Karazhan Boss Guides menu

User Tag List

Results 1 to 12 of 12
  1. #1
    R3DINK's Avatar Member
    Reputation
    12
    Join Date
    Jun 2007
    Posts
    137
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Karazhan Boss Guides

    First of all i did not wright this guide my old GM supposedly did but i think hes lying.

    Secondly dont flame if this particular guide has been posted. I didnt find it and i looked.

    Thirdly On opera event I only put in the one that I think is the hardest because all three would take up to much space. Nightbane is also not included. Sorry.



    And on with the guide:
    Attumen the Huntsman & Midnight

    Quick Facts

    Attumen has approximately 350,000 Health

    Attumen will test if your gear is good enough to be in Karazhan

    Remember, you have 25 minutes to kill Attumen before the trash you killed respawns!

    Strategy:

    Midnight will begin the encounter. You must have one of your tanks attack him, and proceed like a normal monster. At 95%, Midnight will summon Attumen to the fight, this is where your main tank will pick him up!

    Your goal for this first phase is to bring either Midnight or Attumen down to 25% - Midnight recommended.

    Abilities:

    Attumen

    Melee damage 1600-2100 on tanks, around 8000 on cloth (meaning death) - he must be picked up immediately after he spawns, but remember, he is immune to taunt, but he can be disarmed!
    Shadow Cleave: 4000 damage cleave
    Curse: 50% less chance to hit with spells and melee, must be removed by Druids or Mages

    Midnight

    Melee damage ~1800 on tank

    When either reach 25%, Attumen will mount up, and regain 100% health, becoming one with Midnight.

    Now the fight proceeds as normal, except he will charge the nearest non-melee target for 2000 damage. Have a designated person soak up this damage.

    As for healers, you must make sure the tank is always topped off, and people who receive charges have some healing on them, as well as asking the raid to take care of themselves via bandages or healthstones.

    Moroes

    Quick Facts

    Moroes has approximately 378,000 HP yet has 4 undead followers that will need to be controlled before defeating him.

    Strategy:

    As mentioned, Moroes will spawn with a random 4 out of 6 possible monsters imitating real player classes to fight with him. They are as follows:

    Baron Rafe Dreuger, who acts like an offensive paladin. Dispels and blesses his group.
    Baroness Dorothea Millstipe who acts like a shadow priest. Casts mana burn
    Lady Catriona Von'Indi who acts like a holy priest. Heals and dispels.
    Lady Keira Berrybuck who acts like a holy paladin. Heals, dispels, and blesses her group.
    Lord Crispin Ference who acts like a protection warrior. Tough to kill due to his high hitpoints.
    Lord Robin Daris who acts like a mortal strike warrior. Does AoE damage, hits very hard.

    Caster types have between 55 and 65k HP, while the warriors have 80k HP

    The key to this fight is crowd control, and selective killing of the most dangerous (or annoying) adds for your group. Moroes's adds may be shackled and feared by paladins, as well as ice trapped by hunters. Use your crowd control abilities wisely and kill off the priest(s) if you have them so they do not mana burn or heal their friends. Also, you may use crippling and/or mind-numbing poison on the adds chosen to be killed to help out.

    Moroes himself has a few abilities you need to watch out for;

    Abilities:

    Melee: 1600~2500 on tanks
    Vanish: Doesn't wipe aggro, lasts 2-3 seconds.
    Garrote: Moroes will garrote a random person in the raid after his vanish, doing 1000 HP damage per 3 seconds for 5 minutes, meaning you will need to either remove it via ice block, stoneform, divine shield, or heal through it. Watch for your low HP members and Garrote, this can quickly end an attempt if you're careless!
    Blind: He will sometimes blind a random melee person on him. It can be done on a tank. Can be dispelled.
    Gouge: Gouges the highest person on threat then goes for the second highest.
    Enrage: He will enrage at 30%, obtaining a damage buff.

    Be careful to dispel Blind as soon as you see it; should your main tank and offtank get gouged and blinded Moroes will run free and start killing people off! In addition, if blind isn't being dispelled, the remaining tank may turn his back on Moroes to avoid being gouged while blind wears off.

    Once you have successfully crowd controlled Moroes's group and taken him down, it's time to see the loot!

    Maiden of Virtue

    Quick Facts

    The Maiden of Virtue has approximately 376,000 HP

    Strategy:

    There are many ways to dealing with the Maiden of Virtue, some are very creative while some are more straight-forward. We will go over the most basic setup and positioning to make this as easy as possible for your raid!

    The Maiden of Virtue's main abilities consist of repentance (stunning you for 5-6 seconds) and Holy Fire / Wrath on random party members. For this to be minimized and not cause a wipe, you will need to spread out. Assign DPS to spread all across the room so that ranged DPS is separated from each other, yet in range for heals (healers should spread out too).

    Once everyone is spread out in her circle-shaped room, it's time for the pull - the tank should tank her right where she is at, and melee should follow close behind him to do their job. Ranged should attack her normally but be mindful of Holy Fire and Repentance, she will use them on everyone yet they can be broken several ways:

    - Berserker Rage will break or make the tank immune to repentance, same for Hunters with Beast Within.

    - Blessing of Sacrifice will break both paladin and tank out of it early thanks to damage sharing.

    Make sure to have healers capable of decursing and avoid to have 2-3 people in one same spot to avoid Holy Wrath from chaining too high and doing massive damage to your party!

    Grounding totems can help keep the Holy Fires down should you have 2 shamans doing them constantly.

    Make sure to always have everyone in range of a cleanser! this is a must, since Holy Fire deals a lot of damage and should be removed as soon as possible.



    Abilities:


    Melee: 2000-3000 normal hit, 3000-4000 crushing blows on a tank every swing.

    Holy Fire: 3000-3500 fire damage + 1750 fire damage over 12 seconds DoT. Must be dispelled! May target pets. Maiden uses this ability on non-melee targets.

    Holy Wrath: AoE holy attack - 2000 to the first target, 3000 to the second, 4000 to the third, and it can escalate way faster should it hit more. Spread out to avoid this!

    Repentance: Incapacitates all players except her target for up to 12 seconds, broken by damage. Does 2000-2500 damage over time to all in repentance. Prepare for it - 25 seconds per cast or so.

    Holy Ground: Maiden's version of consecration, does 200-300 damage per 2 seconds and has a silence effect initially for 1 second on melee attackers.

    Cleansing Holy Fire and keeping your ranged DPS up is the key to victory, keep heals over time on your tank to avoid him getting killed by an unlucky hit.

    The Wizard of Oz

    Abilities

    The Wizard of Oz event is unique in the fact it has you kill 4 boss monsters first, then the final boss when the rest are dead. Monsters you will fight are:

    Dorothee - Water Bolt (1500-2500 Frost Damage to a random raid member, not interruptible), AoE Fear, Summon Tito. She will enrage if Tito dies while she lives.

    Tito - Silence/Pacify Yip for 2 seconds.

    Tinhead - Cleave (up to 3)

    Roar - AoE Fear - Susceptible to Fear effects (but not Death Coil)

    Strawman - Stun - susceptible to fire damage, will make him be disoriented when struck with fire abilities.

    The Crone - Cyclone - kicks players up in the air, interrupting casting, must be avoided by moving out of the way. Chain Lightning - attack that hits people successively if they're close to one another for increasing nature damage, spread out!

    Strategy

    Dorothee will attack the raid first, but isn't tankable. Have your tank watch out for Tinhead and Roar initially, Tinhead will begin to rust over time and will be able to be kited once enough rust has gathered, and Roar is able to be feared around by priests, hunters, or warlocks to keep him under control.

    Strawman should be killed first since he's prone to fire damage and to be quickly killed, those without fire damage can attack Dorothee - once Dorothee and Strawman are dead, kill Tito off, and regain control of Roar, move him away from the raid so people don't get feared, and have a second tank ready to pick him up once he uses his AoE fear.

    Finally, kill off Tinman.

    Once every monster is dead, the Crone will appear - send your main tank in, and spread out to avoid her Chain Lightning and Cyclones. Watch out for her cyclones and burn her down as fast as possible, she does not have a lot of health.

    Curator:Placement
    Ranged/Healers - Should be in the back of the hallway and spread out from one another. The Curator will spawn adds throughout the fight and if you get aggro they hit everyone around you so if you are spread out its only one person to heal.
    Melee - The melee should be around the left back side of the tank getting ready to focus and DPS the adds down as soon as they spawn.
    MT - The MT will tank The Curator around the center of the hallway and making sure the Curator's Back is to the rest of the raid.

    The Encounter
    The Curator spawns adds pretty quickly throughout the fight until he runs out of mana and reaches 15% life. The adds need to be DPSed down IMMEDIATELY and do not worry about DPS on the Curator just yet. These adds keep spawning about every 10 seconds or so and use a set portion of his mana. Just keep DPSing the adds as they spawn and do not DPS Curator, adds are the priority. When he runs out of mana he will evocate and stop spawning adds. This is when everyone needs to get the last add down as soon as possible and move to DPS Curator like crazy, as he takes additional damage. Also mana fiends should be summoned now because if your mana fiend crits you can get about 1.5k or more mana back...yeah...its overpowered. Two priests on this fight is just unfair so if you have them, just spam heals pretty much as much as you want on the MT because when mana fiend is cooled down you get your entire mana pool back.

    Also he will occasionally arcane bolt people throughout the whole encounter. It does about 4k and everyone should be topped off or close to it so they don't get killed if it hits them. Generally the person with the 2nd highest aggro is always hit with the Hateful bolts. If you want to make healing a bit easier you can have an OT wearing Arcane Resis building aggro so as to take all the Hateful bolts, although this is not needed guilds with a smaller amount of healers can use it to lessen the heal strain. Again a treeform druid or a paladin can spot heal the raid while everyone else focuses on healing the MT as he takes the most damage. Lifebloom does almost all the spot healing for the adds AoE that they do, the only person taking damage that can't be healed by lifebloom alone is the hateful bolts target. Just rinse and repeat DPSing the adds till he runs out of mana then DPSing him until 15% life.

    At 15% life he stops spawning adds, increases his damage, and starts firing more arcane bolts, this is his enrage ability. Your tank should use shield wall to help the healers and when it runs out healers should spam their highest rank heals until he dies. The spot healer should just make sure everyone getting bolted gets topped off and assist healing main tank if possible. Just all out DPS and keeping everyone TOPPED off and it is GG from here.

    KEYNOTES
    Use mana fiends when he evocates...it gives you a ton of mana, around 7-12k easy.
    DPSing the adds is the most important part of the fight, get them down quick. Also when you are on the last add as he is evocating, whoever has aggro on that add needs to bring it close to the curator so as soon as the add is down the DPS can attack Curator. Evocate is when the most damage is dealt so it is important you do everything you can to get the most DPS out of the evocates. Blade flurry would be good to use if you have it so when the add is brought close to Curator you can DPS them both at the same time.
    Summoning adds takes a % of his mana, it is easy to tell when the last add is going to be summoned and he will evocate. Communicate this to the raid so that whoever the add aggros they can move close to the curator so as soon as it dies you can get the most DPS in on Curator while he evocates.
    Save all DPS enhancing abilities (Rapid Fire, Bloodlust, Adrenaline Rush, etc) for when he does his evocate so you get the most DPS out of those abilities.
    If you can spare the mana it does help to throw DoTs on him when he evocates, just throw like 1 shadow word pain for example or a moonfire for that little added DPS.
    The perfect pots for healers during this fight are Major Dreamless Sleep potions, just take one during the Evocations when the MT is pretty much the only one taking damage.
    Save shield wall for his 15% enrage.

    Shade of Aran


    Placement
    There is no placement really...he doesn't really move...he has no real aggro, and pretty much just stays in the center of his room.

    The Encounter
    Although this fight is a huge pain in the butt...it is a lot of fun and really easy if your raid pays attention. There really isn't ANY room for error on this fight. If one person fails to listen it can mean a wipe for your raid. First let me list all his moves as he has a TON of them...

    Normal Moves
    Frostbolt ~4400 noncrit damage.
    Fireball ~4400ish noncrit damage.
    Arcane Missiles 5 sec channeled, 1500 noncrit damage per missile.
    Chains of Ice - 10 second Root, does not break on damage. Dispellable.
    Conflagration - Deals 8000 fire damage over 10 sec to the affected player, and a smaller amount of damage to nearby players. Conflagged players are disoriented and cannot use any spells or abilities.
    Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable. Druids can shapeshift to remove the reduce movement effect.

    Special Abilities
    Nielas Aran's special abilities cannot be locked out by Counterspells. For example, if you CS a Fireball, he can't fireball for 10 seconds, but he could Flame Wreath at any time.
    Counterspell - 10yd radius AoE around Aran, occurs very often. Any caster in range is quickly rendered useless.
    Blizzard 1700/second, large AoE that moves slowly clockwise 360 degrees around the edge of his arena. Kinda like a less damaging Cthun dark glare. The blizzard has a large area of effect, and it covers one side of the room. You will be hit by the Blizzard if you are meleeing him and on the side it's travelling on.
    Magnetic Pull / Super Arcane Explosion - Pulls everyone to the center of the room, Slows everyone, then starts a 10 second uninterruptable cast that deals 12,000 noncrit damage to a 30 yard radius (note that the room is only 35yds wide). If you start running as soon as you're pulled, you can avoid the AE even while Slowed.
    Flame Wreath - 5 sec uninterruptable cast. Targets 3 random people in the raid. If there is no one close to them, nothing happens. If there are any other players near the target, it creates a circle of fire on the ground for ~20 seconds. Anyone who crosses the flame wreath (moving in or out) will trigger a 3-4k Explosion that hits everyone in the room. Do not use ANY abilities which makes yourself immune to magic effects (such as Divine Shield, Ice Block, Cloak of Shadows) while in a Flame Wreath, as this will cause an explosion. You also can't use mana fiend, battle rez, or ankh while this is up.

    FOCUS UP PEOPLE
    Basically you can just start the fight with crazy DPS, you want to get him down as fast as possible. Your tank can also wear DPS gear because he won't be tanking. Also everyone should have AT LEAST 7500 hp for this fight and bring pots and healthstones if you have a warlock. Throughout the entire fight he will use his primary abilities and use his special ones in random intervals. The important thing is just keep EVERYONE topped off at full HP and be paying attention to what moves he is using. Have 2 people assigned to interrupting each normal spell cast he has, so like the warrior and a rogue to intterupt his fireball and a shaman and a rogue to interrupt his frostbolt. I would let him cast his arcane missles as it takes more time and is easier to heal. You can pretty much lock him out of casting frostbolt and fireball.

    The Blizzard can be easily avoided, just look where he is casting it and follow behind it. If you get caught in a blizzard run through the middle and get out of it, you can not outrun it since it moves. The flame wreath just means DO NOT MOVE...at all. Do not jump, twitch, turn, anything. You can cast, but that is it. If he does a flame wreath and a blizzard after one another still don't move. Call out that you are stuck in the blizzard and the healers will act accordingly. His Arcane Explosion move is REDICULOUSLY easy to dodge and if you get hit by it you need to be removed from the raid. He will pull everyone to the middle and as soon as this happens just start running to the walls. As the healers are running take this opportunity to cast HoTs on people and PoT or bandage once you get to the wall as he does no DPS during this. Also, dispell anyone who is chains of iced needs to be dispelled.

    Keep everyone topped off and keep the DPS up until 40%. At 40% he spawns 4 water elementals which can be completely CCed. I reccommend having your tank pick one up, fear and banish 2 if you have a warlock, and rogues can stunlock the last one. Hunters can also trap and priests can fear. They are affected by silence as well. Healing gets a bit intense here but just last for 90 seconds of this and they despawn. Once they despawn it is the same thing as before they spawned and you can just DPS him down. I would reccommend saving cooldowns for after the adds so you can DPS Aran down quicker as your healers should be close to running out of mana.

    Also if Shade of Aran gets to about 30000 mana he will do an AoE polymorph for about 10 seconds and then pyroblast everyone in the raid for ~7k. You can line of sight this so when he gets close to 30% mana everyone run to the wall and use the bookcases to line of sight him can avoid the sheep and AoE allowing you time to regen. Top everyone off before this so in case someone gets sheeped they don't instantly die from the pyro. If you get hit with the pyro IMMEDIATELY use a potion or get a heal. Before you go into this fight you need to make sure you equip some stam gear and get above 7200 hp with buffs so that if you get hit by the Pyroblast you won't die.

    KEYNOTES
    LISTEN and PAY ATTENTION, I can not stress this enough. Basically if you move with a flame wreath up, you wipe the group. Also you are a moron if you die to the arcane explosion. Just run when he draws you near him.
    Get out of the blizzard, do not try to outrun it just run through the middle is the best way. You shouldn't ever get hit by it cause it moves and you can just follow behind it, it always moves clockwise.
    If you get hit by a pyroblast IMMEDIATELY potion or get healed. Same thing applies if you combat rez or ankh, Aran has a semi smart aggro in which if someone is low on HP he will target them and try to burn them down.
    The adds can be completely CC, forget DPS on Aran when they spawn as CCing them and waiting to DPS is much easier.
    Pay attention to his mana, around 30% run to the sides and line of sight him, just heal people till he does his sheep and take the moment to regen.
    Set up good spell interrupt rotations and let the arcane missles be the move he casts, its easiest to heal through.
    Save cooldowns for after his adds despawn, then burn him.
    If you ankh or get combat rezzed immediately pot or ask for a NS heal before the rez as you will most likely die as soon as rezzing if you don't get a heal.
    Make sure to have 7200 hp so that you can live through a pyroblast if it hits you. Just get topped off IMMEDIATELY once it goes off. Healthstones and Pots help a lot, just pop them as soon as you are hit and no worries.

    Teristian Illhoof

    Placement
    MT - The only special placement is the tank, he needs to tank Illhoof right next to the middle of the room near the sacrifice spot so that when someone gets sacrificed DPS can just turn around and own the shackles.
    Warlock - The warlock should stand about to the left of where Illhoof is tanked, this is so his AoE is hitting both imp spawn points to pull aggro, hits Illhoof and his elite imp, AND hits the shackles when they appear.
    Healers/Casters - Just stand on top of the warlock so any loose imps can be hit by his AoE and hopefully aggro on him.
    Hunters - Should stay at close to max range on Illhoof so that when the shackles spawn you can DPS them with your good bow DPS and not crappy melee DPS.

    The Encounter
    The pull should be done by the MT running into the roof and grabbing aggro on Illhoof AND his elite imp. He will be taking a good amount of damage so all healers except the one assigned to healing the warlock should focus on healing him. Illhoof summons imps throughout the fight and has an elite imp pet which can be killed throughout the fight as well. If you kill the imp Illhoof takes a 25% increase damage taken debuff which can help on DPS for Illhoof. The pet can just be killed through moves such as blade flurry, cleave, and the warlocks AoE since he is tanked by the MT. He does not need to be focused. Every so often he shackles a random player and that player's shackles need to be killed IMMEDIATELY as it not only is a lot of damage a second to the player, but it heals Illhoof too. Also you need an offtank gaining aggro on Illhoof because your MT can be shackled and you don't want him loose on the raid.

    In order to AoE down the imps just have a Paladin in with a warlock with concentration Aura on. Then have one person focus on healing the warlock while he does nothing but hellfire close to illhoof and will get aggro on all the imps. This keeps minimal imps up at a time, DPSes Illhoof's pet, the demon chains, and Illhoof himself. Also fel armor increases their healing received by 25%, throw in a tree form druid and that is another ~100 healing. The treeform druid can then just HoT up the warlock and assist the other healers on healing the MT and healing the shackled target.

    DPS needs to be FAST on this fight, so as soon as the tank has aggro go balls to the walls DPS on Illhoof and like I said his pet can be killed throughout the encounter by using AoE type moves. I would not recommend trying to focus down the pet as it takes away DPS from Illhoof. His elite imp doesn't have that much health and his lesser imp adds have almost none either, just got to make sure you can keep most of them on the warlock. He also has a debuff which increases fire damage taken by 500...which can HURT due to his imp adds doing nothing but fire damage, but with the increased heals to the warlock and consant death of imps, it shouldn't be an issue. This should be a bit of a gear check for DPS and Healers but a rinse and repeat fight.

    KEYNOTES
    Don't really focus on his pet imp, just DPS it with AoE style moves throughout the encounter.
    Make a macro that says /target Demon the shackles are called demon shackles and as soon as someone gets sacrificed you can use that macro you immediately start DPSing those down.
    The shackles need to be killed IMMEDIATELY as they heal Illhoof by a substantial amount and can kill people VERY quickly, the person who gets shackled should call it out so he gets immediate attention.
    Healers keep tons of HoTs on the warlock as he will take most of the healing, I would assign everyone to healing the MT and 1 person to focus on healing the warlock, if the warlock gets the flame debuff and the 1 healer is having trouble ask for temporary help from 1 other healer.
    You need your main tank to build aggro on both Illhoof and his Elite imp so give him a few seconds before unloading and AoEing.
    Without a Paladin and a Warlock this fight will be really tough because you won't be able to have the pally put on Concentration Aura which allows your warlock to cast hellfire the entire fight and your healers won't be interrupted either, Have the warlock stand in the middle of the room so his hellfire is doing DPS to Illhoof, his imp, the shackles, and his adds. You should have very little trouble with adds if you do this.

    Netherspite
    Placement
    Player placement and attention to detail are THE MOST IMPORTANT elements to this encounter. If you aren't in the right spot at the right time then it WILL result in a wipe for your raid. Everyone has to be on top of their game and LISTENING. This fight isn't really hard as it is making sure everyone is working together and doing their assigned job.
    MTs/OTs - There will be 2 of your switching off tanking, you need to stand in the red beam in which you will get immediate aggro and a buff/debuff which stacks. You will move in and out of this beam during the phase they are assigned every 3 ticks of the buff, then let it hit Netherspite for like 2 seconds and move back into the beam.
    Healers - There will be 2 healers rotating the green beam. They will stay in the green beam during ALL of phase 1 until they have no mana and just finish out the phase. They can regen during phase 2. When it goes back to phase 1 the other healer rotates in the green beam and does the same as the first healer. Rinse and repeat. All other healers just stay close to Netherspite and heal the current tank.
    DPS - DPS stays close to Netherspite and your location will depend on your assigned task. As DPS you may be required to take any of the beams at any given time so be prepared for your name to be called out. Spell casters will be taking the blue beam and doing as much damage as fast as possible to Netherspite as you can't pull aggro. There will be 3 people rotating the blue beam so make assigngments and switch around accordingly.

    The Encounter
    Netherspite is a very interesting fight and easy to execute, just getting the timings, learning the encounter, and making sure you follow your assignments to a key may take some time to get in a rhythm. Much like Shade of Aran EVERYONE has to be paying attention and listening to what is going on. If everyone isn't prepared you are in for a very rough night. Just like Aran though once you find your rhythm the fight becomes easy and second nature. As you will learn everything is Karazhan is VERY scripted, and the thing about scripted encounters is, as hard as they can be to learn, once you get them down it is the same thing week after week and easier to do.

    First of all Netherspite has 2 phases, a beam phase and a banish phase, or phase 1 and phase 2. He switches in and out of these phases throughout the encounter and does different things in each phase. In both phases he has 2 auras, the first of which reduces your armor by 100 (which means basically nothing) and the second of which is Nether Burn which does 1200 shadow damage every 5 seconds (make sure to have priest's shadow buff as it can help resist the damage). Everyone needs to be TOPPED off this entire encounter with special focus on the current tank and blue beam player (explained below). Also he summons void portals throughout the encounter which deal about 1k damage a second if you stand in them. Just move out of them. If you are taking a beam and one spawns on you, move forward if there is room between you and Netherspite or move backwards toward the beam portal. Its just making sure the beam doesn't hit him and stays on you.
    In phase 1, which lasts for about 70 seconds he spawns 3 portals which within 10 seconds of spawning will shoot a colored beam at Netherspite. It is VERY important that these beams do not hit Netherspite (ESPECIALLY the green one) as the buff him in different ways. Netherspite can move and that will change the placing of your beam so make sure you are paying attention so that if he moves, you move too and don't let the beam hit him. The portals will spawn in the same places but the colors may change (you will know what color beam comes out as the portals are colored as well). The beam effects stack each second, and last for 20 sec. if you leave the beam. Once the buffs tick out, a debuff is applied to the player, preventing him from intercepting the last taken beam for another 90 sec. The beam effects do the following:
    Dominance (blue):
    Hits Netherspite: +1% damage.
    Hits Player: Damage dealt is increased by 5%. Healing received reduced by 1%. Damage taken by spells is increased by 8%.
    Perseverence (red):
    Hits Netherspite: Damage taken reduced by 1%.
    Hits Player: Damage taken is reduced by 1%. Defense increased by 5. Health is modified by +31000-1000*stacks, effectively beginning to reduce the players original max hp after 30 stacks.
    Serenity (green):
    Hits Netherspite: Heals for 4000 health.
    Hits Player: Healing done is increased by 5%. Spell cost reduced by 1%. Maximum mana reduced by 200.
    Due to the red beam not clearing for 90 seconds 2 tanks are needed as each tank will be tanking for about a full first phase. What the tank has to do is move into the red beam to get instant aggro and the buff, take about 3 stacks of it, then move out of the red beam and let it hit Netherspite for about 2-3 seconds, then jump back in. This allows 1 tank to tank the entire phase 1 so it makes healing easier and rotations less confusing. However it is VERY important that you are moving in and out of that beam throughout the phase you are assigned otherwise the debuff will stack on you too high and you will die, OR it stacks on Netherspite too high and you can barely do any DPS. It might take a few rounds of practice but doing it this way makes tanking him MUCH easier and is less confusing.

    The Green one should just be taken for the entire duration until the player runs out of mana, at that point he will call it out and tell the other healers to take over his spot healing. Your job as the green beam player is to just go down your list of raid players and cast HoTs and throw the occasional fast heal to players below 60% hp. The player with the blue beam will be taking the most damage so make sure you pay extra focus to that player so they do not die. Don't worry too much about the MT as you have 3 healers focusing on him. ALL HEALERS not in the green beam should focus SOLELY on the MT and themselves unless the person in the green beam asks for your assistance. They can generally solo spot heal.

    The blue beam should be stacked to around 25-30 before rotating and you need to be shelling out as much DPS as possible, before the blue beam runs out make sure if you have a DoT you apply it. But go crazy on DPS. If you have a warlock they can just waste as much mana as possible and go crazy on DPS, they can lifetap as needed, the green player just needs to pay extra focus to their HP. When the warlock stacks around 35 he should start life draining as he will be taking a TON of damage. All HoTs should be applied to him.

    As you can see this can get really confusing really quickly. So just make sure EVERYONE knows their role, gets in the rhythm of the rotation, and your life will be easy.

    Phase 2 he will banish himself and only takes magical damage and the beam portals go away, this lasts for about 30 seconds. Everyone who isn't a spell caster should run up into the hallway before Netherspite's room and get out of line of sight, then take the time to bandage up and regen. The spell casters should stay in the hallfway and DPS Netherspite as he takes 200% damage from spells, a healer should stay in line of sight and heal those spell casters. I would recommend that one healer saves most of his mana for this portion of the fight and he can allow all the others to regen while he solo heals the casters as they won't be taking too much damage. when you run in the hallway count to about 15 and he should do an emote which initiates phase 1 again and you run back into the room and get back into your rotations.

    KEYNOTES
    Use Shadow Protection on the entire raid as it really helps healing with his shadow damage aura.
    EVERYONE needs to make sure they know their rotation and are communicating with one another. Especially the players taking the red beam and green beam. It is perfectly okay for a rogue to take a green beam as it doesn't matter if they get hit by it, it does matter if Netherspite gets it. SO make sure that NO MATTER WHAT that green beam is being taken by someone.
    You can let the red beam hit Netherspite because it only lowers the damage he takes, this allows you to use only 2 tanks switching off every phase 1. The tank just needs to make sure to get the red beam to get initial aggro, stay in it for 3 ticks, then move out of it and let it hit Netherspite for just as long, then move back into the beam. This tank keeps doing this all of his phase 1 until he banishes himself. Then the second tank will do this next Phase 1 and rinse and repeat.
    When running into the hallway for phase 2 it is VERY important to make sure EVERYONE is topped off. You can place lightwells at the beginning of the fight at the tunnel entrance for people to take as they run in. Warlocks can also summon a healthstone thing for players to grab extra healthstones.
    When in the hallway and out of line of sight, use a bandage to heal yourself and healers should use a Major Dreamless Sleep Potions. These are the perfect pots for this encounter for many reasons. They are very accurate in timing when phase 2 will end and restore both health and mana.
    In order to best make sure the green beam doesn't hit Netherspit it is recommended to stand point blank in front of the green portal and then move close to Netherspite once it hits you.
    It takes a while to learn the rotations and get in that rhythm, so just be persistant, but make sure you are listening intently.


    Prince Malchezaar

    Little is known about Prince Malchezaar except that he is a Man'ari Eredar, and is possibly a sub-commander of the Burning Legion. Due to his status as the current ruler of Karazhan, he is considered by many to be the tower's final boss. However, some consider the creature Nightbane, (who is only available to be summoned after killing Malchezaar at least once), to be the true final boss of Karazhan. You can encounter Prince Malchezaar after the Chess Event (see loot).
    Attacks and Abilities

    Summon Infernal - Every 45 seconds or so, Malchezaar will summon an infernal which, about 3 seconds after landing, casts a Hellfire Area of Effect (AoE) roughly the size of the one Baron Geddon uses. Each infernal lives for about 180 seconds, and there is no limit to the amount that can be up at any given time. Typically you will have 3-5 infernals up at a time until the end of Phase 2 (see below), after which they will start increasing rapidly. These infernals are stationary, and can be avoided by the raid.
    Enfeeble - Malchezaar will periodically apply this debuff to five random raid members (excluding the player with the highest threat), which reduces their hit points to 1 and healing effects and health regen to 0% for 8 seconds. Enfeebled players must stay 30+ yards away from Malchezaar and watch out for Infernals. After the Enfeeble is up, players return to their previous health.
    Shadow Nova - Malchezaar will cast Shadow Nova 3-5 seconds after Enfeeble. This ability has a maximum range of 30 yards. Deals 3000 shadow damage and includes a knockback. This attack can be outranged by healers and ranged DPS, so even if they are enfeebled it will not cause much concern. Melee must get out of range, however as long as they start running right away they will have plenty of time to avoid the Shadow Nova.
    Shadow Word: Pain - Cast periodically on a raid member (generally hits the Main Tank (MT)). Can be dispelled. Cannot be reflected. 1500 shadow damage per tick.
    Thrash - Attacker will gain 2 extra attacks on next swing. Works similarly to the windfury proc without the added damage, and unlike windfury, it is activated and has a cooldown.
    General Tips

    Healers can stand at max range for heals on the MT and be out of range of the shadow nova, thus able to continue healing during enfeeble.
    Malchezaar cannot use Enfeeble on the highest target on his threat list. However, since aggro is not pulled until 110% of the MT's aggro for melee and 130% for ranged, it is possible for someone to be higher than the MT without pulling aggro, and thus cause the MT to be a target of Enfeeble.
    The radii of the Hellfires from the infernals are not nearly as wide as they seem based on the graphic. If you feel you must, test the limits during phase 1, when the encounter is relatively less stressful. Testing the radius of a hellfire during a later point in the fight could spell disaster if you're lost to a stray axe hit or enfeeble.
    Trolls should take full advantage of the Berserking racial during an enfeeble, as being at 1 Hit Point (HP) will always grant you the maximum haste effect.
    Priests should refrain from using Shadow Word: Death during the fight at any point, as lag or the delay in the reflect damage can come back as an instant death if Malchezaar casts enfeeble immediately after your Shadow Word: Death.
    Phases

    Phase 1
    Tank Malchezaar in a corner somewhere with the tank's back to the wall to avoid too much movement due to the Shadow Nova knockback.
    DPS him steadily down to 60%, being mindful of Enfeeble, Shadow Nova, and the infernal AoE.
    If you start to get cornered by infernals, have your tank move to another part of the platform. Try to solidify a position before Phase 2.
    Phase 2 (60%)
    Prince Malchezaar will summon and wield two axes, which will substantially increase his melee damage.
    Applies Sunder Armor (stackable) to the main aggro target.
    Begins using a melee-range Cleave.
    Stops casting Shadow Word: Pain.
    Continues to Enfeeble and Shadow Nova.
    DPS him as quickly as possible down to 30%, being mindful of Enfeeble, Shadow Nova, and the Infernal AoE.
    Phase 3 (30%)
    Prince Malchezaar will discard his axes at this point and they will float around to random targets and begin attacking. The axes cannot be targeted for damage or any form of control.
    Stops using Enfeeble, however he continues to Shadow Nova without warning other than his 2 second cast time.
    Melee damage on the tank returns to normal.
    Resumes casting Shadow Word: Pain
    No longer sunders or cleaves.
    Malchezaar will randomly target a raid member to apply the Amplify Damage debuff. All damage taken will be increased 100% for 10 seconds. This debuff is not removable.
    Make sure the player being attacked by the axes communicates to the raid so they can be healed if necessary. The victim of the axes will be in danger of a quick death if afflicted by Amplify Damage.
    The infernals will begin to spawn much more frequently and Malchezaar must be killed as soon as possible. Raid movement and communication is paramount during this phase to avoid taking excessive damage from the infernals. Each infernal will land on a 20-second timer -- you will have approximately 2 minutes before too many infernals will spawn and spell certain doom for your raid. Maximum DPS is necessary for this phase.

    Hope you find this as helpful as i did.
    Last edited by R3DINK; 10-01-2007 at 03:49 PM.

    Thanks to CGrock for the awesome sig.

    Karazhan Boss Guides
  2. #2
    KTTnVST's Avatar Member
    Reputation
    36
    Join Date
    Mar 2007
    Posts
    82
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    MY EYES! BOLD the bosses names to make it easier for others!

  3. #3
    zoidberg891's Avatar Member
    Reputation
    17
    Join Date
    May 2007
    Posts
    290
    Thanks G/R
    0/0
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Great guide...Also get DBM it helps alot even with all the info in this guide


  4. #4
    EtaC's Avatar Member
    Reputation
    8
    Join Date
    Jul 2007
    Posts
    57
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Pretty nice guide, could use some bold and stuff to make it look better.

  5. #5
    SSttiiaann's Avatar Member
    Reputation
    5
    Join Date
    Aug 2007
    Posts
    35
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides


  6. #6
    franz1337's Avatar Member
    Reputation
    1
    Join Date
    May 2007
    Posts
    1
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    nice guide

  7. #7
    R3DINK's Avatar Member
    Reputation
    12
    Join Date
    Jun 2007
    Posts
    137
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    I changed Colors for n easier read.

    Thanks to CGrock for the awesome sig.

  8. #8
    Bugge's Avatar Member
    Reputation
    1
    Join Date
    Mar 2007
    Posts
    15
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Will be usefull when my guild starts Kara. Thx!

  9. #9
    Happy2k's Avatar Site Donator
    Reputation
    193
    Join Date
    Apr 2007
    Posts
    490
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides


  10. #10
    omgwtf415's Avatar Member
    Reputation
    6
    Join Date
    Sep 2007
    Posts
    21
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Nice Nice, although i hate the prince fight, its based on Luck
    IF IM A NERD, THEN YOU MUST BE A DUMBASS!
    (-O.o-) <--NERD

  11. #11
    Blinkblinkblinkblinkblink's Avatar Member
    Reputation
    6
    Join Date
    Sep 2007
    Posts
    16
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Nice guide but repost if I'm right

  12. #12
    Ieatgnomes's Avatar Member
    Reputation
    1
    Join Date
    Feb 2007
    Posts
    4
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Karazhan Boss Guides

    Thanks for the guide ^_^ Gonna raid kara this sunday this guide will be useful +rep
    SAVE WATER DRINK BEER!

Similar Threads

  1. Karazhan Boss Movies
    By Alkhara Majere in forum World of Warcraft Guides
    Replies: 4
    Last Post: 04-17-2007, 10:19 AM
  2. Karazhan - Moroes guide.
    By Nugma in forum World of Warcraft Guides
    Replies: 4
    Last Post: 04-12-2007, 12:56 PM
  3. Karazhan Key Guide
    By Alkhara Majere in forum World of Warcraft Guides
    Replies: 10
    Last Post: 02-27-2007, 04:39 AM
  4. Blackwing Lair: Ultimate Boss Guide
    By Matt in forum World of Warcraft Guides
    Replies: 11
    Last Post: 11-02-2006, 05:18 AM
  5. Molten Core Boss Guides
    By Bossman4 in forum World of Warcraft Guides
    Replies: 2
    Last Post: 06-01-2006, 04:04 PM
All times are GMT -5. The time now is 06:52 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search