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    [How To] Karazhan Bosses

    This guide is intended to inform new raiders of the boss fights in Karazhan. It is a large bunch of information, but is probably preferable to reading WoWwiki because this is just the stuff you need to know, not all that technical stuff.



    If you plan to flame, please at least make it constructive, not some BS or other on how bad I am. Thanks.







    Group Makeup
    10 People Total
    2 Tanks
    2-3 Healers
    2 Hunters Recommended
    At least one Priest
    At least one Warlock



    Attumen the Huntsman


    Pre Fight:
    The trash before Attumen is on a 25 minute reset. If somebody dies they should run back through the door and not wait for a rez.

    Phase One:
    You start out fighting only Midnight, the mount of Attumen. When Midnight reaches 95%, he will call for his master, Attumen.

    Phase Two:
    The main tank should pick up Attumen as soon as he spawns, as he will run straight for the healers. All DPS should stay on Midnight, because when he reaches 25% health Attumen will mount him. Throughout this phase Attumen will cast a curse that should be dispelled ASAP by a Mage or Druid. Nobody should be in front of Attumen because he has an AOE attack that hits everybody in front of him for about 4k damage.

    Phase Three:
    As soon as this phase starts, all DPS should stop for a few seconds to let the tank rebuild agro. During this time, the whole raid except the main tank should be standing behind Attumen, on his butt. This is because Attumen will charge a person in the raid who is more than 8 yards away from him. Hunters can back up enough to DPS from ranged.

    Notes:
    Attumen can be disarmed, reducing damage taken by about 65%.
    He normally melees plate for 1,600 – 2,100 physical damage, about 8,000 on cloth.
    He is immune to taunt.



    Moroes


    Adds:
    The adds at the top should be killed first, and those at the bottom CCed first. If possible CC all of them. Only 4 of the adds will be there with Moroes.



    Baroness Dorothea Millstipe
    Lady Catriona Von'Indi
    Lady Keira Berrybuck
    Baron Rafe Dreuger
    Lord Robin Daris
    Lord Crispin Ference


    The Fight:
    Moroes starts out with a random 4 of the above adds. They should be controlled according to the chart. Both tanks should be on Moroes because he will Gouge or Blind one of them and attack the next highest threat target. Moroes' Blind is a poison and can be dispelled. Every 30 seconds Moroes will Vanish and Garrote a random raid member. Garrote causes 1000 damage every 3 seconds. It can only be dispelled by a Paladin's Divine Shield or Blessing of Protection, Mage's Ice Block or Dwarves' Stone Form. When Moroes dies, Garrote usually disappears from everybody, and the raid can finish off the remaining adds or leave the room and despawn them.



    Maiden of Virtue


    Positioning:
    Maiden should be tanked right where she is standing in the middle of the room. The non melee people in the raid should each take a pillar and stand in front of it, spread out so as to take less damage from Maiden's spells. The healers should all be beside each other at one pillar. Maiden will cast Holy Fire on a raid member, and this must be dispelled ASAP. She will also cast Repentance, which does about 1700 damage and incapacitates the whole raid for 10 seconds. During Repentance, the tank must drag her over to the healer so her AOE attack damages them and wakes them up from Repentance.


    Notes:
    Maiden of Virtue does not have phases; she behaves the same from beginning to end of the fight.
    She does not use her abilities on a strict timer, but randomly after the cooldown is up.
    Paladin healers can use Blessing of Sacrifice on a melee DPS or the tank to wake themselves up from Repentance.





    Opera Event


    There are 3 possible boss fights for this event

    Big Bad Wolf
    This boss will periodically turn a raid member into Little Red Riding Hood, reducing their armor to 0 and increasing their movement speed by 50%. The Wolf will automatically attack that raid member. In order to avoid being killed, that raid member must run away from the Wolf by running around the edge of the stage. If they cut the corners, the Wolf will catch them so they must be careful.
    The Wolf will also use an AOE fear periodically throughout the fight.



    Wizard of Oz
    This boss fight has 6 different mobs involved.

    Dorothee
    Dorothee has no threat table, so she cannot be tanked. She must be killed first.

    Tito
    Dorothee summons Tito. Tito should be tanked as soon as he spawns because he interrupts casters and healers. If Tito dies and Dorothee is still alive then Dorothee will enrage.

    Roar
    Roar is very easy to fear. A Warlock or Hunter (fear beast) can fear him around the entire fight.

    Strawman
    Strawman becomes disoriented when he is hit by fire attacks. A Mage with Scorch or a Warlock with Searing Pain can control him throughout the fight.

    Tinhead
    Tinhead should be tanked by the main tank because he does a lot of damage. The main tank should kite Tinhead around the back of the stage. Tinhead cleaves so make sure nobody is near enough to be hit. After a while Tinhead begins to rust and his movement speed is slowed allowing the tank to kite him around while hardly being hit.

    The Crone

    After all the other characters have died, the Crone will spawn. She spawns cyclones that whirl around the stage, and even through the middle. While in the cyclone you can still cast instant cast spells and abilities. She can be tanked.

    Romulo and Julianne
    Phase One:
    In phase one; you fight Julianne, who is a caster. She should be interrupted as much as possible, especially when she casts Eternal Affection, because it heals her for a lot. When she gains the buff Devotion, it should be dispelled ASAP because it increases her DPS by a lot. Julianne should be tanked in a corner.

    Phase Two:
    In phase two, you fight Romulo, who is a melee mob. He should be disarmed by a warrior tank as much as possible. He should also be tanked in the opposite corner, but with his back to a wall because of his ability that knocks people back from behind him.

    Phase Three:
    In phase three, you fight both Romulo and Julianne together. In order to successfully kill them, they must die within 10 seconds of each other. The best strategy for this is to get one of them down to very low health (10%) then focus on the other one until they are dead, then switch targets again. If they do not die within 10 seconds of each other, the dead boss with resurrect with full health and mana.

    The Curator

    Flare Phase:
    The Curator has 3 different phases he goes through. The flare phase lasts 90 seconds and in total 10 flares are summoned. The flares that the Curator summons must be killed within 10 seconds or multiple flares will be up, probably causing a wipe. Curator periodically shoots a Hateful Bolt (an arcane spell causing about 4000 damage) at the raid member with the second highest threat. If your raid only has two healers, it is best to assign a "soaker", a player who constantly attacks Curator so that his Hateful Bolts do not hit a healer. This "soaker" should be a Warlock or a Shadow Priest, preferably with arcane resistance. At 1 minute until Evocation starts, a Warlock should place Curse of Doom on Curator.

    Evocation Phase:
    As Curator enters Evocation he summons one more flare which must die immediately. After that flare is down, all DPS must focus on Curator. During Evocation, Curator takes 200% additional damage so this is a good time to use cooldowns and trinkets. After 20 seconds of Evocation, Curator enters flare phase again, and the DPS must focus on Curator.

    Notes:
    After 20 minutes the Curator goes Berserk, giving all raid members a non-removable debuff increasing arcane damage taken by 500%.
    At 15% the Curator Enrages, stopping casting flares but increasing damage done drastically. The DPS must kill Curator quickly at this stage.


    Shade of Aran

    Abilities:
    Blizzard:
    Shade summons a Blizzard that circles the outside of the room. It is preceded by a small cyclone. If you stand in the Blizzard you will die quickly, so you must run to the middle or run ahead of the Blizzard. Casters be careful not to get too close to Shade or he will silence you.
    Flame Wreath:
    Shade casts circles of fire around the raid. During this spell, you cannot move at all, or you will cause 6000 damage to everyone around you, usually wiping the raid. You can continue to DPS, but you must be careful to not move.
    Summon Elementals:
    Shade summons four Water Elementals to attack the raid. This is the primary cause for wipes against Shade. Everybody in the raid must stop DPSing Shade and kill all the elementals. If you have Warlocks in your raid, they can Banish some of the Elementals.
    Arcane Explosion:
    Shade pulls the whole raid towards him and begins to cast Arcane Explosion. This explosion will kill anybody hit by it. In order to avoid it, everybody must instantly run straight to the wall and stand there until he is finished casting.
    Polymorph/Pyroblast:
    Shade turns everybody in the raid into a sheep and drinks. When he is finished drinking, polymorph will wear off and he will cast a mass pyroblast on everybody in the raid. In order to avoid dieing, you should use a potion or a healthstone as soon as polymorph wears off. He uses this ability at about 20% mana.

    Strategy:
    This fight is basically a DPS fight. The whole raid should run into the room and begin to DPS Shade. One thing to note is that people should be using their trinkets all the time; they should never be off cooldown. Anybody with interrupts should be interrupting Fireballs and Frostbolts. Hunters should place snake traps because Shade will sometimes target the snakes instead of raid members. When the elementals spawn, all DPS should switch to them. Shade does not have phases, but acts the same from start to beginning.



    Terrestian Illhoof



    Before the fight:
    Everybody in the raid should make the macro /target Demonic Chains
    This will be very useful throughout the fight. The main tank will tank Illhoof, and the off tank (a fury warrior or druid will suffice) will tank the small imp.



    Strategy:
    Illhoof opens a portal through which many imps come throughout the fight. As the imps come through, it is best to have a Warlock use Seed of Corruption on them so that they do not become too numerous. Illhoof will also sacrifice one raid member at random into the green pentagon in the room. When he does this, the healers must INSTANTLY start healing him instead of the main tank. Mages can Ice Block out of it, and Paladins can bubble. All the DPS must also hit the macro they made earlier, and attack the chains. If the person being sacrificed dies, Illhoof will gain a lot of health. Periodically, the small imp will respawn. The off tank should tank him when this happens, and all DPS should focus on killing him. If at any time there are too many imps coming through the portal, they should be AOE'd down.


    Netherspite

    Fight Overview:
    This fight requires two tanks. This dragon has two different phases he alternates through. If the raid does not kill him in 9 minutes then he will enrage, one shotting everybody. He will also open up void holes in the ground that cause shadow damage. Make sure not to stand in them. He opens portals to the nether which have beams attaching themselves to him. If these beams hit him they buff him. The green beam heals him for a lot, so make sure the person blocking it is always in it. Each beam affects the player blocking it in a different way.


    Red Beam
    · Tank Beam
    · Increases max health by 31k, but reduces max health by 1k each tick.
    · Aggro from Netherspite
    · Heals you to full each tick

    Blue Beam
    · DPS Beam
    · +5% damage dealt each tick
    · -1% healing taken each tick
    · +8% spell damage taken each tick

    Green Beam
    · DPS or Healer
    · +5% healing done per tick
    · -1% cost to spells/abilities per tick
    · -200 max mana per tick, but restores to full mana per tick
    · If a healer is under half mana, they can take this beam for 20 ticks to restore mana.


    Strategy:
    Make sure everybody knows what beam they are blocking. It is best to have the tank not in the red beam in the green beam usually. Warlocks or Shadow Priests are best in the blue beam because Warlocks heal themselves with Drain Life, and Shadow Priests heal the group with their DoTs. You cannot take the same beam twice in a row. Other than that, just DPS him down within 9 minutes.



    Chess Event

    Strategy:
    This is the easiest fight in the entire instance. You don't even fight. All you do in control a chess piece on the board. To do this, go talk to him. The entire objective is to kill the opponent's king. When you control a piece, it has a pet action bar, like a normal pet would. Some raid members must move the pawns in the front row away so the more powerful pieces can get out. One thing to note is that the players in the Warlocks (or bishops in real chess) should heal the King.
    When their King is dead, a chest spawns with loot in it. Simply open it up to get your Badges and loot!



    Prince Malchazzar


    Fight Overview:
    During this fight you will face one mob. Prince Malchazzar. He summons non-targetable infernals that Hellfire around them and quickly kill players. He also debuffs most of the raid down to one health, and they must run out. The debuffs cannot be dispelled or countered. Anybody with this debuff should run out past the healers because soon after Prince will cast an AOE knockback spell killing anybody with the debuff. Prince will also cast Shadow Word: Pain on the tank, which should be dispelled ASAP. This fight has three phases, all of which will be covered in great detail in this guide.

    Phase One:
    Phase one is the easiest phase. Prince only casts Shadow Word: Pain, Enfeeble and drops Infernals. He should be steadily DPSed down to 60%, where he will enter phase two.

    Phase Two:
    In phase two, Prince becomes very dangerous, able to deal out over 12,000 damage in a second. He gains the Parry ability, and also begins to use Thrash, which is an extra attack with both weapons. He also uses Sunder Armor, but stops casting Shadow Word: Pain. This is the most dangerous phase, and the DPS should be burning him down as quickly as possible until he is dead.

    Phase Three:
    In this phase, Prince lets go of his axes, which fly around and attack random players. The player getting attacked must let the healers know so that he can be healed. Prince begins to cast Shadow Word: Pain again, and Infernals drop more often. Thankfully, Prince stops using Thrash, Parry and Sunder Armor. If Prince is not killed within a minute and a half of entering phase three, the whole floor will be covered in Infernals.


    Nightbane

    Fight Overview:
    During this fight, you will face a smoldering undead dragon called Nightbane. You summon Nightbane via the quest chain after the attunement chain. At 75, 50 and 25 percent, Nightbane will take off into the air and begin the Flight Phase for a while. Nightbane uses several abilities during Ground Phase: Bellowing Roar (AOE Fear), Charred Earth (AOE placed on a raid member), Distracting Ash (-30% chance to hit), Cleave, Dragon Breath and Tail sweep. During Flight Phase, Nightbane summons Skeletons and shoots a raid member (usually a healer) with an attack.

    Ground Phase:
    During this phase, the Main Tank must tank Nightbane so that Nightbane faces the outside wall. All DPS should be positioned at Nightbane's side, just in front of his back legs. Nightbane should be steadily DPSed down. Warrior tanks can stance dance to avoid fear, or a Shaman can drop a Tremor Totem near the melee. The rest of the raid should be split into two groups, one on one side of Nightbane and the other opposite. These people should be right against the wall, as close together as possible. Anybody caught in the Charred Earth should move away from it so they do not get damaged. All the ranged members should be at maximum range so as to not get hit by Charred Earth.

    Flight Phase:
    In the air, Nightbane summons 5 Restless Skeletons, each with about 13,500 health. He also casts spells on players, including one AOE that should be moved out of. The Restless Skeletons should be killed one by one, focus fire'd to death. If a Mage or Warlock gets aggro from AOE, they will certainly die. When Nightbane is going to return to the ground, the main tank should make sure he has lots of rage. As Nightbane lands, a Hunter should Misdirect Nightbane onto the tank as the tank uses his highest threat abilities.




    Well that is the end of my guide, hope you like it and learned something from it.



    THIS GUIDE WAS WRITTEN BY ME AND BY ME ALONE. DO NOT POST THIS GUIDE ANYWHERE ELSE WITHOUT MY CONSENT.

    [How To] Karazhan Bosses
  2. #2
    Kasiosis's Avatar Active Member
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    Good guide!

  3. #3
    anthonyninja1's Avatar Member
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    Sweet, this is awesome. Ill be reading this later when my main on retail hits 70, +rep

  4. #4
    Ferag's Avatar Contributor
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    Thanks for the posistive responses guys

  5. #5
    Valgas's Avatar Member
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    Hi,
    very good guide and above all short and simple!

    I'm now asking if I can translate it (italian) for my guild. Will u give me your consent?

  6. #6
    gtdarkside's Avatar Member
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    ferag > wowwiki
    +rep man
    https://www.mmowned.com/forums/wow-guides/240609-rogue-sap-game.html#post1567102 <The Sap Game>

  7. #7
    Sirupsen's Avatar Member
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    Bookmarked for later use (can never remember marks on Moroes etc.)

    Thanks alot for this, been looking for something smilar.



  8. #8
    Free Hugs's Avatar Contributor
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    WOW HAHA +REP x2 for this should help out alot of wow players woot!!
    MMOKings - The #1 safest place to buy WoW Gold

  9. #9
    Pietje's Avatar Active Member
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    Suprised by all the rep you got as you can just look up all fight son WoWWiki or bosskillers, nevertheless a nice all-in-one guide.
    Panda Panda Panda

  10. #10
    Volcano's Avatar Banned
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    There's too much empty space in your thread, just to make it look nice.

  11. #11
    dhzi's Avatar Member
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    Thanks my guild rly need this.

  12. #12
    Ferag's Avatar Contributor
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    Valgas: You certainly can translate this for your guild.

    Pietje: In my post I stated that people prefer to not read WoWwiki because of all the useless stuff they have.

    Volcano: It sucks to read a real wall of text... so I put some space in it so your eyes could rest while reading it. It's actually a technique while designing things.

    Thanks for all the positive responses.

    I'm writing a Gruul/Mag guide right now too

  13. #13
    Judoka's Avatar Active Member
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    +Rep ... i needed this... easy to read and understand !!

  14. #14
    hallå's Avatar Member
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    +rep to you

  15. #15
    Ferag's Avatar Contributor
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    Thanks for all the comments, and the rep.

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