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  1. #1
    krlhnz's Avatar Active Member
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    Arcatraz Guide

    THE ARCATRAZ!


    Zereketh the Unbound

    Special Abilities

    Seed of Corruption – Randomly targeted, Causes 400 Shadow damage ever 3 seconds. After taking 2500 total damage, Seed of Corruption detonates, dealing Shadow damage to the Zereketh’s enemies within 10 yards.

    Unbound Void Zone – Randomly placed in the room, Deals about 1400-1600 shadow damage a second to any player within the Void Zone.

    Shadow Nova – 40 yard range AoE, deals about 2200-2400 shadow damage and knocks players back.

    Melee – Shadow damage based melee attack, Zereketh hits for about 1300-2000 dmg a swing.

    Strategy

    Shadow protection is the first thing to say about Zereketh.

    Zereketh with all of his tricks is a rather easy boss, the void zones are easy to avoid, the black circles on the ground are painfully obvious just do not stand on them. His Seed of Corruption deals low damage over a long period of time and can easily be avoided since 10 yards is a short range. His Shadow Nova does not hit hard nor does he cast it often.

    Dalliah the Doomsayer

    Special Abilities

    Gift of the Doomsayer – Debuff, can not be removed, chance to heal Dalliah when afflicted party member is healed.

    Heal – Weak heal she casts after Whirlwind, interruptible.

    Whirlwind – Attacks all nearby enemies for normal damage plus 726.

    Strategy

    Dalliah and Soccothrates are not a combined encounter, they are two separate bosses.

    Dalliah will cast Gift of the Doomsayer on the tank, at this point we want to avoid casting any heals on him/her until it wears off, unless absolutely necessary. When Dalliah begins to Whirlwind all melee should move away as she will be stationary. Immediately after her Whirlwind finishes she will cast Heal on herself that can be interrupted, even if it is not it heals for a trivial amount of health.

    Wrath-Scryer Soccothrates

    Special Abilities

    Immolation – Burns nearby enemies for 832-918 fire damage every 3 seconds.

    Felfire Shock – Magic debuff, Initially hits for about 1500-1600 fire damage, additional fire damage inflicted every 3 seconds.

    Felfire Line Up – Leaves a trail of Felfire behind Soccothrates, hits players for about 2000 fire damage a second while inside the fire.

    Knock Away – Massive knock back and heavy damage.

    Charge – Seems to charge when tank loses aggro.

    Strategy

    Soccothrates and Dalliah are not a combined encounter, they are two separate bosses.

    Soccothrates is by far the more difficult fight of these two; his Felfire and Immolation skills can deal massive amounts of damage in a small time frame. Our tank can engage him where he stands. Soccothrates will cast his Immolation shortly after the fight begins and will Felfire Shock quickly after that, the remaining debuff should be removed.

    When he casts his Felfire Line Up the tank should begin slowly moving him around to avoid being stuck within it, during this time he will most often use his Knock Away ability to give him room to move around and leave his fire trail behind him. With all of these tricks as long as no one stands in his Felfire Line Up the damage output is on the lower end

    Harbinger Skyriss

    Special Abilities

    Mind Burn – Deals 1500-2000 damage to random party members.

    Mind Control – Randomly Mind Controls party members for a short duration.

    Multiply – Creates an elite version of himself with much lower hit points.

    Strategy

    This encounter is both fun and challenging. When you approach the Blood Elf channeling into a pod the event will begin.

    Pod #1

    The first pod will spawn an elite imp. The imp does decent fire damage but is relatively easy to beat. When the imp dies your group should quickly sit and get a drink.

    Pod #2

    Millhouse comes out of Pod #2, he’s a lost gnome mage that will aid you as you destroy the next few waves.

    Pod #3

    A blast from the past, an elite Sulfuron (Molten Core) emerges and attacks your party. Sulfuron has all of his old attacks including a debuff and Rain of Fire. DPS him down while your party moves out of the way of falling fire.

    Don’t let Millhouse die.

    Quickly drink when Sulfuron dies.

    Pod #4

    An elite Dragonkin will spawn and attack the party. The tank should position the dragonkin in front of him while his back is on a nearby wall. The dragonkin can do considerably damage but by maintaining agro and healing through the melee dps, you should have no problem.

    Don’t let Millhouse die.

    Quickly drink when the Dragonkin dies.

    Harbringer

    The Harbinger is another blast from the past. The Harbinger looks very similar to the Prophet Skeram and also has similar abilities.

    The fight starts off as a regular tank and spank. His abilities will quickly hurt your party as Mind Burn can deal considerable damage and an unlucky MC can be very rough.

    Two or three times throughout the fight the Harbinger will “copy” himself and you’ll have two Harbingers to face. Your group should then immediately focus DPS on whatever Harbinger your tank is not on.

    The new Harbinger has relatively low hit points and will go down quickly. If your group can focus dps on the multiplied copies while keeping your party alive, he will eventually go down.


    NOTE: It's not my guide! ^^
    Last edited by krlhnz; 05-14-2007 at 03:02 PM.
    :wave:

    Arcatraz Guide
  2. #2
    Dag001's Avatar Member
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    Re: Arcatraz Guide

    I dont want to flame but im a little suspicious. Are you Dingo22 on wowhead? because this guide is word for word from there.

  3. #3
    krlhnz's Avatar Active Member
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    Re: Arcatraz Guide

    Edit: Added to main post ^^
    :wave:

  4. #4
    mbliss984's Avatar Member
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    Re: Arcatraz Guide

    How to kill the last 2 sentinels:

    Use a Gnomish Mechanical Remote (or w.e it is called) on one... but it still keeps discharging arcane dmg.
    The hunter can trap these guys... kite em down the hallway then FD.
    A mage can kite them as well... I did this just last night and it worked OK

    That is about the only way to kill this pack... if you do not have a engineer with the remote, a mage or a hunter your are ****ed.

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