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Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 5:16 pm | |
| ATTUMEN THE HUNTSMANPreparation:- Assign one tank to Attumen and one tank to his horse Midnight and split the healing up evenly on them. - Make sure the DPS understands that they are taking Midnight down first! Strategy:When Midnight gets to 95% health, Attumen joins the fight. Attumen's tank should have some Rage from beating on Midnight and should be able to pick up Attumen quickly. Get Attumen on a tank and pointed away from everyone to avoid damage from his Cleave-ability. Tank both bosses a little distance away from each other and NEVER face Attumen towards the raid-group. Note: Another way to do this fight is by splitting up DPS on Midnight and Attumen. This can be helpful because Attumen's health when he mounts Midnightis based on both his and his horse's current health. If you get them both down low, he'll have lower life when they combine. Keep both tanks alive and continue to DPS Midnight. It doesn't hurt to throw a few DoT's on Attumen but all DPS should be focused on Midnight. When Midnight is at 25% health, Attumen mounts him. Attumen's HP is based on his previous HP while unmounted and he resets his threat list (!). One of the tanks needs to pick him up and point him away from the raid-group as quickly as they can. Give the tank a few seconds to build threat before resuming DPS. As soon as Attumen is mounted he also gains the Charge-attack. Make sure everyone is at full health incase they get charged and top them up after it happens. Keep Attumen's tank alive; don't let anyone die to Charge and DPS down the remaining percent. Now enjoy the loot he drops: http://thottbot.com/c15550
Last edited by Bremmer on Thu Jul 24, 2008 9:49 pm; edited 1 time in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 6:19 pm | |
| MOROESPreparation:Take a look at what adds have spawned for you. There are six possible adds of different classes and talent-specs. It's pretty easy to figure out which add is which by looking at their equipment. - Baron Rafe Dreuger - Retribution Paladin: Dispells debuffs (like shackle undead) and blesses. - Baroness Dorothea Milstipe - Shadow Priest: Deals mainly shadow damage and casts Mana Burn. - Lady Catriona Von'indi - Holy Priest: Dispells debuffs and heals. - Lady Keira Berrybuck - Holy Paladin: Dispells debuffs, blesses and heals. - Lord Crispin Ference - Protection Warrior: High AC and lots of health. - Lord Robin Daris - Mortal Strike Warrior: Has lots of health, Mortal Strikes and deals significant melee damage. Bringing two Priests to this fight makes it easier because you can keep two adds Shackeled the entire time. Other CC options are Turn Undead and Freezing Trap. Definitely Shackle the Warriors if you get either of them; they take too long to kill. Beyond that it doesn't really matter what you decide to Shackle but keep in mind the Paladins and the Holy Priest are going to try to dispell any CC spells unless they are also CC'ed. If you choose to kill and add that can dispell, fight far away from any other CC'ed adds. Setup as much CC as you can and assign a tank to anything not being CC'ed. The Priests don't hit very hard so a Paladin can tank them. Remember that Moroes needs two tanks throughout the entire fight; some tanks might have to pill double duty by handling Moroes and an add. It really depends on exactly what classes you bring but in general you are going to have two adds CC'ed and two adds killed. One of the adds being killed is tanked by a Paladin. The other add is tanked by Moroes' offtank. Make sure the CC is setup, the tanking is ready and the DPS knows the order you are going to kill the adds in before the fight starts. Strategy:Start the fight by having the MT pull or by using Misdirection. As soon as the adds come into LoS, get them CC'ed and tanked. Give the tank on the first add you plan to kill a few moments to build agro, then tear into it. The OT on Moroes should start to build threat with him very early in the fight. You never want someone else to be second on the agro-list when he Gouges the MT. Kill off the adds that aren't CC'ed quickly and start DPS on Moroes. The adds that are CC'ed stay like that until Moroes is dead. Never let them get loose! Gouge hits the MT fairly early in the fight. The OT should have build some threat and now be tanking Moroes. As soon as the Gouge wears off, the MT should go back to building threat. in preperation for the next Gouge. This switching of tanks after Gouge continous throughout the entire fight and everyone needs to mind their threat, taking care not to overtake the second position on the threat list. Eventually Moroes uses Vanish and is gone for a few seconds. When he reappears, someone at random is Garroted. Think about removing it with Stoneform, Iceblock, Divine Shield or Blessing of Protection or just heal it away. Eventually you won't be able to remove it and really need to keep some HoT's on anyone afflicted by Garrote. His agro does not reset after a Vanish so nothing really changes about the tanking. Keep those adds CC'ed, help the OT maintain their second agro position by watching your threat, and heal up anyone who is taking damage from Garrote. The hardest part of the fight is getting the adds down without any problems; as soon as you're working on Moroes with the remaining adds under control with CC, getting him down shouldn't be much of a problem. Now admire your loot: http://thottbot.com/c15687
Last edited by Bremmer on Fri Jul 25, 2008 7:12 pm; edited 1 time in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:08 pm | |
| MAIDEN OF VIRTUEPreparation:Positioning is the only real thing to worry about before engaging Maiden. Staying spread out to avoid Holy Wrath chaining is one of the key parts of the fight. Notice she stands in the middle of a circle and that there are pillars along the edge. One ranged class player can stand between each pillar. Unless you have an unusual amount of ranged classes in your raid-group, between the pillars should be plenty of room for everyone to spread out. Melee classes obviously can't stand that far from the boss so they should just do their best to spread out around the MT. Make sure everybody knows where they are going tp be positioned before the fight starts. Strategy:Start the fight by having the MT run in. She is tanked in the middle of the room and does not move. All of the ranged classes should head to their proper position between the pillars around Maiden. Melee DPS heads in and stays spread out around her as best they can. note: Make sure you stay within LoS of the people dispelling magic debuffs around the pillar! You need to get the Holy Wrath DoT removed as quickly as possibe so make it easy on the dispellers by staying nearby and in LoS.Give your MT a few seconds to generate threat and start DPS. Stay in your position, stay spread out from other players and keep the MT alive. Holy Ground is active throughout most of the fight. Ranged classes can easily stay out of it but make sure the melee classes are getting the occasional heal. Spell casting classes should always avoid the Holy Ground because of its interrupting component. Holy Fire is probably the most damaging of all her abilities. The initial damage hits fairly hard but the DoT debuff is brutal. Dispell it as quickly as you can and heal up the damage done. Make sure nobody stays to low on health; you don't want them to get instantly killed by Holy Fire. Since everyone is spread out around the pillars, everyone has to help cleanse the DoT's and heal. It's impossible for just one person to take care of it completely. Holy Wrath should be too big of a deal beacause you're staying spread out and only hitting one person at a time. Heal up the various players getting hit by Holy Wrath and avoid chaining it as best you can. About 20 seconds into the fight the first Repentance hits everyone but Maiden's current target (MT). The worst thing that can happen is all of the healers stay incapacitated for the full 10 seconds duration and the MT dies because of the lack of healing. At least one healer should have a way to break Repentance. The best way is having a Paladin use Blessing of Sacrifice on the tank before Repentance hits. When they take damage from the blessing, the incapacitation is removed. The other option is having one healer stand in the Holy Ground. The damage from Holy Ground breaks the Repentance aswell. Point is, one healer needs to be able to heal the MT while everyone else in incapacitated. Heal up the damage from all of Maiden's abilities while keeping the MT alive. Stay spread out, make sure a healer is breaking Repentance and cleanse those Holy Wraths. With a little bit of practice and some good healing, you should be able to get her down! Then scurry through her remains to find: http://thottbot.com/c16457
Last edited by Bremmer on Thu Jul 24, 2008 9:50 pm; edited 3 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:09 pm | |
| BIG BAD WOLFPreparation:Positioning is the key part of the fight. Assign a tank to the Big Bad Wolf and keep him tanked in the north-east corner of the stage. All ranged classes should stay in the north-west corner. When someone gets turned into Little Red Riding Hood they are going to kite the Big Nad Wolf counter clockwise from the north-east corner around the edge of the stage. Strategy:Begin the fight by talking to the Grandma and spawning the Big Bad Wolf. Get him tanked and bring him into the north-east corner. The ranged DPS should already be positioned in the north-west corner. The Fear goes off every 30 seconds or so. Make sure you keep Fear Ward up on the MT, or Tremor Totem down in the MT-group, or that your OT is using Beserker Rage and tanking the Big Bad Wolf until the MT's Fear wears off. Start DPS and be ready for someone to get turned into Little Red Riding Hood. The moment this happens they need to start running, especially if they are melee DPS and right next to the Wolf. Kite him counter-clockwise around the edge of the stage untill the debuff wears off and he returns to attacking the tank. When you're kiting the Big Bad Wolf you can't run as quickly as possible. If you do this he's going to cut across the stage and catch up. you have to wait a second in each corner so that he stays out of melee range. It may take a little practice to master the kiting without getting killed. Get good at kitting the Big Bad Wolf around; don't let him catch you! As soon as you're good at this you should be able to slay the wolf and have a happy ending. Then take a deep breath and admire the spoils: http://thottbot.com/c17521
Last edited by Bremmer on Fri Jul 25, 2008 7:09 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:10 pm | |
| ROMULO AND JULIANNEPreparation:Your best geared tank should tank Julianne, then Romulo, then Romulo again. Your second best tank handles Julianne when both are present. You have to split up the DPS when both Julianne and Romulo are up. Julianne has her Eternal Affection heal that must be interrupted every time she casts it. Put your best spell interrupters on Julianne. Romulo has a nasty self-buff that needs to be removed as quickly as possible so if you have a Shaman or Mage doing DPS, consider putting them on Romulo. Split the DPS evenly keeping their abbilities in mind for when they are both on stage. Strategy:At the start of the fight it's only Julianne. Get her tanked and start to DPS her. Since the entire raid-group is on her you can probably interrupt both Blinding Passion and Eternal Affection, but Eternal Affection has priority. Keep the tank up and kill her without pulling agro. After Julianne dies Romulo appears in hopes of avenging her death. Have the tank pick him up and move so that their back is against a wall to avoid the knock back from his Deadly Swath ability. Start to DPS after he is in position. Romulo's self-buff Daring must be removed as quickly as possible. He can easily kill the MT if you let Daring stay on him. Heal the melee getting hit by the knock back and cleanse the poison quickly without letting it stack on anyone. Slowly take him down. After Romulo is dead you have to fight both of them at the same time. None of their abilities have changed; they behave exactly like they did when they were by themselves. Romulo's tank should pick him up and and move against a wall again. Julianne's tank should grab her and build some threat. DPS is split up so that the best spell interrupters are on Julianne and not letting her cast Eternal Affection. Don't try to interrupt the Blinding Passion at this point. Healers, keep in mind Blinding Passion does a fair amount of damage and you need to heal up anyone who gets hit by it; don't let anyone die to it! Kill them as quickly as you can but remeber they have to die within about 10 seconds of each other (because otherwise the remaining boss will ressurect the dead one..). Stop DPS when your target gets to about 10% health. Go help take the other boss down to about 10% if necessary and then finish both of them off quickly. It's a hard fight because they are both powerfull bosses that must be killed at roughly the same time. Stay on top of those Eternal Affection interrupts, get rid of Romulo's Daring as quickly as possible, don't let anyone die to Blinding Passion and you should be able to pull this of after a little practice. Then examine their corpses to find: Romulo: http://thottbot.com/c17533 - Julianne: http://thottbot.com/c17534
Last edited by Bremmer on Fri Jul 25, 2008 7:39 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:10 pm | |
| WIZARD OF OZPreparation:Assign one person to chain Fear Roar. He is a Beast so a Hunter using Scare Beast works fine. Assign a Mage to kite Tinhead around using Frostbolt. Assign a tank to Strawman and make sure they also pickup Tito when he is summoned. Strategy:As soon as the fight starts get Roar Feared and Tinhead kited by a Mage. They are going to be ignored for the time being. Strawman should get picked up by a tank and kept under control. DPS focuses on Dorothee first. She can't be tanked and does the most damage out of the group. When she summons Tito have the person tanking Strawman pick him up for the time being. DPS Dorothee down with no regard for agro as quickly as you can. As soon as Dorothee is dead switch to Tito and finish him off. Once Tito has been slain take down the Strawman. Remeber to use any fire-based spell you have against Strawman to keep him disorientated. Once Strawman is dead you can kill either Roar or Tinhead first. Get them tanked and focus them down one at a time. Don't let the DPS be split on both targets; make sure everyone is assisting one person. As soon as all four bosses are dead, The Crone appaers an the middle of the stage. She has a Chain Lightning ability so try to spread out around the stage, staying at least 5 yards away from eachother. Her other ability summons a Cyclone that roams around the stage and tosses people into the air. It's doesn't do any damage but you can't move and can't use anything but instant-cast spells. Keep The Crone tanked, spread out and avoid the Cyclone. Take her down and you win! Enjoy you loot: http://thottbot.com/c18168
Last edited by Bremmer on Sat Jul 26, 2008 1:51 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:11 pm | |
| THE CURATORPreparation:There really isn't much preparation but everyone needs to understand that killing the Astral Flares as quickly as possible has top priority. Figure out who is going to maintain second on the Threat List and be focussed by the Hateful Bolt. Assign one healer to take care of the melee DPS and maybe another healer for the person getting hit by Hateful Bolt (one can probably do both jobs). All remaining healing should (at least two healers) should be on the tank. Strategy:Start the fight by getting Curator Misdirected onto the tank or by simply having the tank run up and attack him. Bring him all the way back against the north-west wall. The person designated to taking Hateful Bolts should do some damage to the boss. It doesn't need to be much, just enough to stay above all the healers in threat. Even this person is mainly focused on the Astral Flares. The first Astral Flare is summoned after 10 seconds. They can't be Taunted but they do have a threat list and attack the highest person on it. Don't let it run all over the place and kill it as quickly as possible. Kill the Astral Flares, keep the tank alive keep the person taking Hateful Bolts alive and make sure nobody dies to the lightning damage. For 10 Astral flares there is nothing else to fight. After the 10th Astral Flare is summoned Curator begins to Evocate. Kill the last Astral Flare before focussing all damage on the boss. Use all of your cooldowns such as Trinkets, Arcane Power, Heroism--everything you've got. Do as much damage as you can while he is Evocating. Note: Priests! Use your Shadowfiends during Evocate. Since the amount of Mana you get back is based on how much damage the Shadowfiend deals, you can restore a lot of Mana by using it then.After the Evocate ends, go right back to what you where doing before. A new Astral Flare is summoned and nothing about the fights has changed. Keep repeating this pattern until you get Curator down to 15% health. At 15% health Curator Enrages. While Enraged he no longer summons Astral Flares but does increased melee damage to the tank. Focus all heals on the tank and keep him alive. After cleaning up any Astral Flares that are still around, DPS switches to Curator and finishes him off. Now take your prize before going to the next trophy: http://thottbot.com/c15691
Last edited by Bremmer on Sat Jul 26, 2008 2:54 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:12 pm | |
| TERESTIAN ILLHOOFPreparation:Figure out who is going to deal with all of the Fiendish Imps. A Warlock wearing fire-resistance gear is the best choice. A Mage with fire resist works too, but they are going to need at least one Innervate. It has to be someone with some fire resistance and AoE abilities. Put them in a Paladin or Shaman group for the fire resistance aura or totem. Assign your best tank to Illhoof. He doesn't hit very hard but healers are going to be very busy. The same tank, or another OT, depending on your raid-group makeup, needs to grab Kil'Rek when he spawns as well. Make sure everybody knows what to target first. Demon Chains around a Sacrificed player are always top priority. Help with the Fiendish Imps if they ever get out of control. Kill Kil'Rek anytime he is spawned. And finally DPS Illhoof if that's they only choice. Strategy:Start the fight by charging in and getting Illhoof and Kil'Rek tanked. Right away the portals that summon Fiendish Imps open up and start sending them in. The person assigned to handling them should get agro on all of them and kill them with AoE throughout the entire fight. Make sure Kil'Rek stays tanked and never targets the person killing Fiendish Imps. His attack afflicts you with a debuff that increases damage taken from fire. Since all of the Imps are shooting fireballs, you don't want it to hit the person killing them. Kil'Rek should die fairly quickly and cause Illhoof to take 25% more damage untill he summons another Kil'Rek.Start to DPS Illhoof as soon as Kil'Rek dies. Very soon someone is going to be Sacrificed. All DPS needs to switch targets to the Demon Chains holding the player in place and free them as quickly as possible. The person being Sacrificed probably needs a couple of heals as well; don't let them die! Always target and kill the Demon Chains quickly. Since the Demon Chains heal, keeping Mortal Strike or Wound Poison on Illhoof could be helpful. Illhoof summons another Kil'Rek. Get him tanked and switch DPS to him. Kill Kil'Rek again and then switch DPS back to Illhoof, always keeping in mind any player being Sacrificed. As DPS switches between the Demon Chains, Kil'Rek and Illhoof, the person tanking the Fiendish Imps AoE's them down throughout the fight. That is all there is too the fight. It can be chaotic because DPS has to switch targets around constantly as the Fiendish Imps are kept under control. Switch targets quickly and kill those Imps and you should get Illhoof down. Having someone who can AoE with a lot of fire-resistance makes the fight fairly easy. Then be careful not burn your fingers on: http://thottbot.com/c15688
Last edited by Bremmer on Sat Jul 26, 2008 8:37 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:13 pm | |
| SHADE OF ARANPreparation:Split up everyone who can interrupt spell into two teams. Assign one of them to Fireballs and the other to Frostbolts. Try to make them equally capable of interrupting spells. Shamans have the best interrupt but if they are healing it's very hard to consistently use Earth Shock. Rogues and Warriors have the second best. And Mages are the worst choice because of the long cool down. Silencing Shot and a Priest's Silence do not work. Make sure everyone has a health potion, Health Stone and maybe a fire resistance potion just incase Aran runs low on Mana and uses Conjure Water. Other than that, it's a matter of knowing how his abilities work and how you are supposed to counter them. Strategy:Start the fight by having anyone attack him. Aran can not be tanked in the traditional sense. He targets random players and uses Arcane Missiles, Fireball and Frostbolt. Your two teams of interrupters should stay on top of interrupting the Fireball and Frostbolt to prevent him from using as much Mana as possible. Let the Arcane Missiles cast and heal up the player they hit. All of his special abilities are completely random. It's up to the raiders to know what to do and how to counter them. When he pulls you to him and Slows everyone, an Arcane Explosion is coming. Get away from him as quickly as you can. Even if nobody removes the Slow you can still get away from him. After the Arcane Explosion goes off it's safe to go near him again. When Blizzard is cast, take note of where it starts, remember that it's going to move clockwise around the edge of the room, and stay ahead of it. Dispell anyone who gets hit by Chains of Ice so they can avoid the Blizzard. If you get in trouble head towards the middle of the room. But keep in mind that he Counterspells everyone within 10 yards; try to avoid casting spells while near him. When Flame Wreath is cast, stop moving! Don't move at all. Technically you only have to avoid stepping in the flames around the players, but it's safer and easier to simply not move at all during Flame Wreath. If at any time Aran goes under 20% Mana, he Polymorphes everyone and takes a drink to restore his mana. after he is done drinkning everyone gets Pyroblasted for about 7500 damage. Save your health potions and Health Stones for this, if it happens. Use a fire resistance potion when he gets low on Mana and you have low hit points. It's fairly common for him to do this once during the fight, but a second time is trouble. The Pyroblast does too much damage. Your interrupters should be on top of stopping Fireball and Frostbolt, reducing the amount of Mana Aran uses and the risk that he'll use this ability. At 40% health Aran summons four Water Elementals. They have a ranged attack and do about 1500 damage. A Warlock should be able to keep two of them under control with Banish and Fear. The remaining Water Elementals should be CC'ed any way you can. Don't try to kill them; they have too much health. Keep them from killing anyone for 90 seconds and the despawn. If you can make it passed the Water Elementals you are well on your way to killing Aran. He is a really tough fight and a lot of things can go wrong, but if the raid-group knows the abilities and is prepared to counter them correctly, you can kill him! Time for a breather while you feast your eyes on: http://thottbot.com/c16524
Last edited by Bremmer on Sun Jul 27, 2008 2:41 am; edited 1 time in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:14 pm | |
| NETHERSPITEPreparation:Note: This fight is fairly complicated. You might not understand this Preparation section fully until you read the Strategy section. If it's still unclear, try engaging the boss a couple of times to get a feel for exactly how the fight is and then reread both sections.Assign four people, split up in two groups to each of the three portals. The players assigned to each portal should match what the beam benefits; healers should be in Green portal groups, DPS-classes in Blue portal groups and tanks in Red portal groups. You need to assign two groups because of the Nether Exhaustion debuff. Each group alternates after every Nether Rage. For example: the first blue group handles the Blue Portal until the first Nether Rage. After the Nether Rage is over, the second blue group handles the Blue Portal until the next Nether rage. The best way to explain the portal group setup is by making up a fake raid-group. The raid-group consists of 10 players, one player from each class and two warriors. A suggestion of how you could setup the portal groups is: Blue: 1) Rogue, Mage - 2) Hunter, Warlock Green: 1) Priest, Paladin - 2) Druid, Shaman Red: 1) Warrior A, Druid - 2) Warrior B, Paladin The Blue Group is straightforward. There are four people who primarily do DPS, put all of them on Blue Portal duty. The Red Group needs four people with high AC in it. There is going to be some overlap as you poach Druids, Paladins and maybe Shaman from other groups to handle the Red Portal. Make sure any player who is in two different groups never has overlap where they are somehow supposed to deal with two portals at the same time. Put all of the healers into the Green Group and keep in mind any overlap you have doesn't cause someone to do two things at once. Before the fight starts the two portal groups for each color must be assigned. Strategy:Wait until Netherspite wanders to the middle of his room before engaging him. Start the fight by having the first person in the Red Group charge in and get agro. Immediately the Portals are spawned. After about 10 seconds they begin to emit their beam. The first player in each group needs to be positioned between the portals and Netherspite so that the beam hits them instead of the boss. Netherspite automatically attacks whoever is in the Red Beam. The player currently tanking doesn't have to worry about building agro and as long as the Red Beam is being switched of correctly, the DPS doesn't ever have to worry about pulling agro. Now you should have the first person of the first group for each Portal intersecting the beam coming out of the Portal. The next person in line -- the second person of the first group -- for each portal needs to position themselves in front of the player currently taking the beam. This allows the first person in the beam to move slightly to the left or right to get out of the beam and pass it to the next person who is standing right in front of them when the time comes. Players in the Green Beam want to get out of it after about 30 stacks. Players in the Blue and Red Beams want to get out earlier; around 25 stacks at the most. When it's time to get out of the beam hopefully the next player to take it is standing right in front of you so you can just move to the side. That's how you handle the beams. The first player gets between the Portal and Netherspite before the beam is there, catching it as it starts being emitted. The next player gets in front of the first player ready to take it over as soon as the first player has to get out of the way and pass it onto them. Everything is assigned and everyone needs to know where they are in the beam rotation. While the Portals are being dealt with there is the Nether Burn to heal and the Void Zones to avoid. Healers have a tough time because Nether Burn does a fair amount of damage and the current tank -- the person in the Red Beam -- is going to need heals as it's going to get stacked higher. Keep everyone alive and make it easier on the healers by getting out of the Void Zones that appear under random people as quickly as possible. After 60 seconds Netherspite goes into a Nether Rage. The portals disappear, the Netherburn stops and the Void Zones stop happening. As soon as he is in a Nether Rage you have a couple of options to handle it. The easiest way is to run out of range of his new attack: Netherbreath. Netherbreath targets a random player and hits everyone in that direction for around 4000 damage, knocking them back in the process. If your DPS is high you can just run out of range and avoid the attack entirely. But if your DPS is low you are going to need to stay in and do damage during the Nether Rage. Spread out around Netherspite and move out of the way if he faces you to avoid getting hit by the Netherbreath. It's not an instant cast spell; there is time to move if you're quick. After 30 seconds of being in a Nether Rage the Portals respawn and everything starts over. The location of the Portals never changes but their colors are randomly assigned! Call out which Portal is where so that the second group of people handling the portals now know where to go. The first player of the second group should intersect the beam and the second player should move in front of them ready for the switch. Continue the fight and keep switching people off. The top priority is preventing the beams from hitting Netherspite. Sometimes the player who is supposed to pick up the beam isn't able to do so because they are too far away. If this happens, a random person can temporarily hold the beam until the correct person shows up to take it over. Dealing with the beams is going to take some practice. You might hit the Enrage timer a couple of times because DPS is being lost as everyone gets familiar with the beam rotations. Get through a couple full rotations without any trouble and you're well on your way to slaying Netherspite! Ooooh... the riches: http://thottbot.com/c15689
Last edited by Bremmer on Mon Jul 28, 2008 8:24 pm; edited 1 time in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:16 pm | |
| CHESS EVENTPieces:- Pawn: Deals 1000 damage to current target and absorbs 500 damage. - Bishop: Heals friendly pieces and hits all enemies in front of it for 3000 damage. - Knight: Deals 3000 damage to current target and reduses damage of all nearby enemy units by 50%. - Rook: Hits every enemy piece next to it for 3000 damage and reduces the damage done to itself by 50%. - Queen: Deals 4000 damage to current target and deals 6000 damage to current target plus all targets next to it. - King: Cleaves everyone in front of it for 4000 damage and increases damage dealt by all nearby friendly pieces by 50%. Preparation:Make sure everyone is ready to control a piece and start the event by taking control of the King. It's helpful to have someone ready to control the pawns in front of the King and Queen in order to move them out of the way. Strategy:The quick and dirty way to do this is by taking control of the King and Queen and charging them into battle with the opponent's King right away. Your King might need a heal or two so have someone control a Bishop ready to take care of it. These two (King and Queen) can really just go up and kill the opponent's King, but it takes a while. Go attack other pieces and use all your abilities to kill everything you feel like killing. Don't let your King die; Keep him healed if he takes damage. There really isn't much else to it! After the opponent's King is dead a chest appears with your reward: http://thottbot.com/o185119P.s. You can play another game and control both sides of the board if you choose.
Last edited by Bremmer on Sat Jul 26, 2008 10:13 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:17 pm | |
| PRINCE MALCHEZAARPreperation:Make sure the tank has a stacked tanking group with Blood Pact and maybe a Shaman for Grace of Air. Devotion Aura isn't really an option since the Paladins are staying at max. range throughout the fight. Assign one healer to heal the damage from the axes in the last phase of the fight. Strategy:Have the MT charge in, get agro, and position Prince in the middle of the east wall. The MT should always have their back against a wall to avoid being knocked back by Shadow Nova. All ranged classes should stay at max. range throughout the fight. The tank takes a ton of melee damage so keep those heals on them. Move into range to dispell the Shadow Word: Pain when it is applied. The first thing that happens is an Enfeeble. Five random players are now at 1 health. If any melee classes get Enfeebled, they need to run away from Prince before the Shadow Nova hits. Taking a Shadow Nova when Enfeebled is a guaranteed death. Shortly after the Enfeeble Prince uses Shadow Nova dealing about 3000 damage to everyone within 30 yards and knocking them back in the process. Ranged classes should never get hit by Shadow Nova; they should be able to stay out of range. The first Infernal is summoned and lands in a random spot. Sometimes it lands far away and you can ignore it, but other times it lands in a bad spot. If it lands on the melee, move Prince to the north or south as necessary. Ranged classes should get out of the Infernal's Fire Nova if it lands near them. Dodging the Infernals can become a huge hassle as the fight goes on. Sometimes they land in all the wrong places and there's little you can do to prevent wiping to them. Usually they land in places where you can adjust your positioning and move around them. As long as the positioning is set up so that ranged classes can stay at least 30 yards away to avoid Shadow Nova, it works. Adjust positions around the Infernals as they spawn keeping the goal in mind. DPS the Prince down to 60% health. At 60% he summons his axes to his hands and starts dealing increased melee damage to the MT. Nothing else about the fight changes but he starts doing a ton of damage so keep that tank alive. This is the best time to start using cooldowns like Heroism and the like. You want to get him down to 30% as quick as possible. At 30% he drops his axes. The axes start targeting random players and hitting them for about 200-500 damage. They can't be targeted, so the can't be killed or tanked. One healer needs to heal anyone getting hit by the axes. Use Evasion, Deterrence and maybe even Limited Invulnerability potions to help reduce the damage from the axes. Under 30% he no longer uses Enfeeble, but Shadow Nova continues to happen. Stay at max. range to avoid it. Don't let anyone die to the axes, keep dodging those Infernals, and take him down the last 30%. Even the most experienced raid can whipe to bad luck. Dodging the Infernals is probably the hardest part of the fight since it's so random where they land. There is a lot of damage being dealt to the tank but healing only really suffers when all of the healers have to move to dodge an Infernal. Keep your positioning intact and don't let anyone die to Shadow Nova. Prince deals tons of damage and it takes some practice master adjusting positions around the Infernals, but as soon as everyone knows the fight the only thing that can kill you is bad luck. now feast you eyes on this: http://thottbot.com/c15690
Last edited by Bremmer on Tue Jul 29, 2008 5:15 pm; edited 1 time in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:18 pm | |
| NIGHTBANEPreparation:The best place to fight Nightbane is in the middle of the balcony; right about where he lands when he is summoned with the Blackened Urn. At the start of the fight have the raid-group split up onto each side of him by group. As the fight goes on this positioning is going to get a little messy and staying split up evenly on each side isn't completely necessary; it just helps spread out the damage from the Charred Earth. The MT needs to be in the best possible tanking group with a Warlock for Blood Pact, Paladin for Devotion Aura and a Shaman for Grace of Air. Nightbane does a ton of melee damage; migitate as much of it as possible. Strategy:Begin the fight by using the Blackened Urn and summoning Nightbane. After flying around for a few seconds he lands in the middle of the balcony and becomes attackable. The MT should be waiting where he lands ready to pick him up right away. Give the MT a few moments of building agro before opening up DPS. The Fear happens throughout the fight. Deal with it like any other dragon Fear with Fear Ward, Tremor Totem or an OT using Beserker Rage. Since the Fear only has a 30 yard range, all ranged classes should be able to avoid it entirely. Charred Earth appear under random players and lasts for about 30 seconds. Get out of them quickly and wait untill they despawn. Distracting Ash is going to hit everyone close to Nightbane but since it only really effects ranged classes--all of which are staying far away to avoid the Fear-- you can pretty much just ignore it. Dispell it of any ranged class that manages to get it for whatever reason. The MT is taking a ton of damage but the ground phases are fairly easy. Don't let the MT die, dodge those Charred Earths and DPS him down to 75%. At 75% Nightbane takes flight. When he does this his threat list is reset. The first thing that happens is a random player gets the Rain of Bones debuff and begins taking about 300 damage per second from a Blizzard-like spell raining down on them. Additionally, 5 Restless Skeletons are summoned around the player who has Rain of Bones. Heal the player that has Rain of Bones and start killing the Restless Skeletons as quickly as possible. They can be CC'ed by any available means but your best bet is to simply tear them apart one at a time. Don't use AoE, single target DPS them down as quickly as you can. As the Restless Skeletons are being dealt with the healer with the highest threat is targeted by the Smoking Blast attack. It hits for a few thousand and stacks a DoT debuff that can do significant damage, but it's damage is reduced by AC. A Paladin is the perfect person to take the Smoking Blasts because they have high AC and can use Righteous Fury to guarantee themselves a high spot on the healer threat list. Smoking Blast is a little unpredictable--on occasion it may hit players at random--but the healer with the highest threat takes most of them. Keep everyone that gets hit by Smoking Blast alive and dispell the debuf as quickly as you can. Don't let anybody die to it. Get the Restless Skeletons dead and don't let anyone die to Smoking Blasts. When Nightbane lands again he comes down futher to the north of where he originally spawned. The MT should be waiting under him again ready to pick him up when he lands. Agro is a little touchy when he's landing so it's a good idea to not do anything untill he is tanked. A Hunter using Misdirect on the MT can really help when he lands as well. Go back into your ground positions and the fight continues just like before. At 50% he takes to the skies again, the Rain of Bones hits, the Restless Skeletons spawn and the Smoking Blasts begin; deal with it the same way as before. The third and final time he takes flight is at 25%. If you can get through one ground-phase and one air-phase without much trouble, it's a simple matter of repeating it three times. Nightbane is healing intensive and certainly not an easy fight by any means, but a well geared raid-group who understands the phases should be able to kill him. Then there's the matter of the loot: http://thottbot.com/c17225
Last edited by Bremmer on Wed Jul 30, 2008 6:47 pm; edited 2 times in total |
|  | | Bremmer Admin

Posts: 32 Join date: 2008-07-22 Age: 30 Location: The Netherlands
 | Subject: Karazhan - Textbook Bossfights Thu Jul 24, 2008 8:20 pm | |
| SERVANT QUARTERSPreparation:The Servant Quarters is a seldom traveled area immediatly to the right after zoning in the front entrance of Karazhan. There are various Undead beasts guarding the area. A random boss spawns in the Servant Quarters once a certain number of creatures have been killed. Bosses:Hyakiss the LurkerHyakiss is a spider boss with a web attack that immobilizes the target for 10 seconds and a poison attack that deals 500 damage per second and stacks on the current melee target. Since there is a stacking poison debuff, it is wise to use two tanks. If the poison gets stacked really high on one tank, the other can pull agro and tank Hyakiss until it is reset. The web attack isn't a very big deal because it's a dispelable magic debuff. Cleanse it as necessary. Hyakiss' Loot: http://thottbot.com/c16179Rokad the Ravager:Rokad is a wolf boss without any notable abilities. Get him tanked and kill him! Rokad's Loot: http://thottbot.com/c16181Shadikith the Glider:Shadikith is a bat boss, probably the hardest of the bunch. He has a close range AoE silence ability, knocks the tank backwards with a Wing Buffet and charges the player furthest away from him. Spell casters should stay away from him to avoid the Silence. The tank is being knocked back so watch your agro; don't overdo it on this boss and get yourself killed. And the furthers away player should be someone like a Hunter who can take the potentially serious damage from the Charge. Shadikith's loot: http://thottbot.com/c16180 |
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