This Guide was not in any way, shape, or form written or to be associated with me
World of Warcraft: Burning Crusade: : Karazhan: AmpWoW
I found this guide on ampwow and it helped my guild immensely in getting through karazhan
I hope it helps you just as much
Attumen the Huntsman
Drops
Phase 1
The fight will begin with only Attumen's mount, Midnight. He is neutral and will not attack until the party initiates the fight. Have the off tank engage Midnight and the main tank stand close by, preferably somewhere between where the casters are and where Midnight is being tanked.
A few seconds after the party attacks Midnight, Attumen will appear and attack the party. The main tank will then pick up Attumen.
The raids DPS will be focused on Midnight while the main tank holds Attumen security near the wall. Both Midnight and Attumen only have basic melee attack with the exception of Attumen’s debuff which will require a dispel on the main tank. Rogues and other melee may want to note that Midnight has a "bucking" attack which hits players standing behind him.
When Midnight reaches 25% phase 2 will begin.
Phase 2
All aggro is wiped and our main tank will need to immediately reestablish aggro from Attumen. All DPS will then focus on Attumen while the melee DPS beat away at Attumen’s back. Anyone within melee range will get cleaved and require a single heal or bandage. Attumen will also randomly charge ranged party members and return directly back to the main tank.
Buffs
Amplify Magic on Off Tank
Shadow Protection on the Raid
Curse of Weakness on both Attumen and Midnight
Main Tank / Off Tank
Phase 1: Maintain agro Attumen / Maintains agro Midnight
Phase 2: Maintain agro Attumen
Melee DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Ranged DPS
Phase 1: DPS Midnight
Phase 2: DPS Attumen
Healing Classes
Phase 1: Share the healing focus between MT and OT (keep debuff off MT)
Phase 2: Heal on MT/Remove dot off melee/Watch for charged raid members
Maiden of VirtueDrops
Maiden's Skills
Consecration – Will constantly cast through the entire fight doing damage to the melee around her.
Repentance – Will stun any enemies not within melee range. This spell is on a 45 second timer.
Holy Fire – Single target damage that leaves a debuff. Dispellable.
Holy Wrath – Bounces off nearby enemies increasing in damage.
Encounter
Our MT will bring her to her pedestal and tank her in the center. Melee DPS can come in behind her while our ranged classes and healers will spread out around her between the pillars and at maximum range. She will lay out Consecration through the whole fight which will hurt our melee and require constant healing.
The 10 second long Repentance is the only real threat to your group. If you’ve entered with a Resto Druid you should have no problem because tree form negates the stun. Otherwise, make sure your tank is always topped off so that when the Repentance occurs, the tank will live through it while your healers wait to heal.
Tips
Staying spread out is key to avoid Holy Wrath from killing multiple raid members.
To avoid healing issues through the Repentance periods, have a druid stay in tree form which will allow him to remain un-stunned and available to toss out heals to the tanks and melee while the rest of the raid is stunned. If not possible, time the Repentance and keep your tank topped off with heals.
The dot left after someone is hit by Holy Fire needs to removed immediately it ticks for massive damage. Make sure a party member is dedicated to decursing this dot.
Positioning
Since it’s important to keep all ranged players spread out and far away from the melee, it may be a good idea to designate a few key players to stand in between specific pillars. Make sure the healers stand across from one another so that all other classes are within range of heals, should they need it.
Melee are always directly under Maiden’s feet as they attack along with the main tank.
Main Tank / Off Tank
Maintain agro Maiden in center of platform
Melee DPS
DPS behind Maiden
Ranged DPS
DPS on Maiden spread around her
Designated Decurse
Remove dot from anyone hit by Holy Fire
Healing Classes
Heals on MT, watch for other melee’s health ticking down
MoroesDrops
Encounter
Moroes stands with 4 of 6 randomly selected undead. Any combination of these four undead will fight alongside Moroes when your raid starts the encounter:
Moroes will spawn with 4 out of 6 possible adds:
Baron Rafe Dreuger – Retribution Paladin
Lady Keira Berrybuck – Holy Paladin
Baroness Dorothea Milstipe – Shadow Priest
Lady Catriona Von’Indi – Holy Priest
Lord Robin Daris – Mortal Strike Warrior
Lord Crispin Ference – Sword n’ Board Warrior
Crowd control makes this encounter vastly easier as you can potentially have a rough fight on your hands. Depending on your raid’s priest count you may be able to shackle one or two adds. I suggest shackling any melee adds before casters with emphasis on the Mortal Strike Warriors. The only exception is the Retribution Paladin. If his Shackle breaks he will immediately stun a priest and that’s never good. Either way you’ll want to have three forms of crowd control for this fight, be it hunters or priests or perhaps even stun locking rogue.
The fight starts as our main tank and off tank pulls Moroes away from the rest of the group. They will continue to tank Moroes alone until all but one of the adds are eliminated.
Kill precedence is huge as we kill the adds. Always take out the casters first then move on to a paladin and finally warriors. You’ll want to leave one add shackled at all times and the hunters will play a very important role because they’ll need to frost trap throughout the fight for added crowd control. When only one add still stands shackled, the group focuses on DPS while the hunter and priest chain shackle and frost trap the remaining add. If keeping one up is not working for your group’s composition, it may be better to simply eliminate all four adds before working on Moroes.
At this point the fight becomes much, more simple because Moroes is relatively easy to control. Moroes frequently vanishes throughout the fight and to combat that we’ll want our Warriors and melee DPS to stand still.
The nasty part about Moroes is when he vanishes, he Garrote’s someone. Garrote is a bleed that is not dispellable and will last for 5 minutes or until Moroes dies. There are a few tricks for certain classes to get out of the Garotte. Paladins can bubble, Dwarves can go to stoneform, Shaman’s can self rez, Mages can Ice Block and Warriors can intervene the priests to lessen the chance of a priest getting Garotted. Garotte is also a good time for a druid tank to innervate another team member or for group member’s to bandage each other.
At 30% health Moroes will enrage, boosting his DPS. Do not falter, keep up the pace, and remember to continue crowd controlling the final add (if you have one). If we keep up with our roles when Moroes dies we just have his 4th add to deal with.
Tips
The kill order should be established before the pull. Since the adds with Moroes are randomly selected, each encounter and dynamic can be drastically different.
Have a hunter or another ranged class do the initial pull. The hunters should use the pull as a means to lure an add to their frost trap. Make sure the Main Tank is very safe and secure when the pull occurs because you’ll need Moroes isolated from the rest of the group.
Buffs
Shadow Protection if your group has a Shadow Priest add with Moroes.
Amplify Magic on the main and off tank.
Main Tank / Off Tank
Maintain aggros Moroes / Tank adds before assisting MT on Moroes
Melee DPS
DPS down adds first then Moroes when 1 left
Ranged DPS
DPS down adds first then Moroes when 1 left
Healing Classes
Heal entire raid until 1 add left then focus heals on MT
NetherspiteDrops
Nethersprite is a 2 phase fight and one of the most complex fights in Karazhan, requiring a lot of finesse. Nethersprite has an aura on at all times reducing armor by 100 and another dealing 1200 shadow damage every 5 seconds. During both phases Void Zones will be opened around Nethersprite dealing shadow damage quickly.
Encounter
Phase 1
The MT will hold Nethersprite in the center of the room, 3 portals will open streaming a nether beam that buffs Nethersprite. Players can stand in the beam to gain buffs and a debuff.
- Dominance “Blue” – Spell damage increased by 5%, threat from spells reduced by 1%, damage taken by spells increased by 5%.
- Perseverence “Red” – Damage taken reduced by 1%, defense increased by 5, maximum health reduced by 200.
- Serenity “Green” – Healing done increased by 5%, threat reduced by 1%, maximum mana reduced by 200.
These bonuses can stack every second in the beam and can stack up to 99 times. When a player leaves the beam they will get a debuff and can not take that beam again for a minute and a half.
Mages or Warlocks should take and hold the Dominance beam. Our MT and OTs should rotate holding the Perseverence beam, also rotating who holds his agro based on who has the beam. Serenity beam will be rotated with the Priests, Paladins, Shamans, and Druids; if Serenity hits Nethersprite it will heal him for 1% health every second.
Phase 2
The 3 portals will close down and Nethersprite will begin casting Netherbreath randomly at raid members, it is a cone attack dealing heavy arcane damage and knocking those members back. DPS should remain on him in this phase, when it ends 30 seconds later he will return to normal and the portals will reopen sometimes rotated clockwise from their former positions.
These two phases will repeat, it is important that we do not let the nether beams reach Nethersprite and communication on who should and can take the beam needs to be expressed.
Party Roles
Main Tank / Off Tank
Phase 1 Maintain agro Nethersprite and rotate control on Red beam
Phase 2 Maintain agro Nethersprite
Melee DPS
Phase 1 DPS Nethersprite
Phase 2 DPS Nethersprite
Mage / Warlock / Possibly Shaman
Phase 1 DPS Nethersprite and hold Blue beam
Phase 2 DPS Nethersprite
Healers
Phase 1 Entire raid needs heals, rotate control on Green beam
Phase 2 Heal raid
Prince MalchezaarDrops
Prince Malchezaar is a 3 phase fight, ranged will stay at range. The MT should have Shadow protection on.
Encounter
Phase 1
When Malchezaar is agro’ed our MT will pull position his back to the wall allowing the Prince’s back to be in view of the raid. He will enfeeble 5 random people excluding whoever has his agro for 7 seconds, brining their max health to 1 and can not be healed, anyone afflicted by enfeeble should immediately stop what they are doing and run away. Malchezaar will cast a 3 second long cast, Shadow Nova right after; it hits for about 3500 shadow damage and has a knock back effect. After the enfeeble wears off the player’s health will return to normal. At 60% health phase 2 begins.
Phase 2
Malchezaar will dual wield his axes and greatly increase his melee damage. In this phase he gets a melee boost, he can now cleave and use sunder armor against the MT. At 30% health phase 3 will begin.
Phase 3
He will discontinue using Enfeeble and throw his axes, they will float around attacking players at random, and can deal damage quickly. Healers will need to watch everyone in this phase not just the MT.
Buffs
Amplify Magic on Main Tank
Shadow Protection on raid
Judgment of Wisdom on Prince
Positioning
Main Tank / Off Tank
Maintain agro Malchezaar
Melee DPS
DPS Malchezaar
Ranged DPS
DPS Malchezaar
Healers
Heals on MT, in phase 3 watch entire raid
Shade of AranDrops
Aran does not have a controllable agro list, he rarely melees and his spells look to random target players. Aran’s health must stay below his mana, if he runs out of mana before killed he will polymorph the entire raid and kill everyone, fortunately being a caster physical damage is incredibly effective against him.
Encounter
Aran is an Arch mage and casts spells from all school, his basic Fireball, Frost Bolt, and Arcane Missles can be interrupted or counterspelled. This will help in reducing his damage output as well as stopping him from using mana.
Aran has 5 special abilities that he can cast at anytime, they can not be stopped.
Flame Wreath – when he casts this spells a targeted player will be surrounded in flames, no one can move in or out, if he casts Flame Wreath nobody moves until it is gone.
Blizzard – a large AoE Blizzard that rotates clock-wise around the outside of his room, the center of the room where melee is will be unaffected, ranged and casters can run around clockwise to avoid it or if all else fails run to the center where it will not affect.
Arcane Explosion – Aran will summon the entire raid to him and slow everyone, this slow debuff is removable. Everyone must run to the wall to get out of the way of his explosion, it is a 10 second wind up; even slowed players if they move immediately will get out of its range in time.
Counterspell Aura – Aran spams an AoE counterspell that affects everyone in melee range, it may be an Aura.
Chains of Ice – 10 second root, can be dispelled.
At 40% health Aran will summon 4 Elite Water Elementals, they can be feared and banished, after 90 seconds they will despawn, during this time all DPS remains on Aran as he will remain unchanged.
Party Roles
Main Tank / Off Tank
DPS Aran
Melee DPS
DPS Aran
Ranged DPS
DPS Aran, avoid Blizzards
Healers
Heals on entire raid, avoid Blizzards
Terestian IllhoofDrops
First thing of note is do not kill Terestian’s elite imp he will simply immediately resummon it. If someone is being sacrificed all DPS on the chains till they are down. If the chains are up for too long it will kill the player and Terestian will heal a lot.
Terestian’s pet imp will also debuff players with Mark of Flames debuff that can not be removed; it will increase fire damage taken by 500 making the nonelite imps incredibly nasty.
Encounter
The MT should keep Terestian next to the bright green design on the floor in front of him, that is where he will sacrifice players and we want our melee dps able to quickly shift from Terestian to the Demon Chains. During the fight a ton of non elite imps will pour through the portals behind him, they only have about 1500 health but we want to hold off the AoE call until there is a significant amount of them. As soon as the non elite imps are AoE’ed down DPS should be refocused on Terestian.
Healers will get pounded by the imps since there is no agro established on them, if a Paladin were present laying down a Consecration would help the other healers out a lot.
The focus is Terestian and he should be the major focus of damage unless Demon Chains are up, when someone is being sacrificed killing the Demon Chains becomes the most important priority of the encounter. Keep the non elite imps under control and this fight will be over in no time.
Special Instructions
Warlocks – Seed of Corruption works magic here. Use it often.
Paladins – Consecration to draw as much aggro from the Imps as possible
Warriors – Save your rage for the Demon Chains, don’t blow it on Terestian
Rogues – Accumulating Combo Points is far less of a priority then killing the Demon Chains
Hunters – When AoE is called, Multishot works wonders
Buffs
Fire Aura and Fire Resistance
Positioning
Main Tank
Maintain agro Terestian, attack Demon Chains if up
Melee DPS
DPS Demon Chains, DPS Terestian
Ranged DPS
DPS Demon Chains, DPS Terestian
Healers
Entire party/raid needs attention but a lot of time spent healing self
The Big Bad WolfDropsSkills
Riding Hood - The Big Bad Wolf will often turn a raid member into Little Red Riding Hood, this will drop their armor to 0, increase run speed by 50% and it wipes the wolf’s agro. The Wolf will then chase the raid member until he kills them or the debuff runs off. That player will also be pacified and can not use skills, spells or talents.
Fear - The Big Bad Wolf will also fear everyone in melee range.
Encounter
All ranged will be bunched up in the corner where we came onto the stage, the MT will pull him away from us and melee focuses on attacking the Big Bad Wolf.
The fear can be annoying just make sure whoever gets agro to run back to the MT, the real trick to the fight is when he turns someone into Little Red Riding Hood, everyone needs to ready and aware if they are debuffed and start kiting him as best they can around the walls of the stage. He will hit Riding Hood for over 4000 a swing so heal spam is recommended and over healing is not to be frowned upon. Since this wipes his agro the main tank, he will need to reestablish aggro as soon as Riding Hood is killed or the debuff ends.
As long as we can keep Riding Hood up, the Main Tank can reliably reestablish their agro on him and when he PBAoE fears he is brought back to the MT we will see how simplistic this fight really is.
Tips
To make the fight a little easier, make sure that all DPS classes have some stamina gear. Though your armor is reduced to 0, higher hit points may let you sustain more than one attack.
The little house in the corner should always be integrated into a target’s kiting path. The Wolf can get a little caught up on the house giving Red an extra second to run away.
If you can time the Riding Hood debuff, make sure that all melee backoff right before the debuff hits. Giving your group the maximum amount of space between them and the Wolf is always a good thing.
Buffs
Shadow Protection – Against Fears
Amplify Magic on everyone.
Imp – Blood Pact
Roles
Main Tank / Off Tank
Maintain agro BBW, reestablish agro after Riding Hood
Melee DPS
DPS BBW
Ranged DPS
DPS BBW
Healing Classes
Heal MT, heal spam Little Red Riding Hood
The CuratorDrops
Encounter
The Curator is a big gear check; he will summon a Flare every 10 seconds that drains some of his mana. The Flares spam chain lightning for nature damage (around 700 a tick) to anyone within range and all dps should be focused on killing these adds. The flares are not governed by normal agro rules. When they spawn they will random target a person in the raid and fly towards that person until within melee range. Once a flare has reached his destination, it will then be susceptible to conventional agro.
The Curator will summon these Flares until he is out of mana, at that point he will go into a weakened state taking 250% damage from all attacks until his mana is full. When Curator goes into a mana regeneration state your raid should kill all available Flares and quickly focus on DPS on Curator until he regenerates his mana.
This will repeat until his health is down to 10%, at 10% he will enrage, a few things will change. He is now unable to summon his Flares; he casts Hateful Bolts much quicker and takes 250% damage from all attacks.
All raid members should be kept above 4000 health at all times, when an add spawns all DPS should be on them or we will quickly get overran by them. When he goes into his weakened state or enrages everyone.
Positioning
You’ll want your DPS classes towards Curator on his sides. A good rule of thumb is to put the a Warlock and Mage on either side of Curator, a Hunter and another ranged DPS class midway and the healers spread out furthest away from the Curator.
Tips
When the Curator goes into Mana regeneration state, have your priests use their Shadow Fiends. This should fully rejuvenate your priest’s mana pool if done properly.
The easiest thing for melee DPS while killing the Flares is to allow the Flare to go to his destination and then dps the Flare down in place rather then repositioning it. The only exception is the tank, we do not want a Flare on top of the tank for more than a few seconds.
Warlocks should keep Dots on the Curator. Though the raid does not normally DPS Curator down while the Flares are alive, Warlocks can take off a chunk of the Curator’s health without lowering the DPS on the Flares. For this reason, a Warlock may do well with having at least 100 Arcane Resistance for the fight because the Hateful bolts will always hit the second person on the agro list which will generally be a Warlock.
As far as healing assignments go, a Paladin or Shaman makes a great healer for the melee that kill Flares. You want high heals to maintain the melee dps’s health rather then HoT’s from a Druid.
Roles
Main Tank / Off Tank
Maintain agro The Curator
Melee DPS
DPS adds, during weakened or enraged states DPS The Curator
Ranged DPS
DPS adds, during weakened or enraged states DPS The Curator
Healing Classes
Heals on MT, keep everyone in raid above 4000 health