03 Dec 2007
Attumen the Huntsman - is the first and easiest boss in
Karazhan. He comes with his horse, Midnight. Attumen is optional; it is
not necessary to kill him in order to progress to the later bosses.
General Information
* Level: Boss
* Location: Karazhan
* Type: Undead
* Health: approx 350,000
* He is commonly seen as a gear check for Karazhan (although Moroes and the Maiden are both substantially tougher).
Attacks and Abilities
Attumen
* Basic Melee: 1.6k - 2.1k on tank, 8k on cloth. He can, and should, be disarmed.
* Immune to taunt and bleed.
* Shadow Cleave: Cleave attack for around 4k. Range is 5 yards, anyone but tanks should be outside this.
* Intangible Presence: A reflectable AoE curse cast every 30 seconds
that reduces chance to hit with melee and ranged attacks and spells by
50%. Can be removed by mages and druids.
* Mount Up: When either
Attumen or Midnight are at 25% he will mount up, both turning into one
boss with the higher hp percentage of both.
* Berserker Charge: :
After Attumen is mounted, he periodically does a charge. This does over
6k on cloth, and causes a knockdown. Note this charge has a minimum
range of 8 yards, so it can be avoided by standing close enough to him
(watch the 5 yard cleave though).
Midnight
* Basic Melee: Around 1.8 k damage
* Immune to taunt and bleed.
Strategies
At
the start, Midnight is alone. When she's at 95%, her master Attumen is
summoned, right at Midnight's spot. When either reaches 25% health,
Attumen mounts and gains the Charge ability.
Preparation
Clear
the whole area, because all trash mobs will come when you pull Attumen,
save for the five next to the blacksmith. Trash has a 25-minute
respawn, so a little speed is required during the clearing phase.
Respawns will not happen during the boss fight.
Tanking
One
tank should start the encounter by pulling and tanking Midnight. Your
off tank (preferably one that can Disarm) will be waiting between your
group and Midnight. When Attumen spawns, he should immediately be
picked up by this tank and drawn away so that Attumen's Cleave doesn't
hit the Midnight tank. One effective way to do this is to activate mob
health bars (default keybind V) and Thunderclap immediately upon seeing
Attumen's healthbar appear. Follow with a Demoralizing Shout then and a
Disarm, as quickly as possible, and have a Hunter use Misdirection on
Attumen onto his tank. A Paladin tank can use Consecration and Exorcism
to pick up Attumen as soon as he spawns (Level 1 or 2 Consecration left
on ground under Midnight). Disarming Attumen will reduce his DPS by
about 60%, at which point he'll be less damaging than Midnight. Also, a
warrior can use Spell Reflection before Attumen applies the curse,
which is triggered every thirty seconds.
Midnight should be tanked well away from the raid. Tanking her where she stands is preferred.
Charging
When
either horse or rider are at 25% health, Attumen will mount. Aggro will
be wiped, and if he is below Midnight's health, Attumen will be healed
up to the horse's percentage. Since aggro is reset when he mounts, it's
a good idea for the tank (if a warrior) to use Shield Wall at that
time, to give the healers some slack. This will allow the warrior to
build threat again, without requiring significant heals. In the case of
a Paladin tank a quick shot of Exorcism, judging Righteousness or
Vengeance should allow DPS to come in with very little gap for threat
generation.
The only difference after mounting is the additional
charge ability. It is not entirely clear how the targeting of the
charge works. One theory says that it hits the furthest person who has
no aggro, so that it would be advisable to put a plate / mail user at
the back of the raid. The other theory is that the charges are either
random or target the nearest non-melee target, thus the off-tank should
be about 8 yards from the boss.
Keep in mind that he can and sometimes will use his shadowcleave while moving back to the MT after a charge.
The
best way to avoid damage to the raid is by having the tank turn Attumen
around, and having everyone in the raid stand directly behind him
between 6 and 7 yards away (outside cleave range, but too close for the
charge).
DPS
Midnight should be focused on first. It is
possible to switch DPS to Attumen when Midnight gets down to about 30%,
so that Attumen has low health when he mounts up. This shortens the
length of the phase where he can charge, although it requires tanking
Midnight for that much longer.
Healers
Healers should keep
everybody's health topped off through the whole fight, especially in
Phase 2, because the charge can hit anybody if the group is not
properly oriented. Charge victims should bandage to lessen the healer
load.
Curse
Mages and Druids should focus on removing the debuff from everyone.
If
there's a warlock in the raid, Curse of Weakness could be used on both
Attumen and Midnight. This reduces their attack power by up to 350.
However, it does not stack with Demoralizing Shout and prevents the
warlock from using a different curse. If a warrior is present, using
Curse of Weakness will in effect be a waste of Demoralizing Shout.
Post Fight
Clear
the mobs to the quest NPC to the left of the corral where Midnight was
tanked. This will allow members in your party who are at least Honored
with The Violet Eye to repair and buy recipes.
Alternate Strat
A few key changes have us defeating this boss with ease, even with as few as 7 people.
* Midnight is not tanked "where she stands". Instead, she is pulled via
gun and moved in front of the cart, to the left of where the cart
tongue lies against the ground. DPS holds off initially.
* Attumen
tank does a little white damage to gain rage. During this time he makes
sure he is seeing Midnight's health bar via nameplates ("V" by
default). Once he reaches 30 rage +, he presses ESCAPE to untarget
Midnight and stands there.
* DPS is called half-in for midnight.
* Attumen spawns quickly after DPS is engaged, the offtank will see
Attumen spawn right beside Midnight (because of his nameplate) and
immediately activate his Bloodrage, generating rage-related threat,
then shield bash. In the event Attumen didn't go after him right away
(should not happen) he can intervene Attumen and pick him up.
*
Attumen tank moves Attumen over to the wall where the 5-person pull was
before Midnight was pulled, but in full line-of-sight of the rest of
the raid.
* Attumen tank immediately uses disarm on Attumen and
Spell Reflection. In fact. if the tank uses Spell Reflect the instant
it is up, every time it is up, he will reflect 100% of Attumen's
debuffs back to Attumen. (Not so reliable in phase III). In the event
the tank gets a debuff, a mage or druid dispels it.
* DPS group 2
starts on Attumen. This means one half is DPSing Midnight and one half
Attumen. The ideal situation is to bring their life down together at
the same time. If this proves too difficult, all DPS can be assigned to
midnight, Phase III will just last longer.
* When Attumen mounts
(Phase III) a tank immediately shield slams and uses their Bloodrage
again. (Generating rage generates threat.)
* All DPS and the other
tank moves to the rear of the horse and starts DPS, but white-damage
only until the tank calls for all-in.
* At this time, all casters
move right behind the horse too. Most especially Healers. In melee
range. (But continuing to heal of course)
* The only people at
range are hunters unless there is no hunter, then the other tank goes
out. If no one is at range, Attumen will sometimes whack a healer with
melee instead, which is a harder hit than his charge, so leave at least
one person at range. That person is effectively a "charge tank" and
hunters fill this role with ease.
* With an appropriately geared
tank (Paladins work well for this), it is possible to have a single
tank for both Attumen and Midnight. Midnight is pulled and Consecration
is put down. Attumen will aggro on the tank from the consecrate effect.
Two healers should be sufficient to keep the Paladin tank up during
both Phase 2 and 3, assuming the dps is able to avoid pulling aggro.
This strategy works well with tanks and healers that are well-geared,
but will not likely work with groups that are just starting out in
Karazhan
03 Dec 2007
Moroes - <Tower Steward> is an undead
rogue boss found in Karazhan. He is not optional; killing Moroes
unlocks the Opera Event, which in turn opens the door to the Curator.
Background
In
The Last Guardian, Moroes was described as Medivh's castellan, or
personal house servant. He was an oddly thin man, ghostly in
appearance, who wore horse blinders over his eyes in order to escape
the wandering visions that plagued Medivh's tower. He described to
Khadgar (who had traveled from Dalaran to serve as Medivh's apprentice)
how he had seen a vision of him breaking one of Cook's crystal dishes
and — despite trying to avoid doing so — ended up shattering it anyway;
he wore the blinders until the day he died. He was killed by Medivh in
the final stages of his madness, and is now buried beside his master
and Cook outside of Karazhan.
Moroes has been resurrected by
the new master of Karazhan. He is one of the first bosses encountered
by adventurers. He has been revived as an undead and wields two wicked
daggers when attacking. He seems to have retained much of his
personality during life.
General Information
* Level: Boss
* Location: Karazhan
* Type: Undead
* Health: Around 378,000
Abilities
* Basic Melee: 1600–2500 on plate.
* Vanish: Vanishes without dropping aggro.
* Garrote: After reappearing from Vanish, he will immediately garrote
someone, dealing 1000 damage every 3 seconds for 5 min (100k total
damage).
* Blind: A poison that occasionally blinds a target in
melee range (apparently the closest person in melee range), causing
them to wander. Dispellable. If one tank is Gouged, and the other tank
is Blinded, Moroes will run rampant on the group.
* Gouge: Gouges the highest aggro, incapacitating them. Moroes will attack the second highest aggro.
* Enrage: At 30% Moroes Enrages, increasing his damage.
Strategy
The
Moroes encounter tests your raid's ability to control several targets
while also maintaining high DPS. In order to succeed, you must go in
with a solid crowd control strategy for the four adds. If allowed to go
free, they will quickly put an end to the squishies. Control must be
established immediately on the pull and maintained throughout the fight.
Once
control is established, the encounter becomes a race between your dps
and the building damage caused by Garrote. Each time a Garrote is
applied, the strain on the healers increases. Moroes must die before
the healing needed becomes too much to handle.
The Adds
Moroes
will have four different random adds from the following list in every
instance, much like Chromaggus' breaths. Each add will be based off a
class and spec. The following table lists them in a good kill order:
Name Class Health Abilities
Baroness Dorothea Millstipe Shadow Priest 66k Mana Burn, Mind Flay, Shadow Word: Pain
Lady Catriona Von'Indi Holy Priest 66k Greater Heal, Power Word: Shield, Dispel Magic
Lady Keira Berrybuck Holy Paladin 68k Holy Light, Cleanse, Divine Shield
Baron Rafe Dreuger Retribution Paladin 68k Hammer of Justice, Cleanse, Blessing of Might
Lord Robin Daris Arms Warrior 84k Mortal Strike, Whirlwind
Lord Crispin Ference Protection Warrior 84k Disarm, Shield Bash, Shield Wall
As
many adds as possible should be crowd controlled (starting from the
rear of the list). The adds are susceptible to most forms of CC, such
as the priest's Shackle Undead, the paladin's Turn Undead, the hunter's
Freezing Trap, and most kiting techniques. Each of these methods has
its drawbacks: shackles can break early or be dispelled by the holy
priest and paladin type adds, fear can drive the adds out of the room
and thus reset the fight, and all kiting tactics require great skill by
the kiter. If an add does break loose, a tank should taunt it; however
he should not attack in order to allow CC to be reapplied soon. Also be
aware that the paladin-type adds can cast blessings on Moroes and his
entourage, so be ready to dispel or purge.
Adds for which no
control is available need to be killed before Moroes. One good sequence
is to follow the above list from top to bottom - the priests have the
least health and require no tank, the paladins can dispel, and the
warriors take quite long to kill due to their high HP (particularly the
protection warrior). Generally, if the raids DPS are high enough, it is
a good idea to kill all adds first, this makes the fight much safer.
Having some CC'd or kited add around while Moroes is nuked is
dangerous, because the the control could break (for example because the
controlling player dies from a garrote).
If the add which is due
to be killed doesn't deal high physical damage it is not imperative to
tank it, instead some combination of slowing effects should be used
(i.e. kite it). If it does need tanking and only two tanks are present,
a good offtank can take both, an add and Moroes at the same time. The
offtank will need extra healing when Moroes gouges, however.
Doubling
up on CC is also not a bad idea. For example having a hunter lay a
Freezing Trap in front of a shackle can give the priest more time to
reshackle.
After Moroes is dead, any remaining adds still need
to be killed. Alternatively, the raid can leave the room, which will
cause them to despawn.
It is advisable to either eliminate or
keep shackled the Paladin type adds, as they can remove other forms of
crowd control with their Cleanse.
Garrote
Moroes
vanishes every 30 seconds, and upon return randomly Garrotes a raid
member. Garrote is a bleed effect and will deal 1k damage every 3 sec
for 300 sec (5 minutes, for a total of 100k damage). After he garrotes,
he will immediately return to the highest aggro player prior to the
vanish. Garrote can be removed by the following abilities only:
* Dwarves Stoneform
* Paladins Divine Shield (self) and Blessing of Protection (others)
* Mages Ice Block
* Items which remove bleeding effects (Luffa no longer works)
* Dying and combat rez
Since
the possibilities to remove Garrote are limited, there is no choice but
to heal through it on most raid members. One active HoT from a
well-equipped healer should heal enough to survive while the HoT is
active. It is highly recommended that Priests liberally use Prayer of
Mending when at least 2 targets are garroted. This spell will greatly
lessen the healing load from garroted raid members.
In theory,
all garrotes should be automatically removed when Moroes is defeated.
However, in practice, they never seem to be removed. If the encounter
is reset the garrotes are not removed.
Dying from garrote does
not inflict a durability loss penalty. It is a good idea to plan ahead
(while clearing other bosses) and save all combat rez cooldowns
(Soulstones, Shaman Ankhs, and Rebirth) for Moroes. Do not cast
soulstones (as usual) before the encounter, but wait until an important
target is garroted, and only then soulstone. This method of garrote
removal has the additional advantage that the rez will also restore
some mana. If a raid member is garroted and a combat rez will be used,
the player should quickly spend all his mana, just die and be rezzed.
A reduced cooldown on Blessing of Protection (Guardian's Favor) is a big bonus in this fight.
If
possible, Garrote should always be removed from raid members who have
to control an add. All healers are very important too. DPS classes
should be cured only towards the end of the fight, while the tanks
should never get the garrote removed - they are the main heal targets
anyways, and BoP temporarily removes aggro.
Paladins can use
Blessing of Sacrifice on a garroted party member to mitigate the
damage. This can make a difference for low HP casters.
The Addon
Deadly Boss Mods will announce using the raid warning system when
someone gets garrote and who has it if it is activated by the raid
leader or a raid assist.
Off-Tank
Two tanks
are needed on Moroes. The off-tank must always be second on the aggro
list, because the main tank will periodically be gouged and Moroes will
then turn to the person with the second-highest aggro. When a tank 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
secondary tank needs to work from maximum melee range and have someone
stand very close (on top) of Moroes to soak up the blinds. For the
first part while killing adds its best to designate one of the ranged
DPSers to stand on top of Moroes. While killing Moroes himself, simply
have at least one melee DPS hugging him.
Since the off-tank will
only get hit while the main-tank is Gouged, rage will be a problem. To
counter rage-starvation, consider having the Moroes off-tank grab one
of the adds to act as a rage battery. If it's one of the dispelling
adds, make sure that the magically crowd controlled adds are held far
away from it. It is not a good idea to use the protection warrior type
add for this purpose, because he will regularly disam the off-tank,
greatly obstructing threat generation.
The off-tank would, of
course, be required to build threat on both Moroes and his designated
add simultaneously. This effectively turns the off-tank into both a
poor-man's crowd control and a more effective off-tank.
If the
main tank is a Paladin, then they can keep a blessing of Sacrifice on
the off-tank at all times. This means that gouge will break after one
hit on the off-tank which makes it easier for the healers.
Things
are a lot easier if a third tank is available to tank the add which is
due to be killed. The off-tank can do that job, but it requires quite a
lot of skill.
Variant: Paladin tank
A well equipped paladin
tank can try to tank all of the adds and Moroes at the same time. Take
the adds down one at a time but leave one add alive. As long as
something is beating on the main tank, they are near immune to the
blinds and gouges as they will break when the player is hit. One thing
to note is that the adds WILL de-aggro from the Paladin if he or she is
gouged. If the gouge is not instantly broken, the adds will most likely
attack your healers - having an off-tank who is keeping secondary aggro
on all the adds will help limit this.
Hunters
Hunters
are a great asset in this fight. A hunter can kite (chain frost trap)
one of the adds, and his pet can either dps or tank a second add. Two
hunter pets are enough to control one add (except the mortal strike
warrior). If pets are used as tanks, one healer should keep them alive.
A hunter that is not kiting can drop a frost trap in front of a
shackled add.
When using Frost Traps, extra care must be taken.
If Moroes accidentally (on his way to the next garrote target) runs
over the trap he simply removes it, because he's immune. Therefore the
traps should be set up away from all players, best would be a small
area in the back of the room designated as off-limits to everyone else.
Kiting should be done in a big circle along the outer limits of the
room, while everybody else stands closer to the center.
Notes
* Moroes is immune to Taunt.
* The encounter can be reset by pulling an add out of the room.
However, Moroes leaving the room will not reset the encounter.
*
Dropping an Earthbind Totem or positioning a mage between a shackled
mob and the priest to Frost Nova if shackle breaks is a good idea. A
paladin hitting the mob with a Hammer of Justice or Turn Undead can
help give the priest the time s/he needs to get the shackle off as well.
* All pet users: make sure the pets don't attempt to attack a shackled add when Moroes vanishes
* The adds are immune to bleed, and, as of patch 2.1, so is Moroes. (Prior to 2.1, he was not)
* Mana Burn (Dorothea), Heal (Catriona) and Holy Light (Keira) can (and
should) be interrupted to speed up killing the four adds. Rogues are
especially good for this between stuns and Mind-Numbing Poison. Curse
of Tongues also works on them. Unshackled adds can be kited with
Crippling Poison.
* Since they're all undead, the Argent Dawn trinkets can be most useful here (Rune of the Dawn and Seal of the Dawn).
* If a Blessing of Protection is received by a tank or a melee DPS
class to remove a garrote, that person should cancel the Blessing
immediately to get back into the fight. If a tank must receive it, wait
until Moroes vanishes to prevent the chaos from temporary aggro loss.
Known Bugs
* Even with a successful and documented kill without any wipes or resets, the garrotes from Moroes do not always drop.
* If Moroes dies from DoTs while he is vanished, your raid may not get credit for the kill.
On
September 26, 2007 (after a new Karazhan reset after both regular
maintenance and the implementation of patch 2.2), our raid killed
Moroes just as he was vanishing. Although we were able to loot his
body, Barnes the Stage Manager did not acknowledge the kill, and would
not start the Opera Event for us. Moroes had been our first boss kill
in the instance (we had not killed Attumen), and we discovered that we
did not get a raid ID attached to our Moroes kill. When we spoke to a
GM, we were told to leave the instance and perform a soft reset by
staying out for half an hour. Upon our return, a stealthed member went
to dining hall and reported that Moroes had respawned.
Class Specific Tips
Paladin
As
a Paladin, it can be very difficult to fear one add and to maintain
healing on the tank at the same time. A simple macro can do the Fear.
Assume you had to keep Lord Robin Daris feared all the time.
/cast [target=Lord Robin Daris] Turn Undead
Turn
Undead: 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.
Similar to the Shackle Undead Macro for the priest see Useful Priest
Macros for detailed examples and explanation. Here's just the macro:
/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Turn Undead
Priest
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. Assume
you had to keep Lord Robin Daris shackled all the time.
/cast [target=Lord Robin Daris] shackle undead
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. See Useful
Priest Macros for detailed examples and explanation. Here's just the
macro:
/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Shackle Undead
Shackle Addon
An
addon called UberShackle can be helpful in reshackling Moroes adds. A
passive addon that requires no special configuration, UberShackle
provides both visual and audio notification when your target breaks its
shackle prematurely. It also provides a countdown (by default,
beginning at 20 seconds before expiration).
Warlock
A similar
macro can help a Warlock make the shackling a lot easier. A Voidwalker
is required for this maneuver, although some adjustments could have a
Felguard do it with his Anguish ability.
/clearfocus [modifier:alt]
/focus [target=focus,noexists]; [target=focus,dead]
/clearfocus [target=focus,help]
/petstay
/petfollow
/cast [pet:voidwalker,target=focus,exists,harm] Torment; Torment
You
keep the Voidwalker in passive, and spam this macro during the fight to
use the Torment ability to make your pet gain aggro on the shackled
target. As such, it will run for your pet rather than the shackling
priest. This is particularly useful for Baron Rafe Dreuger as he tends
to stun the highest aggro target the second he breaks.
Edit:
Updated now that the UI includes a Focus command for Macros. New macro
allows you to set focus on shackle, then switch to whoever you are
DPSing or healing. Simply press the macro again to recast Torment on
shackled add without switching targets. Will not work with other macros
that use Focus. Focus clears on FocusTarget death, player death, or
when cleared with /clear focus or /focus none. Holding Alt while using
macro sets new Focus.
Bug
The Garrote DoTs do not disappear when Moroes is killed.
Note: This is not a definite bug; it happens sporadically.
03 Dec 2007
Maiden = A titan-like Boss in the Guest Chambers wing of
Karazhan. She bears a modeling resemblance to Ironaya of Uldaman. She
is ironically, being the Maiden of Virtue, put behind the rooms full of
ladies of the night. The Maiden is optional, it is not necessary to
kill her in order reach other bosses.
Abilities
* Health: 404,100
* Mana: 67,740
* Melee: on 14k armor: normally 2500-3500 every 1.8 sec, 4000-4800 crushing
* Holy Ground: permanent 240-360 holy damage every 3 sec AoE 12 yards around her. Also silences for 1 second.
* Holy Fire: 1 second cast, 3238-3762 fire damage up front and 1750
fire damage every 2 seconds for 12 seconds. DoT is considered a Magic
effect and should be dispelled.
* Holy Wrath: AoE chained holy
damage, instant cast, 20 second cooldown. Cast on a random target. Will
not target or chain onto /off of pets.
* Repentance: Deals
1750-2250 holy damage and incapacitates the whole raid for 12 seconds.
30 second cooldown, not dispellable but broken by damage. Does not hit
the main tank.
Strategy
The Maiden uses
all her abilities at random, thus if for example the Repentance
cooldown is over this does not mean that she will cast one next, it
just means that it's possible for her to cast one.
Positioning
Correct
positioning of the raid is the key here, healer positioning in
particular. Ranged and healers should be far enough away from the
Maiden to be outside of the Holy Ground attack. At the same time, the
whole raid needs to be in range and sight of a dispeller and be spread
out far enough to avoid chaining Holy Wrath. These requirements are
easily matched with the following setup:
There are 8 pillars
around the room. Put one non-melee raid member at the outside wall in
each gap between two pillars. Place the healers next to each other.
Melee and tank can start wherever they like.
Tank her in the center of the room,
right where she stands. After the pull, the raid members all move to
their assigned gap between the pillars, and take exactly one step up
the stair leading to her. This puts the whole raid in LoS, healing and
dispel range of each other, but far enough apart to prevent the Holy
Wrath from hitting more than the melee group.
Instead of
standing between the pillars, it's just as good if the raid members
stand with their backs to the pillars. Just synchronize so that
everybody takes the left (or right) pillar, and not two people end up
using the same.
[edit] Repentance
Wipes occur at this boss
for mainly two reasons - either the tank dies while the healers are
incapacitated from a Repentance, or too many raid members die from Holy
Fire.
There are several ways to survive Repentance:
* Paladins can cast Blessing of Sacrifice (rank 1) on any melee character to constantly take damage, breaking the effect.
* A healer (preferably one which cannot dispel) can move into the Holy
Ground after the Repentance cooldown is over. Since it can take a while
until she casts Repentance, this may effectively take the healer out of
the combat for a while (due to the silence effect). This also increases
the danger from a chained Holy Wrath. After she's cast Repentance, the
healer must immediately move out of Holy Gound and start healing.
*
The tank can move the Maiden towards a healer, to wake up the healer
with damage from Holy Ground. This is easier if one healer stands one
step closer to the center of the room, best would be behind the tank.
Don't forget to immediately leave Holy Ground because of the silence.
Note:
As of Patch 2.2, Blessing of Sacrifice has a 30 second cooldown which
means that raids relying on this spell to break Repentance may have a
tiny window of vulnerability due to lag and player reaction time.
However, since the Maiden's Repentance is also on a 30 second cooldown,
this should almost never be a problem.
A nice macro for the tank, if they're a warrior, to use during repentance is:
* /target [Priest/Healers name]
* /cast Intervene
* /targetlasttarget
* The tank can be loaded with HoT spells.
* The tank can use cooldown moves such as Last Stand.
* Druids who are otherwise doing melee damage in cat form on the Maiden
can run out of the Holy Ground during Repentance and heal the tank.
* Easiest way to work Maiden is have a tree druid. Dot heals every time
repentance cooldown is up. Renew, and all 3 of the druids heals can
last a tank through repentance. Make sure he is always on full life,
after repentance have a pally/priest cast highest rank flash/quick heal
in order to boost tank back to full life. Tank also has pot, last
stand, shield wall and healthstone or 2 so this can also help.
Just
ensure that after repentance is clear, REGARDLESS of anyone's health,
someone should flash heal the MT. You DO NOT NEED TO heal through
repentance. Spec if your tank is geared, and you have enough HoTs
(druid and priest are fine).
[edit] Holy Fire
The easiest
method to deal with Holy Fire is to have Grounding Totems up, with an
alert Shaman and a little luck this one totem can absorb all Holy Fires
targeted at that group. With one shaman in each group the fight
actually becomes quite easy.
If no grounding totems are up, the
healers and dispellers must be very alert. Every raid member needs to
be topped off at all times, and Holy Fires must be dispelled as quickly
as possible. This cannot be stressed enough, as it is the most
important aspect of the fight: Dispel as fast as possible. Unless
someone would die, cancel the spell you're currently casting to dispel
immediately, so you spend less time healing damage dealers back up.
Some raids place two dedicated dispellers on opposite ends of the room.
Holy
Fire can also be spell reflected, and warlocks can cleanse themselves
with Spellstones. Potions which remove magic effects should also work.
It actually deals fire damage (not holy), thus fire protection potions
are useful, and the damage could be resisted with appropriate gear.
Still, it is not advisable to stack high fire resist on every raid
member due to the low rate of fire for this ability, and the randomness
of the targeting.
Additional Tips and Methods
* Priest/Shadow Word: Death - If a Priest casts Shadow Word: Death on
the Maiden during the 0.5 second cast of Repentance the backfiring
damage will break the Repentance. This requires a timing mod, keeping
the Maiden as the target (or using a focus macro) during the time she
could cast Repentance and of course a fast reaction by the priest.
* Keeping pets around for this fight is a good idea as well, because
they will eat Holy Fires. Pets are not valid targets for Holy Wrath,
and may thus be sent into melee with no fear of causing a chain.
*
Melee should stand at the edge of Maiden's hit box, as far from each
other as possible (as forming a triangle or square around her). Holy
Protection potions help diminish damage taken by melee significantly,
and are recommended over health pots.
* Warriors who pop Berserker Rage can become immune to or break Repentance.
* Being immune to Repentance effect also prevents the 2k front-end damage.
* Dampen Magic on melee DPS reduces the Holy Ground tick damage to
150-200 so that single HoT, shadow priest, or feral druid can keep them
alive pretty securely.
* Amplify Magic is not a good idea at all; it appears to drastically up her damage.
* The Maiden is not immune to bleed effects of rogues and Feral druids.
* The rooms off the hallway prior to the Maiden do not need to be
cleared. If you choose to skip them, be sure to hug the wall to your
right or you risk drawing aggro from the mobs in the side rooms. The
hallway and patrols are on a 60 minute timer. However, the servants
quarters adds spawn quicker at 20-25 minutes.
* She's immune to
Taunt, so don't use Power Word: Shield on the tank before the fight
starts to enable faster rage generation to compensate. The usual rage
generation, with charge and stance change is a good opening. Safest
start is as usual a hunter with Misdirection.
* Insignia of the Alliance/Horde will not remove Repentance.
* A Paladin's Divine Shield will remove Repentance.
* Having a Druid in Tree of Life Form stack heal over time spells on the tank makes the fight trivial.
03 Dec 2007
Hyakiss the Lurker - Is a level 73 named elite spider in
the Servant's Quarters in Karazhan. Once he spawns, he's stealthed in a
corner of the spider room.
To cause the Hyakiss or one of the
other servant's quarters bosses to spawn, you must completely clear the
area of trash. If it takes your raid more than 30 minutes to kill them
all, you will likely have respawns, which will need killed as well.
Once there is not a single trash mob alive in the Servant's Quarters,
one of the three bosses will spawn. Which boss spawns is determined
randomly.
Attacks and Abilities
* HP: ~260,000
* Hyakiss' Web: Stuns an enemy for 10 sec (magic).
* Poison: Deals 500 damage every 3 seconds and reduces armor by 500. Stacks up to X times.
Strategy
After
engaging, 2 tanks build up threat on Hyakiss simultaneously. Make sure
that the off-tank always stays second on the aggro-list, so that when
the main tank gets webbed, Hyakiss goes to the off tank, instead of
killing the raid. Remove the poison, it reduces armor and does nature
damage per second. If there is no one to remove it, the off tank should
taunt her if the poison stacks too often (2-3 times), so that the MT
has the chance to let the debuff run out. The stun can also be
dispelled.
03 Dec 2007
Rokad the Ravager - Is a level 73 named elite darkhound
in the Servant's Quarters in Karazhan. The Servant's quarters are
located immediately to the right after you enter the instance from the
main entrance.
Rokad only does straight up melee damage on
the main tank, but does so a lot (about 1781 DPS). The encounter is a
straightforward tank and spank fight.
As of july 2 2007, Rokad has 220,000 HP.
Most
of the trashmobs in the room can be cleared before starting the
bossfight. The only exceptions are the two dogs closest to him: they
seem to be linked to the boss and pulling them will aggro the boss as
well.
Clearing the trash takes about half an hour, after which
the first respawns will have appeared. After maybe 5 more minutes of
killing trash there is an NPC shout to announce that Rokad spawned. The
random animal boss spawn seems to work like this: 1. Clear the area
(boss hasn't spawned yet). 2. Start clearing the respawns. 3. Get the
announcement by the spawned boss. 4. Clear the path to the announced
boss. 5. Kill the boss - (confirmation needed on this) - Apr. 8
Faction Gain
Clearing
the area requires the raid to kill around 50 mobs worth 15 Violet Eye
rep each. With reputation from the boss, this adds up to about 1000
Violet Eye reputation.
[edit] Strategy
While Rokad does
relatively strong melee damage to the tank, this encounter is
essentially a "tank 'n' spank" fight; just DPS him down and heal as
needed.
A warlock can enslave or banish the two dogs that aggro
with him. They have a cleave that can hit for 2-3k and crit for over
7k. If enslaved and used against the boss, they can actually pull aggro
away from the main tank. - July 2 07.
03 Dec 2007
Shadikith the Glider - Is a level 73 named elite bat in the Servant's Quarters in Karazhan.
Note:
To get to this boss, you need to clear all the mobs in the servants
quarters. It's to the right after you enter the instance. When you
cleared all Mobs in under 30 minutes and about 3-10 of the respawns a
random of 3 bosses will spawn, one of them is this.
Abilities
* Sonic Burst: An AoE Silence ability.
* Wing Buffet: Removes aggro from the tank. Identical to the Drakes of BWL.
* Charge: He will charge the farthest member of the raid that is in
line of sight for him. Hits for aprox. 5000 on cloth. This ability can
crush for up to 9000, you can't run back and zone in. Because of this,
the farthest member of the raid should always be an offtank or shaman
with shield. This ability can be taunted away before the hit.
* AoE Knockback: He will randomly do an AoE knockback that hits everyone in melee range for about 2000 damage.
Strategy
We
split up in two camps. Pulling him out from his room into the room
leading to his, the MT was tanking Shadikith with his back against the
wall to avoid being knocked back. The rangedps and healers stood with
their backs against another wall at the opposite side of the room with
the 2nd tank standing by them ready to taunt Shadikith away from the
healers and rangedps and moving him back to the MT who then taunted
Shadikith back to himself. Besides this it is a very easy tank and
spank fight. Just keeping the MT topped off to prevent "unlucky"
situations when he uses his silence ability.
Alternative Strategy
Pull
the boss to a recently cleared large room. A hunter with misdirection
is very valuable here and can pull the boss to the beginning of the
instance if there is no suitable room in which to fight the boss. Do
not attempt to kite this boss any significant distance to a raid, as it
is extremely fast, however, attacking the boss then vanishing is a
viable means of pulling the boss to the rest of the raid.
A tank
and an offtank should stand in opposite corners of the room, with all
casters in the center and melee dps following the boss and attempting
to stay in front of it with their backs to walls. Because the boss
charges the member of the raid who is farthest away at the time, this
will always be a tank, and each tank is in healing range at all times.
The offtank should attempt to gain some level of threat immediately, in
case the boss has just wiped the aggro from the main tank. This happens
1-2 times per fight, and in each case, it appears that the boss has
wiped aggro from everyone immediately before charging, as he does not
attempt to attack healers or dps leaders. If a sufficiently large room
is chosen, casters will never be silenced by the AoE silence effect, so
healing is never interrupted. Additionally, the only people affected by
the AoE knockback will be any melee dps who have not managed to get to
the boss's front side and place their backs to a wall. Melee dps should
not attempt to chase the boss unless it switches aggro from the main
tank to the offtank, as it will usually return to the main tank
immediately after charging.
03 Dec 2007
Wizard of Oz - Is one of three possible Opera Event
encounters in the Opera House in Karazhan. It includes Dorothee, Roar,
Strawman, Tinhead, Dorothee's summoned dog Tito, and The Crone.
Overview
Here's an overview of the mobs encountered in this fight:
Mob / HP / Attacks / Remarks
Dorothee
150,000 Water Bolt (1.5 seconds cast, Frost Damage 2025-2475), AoE
Fear. Cannot be interrupted or tanked, attacks at random.
Tito 35,000 Interrupts and silences casters. Causes Dorothee to Enrage if killed before her.
Roar 110,000 Melee: around 3000 on cloth, AoE fear. Very susceptible to fear.
Strawman 110,000 Melee: around 4000 on cloth. Gains a Disorient debuff after taking Fire damage.
Tinhead
110,000 Melee: 1500-2000 on plate, Cleave (3 targets, up to 4000 on
cloth). Gets a Rust debuff after some time, making him easy to kite.
The Crone 150,000 Cyclone, Chain Lightning (5 targets, 2775-3225 damage). Appears after the other mobs are dead.
The first four bosses are upstage when the event starts and become active one after the other quite quickly.
The activation sequence is:
1. Dorothee (who then summons Tito)
2. Roar
3. Strawman
4. Tinman
After these four are all dead, The Crone will appear. Killing The Crone successfully ends the event.
Strategy / Kill order
The
raid needs to agree on a kill sequence. All mobs (exc. Dorothee) can be
controlled, depending on player skill and classes available some may be
more dangerous than others. One accepted sequence is to deal with the
mobs in the order in which they activate. Dorothee is generally
regearded to be the most dangerous, because she cannot be tanked. Roar
is more dangerous than Strawman because of his fear, and Tinhead is the
least dangerous because after some time he moves so slow that he can be
easily kited.
Tanking
Tinhead is the only
mob which really must be tanked. On all others, tanking is optional,
but helps to avoid trouble if they break control. The main tank should
be on Tinhead exclusively, a second tank should help on Roar, and maybe
taunt Strawman now and then. Tanking Dorothee is pointless. Tito can
and should be tanked.
[edit] Dorothee
There's not much to say
about her than just nuke her fast. Pay attention not to kill Tito while
she's still up, else she will enrage. Tito should be killed right after
she's down. Waterbolt cannot be interrupted, and because she has no
agro table, it targets random people while she's alive.
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 it
somewhat difficult to keep him constantly feared. Be prepared for many
early breaks and resists, as he seems to do this quite often. One
Warlock should still be enough to control him, an off-tank on Roar
makes the Warlocks job much easier.
Strawman
When
he is struck by fire damage abilities, there is a very high chance that
he will be disoriented for 6 seconds. Scorch & Searing Pain are
excellent abilities to proc this debuff. A fire mage would be the best
class to deal with this add, but any mage or warlock (with his imp)
will do OK too, even a Shamans searing totem or fire elemental could do
the job in an emergency. The off-tank on Roar should taunt Strawman now
and then.
Tinhead
Tinman needs to be tanked
by the main tank due to the rather high amount of damage he inflicts.
As the encounter progresses, he begins to rust (as indicated through an
announcement) and slows down. After a while, he slows down a great deal
and can be effectively kited by the main tank. At this point the tank
should be taking minimal damage as he can run around without being
struck.
NOTE: A popular misconception is that Tinman's
rust event is initiated by ice spells. This is not the case. The rust
event is simply a timed event and cannot be influenced.
The Crone
After
all 4 major characters have died, The Crone spawns. She has no
vulnerabilities, so the MT should pick her up immediately. She spawns
cyclones that will knock raid members straight up into the air, dealing
a significant (but not fatal) amount of damage; HoT's can keep the
cycloned victims alive. When you land, you will take fall damage as
well. They are avoidable, and any slow fall ability will also negate
fall damage. Cyclone does not stun, so instant cast spells can be used
in midair. The cyclones move slowly around the room in a group, and can
cross the center of the stage, so it is unsafe to move strictly
clockwise or counter-clockwise. Someone should be continuously calling
out the cyclones position and direction so everyone can adjust. The
Crone does not have a lot of HP; this phase is much easier than the
first.
NOTE: Patch 2.1 removed damage done by cyclones. Expected falling damage is 1500-3000 depending on class.
Known Bugs
This
encounter, unfortunately, appears to have a number of bugs. Players who
have encountered these bugs have not had much success, if any, getting
the encounter to reset. Reports say the encounter can't be reset, but
it can be reset if you get out of the room at the bottom of the stage.
* Some bosses may not spawn, or may spawn and not be targetable at all.
* Bosses may aggro through the curtain before the encounter starts.
* The curtain may fall early while the raid is still in combat.
* Bosses may evade-bug, e.g. Roar when he goes through an allegedly closed door.
* Upon a wipe, hunters who Feign Death or rogues who Vanish may trigger
a bug. It is advised that all players "really die" to avoid any bugs in
case of a wipe.
* Tinhead, on very rare occasions, "forgets" to reapply rust and can cause the rust to reset.
As
of June 4. 2007, we encountered the first and the third bug. We left
the instance for 30 minutes, had to clear up to the opera again, and
got Wizard of Oz again, this time it ran bug-free.
The first bug
may result in trapping the raid on stage - after all available bosses
are down, the door isn't opened and there seems to be no way out. To
avoid using mage portal or hearthstone, ranged DPS can shoot some of
mobs in the audience to aggro them and wipe the raid.
It can
also bug the event if any player jumps off the stage to reset the
fight( its possible if you know the jump trick). The only way to fix
this problem is to 'Soft Reset' the instance by all players leaving the
instance and waiting 30mins for it to reset. This will also reset the
trash up to opera event.
03 Dec 2007
The Big Bad Wolf - Is a worgen boss in the Opera House in Karazhan.
Attacks and Abilities
Terrifying Howl - Instant. Causes nearby enemies to flee in fear for 3 sec. Cast every 25-35 seconds.
Little Red Riding Hood
* Description: Changes the target into 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.
Wide Swipe - Instant. Stuns the current
target for 4 seconds. Casts about as often as Terrifying Howl. This can
be used against a target with the Little Red Riding Hood debuff,
effectively guaranteeing death.
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.
*
Whilst someone is under the Red Riding Hood debuff, it is important
that the tank continue to generate aggro or risk the Big Bad Wolf
attacking a DPS once the debuff has gone.
* A Shaman is able
to make use of his Tremor Totem to reduce the time spent under the
influence of a fear. If the shaman is Enhancement, it is probably best
to keep the totem up for the duration of the fight. Elemental or
Restoration Shaman will not be under the threat of constant fearing,
and can instead drop the totem immediately after a fear, to more
reliably break party members' fears.
* If that is not possible, a Dwarf or Draenei Priest's Fear Ward can counteract the fear.
* Beside his fear, the wolf is not terribly difficult to tank and does not do a huge amount of damage.
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. However, any damage caused while the Big Bad
Wolf is chasing someone will add to his threat list, regardless of your
inability to pull aggro during that time.
[edit] 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.
* If you watch the Wolf's target carefully, he will briefly change
targets to the upcoming Red Riding Hood then switch back to the tank,
before he casts the debuff. This can give advance warning to the
target, which is particularly useful to melee dps.
* 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.
* The runner should follow a SQUARE
path. The Wolf actually chases a spot something like 10 yards ahead of
his target. The runner can imagine they're carrying a long fishing pole
with a lure extended ahead of them. If Little Red Riding Hood runs in a
circular or oval path, the Wolf will continuously cut them off and be
in melee range. If Little Red Riding Hood runs in straight lines with
tight corners, the Wolf will lose ground on the straightaways, cut off
a little on the corners, but potentially stay out of melee range the
entire time.
* 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.
* Druids with the Tree of Life Form should not use it, as it slows them
even while under the effects of the Riding Hood debuff.
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 works normally... including the chance to be resisted.
* Paladins - Use Blessing of Protection on others. As the wolf will
follow Little Red Riding Hood for longer than this buff can last, the
player will be taking damage if he/she get the buff too early.
* Priests - Mind Flay now has no slowing effects on the Big Bad Wolf.
* Mages - Use Amplify Magic to help with healing as there is no magic damage during the fight.
* Warriors - Use Thunderclap to slow his damage output when chasing as well as Intervene to absorb a hit.
Miscellaneous
This
event requires at least 1 person on the stage to start. If you fail to
have a player on the stage to talk to the old lady, you will be stuck
outside the stage door. If this happens, the event will be stuck,
unable to reset. However, it is possible for a person to run up the
right side of the pipe organ and manage to leap onto the stage. This is
a very tricky maneuver to do, however, and the best course of action is
to remind your raid group that if they hear the message that their eyes
cannot be trusted, everyone should immediately run onto the stage.
If
you don't have somebody on the stage, it is still possible to recover
this event through a soft reset. Have all your raiders exit the
instance for thirty (30) minutes. All of the mobs on a timer will
respawn and the event will be reset.
As of Patch 2.1.1 (6/5/07) the door does not close until Grandmother has been talked to and the wolf spawns.
* Reset: to reset the big bad wolf, place all players near the door,
when he charges, run to the side - this will cause him to charge
through the door, reseting him.
03 Dec 2007
Romulo and Julianne - Is an event in the Opera House in Karazhan. It is an homage to Romeo and Juliet.
Abilities
Julianne
* Eternal Affection: Holy. Calls upon Holy magic to heal an ally. Heal 46250-53750, Cast Time 2 seconds.
* Powerful Attraction: Shadow. Stun 6 seconds. Range 45 yards. Cast Time 1.5 seconds.
* Blinding Passion: Holy. 6000 Holy damage inflicted over 4 sec (1500
initially, then 4 ticks of 750 each). Range 45 yards, Cast Time 2
seconds.
* Devotion: Holy. Holy damage dealt is increased by 50%. Spell casting speed is increased by 50%. for 10 sec.
Romulo
* 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
Fighting
Romulo and Julianne is a very intensive fight. In phase one, the raid
fights Julianne, who primarily casts spells, in phase two the raid
fights Romulo, who only does melee, and in phase three the raid fights
them both.
[edit] Phase One
In phase one, you will fight
Julianne. She is a caster and should be interrupted as much as possible
to conserve mana. The interrupters should focus on Eternal Affection,
which heals herself for a lot of health. Interrupting the other spells,
however, is good for conserving healer mana. She is immune to Silence,
but not to other interrupting abilities such as Kick, Shield Bash or
Earth Shock.
Dispelling her Devotion buff should be prioritized,
however, since it increases her DPS a lot. It is a magic buff and can
be removed with Dispel Magic (Priest), Devour Magic (Felhunter), Purge
(Shaman), or Spellsteal (Mage).
It is helpful to have her die in a corner separate from Romulo, to make it easier to pick her up in phase three.
Phase Two
During
phase two, the raid fights Romulo. He is a warrior-type boss, has
approximately 190,000 health, and hits quite hard. Like Julianne, his
buff should be removed with the aforementioned spells, because it
greatly increases his DPS.
He should be tanked with his back
turned to the wall, so that the melee DPS will not get knocked back too
far by his Backward Lunge.
It is possible to disarm Romulo, and
though it should be done as much as possible, it is best to do it when
he gains Daring to compensate for his higher DPS in that stage. Like
Julianne, he should die in a corner.
Phase Three
Many
players believe phase three is the true event, because you now fight
Romulo and Julianne at the same time. The tactics of phase one and two
still apply, however because the raid now has less mana and is engaging
both bosses at the same time, it will be harder.
The raid should
split up in two groups, one group which focuses on Romulo and one group
which focuses on Julianne. Preferably, the Romulo group should be
ranged (due to his melee abilities), and the Julianne group should be
melee.
They must die within 10 seconds of each other, or the
dead boss will resurrect with full health again, just like the core
hounds in Molten Core.
an alternative tactic is to let the
lock(s) use their dots upon julianne, and DPS romeo down while having
your interrupters on julianne to prevent a heal. If allowed, Julianne
will heal herself or Romulo so it is imperative her heals be
interrupted. Silencing Shot does not interrupt her spell. Once romeo
hits 10%-5% you can switch to julianne. it is advisable to stop casting
dots at 30% to prevent the locks from killing romeo before julianne is
ready to die. then full out nuke julianne, and start casting dots on
romeo once julianne hits 15%.
Miscellaneous
* A Detect Magic should be kept up on Romulo and Julianne at all times,
so you can clearly notice when they gain Devotion or Daring. These
buffs can be devoured, dispelled or stolen. Having a mage steal
Devotion is preferred due to the increase of casting speed.
*
Having a hunter drop a Snake Trap generally aids the raid, especially
the healers. Julianne will target the snakes for Powerful Attraction or
Blinding Passion, and Romulo can use Backward Lunge on them.
* It is no longer possible to reset this encounter by jumping off the balcony.
* As Priest's Dispel Magic and Shaman's Purge cost far less mana than
Mage's Spellsteal and Warlocks will likely be using their Imp, the
following macros can help Priests and Shaman to remove Romulo and
Julianne's self-buffs without losing their current target:
*/cast [target=Romulo] Dispel Magic
*/cast [target=Julianne] Purge
* It is possible for a hunter to feign death during this fight, leave
combat and drink/eat. Feign JUST before Julianne and Romulo die on the
stages where they are by themselves. If you do this correctly, you will
be able to keep mana during this whole fight.
03 Dec 2007
The Curator - Is an Arcane Guardian boss in the Menagerie in
Karazhan. It is not optional. Raids wanting to reach the bosses behind
it must first defeat The Curator. The encounter is not difficult to
learn, but requires good gear. A raid able to defeat this boss is in
principle equipped well enough to defeat all the following bosses, save
perhaps Nightbane and Prince Malchezaar.
Abilities
* About 660,000 HP, high armor
* Immune to arcane spells, bleed and poison effects, and mana drain spells.
* Basic Melee: Around 3000 on a tank
* Summons Astral Flares [1] with 12000 health. These use Arcing Sear, a
rapid-fire chained attack which hits up to three characters within ten
yards for 675-825 arcane damage each. Flares can be tanked, but are
immune to taunts, stuns and snares. They take normal damage from all
attacks.
* Hateful Bolt [2] - An arcane bolt that hits a non-tank player character for 4435-5999 Arcane damage.
* Evocation - When the Curator runs out of mana, it ceases all attacks
and evocates for 20 seconds to restore its mana to full. Attacks on The
Curator cause 200% extra (triple) damage during this time.
* Enrage
- At 15% melee damage and Hateful Bolt rate both are increased slightly
and no more Astral Flares or Evocates occur.
* Berserk - After 10
minutes it goes berserk, giving all raid members an unremovable debuff
which increases arcane damage taken by 500%.
Strategy
Killing
the Curator is basically a gear check. It's not a coincidence that this
boss drops the first class set tokens - they really want to be earned.
There's not much strategy or room for fancy maneuvers - either the raid
does have the required DPS and the necessary mana endurance, or it has
not. This is a fight where consumables can really help, particularly
those that regenerate mana.
The fight consists of four possible
phases. Most of the fight consists of two alternating phases: a Flare
Phase (which lasts 100 seconds) followed by an Evocation Phase (which
lasts 20 seconds). Once the Curator's health drops below 15% it enters
the Enrage phase, when it stops summoning Flares and Evocating, but
melees and casts Hateful Bolts more rapidly. If it is still alive ten
minutes after the pull, it enters the Berserk phase and wipes the raid
in a few seconds.
Flare Phase
In
this phase, the single most important element of the fight takes place:
The Curator summons Astral Flares, and these have to be killed as fast
as possible.
One Astral Flare is summoned every 10 seconds (for
which the Curator spends 10% of its mana). The Flare initially aggros a
random non-tank player character and starts advancing in his direction.
It deals out Arcing Sear (a chain-lightning-like attack) on up to three
players in its vicinity for about 750 arcane damage per target per
second. The Flares spawn with initial threat from their first chosen
targets, so it is rather difficult (but also unnecessary) to tank them
away from the raid.
Each Flare must be destroyed within 10
seconds, before the next one spawns. Else, there will be multiple
Flares present and damage output on the raid will quickly exceed the
healers' capability to keep up with it. It is not necessary to damage
the Curator at all during this phase. Only if no Astral Flare is up,
damaging the Curator is permissible (unless the raid has excess DPS:
see Positioning below).
This cannot be over-emphasized: By far,
the most important part of the fight is killing the Astral Flares as
quickly as possible. Wipes on Curator usually happen because the
healers run out of mana. They run out of mana because the Flares are
alive too long. The solution is almost always to kill the Flares
faster. If each Flare dies in seven seconds instead of ten, the healers
will find their jobs to be much easier.
Besides summoning
Flares, the Curator continuously deals moderate melee damage against
the main tank and casts a Hateful Bolt every 10 to 15 seconds on a
non-tank player character. The chance for a player of becoming the
victim of a Hateful Bolt is influenced by the players' current health
level and his position on the Curator's threat table. This can be
utilized by a raid to designate one character - preferably a warlock
with a high health pool or a shadow priest - as a soaker for most of
the Hateful Bolts by having him constantly keep up some DoT effects on
the Curator. Equipping this character with arcane resistance gear
negates a substantial amount of the damage from the Hateful Bolts,
making the fight somewhat easier for the healers. It is important to
keep the bolt tank healed, as the Curator doesn't appear to Bolt
targets which would die from the Bolt damage alone, instead picking the
next on the list. Note that using a Hateful Bolt soaker is reasonable
only when the raid is otherwise still capable of killing the Flares
fast enough. It's typically done when using only two healers.
Evocation Phase
Immediately
after The Curator summons the tenth Astral Flare with the last of its
mana, it enters a state of Evocation for 20 seconds while it refills
its mana. While it does so, it goes completely inactive and all damage
dealt against it is tripled.
The raid must first concentrate on
killing the tenth and last Flare before switching damage over to the
Curator, otherwise there will be two Flares up after the Evocation,
which will most probably result in a wipe. Killing the Flare quickly
also grants the healers a few seconds break for mana regeneration.
Cooldown
and single-use abilities that temporarily increase damage output should
be saved up for this moment and be activated at the beginning of the
phase to quickly kill the last Astral Flare and to make the most out of
the Curator's temporary vulnerability.
Once the Curator has
finished refilling mana, the fight continues with the next Flare Phase
(or the Enrage Phase, if its health is brought down below 15% during
the Evocation).
Enrage Phase
Once The
Curator's health drops below 15%, it stops summoning Astral Flares,
ceases new Evocations, and increases melee damage output and Hateful
Bolt frequency. This means that the healers simply give the main tank
and the victims of the Hateful Bolt more attention while everyone else
just nukes down the remaining health of The Curator. The Enrage Phase
is actually the easiest part of the fight.
Positioning
Since
the most important aspect of the fight is killing the Flares quickly,
the determining factor for setup is whether melee damage dealers have
to help killing the Flares, or not. If so, a concentrated setup is
advisable. If the ranged damage dealers are good enough to kill each
Flare within eight seconds by themselves, the distributed setup makes
the encounter faster and easier.
Concentrated
If
melee damage dealers are needed on the Flares, everybody except the
hunters set up close together, and the hunters are as close as possible
(just the minimum range away). The main tank is on one side of The
Curator, and everybody else is on top of each other on its back (within
melee range). This concentrated setup makes it easy for the melee
classes to help killing the Flares, and quickly switch to The Curator
when no Flares are up. The drawback of this method is that the Flare
damage is maximized. This is offset to some extent since multi-target
heal spells like Chain Heal also have their maximum effect.
Distributed
If
the raid's ranged DPS is high enough to kill the Flares quickly (in
less than eight seconds) without support from the melee characters, the
melee group sets up close to The Curator as before, but the ranged
damage dealers and healers stay at least ten yards away from every
other player. This significantly reduces Flare damage, because Arcing
Sear doesn't jump farther than ten yards. It can reduce the load on the
healers to the point where they have surplus mana and can help dealing
damage in the Evocation phases. Also, the melee group is on the Curator
all the time, which significantly shortens the fight.
If ranged
DPS is too low, and melee has to help killing Flares, it's wrong to
choose the distributed setup. Even a single melee damage dealer chasing
Flares breaks the ten yard pattern, and thus the Flare damage will be
maximum anyways. Because of this, a concentrated setup is best for most
raids.
Miscellaneous Tips
* When The
Curator starts evocating, some DPS meter chasers may be tempted to
cheat by attacking The Curator before the last Flare is dead. This can
and does lead to wipes in marginal raids. Watch out for cheaters and
stop them.
* For most problems on The Curator, the solution is to
kill the Flares faster. If that doesn't work, the best solution is
usually to come back later with better gear, specs, and more
consumables.
* The Flares will spawn either to the left or right of
the Curator. Players who know exactly where to look will pick them up
quicker than those who wait for them to start moving towards the raid.
* If there are multiple hunters, they should spread out from each
other. This avoids more than one being forced into melee combat if an
Astral Flare comes their way. They can use their pets' Growl ability to
pin the Flares in place.
* While it's tempting to use arcane
resistance gear, it slows down Flare-killing. It's somewhat useful on
the tank and any Hateful Bolt soaker, but generally harmful on other
characters.
* The current best theory on Hateful Bolt targeting is
that it ignores the tank and anyone without enough health to survive
it, but otherwise hits whoever has generated the most threat since the
last Evocation.
* Mana is an issue in this fight. Make sure
everyone has enough mana potions ready for this fight and also consider
bringing consumables like Elixir of Major Mageblood, Superior Mana Oil,
Flask of Mighty Restoration, Elixir of Draenic Wisdom and Blackened
Sporefish. Alchemists will truly learn to appreciate the Alchemist's
Stone here. Using a Cauldron of Major Arcane Protection will give the
healers a break at the start of the fight. Finally, more than anything
else, killing the Flares faster helps with healer mana.
* The following simple macro is handy to help damage-dealers target live Astral Flares quickly:
/target Astral Flare
/stopmacro [nodead, harm]
/target The Curator
* Multi-target heals are very effective in this fight, especially Chain Heal and Prayer of Mending.
* Warlocks can cast Curse of Doom somewhere between the summoning of
the fourth and sixth Astral Flare which makes certain it will go off
during the Curator's vulnerable Evocation Phase.
* Threat is not an
issue in this fight. Use buffs or totems that facilitate quick
Flare-killing. Don't use buffs like Salvation that reduce threat.
*
Despite the complicated advice given here, this fight is really just a
gear check, especially on the damage-dealers. Any strategy will work if
the raid has powerful enough gear. No strategy will work without solid
gear.
03 Dec 2007
Terestian Illhoof, along with his minion Kil'rek,
is an optional boss in the library section of Karazhan. Both have a
low-aggro range - you can sneak around the side at the start, and rez
everyone in the room with no difficulty.
Attacks and abilities
Terestian
* Basic Melee - Illhoof hits for around ~1800 damage on a tank.
* Shadow Bolt - Illhoof fires a ~4000 damage Shadow Bolt at the highest target on the aggro list.
* Sacrifice - A random character is summoned to the center of the room
and is paralyzed, suffering 1,500 unresistible (and unabsorbable)
shadow damage per second until the chains (which count as a creature)
are destroyed. While the chains are up, Illhoof is healed for 3,000
health per second. The chains have roughly 13,000 health. Can be
removed with Ice Block or Divine Shield. Cannot be cast on the main
tank (altough it CAN be cast on someone tanking Kil'rek).
* Berserk
- After 10 minutes, Illhoof goes berserk, spamming high-damage Shadow
Bolt Volleys on the entire raid every few seconds.
Kil'rek
* Basic Melee - Hits for 2,000 on cloth.
* Amplify Flames - Undispellable debuff that increases fire damage by 500. This is applied to a random target.
* Broken Pact - Debuffs Illhoof on death, making him take 25% more damage until Kil'rek respawns (~45 seconds after death).
Summoned Imps
* Basic Melee - Around 400, generally used if aggro target is fire immune or in close proximity.
* Firebolt - Deals 200 fire damage, up to 700 if Amplify Flames is on the target. Quick casting.
Strategy / Overview
* Illhoof and his imp aggro when you pull him. After around 10 seconds,
he emotes and summons two portals from the back of the room. Imps
continue to pour out of these portals at a steady rate throughout the
entire fight.
* If Kil'rek is killed, he respawns after roughly 45 seconds and rejoins the fight.
* When Illhoof sacrifices anyone, they appear in the circle in the middle of his room.
* Staying bunched close to Illhoof is a good idea. Illhoof and Kil'rek
both should be tanked near the circle where the Sacrifice happens. This
makes it easy to quickly switch from Illhoof/Kil'rek to the chains.
Bunching also makes sure the warlock's Seed of Corruption hits a lot of
imps.
Tanking
* Depending on the strategy used, one or two tanks should suffice for this fight.
* Illhoof is not particularly hard to tank, although he needs to be
kept near the imps he summons so that he receives AoE damage as well.
* Kil'rek, his imp, can be problematic because he spawns in the middle
of battle, which generally leads to him attacking an AoE class or a
healer. You can use an off-tank (ideally a druid) to pick him up
quickly. Druids are ideal for this task, as they can easily shift
between tanking form and DPS form; however since he doesn't hit very
hard, a DPS warrior can also work. Another alternative is to simply
have a second tank on him for the entire fight.
* Kil'rek can also
be tanked successfully by a Balance Druid in Moonkin Form. The Moonkin
should maintain aggro on Kil'rek by keeping a full round of Insect
Swarm and Moonfire and enough raw damage to keep aggro from going to
healers. The Moonkin should also DPS Illhoof during this time as well.
This will be very mana-taxing and your Moonkin for the fight should
have high Mp5 and plenty of potions on hand.
* If steady AoE is
used, imps should be on that class the entire fight. Note that if the
imps are not immediately hit, they may aggro on the healers.
* If
only one tank is used to tank both Illhoof and Kil'rek, they should be
kept out of the AoE to avoid Kil'rek aggroing on the AoE.
Kill priority
* The most important thing in the fight is to DPS down Demon Chains as
soon as they appear. Demon Chains should go down REALLY fast, not just
because the Sacrifice victim will die very quickly but also because
Illhoof will heal a lot during it AND the designated Demon Chain healer
will lose more mana spamming heals.
* Wound Poison has no effect on
the healing from chains. It's likely Mortal Strike also has no effect.
It appears to always heal exactly double the amount of damage inflicted.
* The Demon Chains may be vulnerable to some DoTs (e.g., poison) and
AoE, although chains should be dying fast enough to make the former of
little use. The Chains are not vulnerable to Blast Wave, Dragon's
Breath, Arcane Explosion, or Consecration.
* Kil'rek can be either
slowly killed via AoE or rapidly killed as soon as he spawns. Killing
him rapidly reduces the danger of losing your AoE to Amplify Flames,
but can make tanking problematic for the off tank. Killing Kil'rek
first will ensure that he has the Broken Pact debuff on longer. As long
as you can kill Kil'rek in under roughly 10 seconds, you will do more
damage by killing him and reaping the benefit of Broken Pact.
* If
it takes longer than 10 seconds to kill Kil'rek focus DPS on Illhoof
and allow Kil'rek die from AoE/off-tank. This results in more damage to
Illhoof.
Dealing with Imps
* The
easiest way to kill off the spawning imps is a pair of warlocks
spamming Seed of Corruption on Illhoof. The imps rarely live long
enough to hit the warlocks. Since most groups do not have two warlocks,
substitute other AoEs for a slightly less easy kill strategy.
* If
your AoE is not up to that task designate one high-damage melee DPS
(well-geared rogue or cat) to burn them down one at a time. The Kil'rek
tank can help clean up any left-overs when Kil'rek is down.
Dealing with Sacrifice
At
least one healer with a quick reaction time should be designated to
heal sacrifice victims. A paladin works well here, since they can
bubble out of it if they themselves become sacrificed.
* You can use /target Demon Chains or /tar Demon to switch to the chains quickly to quickly DPS them down.
* If you have trouble keeping sacrifice victims alive, have each healer
use one mid-level heal on the victim at the start of the effect, to
provide a cushion of health for the main sacrifice healer to work with.
At least one of these heals should land quickly enough to keep the
victim alive while the other heals are cast.
* Illhoof's Sacrifice
has a 3 second cast time and it's the only occassion for which he
changes his target to someone other than the main tank. If Healers are
using addons that supply them with a "Main Tank Target's Target" such
as CT_Raid, or use Healer Bbuttons, Clique or [target=mouseover] macros
for healing which allow them to heal while constantly keeping Illhoof
targeted, it will give them some seconds of advance warning on who is
about to be sacrificed.
* Mages can use Ice Block and Paladins can
use Divine Shield to get themselves out of a sacrifice. Druids can use
Barkskin to reduce damage taken.
* Healers need to be prepared for
pushback when the person handling imp AoE is sacrificed, as they will
draw aggro from a rapidly increasing number of imps. Concentration Aura
helps, as does a Challenging Shout/Challenging Roar/Holy Wrath from the
tank.
* Keep Illhoof as close to the Sacrifice circle as possible
so that Melee can make an easy switch to bring the chains down ASAP.
03 Dec 2007
The Shade of Aran - Is a boss in the abandoned tower of
Karazhan. He is the spirit of Nielas Aran, the father of Medivh - the
previous occupant of Karazhan. He is located in the Guardian's Library,
which is a small, circular room (about 45 yards in diameter), with one
door that closes and locks as soon as the fight begins. After Aran's
dead a teleport to his room becomes available from Berthold the
Doorman, and all trash mobs from the Curator to Aran (exc. one pack
outside Illhoof's door), will cease to respawn. The packs above his
library are linked to Netherspite.
Abilities
* ~900k HP
* very low armor
* Immune to Mind Numbing Poison, Curse of Tongues, and Silence.
Basic Spells
* Frostbolt - 3 sec cast, 3500 to 4500 frost damage and 4 sec slow
* Fireball - 2 sec cast, 3910 to 5290 fire damage
* Arcane Missiles - 5 sec channeled, shoots 5 missiles each dealing 1260 to 1540 arcane damage (6300-7700 total)
* Chains of Ice - 10 second root, does not break on damage. Dispellable.
* Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable.
* AoE Counterspell - 10 yard radius AoE around Aran, occurs very often. Locks out schools of magic for 10 sec.
All
of Aran's basic spells have infinite range (even through walls, they
hit anywhere in the instance) and are randomly targeted. It is possible
to interrupt and lock out his basic abilities (with
Counterspell/Pummel/Earth Shock etc.), up to the point where he starts
to use his weak melee attack. He rarely takes a swing even when not all
his schools are locked. When meleeing, he uses a normal aggro table
(and often will attack a rogue or warrior in melee range). It has been
noted that his Arcane Missiles have a preponderance to be targetted
toward the raid member with the lowest percentage health.
All slowing and root effects are dispellable (magic), and can be broken by the usual methods.
Special Abilities
Every
30-35 seconds, Aran uses one of his three special abilities (never the
same twice in a row). The special abilities cannot be interrupted or
locked out, and they are real killers.
* Flame Wreath - 5 sec
cast which creates a fiery aura (which lasts 20 sec) around 3 random
people in the raid. When the auras are triggered by moving over them,
they will deal 3-4k fire damage to everyone in the room.
* Blizzard
- 1313 to 1687 damage every 2 seconds and slows movement speed by 65%,
large AoE that moves slowly clockwise around the room
* Magnetic
Pull / Super Arcane Explosion - Pulls everyone to the center of the
room, followed by a 10 second cast that will deal 9,000-11,000 aoe
damage in a 20 yard radius.
Water Elementals
At
40% HP, the Shade of Aran summons 4 Elite Water Elementals with ~10,000
HP. They shoot a constant stream of Waterbolts for ~1000-2000 damage
and will despawn after 90 seconds. They can be feared/banished for the
duration.
[edit] Regenerate Mana
When the Shade of Aran gets
down to 20% mana or less (about 30k), he will do an emote, Polymorph
the entire raid, conjure some water, and start drinking. After about 10
seconds, the polymorph will break and he'll do an AoE Pyroblast right
thereafter. If Aran is interrupted while drinking, he will simply use a
Potion and Pyroblast. The Pyroblast does 7000-7500 damage to each raid
member. As of Patch 2.2, the polymorphs affects characters normally
immune to the effect, such as druids in a form. Elementals may break
one or more of the sheeps during this time. When the Shade of Aran sits
down, any healers released from polymorph by an elemental should heal
to full himself and anyone low on health or the Pyroblast will kill you.
If
Aran reaches 20% mana again after the first Mass Polymorph, he will not
polymorph and pyroblast again, he will just drink a potion and continue.
As of 2.1.2 you can use Insignia of the Alliance/Horde to get out of the polymorph while he drinks.
Shadows of Aran
After
12 minutes, he will go berserk calling Shadows of Aran. They have
various high-damage AoE abilities which will wipe you within seconds.
This is not a serious concern; the fight should never take that long.
[edit] Strategy
The
problem in this fight is that the whole raid must learn to avoid
damage. The Shade of Arans basic attacks are not very dangerous, but
the special attacks are deadly. Each raid member must pay attention
which attack is upcoming, nobody can sit back and just do their usual
routine. Once everybody learns how to move (or when not to move), the
fight actually becomes rather easy.
In order to avoid the
Magnetic Pull/Arcane Explosion everybody must run to the outer wall of
the room, the Blizzard forces people towards the center (or the other
side of the room), and Flame Wreath inhibits movement. Beyond this,
casters want to stay outside the AoE silence and classes with spell
interrupt abilities want to concentrate on what he's casting.
The encounter cannot be reset.
Gear
Aggro is of almost no relevance,
because Aran chooses his targets semi-randomly, thus the tanks should
don DPS gear. If the raid chooses not to interrupt arcane missiles,
some arcane resistance can be useful. Everyone in the group should
strive for at least 8k HP after buffs, more is better. Even healers and
ranged DPS must be able to survive a wave of arcane missiles (7k), and
everybody must be able to survive the pyroblast (7.5k).
[edit] Interrupts
Arans
standard attacks (Fireball, Frots Bolt and Arcane Missile) can all be
interrupted. By interrupting his spells, the raid can take some
influence on how fast Aran spends his mana. This is important, because
it has to be avoided that the polymorph/fireblast (at 20% mana) and the
water elementals (at 40% health) occur close to each other. When either
health or mana reach the critical percentage, the other must be clearly
away from the threshold.
For a raid new to this encounter (with
comparably low DPS), it is advisable to interrupt only Arcane Missile,
and let him freely cast Frost Bolt and Fireball. This will maximize
Arans mana usage, and thus the polymorph/pyroblast will occur early,
clearly before he reaches 40% health. After the polymorph, the raid can
interrupt any of his spells, to minimize damage taken.
If the
raids DPS are high enough that pyroblast and water elementals happen
close to each other even though only the Arcane Missiles are
interrupted, it's time to switch to letting Aran cast the Missiles
freely, and interrupt Fireball and Frost Bolt. This will conserve his
mana, so that the Water Elementals will occur first. If DPS are really
high, the polymorph will finally not occur at all.
Fireballs and
Frost Bolts should be interrupted near the end of their casting time,
because he expends mana only at the end of the cast and he will be
doing nothing else for nearly 2s. Arcane Missiles should be interrupted
early, as he spends the mana upfront and thus they will cause less
damage. It is useful to assign each player with an interrupt ability
one type of spell which he should take care of, this avoids everybody
interrupting the same spell, and then have the abilities on cooldown
for the next one.
It should be noted that Feral Druids CAN use
Feral Charge to interrupt any of Aran's three schools. It will still
interrupt his spells even though he is immune to the snare.
Blizzard
This
special attack will materialize as a blue, translucent cloud on the
floor that slowly moves clock-wise along the outer perimeter of the
room until it has completed a whole 360° turn and disappears again once
it reaches its point of origin. The cloud will snare any player it
touches and is trailed by a damaging AoE blizzard which will extend
backwards up to 180° of the blizzards' path.
Players in melee
range to Aran do not have to worry about the blizzard as it will only
affect the outer radius of the room. Ranged fighters and healers should
always keep a lookout for the cloud and run away clock-wise from it
(but avoid running into the tail of the blizzard) unless they are
already affected by the snare, in wich case they should immediately
turn to cross through the safe center of the room. This will likely
expose them to Aran's silencing counterspell, but is still the lesser
of two evils. If you keep your raid evenly spread out in the room (in
particular the healers), this should not be a serious problem.
[edit] Flame Wreath
If
Flame Wreath is upcoming, the whole raid must immediately stop moving,
simple as that. People must wait until the auras are clearly visible,
and may only move again when they are sure they will in no way come
near one of them. The effect is triggered in particular by the
following:
* All forms of player movement, including jumping, sitting down, standing up or turning
* Paladins' Divine Shield
* Rogues Cloak of Shadows
* Accepting a resurrection (Rebirth or Soulstone)
* Mages' Blink
* Druids' shapeshifting
* It is possible that Tauren effected by a Shaman's Bloodlust ability
will break trigger the flame wreath when they increase in size
(unconfirmed)
The following will not trigger the effect:
* Spell casting
* Movement resulting from a spell cast (like Mind Flay)
* Nether Protection
* Pets
People who trigger the Flame Wreath effect are often subjected to a torrent of verbal abuse by the rest of the group.
Magnetic Pull / Arcane Explosion
Prior
to this, Aran will always cast an AoE slow. If everybody starts
immediately running right after the magnetic pull (no turning around,
just run!), even slowed people can reach the wall before the explosion.
The slow can be broken by PvP trinkets, Rogues' Cloak of Shadows or
Improved Sprint, Druids' Shapeshift, Warlocks' Spellstone, Paladins'
Blessing of Freedom, and Gnomes' Escape Artist. Aspect of Cheetah/Pack
will also help. Mages can blink to an edge and use the extra time for
an evocate. Priests and Paladins should keep an eye out for slow
reactions (or anyone in "Chains of Ice"), since the slowing effects can
be dispelled. Warriors can use Intervene to quickly charge up to a raid
member at the edge of the room.
Water Elementals
A
Warlock is invaluable here, because the Water Elementals can be
banished, stunned and feared, and are susceptible to Curse of Tongues.
The adds should be tanked and nuked ASAP. It helps a lot if the tank
wears frost resistance gear. The elementals have roughly 13k HP as of
the newest patch, so they can be burned down very easily. Because of
this, having a warlock in the group is not as important as before.
Nevertheless,
the spawning of the Elementals can become a problem when happening
simultaneously with a special attack of Aran where everyone is too
distracted to immediately grab the aggro of an Elemental before healing
aggro draws their combined fire on a poor healer. This is exactly the
one moment in this battle you want to save up any defensive or
offensive special abilities or trinkets with cool down up for.
Regenerate Mana
If
the raids DPS are high enough, and the interrupts work well, this phase
does not necessarily occur. If it does occur, the healers have to be on
their toes to very quickly heal the raid after the Pyroblast
(preferably using AoE heals). The polymorph breaks a very short time
before the pyroblast, so it is possible to cast some protections
(Priest shield, HoTs, Paladin bubble, Mage fire ward, fire resistance
totems etc.) right before the Pyroblast. After the blast, raid members
should use health potions and Healthstones to heal quickly.
This
polymorph will even work on characters which are normally immune to
polymorph. Druids in Tree of Life form are not considered a valid
target for the polymorph however. Therefore, a raid can have the druid
cast Lifebloom or another HoT on as many people as he can in
anticipation of the AoE Pyroblast. Preparing the raid member with the
lowest HP who is not in the druids group to receive Swiftmend would
also be an option, as well as preparing Nature's Swiftness to cast
either Rebirth (if needed) or Healing Touch.
Druids may now use
Barkskin to reduce the damage dealt to them by the Pyroblast, which for
druid healers may be essential in keeping themselves alive. Then cast
Tranquility right after the Pyroblast to quickly heal up your half of
the raid to full health again.
03 Dec 2007
Prior to Battle
Netherspite patrols the
back section of his room, but his aggro radius is not particularly
large, allowing the entire raid to comfortably enter the room before
the pull.
Attacks and Abilities
* Basic Melee: Netherspite hits for roughly 8k on cloth, without any buffs stacked on him.
* Nether Burn: Aura type spell, deals 1200 shadow damage every 5 sec,
affected by line of sight. This damage is resistible, so shadow resist
buffs beforehand can negate much of it. Only active during Portal phase.
* Void Zone: Opens a massive void portal that lasts 25 sec., inflicting
~1k shadow damage every 2 sec. to all enemies in the selected area.
(Similar to that in the Four Horsemen fight of Naxxramas, or Zereketh
the Unbound in Arcatraz) Simply move out of the affected area
immediately.
* Netherbreath: An attack hitting everyone in front of
Netherspite for 4500 arcane damage in addition to knocking them back
for ~20 yards. Will be chain cast during Banish phase. Cast time: 2.5
seconds.
* Empowerment: Undispellable self-buff that increases
damage by 200%. Cast during Portal phase a few seconds after beams come
up and will remain for the whole phase.
* Enrage: After 9 minutes,
Netherspite will enrage, increasing his damage done by 500%. Will
generally make quick work of your raid, dealing upwards of 30000 damage
per hit in melee.
Strategy
There are two
phases to this fight, which alternate between each other. The Portal
phase, which is the first one and lasts for a minute, and the Banish
phase, which lasts for half a minute. They alternate until the
encounter is over or Netherspite enrages.
During all phases Void
Zones will spawn under random players, dealing large amounts of shadow
damage in a short frame of time to those who aren't moving out of them
quick enough.
Portal phase
At the beginning of this phase,
three portals of different colors will spawn at fixed locations in the
room and will begin emitting a beam of their respective color (see
below) towards Netherspite.
If the beams are allowed to hit
Netherspite freely, they are granting him stacking buffs which
strengthen or even heal him. The buffs on Netherspite last 5 seconds
from last application (instead of the 8 to 20 seconds it does on
players). The beams can (and must) be blocked by players who position
themselves between a portal and Netherspite. Players blocking the beams
are also affected by a stacking buff, having a positive and a negative
effect which grow with each second that they spend in inside the beam.
Although the positive effects are quite helpful for the fight, the
negative effect makes it hard to nearly impossible for one player to
block a beam for the complete duration of the Portal Phase.
Once
a buff "ticks out" (player leaves the beam long enough to lose the
debuff - 8-20 sec), another debuff is applied to the player called
Nether Exhaustion, which prevents him from intercepting that color beam
for the next 90 sec.
Red Beam
* Perseverance (red) - Tank beam:
o Lasts for 20 sec after leaving the beam.
o Hits Netherspite:
+ Damage taken reduced by 1% per tick.
o Hits Player:
+ Netherspite will aggro you.
If no one is standing in the Red Beam, Netherspite uses his standard aggro table.
+ Damage taken is reduced by 1% per tick.
+ Defense is increased by 5 per tick.
+ Health is modified - the first application gives +31,000 maximum
health, with additional stacks reducing maximum health by 1000 per
stack.
+ Replenishes full health every tick.
Green Beam
* Serenity (green) - Healer beam:
o Lasts for 10 sec after leaving the beam.
o Hits Netherspite:
+ Heals for +4000 health per tick. (Stacking so it heals for 4K, 8K,
12K, 16K etc. -- it is very important not to let Netherspite get hit by
this beam.)
o Hits Player:
+ Healing done is increased by 5% per tick.
+ Spell cost reduced by 1% per tick.
+ Greatly increases mana regeneration rate.
+ Maximum mana reduced by 200. Stacks up until your total mana pool
reaches 0. Affects druids in feral forms as well.
Blue Beam
* Dominance (blue) - DPS beam:
o Lasts for 8 sec after leaving the beam.
o Hits Netherspite:
+ +1% spell damage increase per tick.
o Hits Player:
+ Damage dealt is increased by 5% per tick.
+ Healing received reduced by 1%.
+ Damage taken by spells is increased by 8%.
Portals
will always spawn at the same locations in the room during all Portal
phases, but their colors will semi-randomly change each time after the
first Phase.
Beam Blocking Assignment
Players should block
all three beams as soon as possible in the fight. The beams are
generally assigned to individual players before the pull using the
following criteria:
Red Beam - Classes with high armor,
defense and health (i.e. Warriors, Bear Druids, Paladins, Shamans and
Hunters). The red beam gives them the massive healing and health needed
to tank Netherspite. But despite the replenishment to full health every
second, Netherspite can sometimes crit them for very high numbers well
above 10,000 (even on plate). So leather and cloth wearers can still
get easily one-shot despite the augmented health maximum. Resilience
from PvP gear is a useful attribute here.
Blue Beam - DPS
classes (preferably with high health or shadow resistance). While their
damage output increases rapidly, the damage received by them from
Netherspite's shadow aura is also rapidly increasing and healing spells
on them will become more and more ineffective. Players staying inside
this beam for too long are also becoming highly prone to be killed by a
Void Zone appearing under them.
Green Beam - The "Healer
Beam". Can also be blocked by classes without a mana pool (Warriors and
Rogues) who remain entirely unaffected by the beam. A manaless class
can stay for a whole beam's duration within the beam and still be used
to take their turn blocking the red or blue beam in the following phase.
Those not blocking a beam will be DPSing, or raid healing.
Beam Blocker Transition
Players
who are setup as beam blockers for the second half of a Portal phase
should be positioning themselves in front of the beam blockers of the
first half once those have their beam secured. Once these have acquired
25 stacks of the beam's buff, they simply need to move out of the beam
to have it hit their successor in front of them.
Banish Phase
The Banish phase lasts about 30 sec:
* Netherspite is banished, remains mostly stationary but still vulnerable to all damage.
* Netherspite is still able to deal melee damage to you during the
Banish phase if you get too close to it. Only tanks should stay in
melee range.
* Damage from Nether Burn aura will stop and no new Void Zones spawn during this phase.
* After a few seconds of inactivity he randomly fires Netherbreath
hitting up to three players standing in a cone in front of him,
inflicting up to 4.5k arcane damage on each, accompanied by a knock
back.
Dealing with high damage bursts from Netherbreath
becomes another difficult challenge after the raid has learned to cope
successfully with beam management. Everyone who does not have a maximum
health pool of more than 9000 HP is prone to be killed by two
consecutive bolts if Netherspite aims his breath in the same direction
twice in a row. It is mandatory that every player's health is kept
above 4,500 HP at all times. Every players should use Healthstones and
healing potions in this phase rather than rely on healers who will
often have range problems due to the knock back effect. It's also
possible to use bandages, since the Nether Burn aura is inactive during
this phase.
Players should stand either very close to
Netherspite so they are likely still in range of a healer after a knock
back, or at maximum range, so that they are being knocked out of
Netherspite's breath range and can bandage themselves safely before
running back in. In any case, healers should make sure to spread out
equally around Netherspite to cover every angle of him.
DoT
effects should be timed very carefully in this phase, because after 30
seconds Netherspite will unbanish and reset his aggro table which he
will go by for the next 10 seconds until someone can block the Red Beam
again. The next Red Beam tank should immediately try to gain his aggro
(save up some Rage for this during the Banish phase as he can't be
taunted) and position himself between the dragon and the next Red
Portal.
Miscellaneous Hints
* No one
should ever cross the Red Beam behind its designated blocker. He would
temporarily gain Netherspite's aggro who would move in order to reach
this player and together with him the Green and Blue beams - which
might slip off their respective blockers.
* The Green Beam can be
temporarily "stolen" from its blocker to gain a few stacks of its buff
for its mana regeneration effect. Make sure to move out after you've
gained 5-6 stacks or the original blocker will become unable to accept
the Beam back due to having gained Nether Exhaustion.
* Warriors
should never use Berserker Stance when blocking the Red Beam.
Netherspite can crit them for up to 30,000 damage if they do so.
*
Red Beam blockers should be careful when moving out of void zones. It
is usually possible to move forward or backward enough to not take
damage from the void zone without causing Netherspite to shift position
(thereby causing the blue and green beams to shift off their blockers
and onto netherspite). Some people prefer to just sit in the void zone
as the red beam's healing ability can usually make up for the extra
damage.
* Warlocks can sustain a full duration of the Blue Beam by
keeping themselves healed with Drain Life, since drains are not
affected by the decrease in healing effects and the increase in damage
done is almost as great as the increase in damage taken from Nether
Burn. Warlocks with 2 points in the Soul Siphon talent can even surpass
the increase in Nether Burn damage when there are 6 Affliction debuffs
on Netherspite.
* Shadow Priests can also sustain a full duration
of the Blue Beam if they have 2 points in the Improved Vampiric Embrace
talent. Since Vampiric Embrace scales with damage done, the reduction
to healing effects is offset. This in turn also benefits the Priest's
entire group with massive health gains, since the Priest is the only
one affected by the Blue Beam.
* The three different portals always spawn at the same location in the first Portal Phase:
o Red to the right of the entrance
o Green to the left of the entrance
o Blue opposite of the entrance
* During the Banish phase, healers should spread out to cover every
side of Netherspite, so that no one ever gets knocked back out of every
healers' range. It's a good practice to put raid target symbols on your
healers so they can better coordinate their positioning.
* Another
way to deal with the Banish Phase is to simply have everyone but one
healer and one tank move out of range of the Netherbreath, at the back
of the room. Netherspite will still attempt to target players that are
out of range, and thus will not use Netherbreath as often on the two
remaining behind. This requires Netherspite to be tanked at the far
front of the room, and the raid will have to be quick to reposition
themselves for the next Portal Phase.
o This is a safer method but
if the raid has low DPS it may be a better idea to maintain dps during
the banish phase to ensure a kill before netherspite enrages.
03 Dec 2007
The Chess event is an non-optional encounter in Karazhan where the raid
plays a sort of chess match against Medivh. The pieces represent units
used during the First War, and are placed like chess pieces on a chess
board.
The pieces of each side have the same abilities as their
counterparts (i.e. a Warhorse can do exactly the same things as a
Wolf), only their animations differ. Although the analogy to chess is
usable (Doomguards are "stronger" than Footmen for example), it's not
very strict. The pieces from the event behave very differently from
real chess pieces, and the Kings are actually the strongest pieces in
the game.
In order to start the event, a player has to talk to
the king piece of their own faction. The objective is to kill the enemy
King without loosing one's own king. If the game is won, a Dust Covered
Chest appears with loot.
Afterwards the pieces are reset and it
is possible to play a friendly game within the raid. During such a
friendly game, there is a silence debuff in the chess room to prevent
clearing the trash mobs leading to Prince Malchezaar.
As of 2.1 it is possible to reset the event by talking to the Echo of Medivh.
Controlling pieces
After
the event started, raid members can control any currently uncontrolled
piece of their own faction by talking to it. After taking control of a
piece, the player character will be teleported onto a platform beside
the chess field and the players viewing perspective will change to that
of the controlled piece. A Pet Bar will appear with which the pieces
movement and actions can be controlled, see the below table for a
detailed description.
It is possible to release control of a
piece by removing the control buff icon. This will incur a 15 sec
debuff, during which time it is not possible to control another piece.
Solo-Stealth run
Before
Patch 2.0, it was possible for a Rogue or Druid to stealth to the Chess
Event by themselves, and to solo it, respectively. However, Blizzard
released a new patch that disabled this ability, adding several mobs
that could see through stealth. This writer was able to once again
stealth his way to the Chess Event, using a 70 Night Elf Rogue with 5/5
Master of Deception and Darkmantle Boots, Charm of Alacrity, Moroes'
Pocketwatch, and Evasion, and various Engineering equipment, such as
the Goblin Rocket Boots XTreme and the Gnomish Cloaking Device. Using
all three of the Dodge increasers, it is possible to remain relatively
immune to all damage long enough for one to use Sprint and Goblin
Rocket Boots Xtreme to get far enough away from the stealthed mobs to
Vanish without them following him. In rare cases, the Cloaking Device
proved useful for a second Vanish. However, this method took several
hours of practice and know-how.
Strategy
The
major difference to real chess is that the king is actually the
strongest piece in the order of battle, he should be used in an
offensive way (with a little care though). The friendly healers should
be used to keep king and queen in good shape, while the the enemy
healers should be killed first.
One simple method is to have
each player chose one non-pawn piece which they will control later.
Then, each player first moves the pawn in front of their piece as far
as possible, releases control and takes over their real piece. As soon
as holes in the pawn line appear, attack with the player controlled
pieces. First, kill the enemy healers (bishops), next the queen and
finally the king. The friendly healers should move only very little,
and concentrate on keeping the king and queen at top health.
A
more sophisticated strategy has four players initially controlling the
four central pawns, and four other players on king, queen and both
knights. The two remaining raid members should take the bishops. This
allows to move the offensive pieces more quickly.
Chess Piece Abilities
1 2 3 4
* 1: Rotate Piece: The same for all pieces, click this and then click the square you would like to face.
* 2: Move: This moves the piece along the board. Refer to each piece for its movement pattern.
* 3: Special Ability 1: The piece's first unique ability, see piece description for details.
* 4: Special Ability 2: The piece's other unique ability, see piece description for details.
These
abilities can either be activated by clicking on the pet bar, or by
using Ctrl-1 through Ctrl-4. The Ctrl keys allow for faster movement
and turning, and additionally selecting them from the pet bar sometimes
times out before the ability can be used.
Each chess piece will auto-attack whoever it faces, and it can move, use abilities or change the direction it is facing.
While
pieces can move diagonally, they can only face towards four directions.
After a diagonal movement, pieces will turn 45° clockwise to realign
themselves.
Movement and rotation share a common cooldown of 5 seconds.
Special
abilities also share a common cooldown of 5 seconds (independent from
movement). If an ability has a cooldown of more than 5 seconds, the
other ability will only be affected by a 5 second cooldown.
Chess Event Pieces
Piece Alliance Horde Movement Ability 1 Ability 2 Notes
King King Llane Wrynn Warchief Blackhand 1 Space any dir. Sweep / Cleave
Deals 4000 damage to 3 enemy units in front of you. Cooldown 5 secs. Heroism / Bloodlust
Grants
50% increased damage to all allied humanoids on all 8 adjacent spaces,
does not affect self. Cooldown 15 secs. High Health/High Damage. The
first side to kill the opponent's King wins.
Queen Human Conjurer Orc Warlock Straight 3 / Diagonal 2 Elemental Blast / Fireball
Deals 4000 damage to any chess piece, Cooldown 5 secs. Range: Straight 4 / Diagonal 3. Rain of Fire / Poison Cloud
Deal
6000 damage to any chess piece and all hostile chess pieces adjacent to
target. Cooldown 15 secs. Range: Straight 4 / Diagonal 3 Medium
Health/High Damage
Bishop Human Cleric Orc Necrolyte 1 Space any dir. Healing / Shadow Mend
Heals any chess piece for 6000. Cooldown 20 secs. Range: Half of board. Holy Lance / Shadow Spear
Deals
2000 damage to any enemy units standing in a straight line of 3 squares
in front of you. Cooldown 5 secs. Low Health/Low Damage. Only Healer.
Knight Human Charger Orc Wolf 2 Straight / 1 Diag Smash / Bite
Deals 3000 damage to a target 1 square in front. Cooldown 5 secs. Stomp / Howl
Reduces damage of all adjacent hostile chess pieces by 50%, last for 10 secs. Cooldown 5 secs. Medium Health/Low Damage
Rook Water Elemental Summoned Daemon 1 Space any dir. Geyser / Hellfire
Deals 3000 damage to all adjacent hostile chess pieces. Cooldown 5 secs. Water Shield / Fire Shield
Reduces damage done to self by 50%, last for 5 secs. Cooldown 5 secs. Low Health/Medium Damage
Pawn Footman Grunt 1 Space any dir. Heroic Blow / Vicious Strike
Deals 1000 damage to a target 1 square in front. Cooldown 5 secs. Shield Block / Weapon Deflection
Absorbs 500 damage. Lasts 5 secs. Cooldown 5 secs. Low Health/Low Damage
Warning: Medivh Cheats!
Medivh,
at random, will cheat in the middle of the chess game, which can turn
the tide of a fight, so be careful and quick about the decisions made
on the field.
Healing Cheat
Medivh will randomly heal his king (and possibly all the other pieces) to full HP.
Damage Cheat
Medivh
will target random units on the player's side of the field and surround
them in fire, dealing massive damage to all affected units. Simply move
out of the flames to avoid dying, but move quickly.
Berserking Cheat
Medivh
will choose a few of his units and buff them. This buff will increase
their size, speed and damage immensely. Either take down these pieces
immediately or move away.
03 Dec 2007
Prince -
Background
Little is known
about him except that he is a Man'ari Eredar and a member of the
Burning Legion. It is unknown what his purpose is, how, or when he
arrived.
Due to his location at the top of Karazhan, he is
considered by many to be the tower's final boss. However, some used to
consider the creature Nightbane to be the true final boss of K