to avoid being gouged. If the off-tank is blinded and main tank is gouged, Moroes will run off into the healers or DPS.
Crowd control is extremely important during this fight. The incapacitated adds must not run free for long, as many of them can easily one shot cloth-wearers or heal Moroes. It is recommended shackle be applied every 5 seconds or so. If an add does break loose, a tank should taunt it; however he should not attack since the crowd control will ideally be reapplied soon. Note that the Paladin adds, and possibly the Priest adds as well, can cleanse Shackle from the other adds. Also be aware that the paladins can cast blessings on the Moroes and his entourage, so be ready to dispell or purge.
Priests: Currently the Shadowfiend will sometimes randomly target a CC'd mob even if Moroes is not vanishing. This will generally lead to complete havoc, so it is highly recommended that Shadowfiend is not used AT ALL during the fight unless there is no CC active.
Hunters/Warlocks: Keep track of your pet, make sure that it doesn't attempt to attack a shackled add when Moroes vanishes.
DPS Moroes steadily, and be sure to heal through the garrotes. Losing even one person on this fight can be devastating.
After Moroes dies, his adds will remain and will need to be killed.
Example: Moroes plus Shadowpriest, Holy Priest, Retribution Paladin & Mortal Strike Warrior
Pull as mentioned above. Putting MS Warrior on shackle, Retri-Paladin gets tanked by 2nd tank. First kill the Shadowpriest because she can cast mana burn (our WL got burned for full mana), while that, keep the holy priest busy, then focus her. Then DPS on Moroes. If you have a paladin along, have him fear the Retri-Paladin, so the 2nd tank is not too busy with tanking/taking damage from him. Stun of Paladin is purge/cleansable.
Useful tip: Dropping a Earthbind totem or positioning a mage between shackled mobd and there priest to frost nova if shackle breaks, which gives more time to reapply shackle and can save lives.
Alternate Strategy (Kiting):
This strat aims to Kite/CC Moroes' guards so the MT/OT only have to worry about Moroes, it also assumes the following:
1) There are two mages in the raid. (or a mage and another class that can kite)
2) You have two priests that are shackling two guards.
3) You have two tanks, both on Moroes.
Determine your kill order of Moroes' guards. Before the pull starts, have your mages start casting Pyroblast (Followed by Slow) or Frostbolt on the targets that are not being shackled.
This is to ensure the mages get aggro of the targets they are going to kite as soon as the pull happens.
Before the spell casts all the way, the MT pulls, timing it so the adds that aren't being shackled are being hit by the mages' spells as soon as the pull happens. Priests shackle their targets, then focus their healing on the MT/OT.
Both mages kite their targets while the rest of the raid DPS's them down.
Once the unshackled targets are DPS'd down, have one mage break the next shackle and kite that one as well. (Do not break shackle of a guard that can cleanse until last)
Repeat for the last guard.
There is no need to waste any mana healing against the guards, nobody should be taking damage (watch out while kiting the MS warrior, he whirlwinds, don't kite him through your healers).
If you do not have two mages capable of kiting, stick a rogue on the 2nd target using crippling poison or a warrior with hamstring while someone else (like a hunter or warlock) holds aggro and kites.
This strat can be altered a bit to suit the classes of your raid, for example, if you have three priests, shackle three guards and only kite one at a time. Just make sure you have enough kiting so tanks do not have to worry about the guards and can focus on Moroes.
Once done kiting/killing all four guards, focus on Moroes as noted in the above strategy.
Useful Macros:
As a priest, it can be very difficult to reshackle one add and to maintain healing on the tank at the same time. A simple macro can do the reshackle, you can push it between two heals every 5-10 seconds. You must keep Baroness Dorothea Milstipe shackled all the time.
/target Baroness Dorothea Millstipe
/cast shackle undead
/targetlasttarget
This will do the work and eases the fight a lot.
Shackle Focus Macro: The macro system in WoW 2.0 introduces a new element called focus which allows a player to save a target as its "focus" and, using macros, cast spells on the focus without losing your current target. Detailed examples from Useful Mage Macros use Polymorph, but can easily be extended to Shackle Undead. The macro is below:
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Shackle Undead
Notes
The encounter can be reset by exiting the room.
The encounter is also reset if any of the mobs exit the room (such as being feared).
Immune to Charge.
Paladins can remove Garrote from other players with Blessing of Protection, and from themselves with Divine Shield. If it is skilled down to a 3 minute cooldown, it is possible to use this multiple times in one encounter. Garrote should not be removed from tanks, since they are the main heal targets anyway. Mages can also remove garrote using Ice Block.
Prior to patch 2.0.10, Luffa was a viable means of removing the Garrote. However, after patch 2.0.10, the Luffa was changed so that it only removes bleed effects if the caster is level 60 or below.
Limited Invulnerability Potions can be used to negate the bleed damage for a short period, but it won't remove the Garrote effect itself.
Dwarves can use Stoneform to remove Garrote.
The adds are immune to bleed, but Moroes himself is not.
Rogues should use Cheap Shot, Kidney Shot, Kick, Gouge and Vanish to interrupt Mana Burn (Dorothea), Heal (Catriona) and Holy Light (Keira). Do not chain stun due to diminishing returns. Vanish and Cheap Shot again if necessary. You need every ounce of DPS possible for this fight, do not bother with non-damaging poisons.
Wizard of Oz
Abilities
Tinhead
Cleave: 5 yd range. Instant. Inflicts Physical damage to an enemy and its nearest allies, affecting up to 3 targets.
Frost attacks will cause a Rust debuff, which slows Tinhead 10% and stacks up to 8 times, permitting kiting.
Five applications of Sunder Armor will also cause the Rust debuff.
Roar
Roar is rather cowardly, and susceptible to fear. However, often he will run into one of the two doors and go out of line of sight making him very difficult to keep constantly feared. Be prepared for many early breaks and resists, as he seems to do this quite often.
Frightened Scream: Instant. Lets out a scream, causing up to 3 nearby enemies to flee for 2 sec.
Dorothee
Water Bolt: (uninterruptible) Cast Time 1.5 seconds, Frost Damage 2025-2475
Summon Tito: Summons Tito. 35k HP. Ability: Annoying Yipping. Instant. Pacifies and silences an enemy, rendering it unable to attack or cast spells for 2 sec.
Untankable: Shoots her Water Bolt at a random raid member.
Strawman
Burning Straw: Extremeley high chance for Strawman to be disoriented for 6 seconds when struck by fire damage abilities. Scorch is an excellent ability to proc this debuff.
Brain Bash: Stunned.
The Crone
Cyclone: Knocks the player up into the air. Interrupts casting, although instacast spells can still be used while in the air. Avoidable by moving around the stage.
Chain Lightning: 45 yd range, 2 sec cast, Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, inflicting greater Nature damage to each successive target. 2775-3225 damage.
Tips
NOTE: As of 03/19/07 you can reset this encounter, as well as any other Opera House encounter, by jumping over the edge of the balcony towards the audience (you will fall into the empty room below and will have less to clear if there are repops). Near the center of the balcony seems to be a good spot to jump...You cant clear the railing in one jump but you can jump halfway up it, then over the edge on your next jump. At the very least, you could get your warlock and two others to jump over so the warlock can summon the rest of the raid past respawns to continue attempts.
In one of our recent attempts...a person that had agro jumped over the balcony and it caused a reset even though there were still people alive up on the balcony. Luckily one of them was a priest and the priest was easily able to rez the jumper and everyone else on the audience side of the curtain. I dont know if that was a one-time fluke but its worth a shot especially if you have respawns.
Strategy 1
Summary:
Kill Dorothy
Gain threat on Roar
Tank Strawman (and kill)
Fear Roar
Gain threat on Tinhead, apply frost & kite (Mage)
Kill Tinhead
Kill Roar
Kill Crone
Dorothee is untankable and will attack at random, so have everyone unleash full DPS and burn her down as fast as possible.
Now, each add is not spawned (or "enabled") at the same time. Dorothee and Roar are attackable upon engagement, followed in 15 seconds by the Strawman, and 15-20 seconds later by Tinhead. Strawman is tanked in the Southwest corner. The off-tank should build aggro on Roar until Tinhead spawns, which will keep Roar coming back to him for the entire duration of the fight. The off-tank leaves Roar as soon as Tinhead engages and leaves Roar to be feared by the Warlock. If you have a hunter, you can have warlock fear Roar as soon possible to minimize damage and have the hunter misdirect to OT and distracting shot roar while he is feared.
A mage starts to cast frost spells at Tinhead when the tank has some aggro, and when 8 stacks have been reached the warrior stops producing aggro on Tinhead, leaving him to be kited around the room by the mage spamming Ice Lance.
When Dorothee and Tito are killed, DPS moves on to the Strawman and kills him. After that, the Warrior starts building threat on Roar again and tanks him in the Southwest corner. The Warlock also stops fearing Roar now and starts DPSing Tinhead, who is being kited around by the mage and by now should be at around 50%.
When all of these are killed there is a short break before The Crone spawns. The Crone is very easy; he is a tank and spank without a lot of HP, the only thing is the cyclone that goes around the room counter-clockwise that you have to watch out for. This means everyone has to keep moving almost constantly. This is not a problem for the healers, as two renews can keep the MT up.
Strategy 2
The overall strategy being somewhat similar to the one above, instead you do the following:
Kill Dorothee, Kill Tito. Tito has very little health and damage but his death causes Dorothee to go into a nasty enrage: make sure she dies first!
When Roar aggros, fear him every 4-6 seconds: this should be your Warlocks only focus as Roar will one or two shot cloth.
When Strawman aggros, apply non-stop fire damage to disorient him, scorch is well suited for this task (1.5 second cast allows for the occasional resist safely) and a properly specced fire mage can have him down to 60% be the time Dorothee and Toto are dead. Save your Fire Blast for those rare times when he resists 2 scorches in a row.
When Tinman aggros, tank him in the far right corner of the stage, away from everyone, while a second mage Rank 1 frostbolts to quickly apply rust. This will keep the mage's damage down and allow the tank to kite him rather than the mage, preferable since the tank can take a few hits from the Tinman while the mage may not be able to. Using rank 1 frostbolt is designed to make it feasible for even a fire specced mage to keep Tinman under control, and to apply the debuffs quickly. Remember: its not the strength of the frostbolt but rather the number of bolts Tinman has been hit with, similar to Viscidus. Do NOT Frost Nova: it negates the point of kiting and Tinman will simply strike whoever is conveniently nearby.
Once Dorothee dies, kill Strawman (keep scorching so theres no need to tank.)
Kill Roar. (If you have two tanks, tank him. Otherwise just keep him feared while you dps.)
Kill Tinman. (Tank continues to kite the whole time.)
Kill Crone, move in a clockwise movement around the stage to avoid the cyclone.
Strategy 3
Using the below strategy, we were able to 1 shot the Wizard of Oz event. For this strategy you need 2 warriors, 1 warlock and of course someone who can do frost damage. 3 healers is recommended with 2 priests and a druid being ideal. The main difference with the above strategies is that we kill them according to the ability to be controlled. It happened too often that while DPSing down Dorothy the debuff on the Strawman didn't proc and he killed a couple healers or we used too much dps on the strawman that it took ages to get Dorothy down. So what we do is tank Tinman until he has enough debuffs and then the tank will kite him. We tank Strawman while DPSing him first. Dorothy is ignored for a while because she doesn't do all that much damage anyway and a few HoTs is enough to heal that.
So in order:
DPS Dorothy until Roar spawns. Tank A will get 1 or 2 sunders in on Roar and he will be chain feared
When the Strawman activates, have tank A move in and get aggro. Everyone switch dps to the Strawman to get him down as quickly as possible. Use fire damage as much as possible as this will seriously decrease the amount of damage the tank receives. One mage repeatedly spamming scorch and fire-blast will completely immobilize the Strawman. Tank B will move to Tinman to start and tank him.
When the Tinman enables, focus 1 or 2 people with frost damage on Tinman to quickly stack up the slowing debuff on him so that tank B can kite him around.
Tito should spawn somewhere around now and Tank A should pick him up, even if he's still tanking the Strawman as well. Tito is extremeley weak, and simply needs to be tanked.
Once Strawman is down, finish off Dorothy and Tito. Do not kill Tito first, because then Dorothy enrages.
Tank A moves in to start tanking Roar. DPS down Roar. Continue to kite Tin man
Ranged DPS only on the Tinman. This should allow the healers to regain a bit of mana.
Drink quickly once Tinman dies.
Kill the Crone.
Notes:
When tanking Tinman, be sure to kite him around the edge of the stage and away from other raid members. He carries a large axe that cleaves for a large amount of damage on cloth wearers!
When chain fearing Roar, he often runs out of line of sight, making chain fear slightly difficult. However, the warlock should be concentrating fully on fearing Roar, because he tears through cloth wearers if he gets loose. The warlock can keep Curse of Agony, or some other appropriate DoT on Dorothee and Straw Man to help kill them faster.
Don't worry too much about the Cyclone. It does throw you up in the air, but the tanks are easily kept up with HoTs only. If the tank moves in a slow circle around the edge of the stage, they will never be thrown up.
Big Bad Wolf
Attacks and Abilities
Terrifying Howl - Instant. Causes nearby enemies to flee in fear for 3 sec.
Little Red Riding Hood
Description: Marks the target as Little Red Riding Hood. This increases the likelihood that the Big Bad Wolf will chase them and try to gobble them up!
Effect: Reduces the target's armor and resistances to 0. Increases speed 50% to flee the Big Bad Wolf. Pacifies and Silences.
Strategy
Tanking
Generally only one tank is needed. A warrior, protection paladin or feral druid can fulfill the role, but warriors have an advantage due to berserker rage.
The wolf should be tanked along one wall a medium distance away from the rest of the raid. If possible, switch to berserker stance to berserker rage just before a fear.
If that is not possible, a Dwarf or Draenei Priest's Fear Ward can counteract the fear. If that is not available, a Shaman in the tank's group can drop a Tremor Totem immediately after a fear. Since the fear is melee range, the shaman won't be feared and the tank's fear will be dispelled immediately and the wolf will go back to the tank.
Beside his fear, the wolf is not terribly difficult to tank and does not do a huge amount of damage.
Piercing Howl can be used to slow the wolf.
Damage
Ranged DPS classes can continuously damage the wolf provided that the tank does not lose aggro. They can continue damaging while the wolf is chasing Little Red Riding Hood. Melee DPS classes have to be more careful due to the fear.
Little Red Riding Hood
All non-melee classes (ranged DPS and healing) should stand close together in a corner about 1/3-1/2 the stage length from the wolf being tanked on the adjacent wall. When the wolf casts the Red Riding Hood debuff, the affected person needs to run around the perimeter of the stage. Do not touch or hug the wall because it will slow down your running speed, but stay very close to it. The wolf should be a short distance behind you at all times, but out of melee range. After running about 1.5 times around the stage, the debuff will wear off and the wolf will most likely run back to the tank as long as sufficient aggro was generated.
All healing should be focused on whomever has the debuff. It is often possible to survive one attack from the wolf as long as the runner is healed as soon as they are hit. Healers should use preemptive heals, canceling at the last moment if the runner does not get attacked. A priest should use Power Word: Shield. Earth Shield and heal-over-time spells can also help.
Be aware that while chasing Little Red Riding Hood, the wolf will continue to fear all nearby players, including the runner. Tremor Totem and Fear Ward on the runner can help.
Warriors can Intervene to whomever receives the Riding Hood debuff to provide a bit of extra protection.
It is not recommended druids with the talent Tree of Life to be in that form because it slows them down if you so happen to get the Riding Hood debuff.
NOTE: As of 03/19/07 you can reset this encounter, as well as any other Opera House encounter, by jumping over the edge of the balcony towards the audience (you will fall into the empty room below and will have less to clear if there are repops). Near the center of the balcony seems to be a good spot to jump...You cant clear the railing in one jump but you can jump halfway up it, then over the edge on your next jump. At the very least, you could get your warlock and two others to jump over so the warlock can summon the rest of the raid past respawns to continue attempts.
In one of our recent attempts...a person that had agro jumped over the balcony and it caused a reset even though there were still people alive up on the balcony. Luckily one of them was a priest and the priest was easily able to rez the jumper and everyone else on the audience side of the curtain. I dont know if that was a one-time fluke but its worth a shot especially if you have respawns.
Class Specific Tricks
Rogues - Vanish can be used to prevent all damage from the debuff. Don't come out of stealth, as the debuff remains through Vanish
Hunters - Feign Death can be used to prevent all damage from the debuff. Don't remove it, as the debuff remains through Feign Death
Paladins - Use Divine Shield on yourself to prevent all damage on yourself, and Blessing of Protection on all others. Note: Both Divine Shield and Blessing of Protection will remove the speed you gain. As the wolf will follow Little Red Riding Hood for longer than either of these buffs can last, the player will be taking damage if he/she get the buff too early.
Mages - Use Ice Block to prevent all damage from the debuff. Don't remove it, as the debuff remains through Ice Block. Have healers ready to heal you and be ready to run when Ice Block fades. Use amplify magic to maximize heals, since there is no magic damage during the fight.
Romulo & Julianna
Abilities
Backward Lunge: Physical. Strikes at an enemy behind the caster, inflicting weapon damage plus 300 (Knock Back 35 yard).
Deadly Swathe: Physical. Strikes at nearby enemies in front of the caster, inflicting weapon damage plus 300 (Affects up to 3 targets).
Poisoned Thrust: Physical. All statistics reduced by 10% (Stacks up to 8 times), the debuff can be depoisoned.
Daring: Holy. Increases the Physical damage dealt by the caster by 50% and the caster's attack speed by 50% for 8 sec.
Strategy
He can hit quite hard, so make sure people are prepared for the healing assignments. He has approximately 190,000 Health.
Romulo should be tanked so his back is turned towards the wall, thus limiting the knockback effect on the dps.
A Detect Magic should be kept up on Romulo at all times so you can pay attention to when Romulo gains "Daring". A mage must Spell Steal this, a Felhunter Devour this or it must be Dispelled ASAP. Having a Felhunter's "Devour Magic" spell on Auto-cast will cause him to remove the buff the instant it is applied, since Romulo does not have any other buffs for the Felhunter to blow his 8-second cooldown on. It is preferred to simply remove Romulo's buff using Dispel/Purge/Devour and have a Mage Spell Steal Julianne's buff, since it will boost the mage's DPS. This buff can easily make or break your fight.
During Phase 3, When you fight Romulo and Julianne simultaneously, you must kill them both with-in 10 seconds of each other or they resurrect.
Romulo isn't immune to disarm and keeping him disarmed is a key to this fight. It is recommended to use disarm as soon as he gains the "Daring" buff in order to decrease his DPS for the few seconds it takes for the buff to be removed.
NOTE: As of 03/19/07 you can reset this encounter, as well as any other Opera House encounter, by jumping over the edge of the balcony towards the audience (you will fall into the empty room below and will have less to clear if there are repops). Near the center of the balcony seems to be a good spot to jump...You cant clear the railing in one jump but you can jump halfway up it, then over the edge on your next jump. At the very least, you could get your warlock and two others to jump over so the warlock can summon the rest of the raid past respawns to continue attempts.
In one of our recent attempts...a person that had agro jumped over the balcony and it caused a reset even though there were still people alive up on the balcony. Luckily one of them was a priest and the priest was easily able to rez the jumper and everyone else on the audience side of the curtain. I dont know if that was a one-time fluke but its worth a shot especially if you have respawns.
--------------------------------------------------------------------------------
Here is a suggested strategy for those looking for a more detailed description of phase 3. We begin with one tank on Romulo and one on Julienne. For the first part of phase 3, we focus on romulo and ignore julienne. We keep wound poison or MS on romulo, and heal through the blinding passion. Once Romulo is at 20%, we ask the rogue to switch to julienne and focus on interrupting her heals. Once Romulo is at 10%, the remainder of the raid switches to julienne, eventually killing her. The the raid immediately moves to Romulo (who should be at 5% just from tank DPS) and kills him. The benefit to this strtegy is that it simplifies the fight due to being able to avoid any focus on julienne. A few heals on romulo are fine, and julienne can heal herself all she wants until romulo is at 10% (Because there is no DPS on her anyways).
Curator
General
The Curator is an Arcane Guardian boss in the Menagerie in Karazhan. He has around 660,000 HP and high armor.
His normal attack will hit for somewhere around 3000 on a well-geared warrior tank.
Abilities
Summons Astral Flares, 1 at a time. Summoning an add will drain 10% of his mana. After 10 seconds he summons another one. The adds have ~11,000 - 13,000 HP and attack using a Chain Lightning-style AoE attack on a maximum of 3 targets within 10 yd range range for 675-825 Arcane damage. Everyone needs to be spread out to avoid this damage. They do 100% Arcane melee damage and are "tankable" but not tauntable.
Evocation: When the Curator runs out of mana, he will evocate his mana for 20 secs, during this evocation he will take 200% extra damage. During evocation, The Curator will not attack or summon adds. The list of "prime" targets for Hateful Bolts is reset at this time.
Hateful Bolt: The Curator occasionally shoots a single target arcane bolt for 4000-5500 Arcane damage. This will always afflict the person on his "prime" list with the most health.
Berserk: After 12 minutes he goes berserk and will wipe your raid.
Enrage: At 15% he goes into Enrage mode. This largely increases his melee DPS against the MT and greatly increases the rate at which he shoots Hateful Bolts. He is unable to summon adds or becomes Weakened while he is Enraged.
Immune to arcane damage
Strategy
Video of Curator Kill
Depending on raid composition, some DPS should be kept on the Curator, generally a feral bear offtank or a rogue are both useful for soaking the hateful bolts and for staying on the boss to DPS while everyone else kills the adds.
The Astral Flares are tankable, however this does not have to be done by a traditional tank. Since they only do damage in a 10 yard radius, ranged DPS and healers should stand on one side of the hallway, with the flares on the other, out of range. They can be pulled by the off tank, but since they start off chasing a random target, it's much more effective to have a class that can generate ranged aggro (e.g. a Warlock's searing pain, a Shaman's frost shock) pull them off to the side.
He should be tanked where he stands when he is nearest to the entrance of the room on his patrol. The raid should be spread out at the wall nearest to the entrance. To allow rogues and other melee DPS easy access to his back it is best to fact him away from the group. (Note: Curator has a very large aggro radius.)
Adds will spawn fairly quickly, and the basic goal is to burn one down before another spawns. Once Curator is out of mana, the remaining adds should be finished off and all DPS on the Curator. Healers are encouraged to sneak in some DPS via DoTs or wanding while The Curator is weaked whenever possible, and judging Wisdom can help regen a bit of mana.
At 15%, he will enrage, increasing his melee damage and his attack speed. He will fire Hateful Bolts extremely fast, and no longer summon adds or evocate. At this point, DPS should finish off any remaining adds and nuke down the Curator.
The raid must kill him before a 12 minute timer is up, or else he will wipe it with his Berserk ability. With suffient DPS this should not be a problem.
The adds and The Curator himself are immune to taunt.
Special Notes
Trash Mobs:
The trash, consisiting of Arcane Watchman, arcane elementals, and mana wyrms, is on a 45-50 minute respawn timer, so make sure you start fast and keep a quick pace in order to avoid respawns.
Arcane Watchman: These two mobs are similiar to the Curator themselves, and come in a linked pull. They hit hard (proportional to their size), and are untauntable. Their unique ability is a debuff called 'Overload' which is cast on a random player in the raid. This debuff causes the player to explode, dealing an exponentially increasing amount of damage to nearby players. The first explosion causes 400 arcane damage, but subsequent explosions double the damage, finally ending with a 3.2k damage explosion. The simplest way to counteract this is through placement of the raid.
Sample Raid Placement: Have a main tank and an off-tank for each watchman. Position the two mobs seperately, so that if a tank gets the overload debuff the OT will not have to suffer through the explosions. All ranged DPS and healers should stand together at the entrance to the hallway. Once overload is cast on a player, that player simply runs back across the plank bridge and waits by the barrels. Alternatively, the player can simply strafe off the bridge (this will cause 0-1 ticks of the explosion on teh raid) and then run back up the stairs to the raid to receive heals.
Arcane Elementals and Mana Wyrms: This pull consists of one Arcane Elemental and 5-6 Mana Wyrms. The elementals have a mana shield, meaning their mana bar acts as their health bar. They also have a blink ability, which they use often. The blink causes an aggro dump, meaning the Elemental will often aggro onto a nearby healer. To avoid unnecessary deaths, the OT should be prepared to taunt the elemental. However, if the MT has a quick reaction time, they should be able to intervene or intercept and pull a taunt off in time. Also, tanking the mob near the healers also works well. We fight the first 2-3 groups in the room with the statue, and the rest at the end of the hall that the Curator patrols. If you have a paladin, have them concecrate to hold down the adds and then continuously decurse the group to remove the "drain mana" the wyrms will constantly do. They definately need to keep it off the MH and Mages for the AoE. When the pally has aggro, lay down Flamestrike and/or Blizzard. (Personally find Flamestrike works better overall). When the adds are down, take down the elemental. When his shield is completely gone, he will explode into a mana shower that restores mana to all in the nearby vicinity. Get all mana users in it for some free mana.
Other Curator Notes:
Hateful Bolt Mechanics: The Curator prefers to hateful bolt people closer to him, a rogue on him is far more likely to take a hateful bolt than some warlock who is DPSing. Arcane resistance is quite helpful, as the bolts can be partially resisted, and arcane resistance helps against the flare's chain damage as well (the chain lighting the flares do is arcane based). However, it should be noted that many guilds do not use any arcane resist gear (outside of perhaps the AR trinket you receive from the questline to kill the prince, but by then, you've already killed the curator).
Alternate Hateful Bolt theory: Other sites suggest that Hateful Bolt is similar to Patchwerk's Hateful Strike ability. Basically, it will hit the person who is a) highest on his aggro list but is not the MT, and b) has the highest health. So to ensure the same person soaks every bolt, healers need to keep his or her health completely topped off.
At 150ish Arcane resist unbuffed, plus Mark of the Wild, the offtank mitigates roughly half of the damage from Hateful Bolt.
Priests - Using your Shadowfiend during an evocation vulnerability will restore a large portion of your mana pool. Normally a Shadowfiend does about 100-200 damage a hit, however an evocation vulnerability will increase this to 300-600 damage a hit, and giving this damage to the caster directly as mana. Dependent of how many healers you have it is advisable to use the Shadowfiend in the second or third damage phase. Also note that keeping Vampiric Touch and Vampiric Embrace on the boss will be a chore. Depending on the group setup and DPS in the group it might be wise to only use the spells when he starts to Evocation his mana back to 100%.
Shamans A bloodlust just before the evocation can be used to both increase the speed of killing the final add and adding a substantial amount of damage to The Curator.
While learning this encounter as a healer, you will use a lot of mana healing people. Bring at least 5 Major/Volatile/Super Mana Potions per attempt, it may save a wipe.
Rogues - Learn to use Cloak of Shadows at the right time to maximize the amount of damage you can negate from the adds. Don't blow it as soon as it is up; rather, save it for right when a spawn is about to begin hitting you with lightning. As melee you will be taking damage from every spawn and you must mitigate as much of it as you can. Evasion will also allow you to dodge their melee hits, which are also Arcane damage.
Warlocks - He spawns adds at an interval of about 10 secs and 10 adds on one mana bar, getting a Curse of Doom on him when there is just under 1 minute left till evocation it will deal massive damage (around 20k) to the boss.
Terestian Illhoof
Attacks and Abilities
This fight was made significantly harder in patch 2.0.8
Terestian Illhoof comes with an elite imp minion.
Terestian deals a high amount of melee damage
The imp does decent melee damage (1500-2000 on cloth).
If the imp is killed, Illhoof gains a debuff called "Broken Pact" which increases all damage done to him by 25%.
Terestian summons a constant stream of non-elite imps that fireball for around 250 (500+ with amplify flames) and have 5k HP.
Terestian will occasionally Sacrifice one player. This teleports them to the altar in the center of the room, wraps them in Demon Chains, paralyzes them, and deals 1.5k per tick (about 1-2 ticks per second!) while healing Terestian extremely fast.
The Dark Chains must be DPSed down to free the affected player IMMEDIATELY and the player in the chains must be spammed with heals so they do not die. This is similar to Maexxna's Web Wrap, but far far more damaging.
The chains have ~12,500 health.
Terestian's pet applies the Amplify Flames debuff, increasing fire damage taken by 500. This makes the imps hit much much harder.
Kil'Rek (his imp) must be offtanked and killed as fast as possible so that Illhoof gets the Broken Pact debuff, and so no one gets the Amplify Flames debuff.
It is possible for a hunter pet (cat or bear) specced for extra health, armor and some FR to off tank Kil'Rek assuming the hunter controlling him is on the ball.
Terestian will go berserk after approximately 10 minutes, and he will begin to spam cast shadowbolt volleys every 2-3 seconds; they hit for approximately 7000 each, and hit everyone in the raid.
Strategy
Video of Illhoof Kill
Healers will take heavy damage from imp fire, they spend a lot of mana healing themselves.
Focus DPS on Terestian, doing as much melee AoE to kill his elite imp pet. After it is at ~30% hp and a demon chain kill it, this give you ~20 seconds of 100% more damage to Terestian. Keep in mind that Terestian's pet will constantly cast the Amplify Flames debuff, increasing fire damage taken by 500 (It is NOT dispelable). He often times casts it on the healers, who are already getting attacked by the imps. This spell makes it much harder for the healers to heal themselves and the raid.
The most important thing in the fight is to DPS down Demon Chains as soon as they appear. Otherwise, the Sacrifice victim will die very quickly, and Terestian will heal a lot.
Every once in a while, the raid leader should call AoE to clear out the non-elite imps. Once most of them are dead, the group should resume hard DPS on the boss.
Warlocks can enslave one of the elite imps in the pack before Terestian in order to add a substantial amount of DPS and Mana for those who Dark Pact. They shoot a fireball that hits for about 800-1600 every second.
The best addition to your raid setup is a destruction warlock specced with Nether Protection and spamming Seed of Corruption on Illhoof. He also gains immune to the sacrifice damage when his Nether Protection is active. A mage with Magic Absorption and heavy Fire Resistance is also a great way to make the kill if you have no warlock, the mage acts as the bolt soaker, and thanks to the talent, will continually regenerate mana, assuming a high enough FR, thus allowing continual AoE on the imps.
Another alternative to taking care of the imps that come out of the portal is to have a warlock with Intensity and Nether Protection along with a paladin for Concentration Aura and to stand in between the portals and Hellfire. Make sure to have a dedicated healer to heal the warlock.
Let somebody offtank and build aggro on Kil'Rek with damage while your main tank tanks Illhoof. Let him taunt and get on the top of his hatelist with some ability. That way the healing is only focused on two targets (the warlock and the main tank, most of the time)
Get Kil'Rek below 20% when the sacrifice starts and let your main tank execute (if he is a warrior) Kil'Rek so that you can fully extend the Broken Pact debuff.
Shade of Aran
Basic Info
Aran is located in the Guardian's Library in Karazhan. He has ~900k HP and very low armor - melee DPS is brutally effective against him. He must be fought in a very small arena which is a circle approximately 35 yards in diameter. He is completely untankable - he almost never melees, doesn't have a standard aggro list, and if he gets away from the center of his arena, he'll run right back.
In patch 2.0.7, a change was made that allowed Berthold the Doorman to teleport players to the Shade of Aran's room after the Shade's death.
Spells and Abilities
All of Aran's basic spells have infinite range and are semi-randomly targeted. (He is intelligent and will keep nuking a target that's low on HP.) They can all be affected by Counterspell/Pummel/Earth Shock etc. If someone accidentally pulls Aran and you just zoned in at the start of the instance, he can still nuke you. It should be noted that Earth Shock is a poor substitute for other forms of interrupts and spell locks for this fight due to earth shock only being able to lock down the school for 2 seconds.
Aran has a weak melee attack that he will only use if all 3 spell trees (Fire/Frost/Arcane) are locked out by Counterspell-type abilities.
Aran has a threat list for his melee. This means if you lock down all 3 spell trees, he will melee whoever is at the top of his threat list. This can cause 2 things to happen: he will chase people around the room to attempt to melee and he will crushing blow for 4k+ on poorly armored targets, sometimes killing people in combination with spells. If this is causing any trouble at all, have a Druid DPS him in bear form to maintain the top of the threat list.
Basic Abilities
Frostbolt - 3 sec cast, 4400ish damage.
Fireball - 3 sec cast, 4400ish damage.
Arcane Missiles - 5 sec channeled, 1500 damage per missile.
Chains of Ice - 10 second Root, does not break on damage. Dispellable.
Conflagration - Deals 8000 fire damage over 10 sec to the affected player, and a smaller amount of damage to nearby players. Conflagged players are disoriented and cannot use any spells or abilities.
Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable. Druids can shape shift to remove the reduce movement effect.
Special Abilities
NOTE: Aran's special abilities cannot be locked out by Counterspell-like abilities. For example, if you lock out a Fireball, he can't Fireball for 10 seconds, but he could Flame Wreath at any time.
Flame Wreath - 5 sec uninterruptable cast. Targets 3 random people in the raid. If there is no one close to them, nothing happens. If there are any other players near the target, it creates a circle of fire on the ground for 15 seconds. Anyone who crosses the flame wreath (moving in or out) will trigger a 3-4k Explosion that hits everyone in the room. It is important that everyone in the raid hold still as his flame wreath finishes casting, even if standing in a blizzard. If you continue moving, it is possible to step across a wreath before it becomes visible on your screen.
NOTE: As of 2/26/07 pets no longer trigger this effect. Additionally, a rogue using Cloak of Shadows that remains still will also not trigger Flame Wreath. (Cloak of Shadows had previously proc'd it.)
AoE Counterspell - 10 yard radius AoE around Aran, occurs very often. Any caster in range is quickly rendered useless. Note that this will only affect you if it pulses *while* you are casting; instant-cast spells won't get you silenced, and you're free to stand next to Aran as long as you're not actively casting any spells.
Blizzard - 1700 damage per second, large AoE that moves slowly clockwise 360 degrees around the edge of his arena. Resembles a less damaging C'Thun dark glare. The Blizzard has a large area of effect and it covers one side of the room. You will be hit by the Blizzard if you are meleeing him and on the side it's traveling on.
Magnetic Pull / Super Arcane Explosion - Pulls everyone to the center of the room, Slows everyone, then starts a 10(?) second uninterruptable cast that deals 12,000 damage to a 30 yard radius (note that the room is only 35 yards wide). If you start running as soon as you're pulled, you can avoid the AE even while Slowed. Rogues using Cloak of Shadows can get rid of the slow (and possibly avoid the Super Arcane Explosion, though this should really only be used as a last resort in case of lag or other circumstances prevented you from escaping in time). Aspect of Cheetah/Pack will also speed your run to the outside if you are delayed in the middle. Priests and paladins should keep an eye out for any slow reactions (or anyone in "Chains of Ice"), since the slowing effect can be dispelled.
Water Elementals
At 40% HP, Nielas Aran summons 4 elite Water Elementals. They have about 30,000 HP, and will despawn after 90 seconds. They shoot a constant stream of frostbolts for 1000-2000ish damage. They can be banished and feared, and Fear is the main method of controlling them.
A second option is taking a high aggro class, such as a warrior or druid, dressed up in frost resistance gear. Prot Tanks are obviously preferred as their damage is less critical on Aran than another class would be (and there's a spell damage reduction talent that compliments this option nicely.) Since the Water Elementals use exclusively frost damage, a high frost resistance tank can make them a non factor relatively easily. This eliminates the need of a second warlock but one is absolutely crucial: asking a tank to maintain aggro on four adds is not suggested, but tanking two is certainly feasible.
NOTE: The elementals have recently been nerfed. They now have about 30,000 HP and are most killable.
Enrage
When Nielas Aran gets about 0% mana, he will do an emote ("Give an old man some time for a refreshing drink"), polymorph the entire raid (causing you to regain most if not all of your hp) and start drinking. After he drinks for 10 seconds he will start casting an AoE Pyroblast. If Aran is interrupted while drinking, he will simply Potion and Pyroblast. The Pyroblast does 7000-7500 damage. Two druids using tranquility and independent heals can heal back the whole raid.
Strategies
Video of Aran Kill
Raid DPS must stay high in order to prevent Aran from running out of mana and Enraging. Full out DPS is the best strategy if you have the DPS. You will be able to bridge the gap on DPS by making sure all healers have a dot on the boss and max dot him. DPS hybrids should be on max DPS if they are not a primary healer. The idea is to kill him before he enrages. DPS is the key.
Under the circumstances that Frostbolt, Fireball, and Arcane Missiles are on cooldown due to interrupts he WILL melee very fast for 2400 crushing on leather.
Healing on Aran's target must be extremely fast, 5k nukes can kill people very quickly.
Counterspells (pummel, kick etc) should try as much as possible to interrupt Fire and Frost spells right before they finish casting. If you interrupt a spell right as it starts, he'll just start casting another. Waiting to interrupt causes him to waste more time without doing damage, and also prevents him from running out of mana and Enraging. Earth Shock on 6 sec cooldown and 2 second tree lock is not enough. He will resume casting in that tree very shortly and before the cooldown on earth shock is up. Its best to have the shaman focus on DPS/healing and assist with shocks when they can.
Conflagration is Aran's most damaging "regular nuke" and can rapidly kill someone. Make SURE to heal the conflagged guy!
Dealing with Arcane Explosion is easy - even if you are Slowed the whole time, 10 seconds is more than enough time to get away from AoE. In order to maximize raid DPS, meleers can stay in and melee for 5-6 seconds while he casts AoE. As long as someone dispels Slow off them, it only takes 3 seconds to run out. Gnomes' Escape Artist racial ability also works against his slow.
Blizzards are a horrible threat to ranged DPS, standing still in a blizzard you'll take probably 13k damage before it moves off you. The easiest way to deal with Blizzard is to move to the center, the only place that doesn't get hit with the Blizzard. Unfortunately, this means you're exposed to Counterspell for at least 10 seconds, and you're clumped up for Flame Wreaths.
Flame Wreath can wipe a raid in a matter of seconds. The best way to handle Flame Wreath is to prevent it altogether. Stay spread out any time you're not dodging Blizzards, so even if he does cast it there's a chance it won't stick. When it does occur, just stay away from Flame Wreath.
Your raid can easily survive Aran's "enrage", just make sure everyone has over 7500hp. On most successful kills, the Polymorph > Pyroblast cannot be avoided.
If you lack the raw DPS, then DPS him until 42-45%, wait for him to go OOM and polymorph the raid. Once everyone is back to full health continue strong DPS on him to 40%, and then CC the Water Elementals for 90 seconds while maintaining interrupts and DPS on Aran. The reason for this is if you have elementals out and he polymorphs the raid it is usually a wipe. This way you can control the adds and not have to worry about keeping his health below his mana for the fight.
Now that the normal game interface allows you to see "enemy castbar" is it vital to use against this boss to have a few seconds of warning as to what he will use.
It is possible (and recommended especially for priests and other rather low-hp classes) to have an imp stand in the middle of the room set to "stay", thus not triggering flame wreath but giving the blood pact aura for the whole room.
It is recommented that mage{s} must have frost ward on them all the time
Netherspite
Attacks and Abilities
Netherspite has two repeating phases.
Portal phase (60 sec.):
3 nether beams targeting Netherspite are produced simultaneously from 3 nether portals randomly placed in the room, hitting Netherspite or the first player standing between Netherspite and the portal. The beam effects stack each second, and there are 3 colours (see below). You will see a coloured portal spawn at the start of phase 1; the same colour beam is emitted a few seconds after this.
Once the buffs tick out, a debuff is applied to the player, preventing him from intercepting the last taken beam for another 90 sec, thus a rotation for each of the beams is required.
Dominance (blue):
Last for 8 sec after leave beam
Hits Netherspite: +1% damage.
Hits Player: Damage dealt is increased by 5%. Healing received reduced by 1%. Damage taken by spells is increased by 8%.
Perseverance (red):
Last for 20 sec after leave beam
Hits Netherspite: Damage taken reduced by 1%.
Hits Player: Damage taken is reduced by 1%. Defense increased by 5. Health is modified - the first application gives +31,000 health, with additional stacks decreasing this down to 1000 HP after 31 stacks.
Serenity (green):
Last for 10 sec after leave beam
Hits Netherspite: Heals for 4000 health.
Hits Player: Healing done is increased by 5%. Spell cost reduced by 1%. Maximum mana reduced by 200.
Banish Phase (30 sec.):
Netherspite is banished, thus remains stationary, still vulnerable to all damage.
Randomly fires Netherbreath hitting ~4 people in the raid, inflicting 3700 to 4000 arcane damage and knocking the victims away. This is a cone area effect spell.
Netherspite will still melee during this phase.
Both phases:
Nether Burn: Aura type spell, Deals 1200 shadow damage every 5 sec
Void Zone Consumption: Opens a massive void portal that lasts ? sec., inflicting ~1k Shadow damage every 2 sec. to all enemies in a selected area. (Similar to that in the Four Horsemen fight of Naxxramas)
Additional notes:
The person intercepting the red beam gains aggro; Netherspite targets them immediately.
The Portals will spawn at the same locations every time, but they can change color between themselves, so what might be green in the first phase 1 could be red in the next. Note that they do not HAVE to change color, but merely that they CAN (Does not change color in the middle of the portal phase, this note was meant to mean that the portal can possibly change color AFTER the banish phase which happens every ~30 seconds and never in the middle of the portal phase. The way it is worded makes it sound as if it can instantaneously change color without warning/preparation).
In the portal phase, the portals will appear immediately, however the beams will not appear for ten seconds.
Netherspite gains a 200% damage buff shortly after the beams spawn each phase, making it necessary for a tank to have the Perseverance buff stacked for a certain amount at all times.
Netherspite will enrage (turn red and wipe the raid) if you do not kill him fast enough (9 mins)
The blue beam have only come out in the back and the right, never on the left.
Netherspite is still able to deal melee damage to you during the banish phase if you get too close to it.
Video of Netherspite Kill
How to tank Netherspite
Netherspite requires a minimum of two tanks in order to be done successfully and if done with the right amount of execution and skill, no more.
Basically you simply rotate tank 1 and 2 every time Netherspite banishes himself. Tank 1 starts out the first phase by standing in the red beam ONLY to get the health buff required to tank Netherspite. Once the buff has been applied, take a small step to the left or right (roughly 3-5 yards) so that the beam jumps off of the tank onto Netherspite. Let the beam stack 2-3 times on him and then promptly resume your position in front of it. What this does is keep the health buff on yourself while also making sure that Netherspite takes damage during phase one, you don't want the buff on him getting higher than 4-6 stacks. Keep in mind that there is a slight delay during the time that you stand in the beam and when it jump off of Netherspite onto you. Hence why you jump in early at 2-3 stacks, the delay will allow 1-3 more stacks of the buff on Netherspite which is perfectly acceptable. Once the first tank's turn is over, the second tank will start his turn once Netherspite unbanishes himself in phase 2, by the time tank 2 has completed the new phase, tank 1's debuff should wear off, allowing him to resume his role.
Once your tanks practice this on/off strategy a bit, the timing will become second nature. If all goes well, by the time Netherspite banishes himself he will never have gotten more than 6 stacks of the buff at a time and the tank will have no more than 30 stacks of the buff as well. At this point its up to your raid to decide whether to stay in for phase 2, or to run out to avoid the melee hits/random breathes. If you decide to run out and use the LoS strategy (which Blizzard currently says is NOT an exploit) then you need to make sure that you have enough DPS to get him down before the enrage. To get an idea of how you're doing on the fight, you need to do roughly 20% of his HP per phase change in order to avoid being destroyed. If you're on the 5th banish and he is not down yet, stay in to try and get him down because he is going to enrage very soon after he unbanishes himself.
Tip: If your group decides to stay in during phase 2, his breath attacks hit people in a cone shape. He will target a player, pause, and then shoot his nether breath. In order to avoid this, simply determine who he is facing and move to the sides and you shouldn't get hit.
Around 15%, he goes into a nether-fed rage which hits for 7200 at 9 mins. This will hit the entire raid.
How to "tank" blue beam
What worked best for the guild so far have been to get 4 people designated to tank the blue beam. 2 people alternate tanks between the portal phases. 25 debuffs seem to be a good number to switch out to the next person and by the time the second person gets 25, banish phase should happen. Then, the third and fourth person tanks the upcoming portal phase and after that banish, it's back to the first and second person. Alternating this way prevents anyone from dying instantly if a void portal spawns underneath the person. However, do note that whoever has the green beam at the time must heal the person on the blue beam because the person with the blue beam is taking massive amounts of damage. This strategy also leave very little room for error (i.e. deaths) because if anyone who is designated to tank the blue beam dies, it is incredibly difficult (if not impossible) to tank the blue beam with one person.
A warlock is easily able to take an entire blue beam rotation by draining life.
Prince Malchezar
Attacks and Abilities
Summon Infernal - Every 45 seconds or so, Malchezaar will summon an Infernal which, about 3 seconds after landing, casts a Hellfire AoE roughly the size of the one Baron Geddon uses. Each Infernal lives for about 180 secs, it has no limit for how many Infernal up at the same time. Typically you will have 3-5 infernals up at a time until the end of Phase 3 (see below). These infernals are stationary, and can be avoided by the raid.
Enfeeble - Periodically Enfeebles the 5 people with the highest aggro, excluding the tank (or whoever has the highest aggro at that point), which reduces their max hit points to 1, and healing effects and health regen to 0% for about 7 seconds. Do not try to heal these people as it will do nothing. Enfeebled people must stay 30+ yards away from Malchezaar and watch out for Infernals. After the Enfeeble is up, players return to their previous health.
Shadow Nova - Malchezaar will cast Shadow Nova (3-second-cast) 3-5 seconds after Enfeeble that has a range of about 30 yards. It deals about 3000 shadow damage, increases spell damage taken by 1500 for 15 secs, and includes a knockback. This attack can be outranged by healers and ranged DPS, so even if they are enfeebled it does not cause much concern. Melee must get out of range, however as long as they start running right away they will have plenty of time to avoid the Shadow Nova.
Shadow Word: Pain - Cast periodically on the MT. Can be dispelled. Cannot be reflected.
General Tips:
If you dispel Shadow Word: Pain fast enough, a mage can cast Amplify Magic on the MT to make healing easier.
This is an extremely mana intensive fight. 4 healers are recommended to take him down.
Healers can stand at max range for heals on the MT and be out of range of the shadow nova, thus able to continue healing during enfeeble.
A paladin can heal till OOM and LoH at the beginning of Phase 2, and then pop a Super Mana Potion and Flask of Distilled Wisdom to regain ~5000 mana.
If a healer is OOM at the end of the fight they can die and resurrect with a soulstone or combat rez to regain some mana instantly. This is a dangerous maneuver and must be executed quickly. It could save the raid but it could also wipe it.
Malchezaar cannot use Enfeeble on the highest target on his aggro list. However, since aggro is not pulled until 110% of the MTs aggro for melee and 130% for ranged, it is possible for someone to be higher than the MT without pulling aggro, and thus cause the MT to be a target of Enfeeble.
The range of the Hellfires from the Infernals are not nearly as big as it seems graphically which means that there is some leeway to where you can move and avoid damage.
Strategy:
Video of Prince Kill
Prince Malchezaar has 3 phases:
Phase 1:
Tank Malchezaar in a corner somewhere with the tank's back to the wall to avoid knockback.
DPS him steadily down to 60%, being mindful of Enfeeble, Shadow Nova, and the Infernal AoE.
If you start to get cornered by Infernals, have your tank move to another part of the platform. Try to do this before Phase 2.
Phase 2:
At 60% health, Prince Malchezaar will warp in axes, which substantially increases his melee damage.
Applies Sunder Armor (stackable) to the main aggro target.
Melee Cleave.
Stops casting Shadow Word: Pain.
Continues to Enfeeble and Shadow Nova.
DPS him as quickly as possible down to 30%, being mindful of Enfeeble, Shadow Nova, and the Infernal AoE.
You can watch the Infernals fall from the sky and have a good idea of where they are going to land. This will allow you to move to a safe spot before they hit the ground in the middle of your raid.
Phase 3:
At 30% health, Prince Malchezaar throws away his axes and they fly around attacking a raid member.
Stops using Enfeeble however he continues to Shadow Nova without warning other than his 3 second cast-time.
Melee damage on the tank returns to normal.
Resumes casting Shadow Word: Pain
No longer sunders or cleaves.
Make sure the person being attacked by the axes communicates to the raid in vent so they can be healed. The damage they do is easy to heal through.
At 30% the Infernals will start to spawn much more frequently and Malchezaar must be killed as soon as possible. Raid movement and communication is paramount during this phase to avoid taking damage from the Infernals. Each infernal will land on a 10 second timer -- you literally have 50 seconds before there will be too many Infernals up, and you wipe. Burn him.
Below 30% he will random cast amplify magic on raid members, this will greatly increase magical damage they take. It is a short duration debuff which is non dispellable.
TIP: Trolls can use berserking when hit by enfeeble to get a free haste bonus.
Nightbane
Attacks and Abilities
2 phase fight. Nightbane will fly up at 75%, 50%, and 25% health.
On the ground:
Distracting Ash - Reduces the range of spells and abilities to 19 yards, while raising range for melee styles to 19 yards. Not sure whether it's a bug or a feature right now. Can be dispelled.
Charred Earth - Chars the ground, setting it aflame, dealing 21880 to 28120 to the inflamed area over 30 sec. Radius: 10 yards (similar to a fire "void zone").
Smoldering Breath - Inflicts 3700 to 4300 Fire damage to enemies in a cone in front of the caster. Deals 1688 to 1912 damage every 3 sec for 15 secs.
Tail Sweep - Inflicts 450 fire damage on enemies in a cone behind the caster, knocking them back. Inflicts 450 fire damage per second for 25 seconds. Cannot be dispelled.
Bellowing Roar - Typical dragon fear, cooldown 30 sec. Resistable with Will of the Forsaken, Berserker Rage, or Fear Ward
Cleave - Typical dragon cleave, frontal arc. Hits for approx. 6000 on plate, 11000 on cloth.
In the air:
Casts Rain of Bones on one random player/pet:
Bombards the target with bone fragments which deals 352-408 physical damage in a 6 yard radius around the targeted player, and summon 5 skeletons.
Summoned Restless Skeletons each have the following attributes:
Hits for approx. 400 on plate
Roughly 13500 health
Shoots powerful Smoking Blast every second for approximately 15 seconds - Deals 4255 to 4945 physical damage (can be mitigated by armor, approx. 2000 on plate) to the target and 2790 fire damage over 18 sec. Fire damage over time debuff can be dispelled and stacks up to 4 times. Targeting for this ability is determined by the individual with the highest healing threat after he goes into the air. He resets healing threat at some point in the air, be it right as he goes up or when he "takes in a deep breath". The easiest way of dealing with this is salvation on squishy healers and have a paladin chain cast Flash of Light with Righteous Fury active. Smoking Blast hits a Paladin with around 12000-13000 armor for 1900-2100, and the fire debuff when stacked can tick for similar amounts.
Fireball Barrage: If any member of the raid is too far away (LOS?) from Nightbane while he is flying he will start pelting members of the raid with Fireball's, each doing about 3000-3500 damage, casting 1 per second until all members are within range/LOS. This is just an ability that exists to prevent exploiting, and is not something you will notice if you do things correctly.
Landing:
Watch your head.
Strategy
Video of Nightbane Kill
Before starting, locate the small lone skull on the ground, this is where Nightbane will always land. Your tank should face the skull, with their back against the edge of the balcony. Healers and DPS should split up equally to either side of the tank, though some distance away.
Phase 1
Once Nightbane is summoned, he will touch down in front of the tank. Allow the tank a few Sunders to build hate, then begin DPS-ing Nightbane down. Healers need to chain heal the tank, as he will be taking a considerably large amount of damage. Use of Stoneshield Potions by the tank is extremely advisable.
Melee DPS should position themselves near Nightbane's back legs to avoid cleaves. Going further back will put them in danger of being hit by Nightbane's tail.
Avoid the Smoldering Earth when it appears. As a healer or ranged DPS, you can easily avoid fears by moving out of healing range of the tank, then quickly back in to continue healing.
Once Nightbane has lost 25% of his life, he will fly into the air, and phase 2 will begin.
Phase 2
Phase 2 occurs at 25%, 50%, and 75% health. While Nightbane remains attackable during this phase, it is not suggested. Survival is the main priority. Position isn't as important as it was in phase 1, mainly try to keep within range of your healers. Phase 2 lasts 45 to 60 seconds.
Early in this phase, Nightbane will use Bone Rain to spawn 6 skeleton adds near a player. Crowd control these adds using Frost Nova and Shackle, and kill them off quickly. Don't allow DPS classes to do anything but kill skeletons during Phase 2, as attacking Nightbane may draw aggro when he lands (see below).
Receiving Blessing of Protection or drinking a Limited Invulnerability Potion after a Smoking Blast (or even before if you're lucky enough) will prevent Nightbane from using additional Smoking Blasts on that target, thereby keeping them alive. An alternate, and perhaps more effective, method, is to have everyone drink a Limited Invulnerability Potion except for the main tank and a paladin. This will force Nightbane to focus his Smoking Blast on these targets, and, as Smoking Blast is itself a physical attack, will do considerably less damage and can easily be healed. The dot attached to Smoking Blast should be removed with Dispel Magic.
One of the biggest challenges of the Nightbane encounter is getting Nightbane to aggro onto your main tank after phase 2. Nightbane wipes aggro in the air, and can land and immediately aggro on to a healer from healing aggro. To combat this, get a hunter to use Misdirection on your main tank and generate as much aggro as possible just before Nightbane lands. Also make sure you have all healers buffed with Blessing of Salvation.
After roughly a minute, Nightbane will return to the ground, and phase 1 will begin again and the entire process will repeat. During each phase 1, if your DPS is high enough and healers are able to keep the tank healed while not expending all their mana, you will win. |