Gogu1983 Administrator

Joined: 02 May 2009 Posts: 49 Location: Timisoara
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Posted: 02/06/2009 01:34 Post subject: Karazhan |
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Attumen the Huntsman is the proud owner of Midnight, the strongest horse in the stables. If his horse is put in danger, he will rush to defend and destroy the attackers. As the first and easiest boss in Karazhan, he is considered a gear check for any adventurers who wish to delve deeper into Karazhan. Attumen is optional; it is not necessary to kill him in order to progress to the later bosses. Moroes and the Maiden of Virtue are both considered to be substantially tougher.
Attacks and abilities
Attumen
Basic Melee: 4,715 - 7,508 damage, mitigated by armor.
Immune to taunt effects.
Shadow Cleave: Frontal melee-range AoE attack for around 4,000 shadow damage.
Intangible Presence: A reflectable AoE curse cast every 30 seconds that reduces chance to hit with melee and ranged attacks and spells by 50%. The area of the curse is centered on Attumen's current target.
Mount Up: When either Attumen or Midnight are at 25% he will mount up, both turning into one boss with the higher health percentage of both.
Berserker Charge: A charge that does 200 damage on cloth and applies a knockdown for a brief stun. It hits a random target at 8-40 yards. This charge frequently does only around 200 damage, it is possible for Attumen to get an attack on the charged target causing 6,000+ damage.
Vulnerable to Disarm. (reduces damage about 65%)
Attumen's steed, Midnight
Midnight
Basic Melee: Around 4,248 - 6,007 damage, mitigated by armor.
Immune to taunt effects.
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Strategy
At the start, Midnight is alone. When she's at 95%, her master Attumen spawns, right at Midnight's spot. When either reaches 25% health, Attumen mounts Midnight and gains the Berserker Charge ability.
Preparation
Before pulling trash, assign a tank for Midnight and another tank for Attumen. It's best if the Attumen tank is a warrior, to easily disarm Attumen. The Midnight tank is best one that can swap to damage-dealing after Attumen mounts up. Arms warriors or feral druids can typically do this. (It's also possible for a well-geared paladin to tank both Attumen and Midnight simultaneously.) Assign healers to these two tanks and assign a third healer to top off whoever needs it.
Quickly clear all the trash in the stables area. Kill the Spectral Stable Hands first, as they have a heal spell. Control the other trash with Freezing Trap or Shackle Undead. You have only 25 minutes to clear all the trash, so keep moving. If anyone dies during a trash fight, don't wait for a resurrection. Run back in and re-join the fight. Keep pulling trash as long as two healers have mana and the tanks are fully healed.
Phase one - Midnight
Phase One starts when Midnight is attacked and lasts until she is reduced to 95% of her health. She will not attack until she is, herself, attacked. She calls any respawned undead horse trash to assist her, and initiates a basic heavy melee attack.
Phase One is a brief tank-and-spank. The only issue is making sure that the damage-dealers don't pull aggro off of the tank. Simply allow the tank a few moments to build threat, then attack with light damage output. The Attumen tank can build rage by attacking Midnight with white damage.
If Midnight calls any trash, put the Attumen tank on the trash and kill it before initiating Phase Two. Better yet, clear fast enough that there is no such trash.
Phase two - Midnight and Attumen
Phase Two starts when Midnight is reduced to 95% health. It lasts until either Midnight or Attumen is reduced to 25% health.
Attumen spawns near Midnight and begins attacking immediately. He uses his Shadow Cleave and his Intangible Presence curse.
The main danger during Phase Two is right at the beginning. A healer can get aggro and die before the Attumen tank establishes any threat. This generally leads to an eventual wipe. If this happens, run out of the Stables area to reset the fight. Quickly run back in, re-buff, and re-start the fight before respawns start.
When Attumen spawns, healers momentarily stop healing until his tank picks him up. The Attumen tank instantly uses non-targeted threat generation, such as Bloodrage, Thunderclap, Demoralizing Shout, or Consecration. A hunter can use Misdirection to help the Attumen tank (cast it during Phase One). Once the Attumen tank has aggro, he leads Attumen a short distance away from Midnight, and faces him away from the rest of the raid, so his Shadow Cleave can only hit one target.
Any warriors in the raid Disarm Attumen and use Spell Reflection to bounce the curse onto Attumen. Both of these tricks weaken Attumen considerably. Mages and druids remove the curse from the tanks and any non-tank warriors, to ensure that threat generation abilities and disarms land.
Damage dealers, simply hit Midnight without pulling aggro, all the way down to 25%. Healers, conserve mana as possible and use potions. It's a long fight.
Some raids choose to also damage Attumen during this Phase, so that he has little more than 25% health on entering Phase Three. This results in more time with Midnight's melee and less time with Attumen's Berserker Charge.
Phase three - Attumen
Phase Three begins when either Attumen or Midnight is brought down to 25% health. It ends when Attumen dies.
Attumen mounts Midnight and the two of them fight as a single opponent. If Midnight has more health than Attumen, Attumen's health percentage goes up to Midnight's. Attumen gains the Berserker Charge ability, and continues using his Shadow Cleave and Intangible Presence abilities.
Attumen wipes threat at this transition, so everyone stops healing and attacking until the tank establishes aggro. Hunters can help by misdirecting to the Attumen tank.
The Attumen tank again faces his target away from the rest of the raid. Everyone except the Attumen tank moves immediately behind Attumen, so they cannot be hit by the Berserker Charge or the Shadow Cleave.
The Berserker Charge has a minimum range of eight yards. Even hunters can attack from less than that range, so nobody needs to get hit with the Charge. If Attumen manages to Charge someone anyway, he returns directly to the tank afterward, so the tank should not move. Attumen does not use his Shadow Cleave until he reaches the tank, so it's safe for him to run back through the rest of the raid after the charge.
The Midnight tank switches to a damage dealing form/stance and weapon and attacks Attumen.
Warriors continue to use disarm and spell reflection. Druids and mages continue to remove the curse.
The main threats associated with Phase Three are pulling aggro away from the tank (stay below 100% on a threat meter) and the healers running out of mana (bring lots of potions). Generally, however, this is an easy phase of an easy fight.
Post fight
Once Attumen is down, clear the mobs near Koren. He is required for quests, and characters with at least Honored reputation with the Violet Eye can use him to repair and purchase Blacksmithing recipes.
Moroes
Title <Tower>
Gender Male
Race Undead
Level ?? Boss
Character class Rogue
Health 380,000
Affiliation Medivh
Occupation Steward of Karazhan, Castellan to Medivh
Location Banquet Hall, Karazhan
Status Killable
Karazhan
Moroes (aka Moroes the Castellan)LG 33 is Karazhan's steward, and can be found tending to guests in the Banquet Hall in Karazhan. Along with four unic invited patrons, Moroes fights any uninvited guests to the death. Moroes is the second boss and the first mandatory boss found in this raid instance, and his defeat allows access to the Opera Event.
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 himself 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, who was in the final stages of madness, and is now buried beside both his master and Cook outside of Karazhan. It seemed that Moroes wasn't surprised that he was murdered by Medivh, according to The Last Guardian, it said: His eyes were wide and open, but his face was surprsingly composed. Not even death seemed to surprise the castellan.
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.
The party he "holds" in the tower's Banquet Hall includes ghosts of relatives of Darkshire noblemen as guests. Names of all of the NPCs in the Hall, including Ebonlocke who refuses to take part in the festivities, can be found as names of notable citizens of the Duskwood town.
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Abilities
Basic Melee: 1600–2500 on plate.
Immune to Taunt
Vanish: Vanishes without dropping aggro.
Garrote: A physical DoT applied to a random player character after Vanish. Deals 1000 damage every three seconds for five minutes (100,000 exhaustiv damage).
Blind: A poison-based disorient effect that lands on Moroes' closest non-tank target.
Gouge: A physical stun on Moroes' current target. Breaks on damage. Moroes attacks the target with the second-highest threat while his primary target is stunned.
Enrage: At 30% health, Moroes Enrages, increasing his damage.
Berserk: After a certain amount of time Moroes frenzies and throws daggers at random raid members.
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Strategy
The Moroes encounter tests your raid's ability to control several targets while also maintaining high DPS. Success requires a solid control strategy for his four dinner guests. 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 the raid's damage output 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 dinner guests (adds)
Moroes has four different random dinner guests (adds) from the following list in every instance. Each add is 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 67k Mana Burn, Mind Flay, Shadow Word: Pain
Lady Catriona Von'Indi Holy Priest 67k Greater Heal, Power Word: Shield, Dispel Magic, Holy Fire
Lady Keira Berrybuck Holy Paladin 67k Holy Light, Cleanse, Divine Shield, Blessing of Might
Baron Rafe Dreuger Retribution Paladin 67k Hammer of Justice, Cleanse
Lord Robin Daris Arms Warrior 84k Mortal Strike, Whirlwind
Lord Crispin Ference Protection Warrior 83k Disarm, Shield Bash, Shield Wall
Baroness Dorothea Millstipe
Her mana burn spell is the single most dangerous factor in this fight. It can burn all the mana from a healer, leading to a wipe. Fortunately, her cloth armor makes her easy to kill. Burn her down first, and as quickly as possible. Interrupt, silence, and stun her attempts to cast the mana burn. She does not need a tank, but make sure to heal her target.
Lady Catriona Von'Indi
She does not appear to use her Dispel Magic to free the other dinner guests from shackles or traps. Instead, she uses it to remove buffs from players. Her heals must be interrupted. If she is killed, no tank is required.
Lady Keira Berrybuck
Her heals and cleanses make her extremely disruptive, as she will release her friends from Shackle Undead and Freezing Trap. Her Blessing of Might adds 550 attack power and is also dangerous, especially on Moroes. Due to her armor and Divine Shield she is more difficult to kill than the priests. Therefore, she is a high priority to keep shackled the whole fight. If she is killed or trapped, warn the raid that shackles and other traps will break early and that priests, hunters, and shamans must get rid of the Blessing of Might. Her Divine Shield can be dispelled with Mass Dispel. If she is to be killed, a tank is a good idea, but not required.
Baron Rafe Dreuger
His main threat is his ability to stun his main target with Hammer of Justice and take off after a healer. While he has a documented Cleanse ability, he does not appear to use it much. He may be trapped, so long as the hunter is careful not to let him get close enough to stun. A tank is required to kill him.
Lord Robin Daris
His main threat is his powerful Mortal Strike. He will quickly kill anyone but a tank. He should generally be chain-trapped by a hunter, then tanked and killed. If no hunters are available, he should simply be off-tanked (with extra heals) until it is time to kill him. He can also be kept shackled the whole fight, but with great caution; the priest will die in one hit if he gets loose for long enough. Keep him away from the raid, as his whirlwind causes damage if he uses it in a crowd.
Lord Crispin Ference
He doesn't do a lot of damage, but takes a long time to kill. Therefore, it's reasonable to attack Moroes while Ference is still alive. Although his disarm ability is annoying, it is reasonable to off-tank him as a "rage battery", especially as a druid bear. Once the other dinner guests are dead or shackled, he can be trapped, turned, or killed when Moroes vanishes.
As many adds as possible should be crowd controlled. The adds can be controlled with the priest's Shackle Undead, the paladin's Turn Evil, the hunter's Freezing Trap, off-tanking, snares (with kiting), and stuns. Be careful when using a paladin to fear the adds, since if an add exits the room, the encounter resets.
Shackles can be maintained until Moroes is dead. Adds for which no shackle is available should usually 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 longer to kill due to their high health (particularly Ference).
Garrote
Moroes vanishes every 30 seconds, and upon return randomly Garrotes a raid member. Garrote is a bleed effect and deals 1,000 damage every three seconds for 300 seconds (5 minutes, for a total of 100,000 damage). After he garrotes, Moroes immediately returns to the highest threat target. Garrote can be removed by the following abilities only:
Dwarves' Stoneform
Paladins' Divine Shield and Blessing of Protection
Mages' Ice Block
Items which remove bleeding effects (Luffa no longer works)
Death (hopefully followed by a combat resurrection)
It seems that hunters can avoid Garrote by Feign Death during Vanish
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 be enough. Group heals work well when multiple targets are garroted.
In theory, all Garrotes are automatically removed when Moroes is defeated. However, sometimes they persist even after Moroes dies. Resetting the encounter does not remove Garrotes.
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 resurrection cooldowns for Moroes. Do not cast soulstones before the encounter, but wait until an important target is garroted, and only then soulstone. This method of garrote removal has the advantage that the resurrection restores some mana. If a raid member is garroted and a combat resurrection is planned, the player should quickly spend all his mana, then just die and be resurrected.
If possible, Garrote should always be removed from a priest that is maintaining a shackle. All healers are important too. Damage-dealing 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 the Garrote breaks the Gouge.
Gouge and the tanks
Generally, two tanks are needed on Moroes. The off-tank must always be second on the threat list, because Moroes periodically gouges the main tank then turns to his target with the second-highest threat. This must be the off-tank. However, it is possible to avoid the gouge by turning your back to him, and backing up slowly until you can use your attacks.
Since the off-tank gets hit only while the main-tank is Gouged, rage may be a problem. To counter rage-starvation, the off-tank can grab one of the adds to act as a rage battery. This also controls that add.
If available, a third tank can handle the adds that require tanking, or one of the two Moroes tanks can do the job.
As a variant, a paladin can tank Moroes and all four adds. The paladin firsts casts Blessing of Sacrifice on a temporary off-tank (Or a warlock who can then use Hellfire to cause the paladin some damage) and later on a Garrote victim. This breaks Gouge as soon as the Garrote ticks or the hellfire passes some damage. If Baron Rafe Dreuger is present, the raid stun-locks, silences, and kills him quickly, so that he cannot stun the tank.
Dealing with Blind
Moroes casts Blind on his closest enemy that is not his current target. This is a poison-based disorient effect that causes the victim to temporarily lose aggro and wander aimlessly for ten seconds. It is broken by damage. It is devastating if Moroes Blinds the off-tank then Gouges the main tank, as he will then generally attack a healer.
To avoid this, assign a non-tank character to stand on top of Moroes at all times. This character takes the Blinds instead of the off-tank.
Naturally, Paladins, Druids, and Shamans should remove the Blind effect. Shamans should keep down a Poison Cleansing Totem to help with this.
Preparing for battle
Given the random nature of the adds and the raid's composition, every Moroes fight is different. The raid must make a plan before the pull and stick with it. This fight requires more planning than anything that comes before it in the game.
Clear the entire room of all the trash.
Mark Moroes and all the dinner guests with raid icons.
Determine and announce the kill order
Assign targets to players for:
Shackling
Freeze trapping
Fearing (via Turn Undead)
Tanking for Moroes, as crowd-control, and for kill targets
Off-tanking, for Moroes
Healing, for the tank, off-tank, and the rest of the raid
Backup duties, should someone die before his assignment is complete
Executing the fight
Once a plan is established, it's time to execute it.
Pull Moroes, kill targets, and off-tank targets to one side of the room. Pull shackle and trap targets to the other side and control them there. This makes it less likely for the crowd-control to break from AoE attacks, dispels, or cleanses. The tanks generate threat on Moroes and any off-tank targets, while the controllers shackle or trap, then switch to healing or attacking as quickly as possible.
Use all cooldown abilities available to attack and kill the first target as quickly as possible. The fight becomes considerably easier to control once one or two targets die. There's no reason to save damage-dealing cooldowns for Moroes. Focus fire on the planned kill targets, in order, until Moroes dies.
The tank calls out when he is gouged, so that healers can switch focus to the off-tank.
Anyone who is controlling an add calls out when there is a problem so that someone else can help.
Once all non-shackled adds are killed, the raid may kill Moroes next to speed up the fight and reduce the pressure from numeroase garrotes, or kill the shackled adds to remove the risk of them getting loose and causing trouble.
After Moroes is dead, the raid may kill any remaining adds or despawn them by leaving the room.
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Notes
The encounter can be reset by pulling/fearing an add out of the room or by having the entire raid run out of the room. However, Moroes leaving the room will not reset the encounter.
If a shackle target gets loose, use taunts, stuns, snares, and fears to give the priest time to re-shackle it.
Make sure the pets don't attempt to attack a shackled or trapped add when Moroes vanishes
Since they're all undead, the Argent Dawn trinkets can be most useful here (Rune of the Dawn and Seal of the Dawn).
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Class specific tips
Paladin
Paladins should use Divine Shield to remove Garrote from themselves. They can use Blessing of Protection to remove it from important raid members it lands on, generally priests. A reduced cooldown on Blessing of Protection (Guardian's Favor) is a big bonus in this fight.
Paladins can use Blessing of Sacrifice on a Garroted party member or the off-tank to mitigate the damage. This can make a difference for low-health casters and breaks Gouge on paladin tanks.
While Turn Evil is not reliable long-term crowd-control, it is useful to protect healers and other crowd-controllers, should a target get loose. To avoid resetting the encounter, do not use it near either of the entrances to the room.
A paladin that is assigned to crowd-control duties can use one of the following macros to cast Turn Evil without losing his current target:
/cast [target=Lord Robin Daris] Turn Evil
/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Turn Evil
See Useful Priest Macros for detailed examples and explanation.
Priest
Shadow priests generally have more spell hit than Holy Priests, and are thus better at maintaining Shackles. Re-cast the shackle every ten seconds or so to limitează the possibility of a target getting loose. If a shackle target does get loose, make sure to call for help.
The following macros are useful for casting the shackle without losing your current target:
/cast [target=Lord Robin Daris] shackle undead
/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Shackle Undead
See Useful priest macros for detailed examples and explanation.
An addon called UberShackle can also be helpful in reshackling Moroes adds.
Warlock
The following macro will allow a warlock voidwalker to build threat on a shackle target without breaking the shackle. If the shackle breaks, the target will attack the Voidwalker instead of the priest.
/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
Hit the macro while holding down the alt key to set the focus. Keep the Voidwalker in passive, and repeatedly hit this macro during the fight to use the Torment ability.
Use Curse of Tongues on the caster adds to slow down mana burn and heal spells.
Hunter
Hunters can chain-trap one add indefinitely. This is made easier by survival talents or the Beast Lord Armor set bonus. They can also kite.
However, given the importance of high damage output in this fight, it is not always a good idea to trap or kite for a long time. If the hunter is busy trapping, he can't put out as much damage. It may be best to pull a target into a trap, drop a second trap, and trust in an off-tank to pick up the trap target before the second trap breaks.
Hunters can use Misdirection to help the off-tank maintain threat on Moroes.
Hunters can drop a Freezing Trap on any (player) priest that is keeping a target shackled. If the shackle breaks, this will give the priest time to re-shackle the target instead of taking hits.
Hunter pets specced for armor and stamina can tank kill targets, so long as they get heals.
Warrior
Any spec of warrior can off-tank Moroes and tank kill targets.
Intervene does not appear to catch Garrote.
Shaman
Shamans should drop Poison Cleansing Totems to get rid of Blind. They should also be prepared to die and reincarnate if they get Garroted.
Druid
Druids can switch into bear form and use Growl to protect any healers or crowd-controllers that get unwanted attention. They should generally save their Rebirth battle resurrection for priests that are maintaining shackles.
Mage
Mages can and should use Ice Block to get rid of Garrote.
Rogue
Use Mind-Numbing Poison on the caster adds to slow down mana burns and heals.
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Quotes
Aggro:
Hmm, unannounced visitors, Preparations must be made...
Vanish:
Now, where was I? Oh yes...[1]
You rang?
Killing a player:
One more for dinner this evening.
Time... Never enough time.
I've gone and made a mess.
Killing all players:
The Master will return from Stormwind soon.
Death:
How terribly clumsy of me...
I've longed for this.
Maiden of VirtueMaiden of Virtue
Gender Female
Race Titan (Uncategorized)
Level ?? Boss
Health 420,000
Mana 67,740
Wealth 38 90 61
Location The Guest Chambers, Karazhan
Status Killable
Karazhan[show]
Maiden of Virtue is a titan-like boss in the Guest Chambers wing of Karazhan. She is behind the rooms that are full of ladies of the night because she was sent to clear up Karazhan and somehow fell under the evil influence within the tower. It is unclear how this happened or who sent her. The Maiden is optional; it is not necessary to kill her in order to reach other bosses.
Abilities
Melee: on 14k armor: normally 2500–3500 every 1.8 sec, 4000-4800 crushing
Immune to Taunt
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. The DoT is a Magic effect and can be dispelled.
Holy Wrath: AoE chained holy damage, instant cast, 20 second cooldown. Cast on a random target. Does not target or chain onto /off of pets.
Repentance: Deals 1750–2250 holy damage and incapacitates the whole raid for 12 seconds. Thirty second cooldown. Dispellable only by Divine Shield and Ice Block, but broken by any damage taken. Does not hit the Maiden's target.
Berserk: Berserks after exactly 10 minutes, increasing her damage by ~500%. This isn't a concern for normal raid groups as she usually goes down within 2 to 3 minutes.
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Strategy
The Maiden of Virtue does not have phases in her fight. She behaves the same from the start of the fight to the end.
The Maiden uses all her abilities at random, not on a strict timer. For example, when the Repentance cooldown is over, she does not always cast it immediately; it just means that it's possible for her to cast it. However, she does not cast Holy Fire while Repentance is active.
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. A wipe is also possible due to poor positioning which leads to a chained Holy Wrath. Once these risks are managed correctly, this is a fairly easy fight.
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 eight pillars around the room. Put one non-melee raid member at the outside wall in each gap between two pillars. Place the healers opposite of 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 no two people end up using the same one.
Repentance
There are several ways to survive Repentance:
A paladin healer casts and refreshes Blessing of Sacrifice (rank 1) on any melee character to constantly take damage, breaking the effect.
A paladin uses Divine Shield to dispel repentance, then heals. This is usable only once per paladin.
A healer (preferably one which cannot dispel) moves 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 casts Repentance, the healer moves out of Holy Ground and resumes healing.
The tank moves the Maiden towards a healer, to wake up the healer with damage from Holy Ground.
The tank is loaded with HoT spells.
The tank uses cooldown moves such as Last Stand, Shield Wall, potions, healthstones, and Nightmare Seeds.
Melee damage-dealers that can heal (cat druids, retribution paladins, and enhancement shamans) run out to heal during Repentance.
All of these methods work well, and they work better in combination with each other.
Holy Fire
Holy Fire will quickly kill its victim unless removed. It is imperative to deal with it.
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. Grounding totems have a limited range, so positions must be assigned carefully to make sure that everyone in the group is protected.
Holy Fire is a Magic debuff, and thus can be removed by the following:
Priests' Dispel Magic
Paladins' Cleanse and Divine Shield
Felhounds' Devour Magic
Restorative Potion
Warlocks' Spellstone
Mages' Ice Block
Rogues' Cloak of Shadows
Holy Fire can also be spell reflected.
Healers and dispellers must be very alert to deal with Holy Fire. 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 formă of the fight: Dispel as quickly as possible. Unless someone would die, cancel the spell you're currently casting to dispel immediately, so you spend less time and mana healing Holy Fire victims. Some raids place two dedicated dispellers on opposite sides of the room.
Holy Fire deals fire damage (not holy), thus Major Fire Protection Potions are useful.
This is the first fight since Chromaggus where dispelling debuffs is critical. Priests and paladins that are new to this fight usually have some initial difficulty dispelling fast enough to avoid wipes. This is normal, so be patient. Once they have a little practice and figure it out, though, the Maiden is a fairly easy fight.
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Additional Tips and Methods
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.
Pets are not valid targets for Holy Fire or 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 (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.
In contrast to some people's belief, paladin tanks can tank Maiden well despite Holy Ground's silence. The silence effect only lasts one second for every three seconds. As all of the paladin tanking skills used during the actual tanking are instant cast, the one second silence does not cause much problem usually.
Dampen Magic on melee DPS reduces the Holy Ground tick damage to 150-200 so that a single HoT, shadow priest, or feral druid can keep them alive.
Amplify Magic is not a good idea at all; it appears to drastically boost her damage.
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.
The following macro is handy for warrior tanks to pull the Maiden to a healer under the effects of repentance:
/target <healer's name>
/cast Intervene
/targetlasttarget
Priests, paladins, and warlocks may use a dispel assist add-on such as Decursive, Healbot, or Smartbuff to speed up removal of Holy Fire. The following simple macro is a reasonable replacement:
/stopcasting
/cast [target=mouseover] Dispel Magic
(Replace "Dispel Magic" with "Cleanse" or "Devour Magic" for paladins or warlocks.) Drag the group windows out of the raid panel before the fight. When the Holy Fire icon appears beside someone's name, just point at the name and hit the macro hotkey. No clicking or target switching is required.
The following macro is useful for Paladins keeping up Blessing of Sacrifice on the Main Tank but are busy targeting other party members with cleanses and heals:
/cast [target=NAMEOFTANK] Blessing of Sacrifice
The macro will not mess with your targeting at all. Max-rank BoS is recommended since the whole point is to keep the tank up and the pally won't take much damage anyway.
The Maiden cannot be reset. She will pursue her targets all the way to the zone portal.
Since Maiden casts Repentance at specific intervals throughout the fight, certain mods exist that can warn the raid of an impending Repentance. This can allow a healer to walk into the Holy Ground effect just before the Repentance lands, instead of having to stand there taking damage for an extended period.
Beast Mastery Hunters can use Bestial Wrath just before a Repentance to negate its effect.
The Insignia of the Alliance and Insignia of the Horde can both be used while under the effects of Repentance to break its effect.
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Quotes
Aggro:
Your behavior will not be tolerated.
Repentance:
Cast out your corrupt thoughts.
Holy Fire:
Your impurity must be cleansed.
Killing a player:
Impure thoughts lead to profane actions.
Ah ah ah...
This is for the best.
Death:
Death comes. Will your conscience be clear?
Opera event
(Redirected from Opera Event)The Opera Event
Race Varies (Varies)
Level ?? Boss
Health Varies
Location The Opera Hall, Karazhan
Karazhan[show]
In the Opera House, Barnes the Stage Manager can be found. When a player talks to him, he walks on the stage and announces the Opera event (currently there are three different plays):
Hood - Starring the hungry Wolf himself.
Big Bad Wolf
Oz - Starring Dorathee and her dog Tito, Tinhead, Strawman, the lion Roar, and the evil Crone that tries to stop them on their way home!
Wizard of Oz
Romulo and Julianne - A tale of forbidden love...
Romulo & Julianne
In order to find out which event is on, a single raid member can strip and start the event. The rest of the raid should wait in the pit below. If Red Riding Hood is on, the raid member is safe, and the rest of the raid can move up, as the event will not start until someone talks to Grandmother. The other two events will engage straight away and the person on stage will die quickly.
Special Note - It is possible to stand on the barrels on the ledge above Barnes the Stage Manager and have one person start the event and run up to the ledge and also stand on the barrels. Doing so will prevent death from the event starting, though in the case of the Oz event, Roar may still hit/kill at least one person. This is effectively the same effect as the giant wheel in the boat room of Deadmines, creating an "evade" bug issue.
After the event, a door on the side of the stage opens which leads to the Curator via some trash mobs (among them the lucrative Ghostly Philanthropists).
Successfully solving the Opera also opens the side entrance, by running back out of the instance and up the side tower, a few trash pulls can be bypassed.
Moroes must be killed for the Opera event to be accessible.
There are mods that are able to show what events will appear prior to engaging the event itself. Natur Enemycastbar is such a mod (available from http://ui.worldofwar.net ) but there are no mods dedicated to this as of yet and natur Enemycastbar can be fairly unstable on whether it shows it or not.
The CuratorThe Curator
Race Arcane Guardian (Mechanical)
Level ?? Boss
Health 690,000
Mana 67,740
Wealth 38 94 26
Location The Menagerie, Karazhan
Status Killable
Karazhan
The Curator is an Arcane Guardian boss in the Menagerie in Karazhan. It is not optional, raids wanting to kill the bosses behind it must first defeat The Curator. The encounter is not difficult to learn, but is (for new raids) a rather hard gear check. A raid able to defeat this boss is in principle equipped well enough to clear the whole instance, save perhaps Nightbane and Prince Malchezaar
The Curator
Basic Melee: Around 3000 on a tank
Summon Astral Flare:Summon one Astral Flare every 10 seconds (Flare Phase)
Hateful Bolt: An arcane bolt that hits a non-tank character for 4435-5999 Arcane damage.
Evocation: Go completely inactive for 20 seconds while re-filling mana and increasing damage taken by 200% (Evocation Phase)
Soft Enrage: At 15% health, increase melee attack speed and Hateful Bolt cast rate while ceasing new Evocations or Astral Flare summons
Hard Enrage: Standard hard enrage after 10 minutes
Immune to arcane, poison and mana drain spells and effects.
Astral Flare
Health: 17,000HP
Melee: none
Arcing Sear: Rapid-fire chained attack which hits up to three targets within ten yards for 675-825 arcane damage each
Immune to taunts, stuns, roots, and snares
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Strategy
For new raids first entering Karazhan, the Curator is rather hard to kill. It's not a coincidence that this boss drops the first class set tokens - they really want them to be earned. There's not much strategy or room for fancy maneuvers - either the raid has the required DPS and the necessary mana endurance, or it does not.
Most of the fight consists of two alternating phases: a 90 second Flare Phase followed by a 20 second Evocation Phase. Once the Curator's health drops below 15% it does a soft enrage, stops summoning Flares and Evocating, but instead increases melee attack speed and Hateful Bolt frequency. 10 minutes after the pull the Curator does a hard enrage and wipes the raid very quickly.
Flare phase
During the Flare Phase, The Curator summons ten Astral Flares, hits the tank with moderate melee damage, and casts Hateful Bolts.
The Curator summons one Astral Flare every 10 seconds, at a cost of 10% of its mana. Each Flare spawns with about 1000 threat from a random, non-tank player character and advances in that character's direction while hitting nearby enemies with Arcing Sear.
Each Flare must be destroyed within 10 seconds, before the next one spawns. Failure to do so results in multiple Flares dealing damage at the same time - this situation usually means a wipe. It is not necessary to damage the Curator at all during this phase. Damaging the Curator is permissible, but only when no Flares are up (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 usually happen because the healers run out of mana. They run out of mana because the Flares live too long. The solution is almost always to kill the Flares faster. The faster each Flare dies, the easier the healers' job becomes.
While it is not necessary to tank the Flares, doing so gets them to hold still and makes them easier to kill. A hunter pet with attack power buffs and specced for arcane resistance and stamina is excelent for this task. Warriors, bear druids, paladins, and enhancement shamans can do the job, too. A decently-geared retribution paladin can rather easily hold the flares in place with Righteous Fury and burst Holy damage threat.
The Curator casts a Hateful Bolt every 10 to 15 seconds. The current best theory is that the Hateful Bolt hits the non-tank character that has generated the most threat on The Curator since the last Evocation and currently has enough health to survive the damage from the Bolt.
It is possible to assign one character - preferably a warlock or a shadow priest - as Hateful Bolt soaker. This character attracts most of the Hateful Bolts by steadily damaging The Curator. Equipping the soaker with arcane resistance gear negates a substantial amount of the damage from the Hateful Bolts. Note that using a soaker is reasonable only when the raid is still able to kill 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.
Most raids must first concentrate on killing the tenth and last Flare before switching damage over to the Curator. Otherwise, there may be two Flares up after the Evocation, which is bad (see above). Killing the Flare quickly also grants the healers a few seconds break for mana regeneration. Overgeared raids can attack The Curator immediately to speed up the fight, and clean up the extra Flares after Evocation.
Cooldown and single-use abilities that temporarily increase damage output should be saved up for this clipă 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.
Enrage phase
When The Curator's health drops below 15%, it immediately switches to the Enrage Phase. It stops summoning Astral Flares, ceases Evocations, and increases melee damage output and Hateful Bolt frequency. This means that the healers have to give the main tank and Hateful Bolt victims more attention while everyone else just nukes The Curator. This phase is actually the easiest part of the fight.
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Positioning
Positioning is a secondary concern, but it can help raids with marginal gear. A concentrated setup increases damage on the Flares by eliminating the need for melee damage-dealers to chase down Flares. A distributed setup reduces damage from the Flares by reducing the chaining of Arcing Sear.
Concentrated
If melee damage dealers are needed on the Flares, everybody except the hunters sets up close together, with the hunters as close as possible, just at their minimum range. 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 makes it easy for the melee characters to damage 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 because multi-target heal spells like Chain Heal also have their maximum effect. More importantly, the Flares die more quickly in this formation, so they have less time to do damage.
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 and stays put. The ranged damage dealers and healers spread out and each stays at least ten yards away from everybody else. This significantly reduces Flare damage, because Arcing Sear doesn't jump farther than ten yards. Also, the melee group is on the Curator all the time, which shortens the fight.
If melee characters have to help killing Flares, the distributed setup does not work well. Even a single melee damage dealer chasing Flares breaks the ten yard pattern, and thus the Flare damage is maximized anyways. Worse, that melee character loses a lot of damage output while running around. Because of this, a concentrated setup is best for most raids new to this encounter.
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Miscellaneous Tips
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, better specs, and more consumables. Underpowered raids simply cannot win this fight.
Mana is an issue in this fight. Make sure everyone has enough mana potions and mana regeneration consumables.
Threat is not an issue in this fight. Use buffs or totems that facilitate quick Flare-killing. Don't use buffs like Salvation that restrânge threat.
Multi-target heals are very effective, especially Chain Heal and Prayer of Mending. Circle of Healing can be good too, but requires very good priest gear to be really efficient.
The following simple macro is handy to help damage-dealers target live Astral Flares quickly:
/cleartarget
/target Astral Flare
/stopmacro [nodead, harm]
/target The Curator
While it's tempting to use arcane resistance gear, it slows down Flare-killing. It's somewhat useful on the tank, any Hateful Bolt soaker, and any Flare tank, but generally harmful on other characters.
Flares spawn to the left or right of The Curator in a pattern. Learn the pattern to pick them up faster.
When The Curator starts evocating, some DPS meter chasers are tempted to cheat by attacking The Curator before the last Flare is dead. This leads to wipes in marginal raids. Watch out for cheaters and stop them. On well-geared raids though this is actually useful.
The fight can be reset by running down the last stairs before the room.
Astral Flares do not live long enough for damage-over-time spells to be effective. Warlocks can use Searing Pain or Shadow Bolt instead.
If there are multiple hunters, they should spread out from each other. This avoids more than one being forced into melee combat when an Astral Flare comes their way. Feign death and (manually cast) Growl can keep the Flares at range.
A Cauldron of Major Arcane Protection gives the healers a break.
Warlocks can cast Curse of Doom on the Curator somewhere between the summoning of the fourth and sixth Astral Flares. It's best to time it such that it goes off right at the start of the Evocation, so that it can be replaced by Curse of the Elements or Curse of Recklessness when the rest of the raid starts to deal damage.
Priests should use their Shadowfiend during an Evocation phase. While dealing triple damage, the Shadowfiend can refill your whole mana bar.
Shamans should use their Bloodlust or Heroism during the eighth Flare.
If The Curator is mistakenly pulled while other players are elsewhere in the dungeon (i.e.: repairing in Midnights room), those player may be teleported up into The Menagerie. This causes certain death if the players cannot get to the stairs to reset the Curator.
Shade of AranShade of Aran
Race Shade (Undead)
Level ?? Boss
Character class Mage
Health 594,000
Mana 168,388
Wealth 38 37 17
Location Guardian's Library, Karazhan
Status Killable
Karazhan[show]
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.
The Shade of Aran is an optional boss. However, after he is defeated, 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) cease to respawn.
Terestian IllhoofTerestian Illhoof
Race Satyr (Demon)
Level ?? Boss
Character class Warlock
Health 680,000
Affiliation Burning Legion
Location The Repository, Karazhan
Status Killable
Karazhan[show]
Terestian Illhoof is a corrupted satyr located in The Repository of Karazhan. He hides in a secret passage behind a bookshelf in the library. Cleansing of his presence will halt the respawning of demons directly by the bookshelf. He is an optional boss, but his loot table makes his death profitable to most adventurers.
Overview
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.
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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 (although it CAN be cast on someone tanking Kil'rek). A druid can use barkskin while chained up, which will ultimately reduce the damage while in the chains from 1500 to about 1300 damage per second.
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 taken 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.
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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. A standard warrior, druid, or paladin tank works. Even moonkin druids, hunter pets, and voidwalkers work fine, so long as they get attention from the healers.
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.
Note that a Paladin tank with Fire Resistance Aura can effectively tank Illhoof, Kil'rek, and many of the imps by spamming Consecrate with Righteous Fury active. The healing received will refill the Paladin's mana pool via Spiritual Attunement.
Kill priority
The most important thing in the fight is to destroy 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.
As of 2.3 Wound Poison does affect the healing from chains along with Mortal Strike and Aimed Shot.
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.
The following macro is hugely useful in selecting targets for this chaotic fight:
/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof
Dealing with Imps
The easiest way to kill off the spawning imps is a pair of warlocks spamming Seed of Corruption on Illhoof or on the imps themselves. Hellfire also works. The imps rarely live long enough to hit the warlocks. One warlock also works fine.
Because the imps have an own aggro table it is most likely that at a certain point in the fight multiple imps will attack one of the healers or aoe caster, causing much spell pushback. Therefore it's wise to keep all healers and aoe casters in one group with Concentration aura. If there is a Shaman or second Paladin available it might be wise to also use Fire Resistance Totem or Aura in this group. Keeping up Earth Shield on the Warlock would be a wise choice. The Nether Protection talent, an Earthen Elixir, Dampen Magic, Blessing of Sanctuary and Power Word: Shield are also able to help.
If no warlocks are available, well geared mages may suffice.
If your AoE is not up to the 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.
To give warlocks and other AoEs a break, the imps can also be feared.
Another extremely effective way to deal with the imps without warlocks is to release shaman fire elementals. Chances for effective kill go up dependent on the spell damage of the shaman or shamans and the number of shaman. But the use of chain lightning and the elemental pretty much guarantee a downing of the imps. This fight is absolutely not dependent on locks alone as many have come to believe. Shaman are also extremely effective in this fight as well as they are the only class with an AOE pet which does not draw aggro to the player.
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.
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 three-second cast time and it's the only occasion 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. Divine Intervention will also dispel a sacrifice if a soulstoned paladin who is low on mana opts to use it when Illhoof is close to death.
Healers need to be prepared for pushback when the person handling imp AoE is sacrificed, as they draw aggro from a rapidly increasing number of imps. Concentration Aura helps, as does a Challenging Shout/Challenging Roar/Holy Wrath from the tank.
Here is a useful healer macro that will help improve sacrifice response time tremendously - use your own spell of predilection in place of regrowth:
/stopcasting
/target Demon Chains
/target targettarget
/cast Regrowth
Keep Illhoof as close to the Sacrifice circle as possible so that Melee can make an easy switch to bring the chains down ASAP.
Hunters can drop a snake trap. Illhoof sometimes sacrifices a snake instead of a player character, making things much easier.
A bug exists where if a member moves in between getting teleported and getting bound by the chains, they will still take damage even after the chains go down. If Illhoof casts Sacrifice while targeting you, be sure to not move. Typically, this should not concern anyone but melee DPS that have to move for Kil'rek or the chains.
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Quotes
Aggro:
Ah, you're just in time. The rituals are about to begin.
Sacrifice:
Please, accept this humble offering, oh great one.
Let the sacrifice serve his testament to my fealty.
Summon:
Come, you dwellers in the dark. Rally to my call!
Gather, my pets. There is plenty for all.
Killing a player:
Your blood will anoint my circle.
The great one will be pleased.
Death:
My life, is yours. Oh great one.
Netherspite
Race Nether Dragon (Dragonkin)
Level ?? Boss
Health 1,100,000
Mana 3,155
Wealth 38 23 93
Location The Celestial Watch, Karazhan
Status Killable
Karazhan[show]
Netherspite is an immense nether dragon found lurking in the Celestial Watch, Medivh's personal observatory. As the only dragon found inside the dark tower, he will use his otherworldly powers to vanquish any creatures that attempt to go near him. This dragon's death is not required for further progress into the tower but he does control the trash between the Shade of Aran and the Chess Event.
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. The fight is entirely tactical: other than the enrage time the players' gear does not play as large a part in this fight as it does others.
The room itself is enormous, allowing plenty of room for players to maneuver. It is shaped like a square with a semicircular balcony attached to the far end.
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Attacks and Abilities
Basic Melee: Netherspite hits for roughly 8k on cloth without any buffs stacked on him.
Nether Burn: Aura type spell (exactly as Baron Rivendare's and Lord Alexei Barov's), deals 1200 shadow damage every 5 seconds, 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 seconds, inflicting ~1k shadow damage every 2 seconds to all players 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. Players blocking the blue beam (see below) should be especially careful with this because of how fast it can kill them.
Netherbreath: An attack hitting everyone within range of Netherspite dealing ~4.5k arcane damage in addition to knocking them back ~20 yards. Will be cast very frequently 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% (including Nether Burn). Will generally make quick work of your raid, dealing upwards of 30000 damage per hit in melee.
NOTE - unlike most dragons, Netherspite will neither cleave nor damage players with his tail.
EDIT - As of Patch 3.0.2, Netherspite does do ~1000 damage per hit with his tail. This is easily negated by high armor and high avoidance.
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Strategy
There are two phases to this fight that Netherspite alternates between. The Portal phase, (the first one) lasts for one minute, and the Banish phase (the second one), lasts for half a minute. He alternates between these two at the given rate until dead or enraged.
Portal phase
Players get a system warning: "Netherspite cries out in withdrawal, opening gates to the warp."
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. The beams do not slowly move toward him, but rather appear touching Netherspite once they are created.
If the beams are allowed to hit Netherspite freely, they grant 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 they do 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 both a positive and a negative effect which grows more extreme with each second that the player spends blocking a beam. Although the positive effects are quite helpful for the fight, the negative effect makes it difficult (but certainly not 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 1 minute and 30 seconds.
Red Beam
Perseverance (red) - Tank beam:
Lasts for 20 sec after leaving the beam.
Hits Netherspite:
Damage taken reduced by 1% per tick.
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:
Lasts for 10 sec after leaving the beam.
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.)
Hits Player:
Healing done is increased by 5% per tick.
Spell and ability cost reduced by 1% per tick (including abilities that require Rage or Energy, in addition to Mana).
Maximum mana reduced by 200. Stacks up until your global mana pool reaches 0. Druids in Bear/Cat Form will have their hidden mana bars affected as well. Rage and Energy maxima are unaffected.
Similar to the red beam, mana is restored to the new maximum with each tick.
If a Hunter uses Feign Death while tanking the green beam they will become exhausted and not be able to take it anymore, most likely wiping the raid.
Blue Beam
Dominance (blue) - DPS beam:
Lasts for 8 sec after leaving the beam.
Hits Netherspite:
+1% spell damage increase per tick _________________ Munca in echipa presupune in primul rand sa-ti pierzi jumatate din timp explicandu-le celorlalti de ce nu au dreptate! |
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