Sine Cura
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Read before Karazan

5 posters

Go down

Read before Karazan Empty Read before Karazan

Post  Admin Tue Dec 11, 2007 1:05 pm

Hey guys,
From now on we will try to get a bit more organized about our raiding of Karazan. I think that we have proven over the last few weeks, that we are ready to go in and raise hell there. You might think that its a bit much to make a whole thread just to tell you that, and it is... Thats why i'll try to grab some of the problems that could arise before and during the raiding, by the root, so that they dont become problems. Here is a check list, and as an active raiding member of Sine Cura, you will be expected to have read and understood the following. Any questions can be directed to Zalazar (or one of his many split personalitys) and Vorlon.

1: If you sign up for a raid, you will not be allowed to raid that instance with anyone else during that week. This might sound harsh, but I had to learn this the hard way. I'm only telling you this to prevent it from happening again. If you enter Kara with any raid party, you will become saved to the instance, and can therefore not enter it with another party. So please - don't jump the gun on this one. If the temptation gets too great (we're only human) at least have the decency to sign off from the event. This will save 9 guildies from the too familiar "LF random ninja PUG for Kara - last spot!"

2: Show up ready and prepped. Thats means stock up on any possible consumable you migh need during the instance. Warriors have loads of stam and health pots, 'Locks fill that soulbag and i guess you get the picture from here. Bring plenty - someone in the party might have an unusually high consumption, and may need to borrow something.

3: Read up on whats going to happen. A raid can be done with alot less agony, if people know what to do, and when to do it. It saves som poor guy time explaining it during the raid (and it might even buy us time for one more shot, since we'r eon timer here). I'll post a guide to all of the bosses, and how to get to them in this thread.

4: Ask if you're not sure about something. When the fighting starts, it will be too late. None of us know it all, but chances are pretty good, that at least someone might have heard a cousin mentioning to a friends mother's first daughter how to tank Juliette.

5: Save arguing for later. Kind suggestions on improvements to the game plan will be wery welcome, but moaning over a some detail is not. I dont want to sound like a harsh and bitter old man, telling kids to get off his lawn, but we have all seen how 2 guys arguing in a party can screw things up. 2 guys arguing = 8 guys dieing of old age... and a timer that will eventually run out.

6: The rest of the post his here for a reason - not just or clogging the server. Read it, understand it, print or memorize it (just print the damn thing), for quick referance when in the heat of the battle.

I guess thats it.
Please don't fry me for my choice in words. Most of you guy already know this stuff, but i want to make sure that everyone gets it.


Last edited by on Tue Dec 11, 2007 1:14 pm; edited 1 time in total

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty 1st up: Attumen the Huntsman

Post  Admin Tue Dec 11, 2007 1:08 pm

First - a huge thanks to the guys at wowwiki.com for letting me copy this. Well - they didnt, i just tole it, but never mind that...

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 they 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 is believed to wipe threat at this transition, so stop healing and attacking until the tank establishes aggro. Hunters can, again, help by putting Misdirection on the Attumen tank.

The Attumen tank again faces his target away from the rest of the raid. Everyone else except the Attumen tank and any hunters moves immediately behind Attumen, so they can't be hit by the Berserker Charge or the Shadow Cleave.

The Midnight tank switches to a damage dealing form/stance and weapon and attacks Attumen.

Hunters must move out to a minimum of eight yards to do ranged damage. This is also the minimum range of the Attumen's charge, so hunters get hit with the charge. Attumen returns to the tank after a charge, so the tank does 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. A healer must be assigned to take care of the hunters. If the healers have mana issues, the hunters move into melee range and bandage themselves. They can move out to range when the Recently Bandaged debuff wears off. Note that allowing the charge also briefly pauses melee damage-dealing, so it may be preferable to have the hunters fight from melee range.

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.

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  vorlon Wed Dec 12, 2007 5:18 am

found this site quite helpful with the vidoes and explanations the reason i link it is they are not a super guild with all players in epics they are about the same geared as most players in SC so its quite a nice yardstick to what we can do aswell http://www.uber.com/karazhan there are other sites with videos on as well (not that each encounter will be the same) but good to have an idea of layout of room and a little of what is to come.

1. pls read and if pos watch about each boss we will be trying zal and I will gather as much info as possible on them an post on forum

2. pls download a threat meter if you havent got 1 make life alot easier to not take tanks aggro found omen the best http://wow.curse.com/downloads/details/9101/ KTM is v good also

3. if possible pls try to be on voice chat will make it easier for all

4. above all make sure its alot of fun for all playing we will wipe but lets not start blaming each other sh*t happens and no one plays a perfect game everytime they will hopefully be all guild raids and we are not a hardcore guild after all so enjoy the experience
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty 2nd: The Maiden

Post  Admin Wed Dec 12, 2007 2:26 pm

Of cause wowwiki goes offline just as i'm about to steal the next part of thrier guide... who does those guys think they are?

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.

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 next to 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.

Repentance
There are several ways to survive Repentance:

A paladin casts and refreshes Blessing of Sacrifice (rank 1) on any melee character to constantly take damage, breaking the effect.
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's cast Repentance, the healer moves out of Holy Gound 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 and enhancement shamans) run out to heal during Repentance.
All of these methods work well, and they work better in combination.

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.

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 (leave it on auto-cast)
Restorative Potion
Warlocks' Spellstone
Mages' Ice Block
Rogues' Cloak of Shadows
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 aspect of the fight: Dispel as fast as possible. Unless someone would die, cancel the spell you're currently casting to dispel immediately, so you spend less time healing damage dealers back up. Some raids place two dedicated dispellers on opposite ends of the room.

Holy Fire can also be spell reflected. It actually deals fire damage (not holy), thus Major Fire Protection Potions are useful.

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty 3rd: Moroes (that bastard)

Post  Admin Wed Dec 12, 2007 2:39 pm

Plase take not of the adds, as they are listed in the killing order from top to bottom...

The Moroes encounter tests your raid's ability to control several targets while also maintaining high DPS. In order to succeed, you must go in with a solid crowd control strategy for the four adds. 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 your dps 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 Adds
Moroes will have four different random adds from the following list in every instance, much like Chromaggus' breaths. Each add will be 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 66k Mana Burn, Mind Flay, Shadow Word: Pain
Lady Catriona Von'Indi Holy Priest 66k Greater Heal, Power Word: Shield, Dispel Magic
Lady Keira Berrybuck Holy Paladin 68k Holy Light, Cleanse, Divine Shield
Baron Rafe Dreuger Retribution Paladin 68k Hammer of Justice, Cleanse, Blessing of Might
Lord Robin Daris Arms Warrior 84k Mortal Strike, Whirlwind
Lord Crispin Ference Protection Warrior 84k 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 doesn't need a tank, but make sure to heal her target.
Lady Catriona Von'Indi
Her heals and dispels are extremely disruptive, as they can let loose a trapped or shackled add. Keep her shackled the whole fight or burn her down after Millstipe is dead. Trapping her is a bad idea, as she stops to cast spells, and, while not trapped, she will dispel shackles and other traps. If no shackle is available, warn the raid that traps and shackles will break early. If killed, no tank is required.
Lady Keira Berrybuck
Her heals and cleanses make her as disruptive as Lady Catriona Von'Indi. Due to her armor and Divine Shield, however, she is much harder to kill. Therefore, she is the first choice of target to keep shackled the whole fight. If she is killed or trapped, warn the raid that other shackles and traps will break early. Her Divine Shield can be dispelled with Mass Dispel. If she is to be killed, a tank is a good idea.
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 doesn't 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. As long as he is alive, the raid must dispel his Blessing of Might from Moroes and the dinner guests. 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.
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 (starting from the rear of the list). The adds are susceptible to most forms of CC, such as the priest's Shackle Undead, the paladin's Turn Undead, the hunter's Freezing Trap, and most kiting techniques. Each of these methods has its drawbacks: shackles can break early or be dispelled by the holy priest and paladin type adds, fear can drive the adds out of the room and thus reset the fight, and all kiting tactics require great skill by the kiter. If an add does break loose, a tank should taunt it; however he should not attack in order to allow CC to be reapplied soon. Also be aware that the paladin-type adds can cast blessings on Moroes and his entourage, so be ready to dispel or purge.

Adds for which no control is available need to 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 quite long to kill due to their high HP (particularly the protection warrior). Generally, if the raids DPS is high enough, it is a good idea to kill all adds first, this makes the fight much safer. Having some CC'd or kited add around while Moroes is nuked is dangerous, because the the control could break (for example because the controlling player dies from a garrote).

If the add which is due to be killed doesn't deal high physical damage it is not imperative to tank it, instead some combination of slowing effects should be used (i.e. kite it). If it does need tanking and only two tanks are present, a good offtank can take both, an add and Moroes at the same time. The offtank will need extra healing when Moroes gouges, however.

Doubling up on CC is also not a bad idea. For example having a hunter lay a Freezing Trap in front of a shackle can give the priest more time to reshackle.

After Moroes is dead, any remaining adds still need to be killed. Alternatively, the raid can leave the room, which will cause them to despawn.

It is advisable to either eliminate or keep shackled the Paladin type adds, as they can remove other forms of crowd control with their Cleanse.

Garrote
Moroes vanishes every 30 seconds, and upon return randomly Garrotes a raid member. Garrote is a bleed effect and will deal 1k damage every 3 sec for 300 sec (5 minutes, for a total of 100k damage). After he garrotes, he will immediately return to the highest aggro player prior to the vanish. Garrote can be removed by the following abilities only:

Dwarves' Stoneform
Paladins' Divine Shield (self) and Blessing of Protection (others)
Mages' Ice Block
Items which remove bleeding effects (Luffa no longer works)
Dying and combat rez
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 heal enough to survive while the HoT is active. It is highly recommended that Priests liberally use Prayer of Mending when at least 2 targets are garroted. This spell will greatly lessen the healing load from garroted raid members.

In theory, all garrotes should be automatically removed when Moroes is defeated. However, sometimes they persist even after Moroes dies. If the encounter is reset the garrotes may still be on players.

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 rez cooldowns (Soulstones, Shaman Ankhs, and Rebirth) for Moroes. Do not cast soulstones (as usual) before the encounter, but wait until an important target is garroted, and only then soulstone. This method of garrote removal has the additional advantage that the rez will also restore some mana. If a raid member is garroted and a combat rez will be used, the player should quickly spend all his mana, just die and be rezzed.

A reduced cooldown on Blessing of Protection (Guardian's Favor) is a big bonus in this fight.

If possible, Garrote should always be removed from raid members who have to control an add. All healers are very important too. DPS 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 BoP temporarily removes aggro.

Paladins can use Blessing of Sacrifice on a garroted party member to mitigate the damage. This can make a difference for low HP casters.

The Addon Deadly Boss Mods will announce using the raid warning system when someone gets garrote and who has it if it is activated by the raid leader or a raid assist.

Off-Tank
Two tanks are needed on Moroes. The off-tank must always be second on the aggro list, because the main tank will periodically be gouged and Moroes will then turn to the person with the second-highest aggro. When a tank is blinded, it needs to be removed immediately by a Shaman, Paladin or Druid (it is a poison). If no one in the raid can remove poison, the secondary tank needs to work from maximum melee range and have someone stand very close (on top) of Moroes to soak up the blinds. For the first part while killing adds its best to designate one of the ranged DPSers to stand on top of Moroes. While killing Moroes himself, simply have at least one melee DPS hugging him.

Since the off-tank will only get hit while the main-tank is Gouged, rage will be a problem. To counter rage-starvation, consider having the Moroes off-tank grab one of the adds to act as a rage battery. If it's one of the dispelling adds, make sure that the magically crowd controlled adds are held far away from it. It is not a good idea to use the protection warrior type add for this purpose if the off-tank can be disarmed, because the add will regularly do so, greatly obstructing threat generation. Disarming has no appreciable effect on feral druids, however, so this add works well for them.

The off-tank would, of course, be required to build threat on both Moroes and his designated add simultaneously. This effectively turns the off-tank into both a poor-man's crowd control and a more effective off-tank.

If the main tank is a Paladin, then they can keep a blessing of Sacrifice on the off-tank at all times. This means that gouge will break after one hit on the off-tank which makes it easier for the healers.

Things are a lot easier if a third tank is available to tank the add which is due to be killed. The off-tank can do that job, but it requires quite a lot of skill.

Variant: Paladin tank
A well equipped paladin tank can try to tank all of the adds and Moroes at the same time. Take the adds down one at a time but leave one add alive. As long as something is beating on the main tank, they are near immune to the blinds and gouges as they will break when the player is hit. One thing to note is that the adds WILL de-aggro from the Paladin if he or she is gouged. If the gouge is not instantly broken, the adds will most likely attack your healers - having an off-tank who is keeping secondary aggro on all the adds will help limit 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.
Assign targets to players for:
Shackling.
Freeze trapping.
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.
Determine and announce the kill order.
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 two tanks generate threat on Moroes and any off-tank targets, while the controllers shackle or trap, then switch to healing or attacking the first target 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 those abilities 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.

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty 4th: The Operaa Event

Post  Admin Wed Dec 12, 2007 2:59 pm

The Opea is either 1 of 3 acts, each consistant to the specific raid - meaning, they will not change at any time before the instance is reset.
Miscellaneous
This event requires at least 1 person on the stage to start. If you fail to have a player on the stage to talk to the old lady, you will be stuck outside the stage door. If this happens, the event will be stuck, unable to reset. However, it is possible for a person to run up the right side of the pipe organ and manage to leap onto the stage. This is a very tricky maneuver to do, however, and the best course of action is to have 1 members on stage to test the event (and die) to find out which one you have and then the door will remain open for the rest to file in before the Second attempt.

If you don't have somebody on the stage, it is still possible to recover this event through a soft reset. Have all your raiders exit the instance for thirty (30) minutes. All of the mobs on a timer will respawn and the event will be reset.

The Big Bad Wolf:
[edit] Tanking
Generally only one tank is needed. A warrior, protection paladin or feral druid can fulfill the role, but warriors have an advantage due to berserker rage.
The wolf should be tanked along one wall a medium distance away from the rest of the raid. If possible, switch to berserker stance to berserker rage just before a fear.
Whilst someone is under the Red Riding Hood debuff, it is important that the tank continue to generate aggro or risk the Big Bad Wolf attacking a DPS once the debuff has gone.
A Shaman is able to make use of his Tremor Totem to reduce the time spent under the influence of a fear. If the shaman is Enhancement, it is probably best to keep the totem up for the duration of the fight. Elemental or Restoration Shaman will not be under the threat of constant fearing, and can instead drop the totem immediately after a fear, to more reliably break party members' fears.
If that is not possible, a Dwarf or Draenei Priest's Fear Ward can counteract the fear.
As of a recent patch all races that can be a Priest can get/use Fear Ward.

Beside his fear, the wolf is not terribly difficult to tank and does not do a huge amount of damage.
Damage
Ranged DPS classes can continuously damage the wolf provided that the tank does not lose aggro. They can continue damaging while the wolf is chasing Little Red Riding Hood. Melee DPS classes have to be more careful due to the fear. However, any damage caused while the Big Bad Wolf is chasing someone will add to his threat list, regardless of your inability to pull aggro during that time.

Little Red Riding Hood
All non-melee classes (ranged DPS and healing) should stand close together in a corner about 1/3-1/2 the stage length from the wolf being tanked on the adjacent wall. When the wolf casts the Red Riding Hood debuff, the affected person needs to run around the perimeter of the stage. Do not touch or hug the wall because it will slow down your running speed, but stay very close to it. The wolf should be a short distance behind you at all times, but out of melee range. After running about 1.5 times around the stage, the debuff will wear off and the wolf will most likely run back to the tank as long as sufficient aggro was generated.

If you watch the Wolf's target carefully, he will briefly change targets to the upcoming Red Riding Hood then switch back to the tank, before he casts the debuff. This can give advance warning to the target, which is particularly useful to melee dps.
All healing should be focused on whomever has the debuff. It is often possible to survive one attack from the wolf as long as the runner is healed as soon as they are hit. Healers should use preemptive heals, canceling at the last moment if the runner does not get attacked. A priest should use Power Word: Shield. Earth Shield and heal-over-time spells can also help.
The runner should follow a SQUARE path. The Wolf actually chases a spot 20 yards ahead of his target. The runner can imagine they're carrying a long fishing pole with a lure extended ahead of them. If Little Red Riding Hood runs in a circular or oval path, the Wolf will continuously cut them off and be in melee range. If Little Red Riding Hood runs in straight lines with tight corners, the Wolf will lose ground on the straightaways, cut off a little on the corners, but potentially stay out of melee range the entire time.
Be aware that while chasing Little Red Riding Hood, the wolf will continue to fear all nearby players, including the runner. Tremor Totem and Fear Ward on the runner can help.
Warriors can Intervene to whomever receives the Riding Hood debuff to provide a bit of extra protection.
Druids with the Tree of Life Form should not use it, as it slows them even while under the effects of the Riding Hood debuff.
Class Specific Tricks
Rogues - Vanish can be used to prevent all damage from the debuff. Don't come out of stealth, as the debuff remains through Vanish.
Hunters - Feign Death works normally... including the chance to be resisted. Cast it when you get the Little Red Riding Hood debuff, and stay down until it wears off.
Paladins - Use Blessing of Protection on others. As the wolf will follow Little Red Riding Hood for longer than this buff can last, the player will be taking damage if he/she get the buff too early.
Priests - Mind Flay now has no slowing effects on the Big Bad Wolf.
Mages - Use Amplify Magic to help with healing as there is no magic damage during the fight.
Warriors - Use Thunderclap to slow his damage output when chasing as well as Intervene to absorb a hit.

Rumolo And Julane
Strategy
Fighting Romulo and Julianne is a very intensive fight. In phase one, the raid fights Julianne, who primarily casts spells, in phase two the raid fights Romulo, who only does melee, and in phase three the raid fights them both.

[edit] Phase One
In phase one, you will fight Julianne. She is a caster and should be interrupted as much as possible to conserve mana. The interrupters should focus on Eternal Affection, which heals herself for a lot of health. Interrupting the other spells, however, is good for conserving healer mana. She is immune to Silence, but not to other interrupting abilities such as Kick, Shield Bash or Earth Shock.

Dispelling her Devotion buff should be prioritized, however, since it increases her DPS a lot. It is a magic buff and can be removed with Dispel Magic (Priest), Devour Magic (Felhunter), Purge (Shaman), Spellsteal (Mage), or Arcane Shot (Hunter).

It is helpful to have her die in a corner separate from Romulo, to make it easier to pick her up in phase three.

[edit] Phase Two
During phase two, the raid fights Romulo. He is a warrior-type boss, has approximately 190,000 health, and hits quite hard. Like Julianne, his buff should be removed with the aforementioned spells, because it greatly increases his DPS.

He should be tanked with his back turned to the wall, so that the melee DPS will not get knocked back too far by his Backward Lunge.

It is possible to disarm Romulo, and though it should be done as much as possible, it is best to do it when he gains Daring to compensate for his higher DPS in that stage. Like Julianne, he should die in a corner.

[edit] Phase Three
Many players believe phase three is the true event, because you now fight Romulo and Julianne at the same time. The tactics of phase one and two still apply, however because the raid now has less mana and is engaging both bosses at the same time, it will be harder.

The raid should split up in two groups, one group which focuses on Romulo and one group which focuses on Julianne. Preferably, the Romulo group should be ranged (due to his melee abilities), and the Julianne group should be melee.

They must die within 10 seconds of each other, or the dead boss will resurrect with full health again, just like the core hounds in Molten Core.

An alternative tactic is to let warlock(s) use their dots upon Julianne, and DPS Romulo down while having your interrupters on Julianne to prevent a heal. If allowed, Julianne will heal herself or Romulo so it is imperative her heals be interrupted. Silencing Shot does not interrupt her spell. Once Romulo hits 10%-5% you can switch to Julianne. It is advisable to stop casting dots at 30% to prevent Romulo from dying before Julianne is ready to die. Then full out nuke Julianne, and start casting dots on Romulo once Julianne hits 15%.

Wizard Of Oz
Here's an overview of the mobs encountered in this fight:

Mob HP Attacks Remarks
Dorothee 150,000 Water Bolt (1.5 seconds cast, Frost Damage 2025-2475), AoE Fear. Cannot be interrupted or tanked, attacks at random.
Tito 35,000 Interrupts and silences casters. Causes Dorothee to Enrage if killed before her.
Roar 110,000 Melee: around 3000 on cloth, AoE fear. Very susceptible to fear.
Strawman 110,000 Melee: around 4000 on cloth. Gains a Disorient debuff after taking Fire damage.
Tinhead 110,000 Melee: 1500-2000 on plate, Cleave (3 targets, up to 4000 on cloth). Gets a Rust debuff after some time, making him easy to kite.
The Crone 150,000 Cyclone, Chain Lightning (5 targets, 2775-3225 damage). Appears after the other mobs are dead.

The first four bosses are upstage when the event starts and become active one after the other quite quickly. The activation sequence is:

Dorothee (who then summons Tito)
Roar
Strawman
Tinhead
After these four are all dead, The Crone will appear. Killing The Crone successfully ends the event.

[edit] Strategy
[edit] Kill order
The raid needs to agree on a kill sequence. All mobs (exc. Dorothee) can be controlled, depending on player skill and classes available some may be more dangerous than others. One accepted sequence is to deal with the mobs in the order in which they activate. Dorothee is generally regearded to be the most dangerous, because she cannot be tanked. Roar is more dangerous than Strawman because of his fear, and Tinhead is the least dangerous because after some time he moves so slow that he can be easily kited.

Tanking
Tinhead is the only mob which really must be tanked. On all others, tanking is optional, but helps to avoid trouble if they break control. The main tank should be on Tinhead exclusively, a second tank should help on Roar, and maybe taunt Strawman now and then. Tanking Dorothee is pointless. Tito can and should be tanked.

Dorothee
There's not much to say about her other than just nuke her fast. Pay attention not to kill Tito while she's still up, or else she will enrage. Tito should be killed right after she's down. Waterbolt cannot be interrupted, and because she has no aggro table, it targets random people while she's alive.

Roar
Roar is rather cowardly, and susceptible to fear. However, often he will run into one of the two doors and go out of line of sight making it somewhat difficult to keep him constantly feared. Be prepared for many early breaks and resists, as he seems to do this quite often. One Warlock should still be enough to control him, an off-tank on Roar makes the Warlocks job much easier.

Strawman
When he is struck by fire damage abilities, there is a very high chance that he will be disoriented for 6 seconds. Scorch & Searing Pain are excellent abilities to proc this debuff. A fire mage would be the best class to deal with this add, but any mage or warlock (with his imp) will do OK too, even a Shamans searing totem or fire elemental could do the job in an emergency. The off-tank on Roar should taunt Strawman now and then.

Tinhead
Tinhead needs to be tanked by the main tank due to the rather high amount of damage he inflicts. As the encounter progresses, he begins to rust (as indicated through an announcement) and slows down. After a while, he slows down a great deal and can be effectively kited by the main tank. At this point the tank should be taking minimal damage as he can run around without being struck.

NOTE: A popular misconception is that Tinhead's rust event is initiated by ice spells. This is not the case. The rust event is simply a timed event and cannot be influenced.

The Crone
After all 4 major characters have died, The Crone spawns. She has no vulnerabilities, so the MT should pick her up immediately. She spawns cyclones that will knock raid members straight up into the air, dealing a significant (but not fatal) amount of damage; HoT's can keep the cycloned victims alive. When you land, you will take fall damage as well. They are avoidable, and any slow fall ability will also negate fall damage. Cyclone does not stun, so instant cast spells can be used in midair. The cyclones move slowly around the room in a group, and can cross the center of the stage, so it is unsafe to move strictly clockwise or counter-clockwise. Someone should be continuously calling out the cyclones position and direction so everyone can adjust. The Crone does not have a lot of HP; this phase is much easier than the first.

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  worldgirl.jenny Thu Dec 13, 2007 7:52 am

in theorie it looks all so easy but thats not how it works....

and not all they say is true,i did kara a lot and i have see that not always it works how they say it on internet.
just find out how it works the best way with a group is much beter (i think)

worldgirl.jenny

Posts : 28
Join date : 2007-11-26
Location : netherland

Back to top Go down

Read before Karazan Empty Thanks Jenny

Post  Admin Fri Dec 14, 2007 8:12 am

This is just to give people an idea of what to expect, and how to react to it... I rarely find that guides descripe instaances exactly as they are, nor that fights progress exactly as descriped, but none the less, it gives an idea of whats going down...

But thank you for you're input - i also belive that its important to make you'r own experiences, and find out what works with the group that you're in.

Admin
Admin

Posts : 23
Join date : 2007-09-30

https://sinecura.forumotion.com

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  Craftycarper Thu Dec 27, 2007 12:32 pm

Well that all seems easy enough ! lol!

All we need do is send in my magical crawdad to give them all crabs!
Then as a finishing attack i will get up on stage and sing to em!
that will destroy em all NPS 1 Twisted Evil
Craftycarper
Craftycarper

Posts : 38
Join date : 2007-10-04
Age : 56
Location : Hertfordshire England

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  vorlon Sat Jan 05, 2008 7:15 am

well guys our first week of kara runs was a bit short lol, think it was just a bad week to start it few ppl away,at work or still busy after new year.
im sure once it gets going it will flow week in week out, guys anyone needing attunement before wednesdays run pls post as many events in group calander as you can im sure everyone who is available to help will do and you can cancel the rest if you get it done also ask in guild i think there is a few ppl on the same stage of attunment.

can i pls ask for those who want to do kara each week to sign up early i will post a month or so in advance and if pos to say the events you wont be able to attend it will make life easier for me thx guys.

we will stick with wednesday nights 9pm start server time thursday nights 9pm start server time and sunday afternoons 4 15pm start server time the sunday afternoon run is for ppl who dont have a chance to do the nights this is all based on the in game mail zal and me were sent if one of these times dont work v well guys we can always change it

http://wow.curse.com/downloads/details/1958/download/44824/

here is another group calander link so no one should not have it lol

one last thing we will be doing huntsman and possibly moroes aswell so have a little read about them both pls guys and the trash we will face getting to them its all on this forum if you cant find it anywhere else.

sorry for rambling on but i think we will all enjoy it when it gets going and enjoying it is the main thing.
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty THE CURATOR

Post  vorlon Fri Jan 11, 2008 4:37 am

The Curator
Immune to arcane, bleed, poison and mana drain spells and effects.
Health: About 660,000 HP, high armor
Basic Melee: Around 3000 on a tank
Hateful Bolt [1]: An arcane bolt that hits a non-tank character for 4435-5999 Arcane damage.
Summon Astral Flare:Summon one Astral Flare every 10 seconds (Flare Phase)
Evocation: Go completely inactive for 20 seconds while re-filling mana and increasing damage taken by 200% (Evocation Phase)
Enrage: At 15% health, increase melee attack speed and Hateful Bolt cast rate while ceasing new Evocations or Astral Flare summons
Berserk: After 10 minutes, give all raid members an non-removable debuff which increases arcane damage taken by 500%
[edit] Astral Flare
Health: 12000 HP
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
[edit] Strategy
Killing the Curator is basically a gear check. It's not a coincidence that this boss drops the first class set tokens - they really want 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.

The fight consists of four possible phases. Most of the fight consists of two alternating phases: a Flare Phase (which lasts 90 seconds) followed by an Evocation Phase (which lasts 20 seconds). Once the Curator's health drops below 15% it enters the Enrage phase, when it stops summoning Flares and Evocating, but melees and casts Hateful Bolts more rapidly. If it is still alive ten minutes after the pull, it enters the Berserk phase and wipes the raid in a few seconds.

[edit] Flare phase
During the each 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 will result in multiple Flares dealing damage at the same time - this situation will usually mean 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 on The Curator 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 buffed with Blessing of Might and specced for arcane resistance and stamina is ideal for this task. Warriors, Bear druids, and Enhancement shamans can do the job, too.

The Curator casts a Hateful Bolt every 10 to 15 seconds on a non-tank player character. 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.

[edit] 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 moment 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 (or the Enrage Phase, if its health is brought down below 15% during the Evocation).

[edit] Enrage phase
Once The Curator's health drops below 15%, 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.

As of Patch 2.3, The Curator breaks Evocation and enrages as soon as its health reaches 15%. Prior to patch 2.3, it finished its Evocation before it enraged.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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 reduce threat.
Multi-target heals are very effective, especially Chain Heal and Prayer of Mending.
The following simple macro is handy to help damage-dealers target live Astral Flares quickly:
/cleartarget
/target Astral Flare
/stopmacro [nodead, harm]
/target The CuratorWhile 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 can and does lead to wipes in marginal raids. Watch out for cheaters and stop them. Note, however, that this is actually useful in well-geared raids.
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.
Using a Cauldron of Major Arcane Protection gives the healers a break at the start of the fight.
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, Curse of Recklessness, or even Curse of Shadow when the the rest of the raid starts to deal damage.
Priests can use their Shadowfiend during the Evocation phase. Due to the triple damage during Evocation, the Shadowfiend can completely refill the priest's mana.
Shamans should use their Bloodlust or Heroism during the eighth Flare.
[edit] Quotes
Aggro
The Menagerie is for guests only.
Adds Spawn
This curator is equipped for gallery protection.
Gallery rules will be strictly enforced.
Evocate
Your request cannot be processed.
Enrage
Failure to comply will result in offensive action.
Player death
You are not a guest.
Do not touch the displays.
Death
Curator is no longer op... er... ation... al.


Last edited by on Mon Jan 14, 2008 2:47 am; edited 1 time in total
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty TERESTIAN ILLHOOF

Post  vorlon Fri Jan 11, 2008 4:55 am

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.

[edit] Attacks and abilities
[edit] 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.
Berserk - After 10 minutes, Illhoof goes berserk, spamming high-damage Shadow Bolt Volleys on the entire raid every few seconds.
[edit] Kil'rek
Basic Melee - Hits for 2,000 on cloth.
Amplify Flames - Undispellable debuff that increases fire damage 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).
[edit] 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.
[edit] Strategy
[edit] 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.
[edit] 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.
[edit] 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 effect 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[edit] 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. The Nether Protection talent, an Earthen Elixir, Dampen Magic, Blessing of Sanctuary, and Concentration Aura on the warlock are all useful in reducing incoming damage and casting pushback.
If no warlocks are available, a mage will suffice.
If your AoE is not up to that 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.
[edit] 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.
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.
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.
[edit] Quotes
Aggro Ah, you're just in time. The rituals are about to begin.

Sacrifice Please, accept this humble offering, oh great one.

Sacrifice Let the sacrifice serve his testament to my fealty.

Summon Come, you dwellers in the dark. Rally to my call!

Summon Gather, my pets. There is plenty for all.

Killing A Player Your blood will anoint my circle.

Killing A Player The great one will be pleased.

Death My life, is yours. Oh great one.

[edit]


Last edited by on Mon Jan 14, 2008 2:48 am; edited 1 time in total
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty SHADE OF ARRAN

Post  vorlon Fri Jan 11, 2008 4:57 am

Abilities
~900k HP
very low armor
Immune to Mind Numbing Poison, Curse of Tongues, and Silence.



[edit] Basic Spells
Frostbolt - 3 sec cast, 3500 to 4500 frost damage and 4 sec slow
Fireball - 2 sec cast, 3910 to 5290 fire damage
Arcane Missiles - 5 sec channeled, shoots 5 missiles each dealing 1260 to 1540 arcane damage (6300-7700 total)
Chains of Ice - 10 second root, does not break on damage. Dispellable. (appears to be a chance on hit with frostbolt, similar to mage's frostbite)
Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable.
AoE Counterspell - 10 yard radius AoE around Aran, occurs very often. Locks out schools of magic for 10 sec.
All of Aran's basic spells have infinite range (even through walls, they hit anywhere in the instance) and are randomly targeted. Pets are valid targets for these spells, including the snakes from Snake Traps.

It is possible to interrupt and lock out his basic abilities (with Counterspell/Pummel/Earth Shock etc.), up to the point where he starts to use his weak melee attack. He sometimes takes a swing even when not all his schools are locked. When meleeing, he uses a normal aggro table. This can cause problems, as he can move out of the center of the room and leave the raid out of position.

Arcane Missiles seem to be targeted toward the raid member with the lowest percentage health, but this may simply be a random effect.

All slowing and root effects are dispellable (magic), and can be broken by the usual methods.

[edit] Special Abilities
Every 30-35 seconds, Aran uses one of his three special abilities (never the same twice in a row). The special abilities cannot be interrupted or locked out, and they are real killers.

Flame Wreath - 5 sec cast which creates a fiery aura (which lasts 20 sec) around 3 random people in the raid. When the auras are triggered by moving over them, they will deal 3-4k fire damage to everyone in the room.
Blizzard - 1313 to 1687 damage every 2 seconds and slows movement speed by 65%, large AoE that moves slowly clockwise around the room (as of patch 2.2.3 there is a graphic which looks like a small blue tornado at the front end of the blizzard to make it easier to see where is safe and where is hazardous)
Magnetic Pull / Super Arcane Explosion - Pulls everyone to the center of the room, followed by a 10 second cast that will deal 9,000-11,000 aoe damage in a 20 yard radius.
[edit] Water Elementals
At 40% HP, the Shade of Aran summons 4 Elite Water Elementals with ~13,000 HP. They shoot a constant stream of Waterbolts for ~1000-2000 damage and will despawn after 90 seconds. They can be feared/banished for the duration.

[edit] Polymorph / Drink / Pyroblast
When the Shade of Aran gets down to 20% mana or less (about 30k), he will do an emote, Polymorph the entire raid, conjure some water, and start drinking. After about 10 seconds, the polymorph will break and he'll do an AoE Pyroblast right thereafter. If Aran is interrupted while drinking, he will simply use a Potion and Pyroblast. The Pyroblast does 7000-7500 damage to each raid member. As of Patch 2.2, the polymorphs affects characters normally immune to the effect, such as druids in a form. Elementals may break one or more of the sheeps during this time. When the Shade of Aran sits down, any healers released from polymorph by an elemental should heal to full himself and anyone low on health or the Pyroblast will kill you.

If Aran reaches 20% mana again after the first Mass Polymorph, he will not polymorph and pyroblast again. He will just drink a potion and continue.

PvP insignias do not break the Mass Polymorph.

As of 2.2, the Pyroblast can be interrupted.

[edit] Shadows of Aran
After 12 minutes, he will go berserk calling Shadows of Aran. They have various high-damage AoE abilities which will wipe you within seconds. This is not a serious concern; the fight should never take that long.

[edit] Strategy
The problem in this fight is that the whole raid must learn to avoid damage. The Shade of Arans basic attacks are not very dangerous, but the special attacks are deadly. Each raid member must pay attention which attack is upcoming, nobody can sit back and just do their usual routine. Once everybody learns how to move (or when not to move), the fight actually becomes rather easy.

In order to avoid the Magnetic Pull/Arcane Explosion everybody must run to the outer wall of the room, the Blizzard forces people towards the center (or the other side of the room), and Flame Wreath inhibits movement. Beyond this, casters want to stay outside the AoE silence and classes with spell interrupt abilities want to concentrate on what he's casting.

The encounter cannot be reset.

[edit] Gear
Aggro is of almost no relevance, because Aran chooses his targets semi-randomly, thus the tanks should don DPS gear. If the raid chooses not to interrupt arcane missiles, some arcane resistance can be useful. Everyone in the group should strive for at least 8k HP after buffs, more is better. Even healers and ranged DPS must be able to survive a wave of arcane missiles (7k), and everybody must be able to survive the pyroblast (7.5k).

[edit] Interrupts
Arans standard attacks (Fireball, Frost Bolt and Arcane Missile) can all be interrupted. By interrupting his spells, the raid can influence how fast Aran spends his mana. This is important, because the polymorph/pyroblast (at 20% mana) and the water elementals (at 40% health) must not occur close to each other. When either health or mana reach the critical percentage, the other must be clearly away from the threshold.

For a raid new to this encounter (with comparably low DPS), it is advisable to interrupt only Arcane Missile, and let him freely cast Frost Bolt and Fireball. This will maximize Aran's mana usage, and thus the polymorph/pyroblast will occur early, clearly before he reaches 40% health. After the polymorph, the raid can interrupt any of his spells, to minimize damage taken.

If the raids DPS are high enough that pyroblast and water elementals happen close to each other even though only the Arcane Missiles are interrupted, it's time to switch to letting Aran cast the Missiles freely, and interrupt Fireball and Frost Bolt. This will conserve his mana, so that the Water Elementals will occur first. If DPS is really high, the polymorph will finally not occur at all.

Fireballs and Frost Bolts should be interrupted near the end of their casting time, because he expends mana only at the end of the cast and he will be doing nothing else for nearly 2s. Arcane Missiles should be interrupted early, as he spends the mana upfront and thus they will cause less damage. It is useful to assign each player with an interrupt ability one type of spell which he should take care of, this avoids everybody interrupting the same spell, and then have the abilities on cooldown for the next one.

The following abilities interrupt a Shade of Aran cast:

Rogues' Kick
Warriors' Pummel and Shield Bash
Shamans' Earth Shock
Druids' Feral Charge
Mages' Counterspell
Warlocks' Spell Lock
The Druid, Mage, and Warlock abilities have long cooldowns, and are thus not very effective. Note that the Shade is immune to the silence, daze, and root effects of some of these abilities, so casting them produces an "Immune" message. However, the spell is still interrupted.

Particularly for Healers: to save mana, it is generally a good idea to understand when an Interrupt is successful and thus you can follow by interrupting your heal. 2 ways to achieve this:

watch Aran's cast bar
listen to distinctive sounds of interrupts: this is good if visually you have to pay attention to other things.
[edit] Blizzard
This special attack will materialize as a blue, translucent cloud on the floor that slowly moves clock-wise along the outer perimeter of the room until it has completed a whole 360° turn and disappears once it reaches its point of origin. The cloud will snare any player it touches and is trailed by a damaging AoE blizzard which will extend backwards up to 180° of the blizzards' path.

Players in melee range to Aran do not have to worry about the blizzard as it will only affect the outer radius of the room. Ranged fighters and healers should always keep a lookout for the cloud and run away clock-wise from it (but avoid running into the tail of the blizzard) unless they are already affected by the snare, in which case they should immediately turn to cross through the safe center of the room. This will likely expose them to Aran's silencing counterspell, but is still the lesser of two evils. If you keep your raid evenly spread out in the room (in particular the healers), this should not be a serious problem.

[edit] Flame Wreath
[I will not move when Flame Wreath is cast, or the raid blows up.| ]“ I will not move when Flame Wreath is cast, or the raid blows up. ”
file infoIf Flame Wreath is upcoming, the whole raid must immediately stop moving, simple as that. People must wait until the auras are clearly visible, and may only move again when they are sure they will in no way come near one of them. The effect is triggered in particular by the following:

Paladins' Divine Shield
Rogues Cloak of Shadows
Accepting a resurrection (Rebirth or Soulstone)
Mages' Blink
Druids' shapeshifting
It is possible that Tauren effected by a Shaman's Bloodlust ability will break trigger the flame wreath when they increase in size (unconfirmed)
The following will not trigger the effect:

Spell casting
Movement resulting from a spell cast (like Mind Flay or Aimed Shot/Steady Shot for Hunters)
Nether Protection
Pets
People who trigger the Flame Wreath effect are often subjected to a torrent of verbal abuse by the rest of the group. Flame Wreath is confirmed to crit, 10/15% of times, dealing 7.000+ damage to the target.

[edit] Magnetic Pull / Arcane Explosion
Prior to this, Aran will always cast an AoE slow. If everybody starts immediately running right after the magnetic pull (no turning around, just run!), even slowed people can reach the wall before the explosion. The slow can be broken by PvP trinkets, Priests' Dispel Magic, Rogues' Cloak of Shadows or Improved Sprint, Druids' Shapeshift, Warlocks' Spellstone, Paladins' Blessing of Freedom, and Gnomes' Escape Artist. Aspect of Cheetah/Pack will also help. Mages can blink to an edge and use the extra time for an evocate. Priests and Paladins should keep an eye out for slow reactions (or anyone in "Chains of Ice"), since the slowing effects can be dispelled. Warriors can use Intervene to quickly charge up to a raid member at the edge of the room.

If you have successfully reached the wall before the explosion and there's some time left, it is a good idea to bandage if needed. Any efforts (however small it seems) to lift the healers' stress are always appreciated and thus they can allocate mana and attention else where.

[edit] Water Elementals
A Warlock is invaluable here, because the Water Elementals can be banished, stunned and feared, and are susceptible to Curse of Tongues. The adds should be tanked and nuked ASAP. It helps a lot if the tank wears frost resistance gear. The elementals have roughly 13k HP as of the newest patch, so they can be burned down very easily. Because of this, having a warlock in the group is not as important as before.

Nevertheless, the spawning of the Elementals can become a problem when happening simultaneously with a special attack of Aran where everyone is too distracted to immediately grab the aggro of an Elemental before healing aggro draws their combined fire on a poor healer. This is exactly the one moment in this battle you want to save up any defensive or offensive special abilities or trinkets with cool down up for.

[edit] Regenerate Mana
If the raid's DPS is high enough and the interrupts work well, this phase may not occur. If it does, the healers have to be on their toes to heal the raid very quickly after the Pyroblast (preferably using AoE heals). The Polymorph breaks as Pyroblast is cast, so you have the spell's travel time to cast something before it hits (HoTs, Priest shield, Paladin bubble, Mage Fire Ward and Ice Block, Shaman Fire Resistance Totem, etc.); this is effectively only possible if you are outside melee range. After the blast, raid members should use health potions and Healthstones to heal quickly.

This Polymorph will even work on characters who are normally immune. However, druids in Tree of Life form are not considered a valid target for the Polymorph. Therefore, a raid can have the druid cast Lifebloom or another HoT on as many people as he can in anticipation of the AoE Pyroblast. Preparing the raid member with the lowest HP who is not in the druids group to receive Swiftmend would also be an option, as well as preparing Nature's Swiftness to cast either Rebirth (if needed) or Healing Touch.

Druids may now use Barkskin to reduce the damage dealt to them by the Pyroblast, which for druid healers may be essential in keeping themselves alive. Then cast Tranquility right after the Pyroblast to quickly heal up your half of the raid to full health again.
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty CHESS EVENT

Post  vorlon Thu Jan 17, 2008 5:56 am

hi guys lots of pictures and expalainations so here is the link to wowwiki where all the other information on bosses has come from. http://www.wowwiki.com/Chess_event
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty NETHERSPITE

Post  vorlon Thu Jan 17, 2008 6:00 am

vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty PRINCE MALCHEZZAAR

Post  vorlon Thu Jan 17, 2008 6:02 am

vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty NIGHTBANE

Post  vorlon Thu Jan 17, 2008 6:03 am

vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty KARA ADDONS

Post  vorlon Tue Jan 22, 2008 7:40 am

can i pls ask anyone without a threat meter to definatly get one be good if we were all on omen i think its the best threat meter and also ct raid assist is v good for raids, pls download a boss mod addon if pos because it will make jens job a lot easier not having to make macros for everything.

thx guys vor
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  worldgirl.jenny Thu Jan 24, 2008 12:13 am

vorlon wrote:can i pls ask anyone without a threat meter to definatly get one be good if we were all on omen i think its the best threat meter and also ct raid assist is v good for raids, pls download a boss mod addon if pos because it will make jens job a lot easier not having to make macros for everything.

thx guys vor

yes thank you flower

worldgirl.jenny

Posts : 28
Join date : 2007-11-26
Location : netherland

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  worldgirl.jenny Fri Jan 25, 2008 12:30 am

next boss we will do is illhoof and after him we do netherspite for the first time,so all read up on the tactics from netherspite.....its usefull if we all a bit know what is going to happend.
here a good guide nice to read.
http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=37&sid=bypYkPOrhx

here a screen from the beams they talk about in the guide on the net.
Read before Karazan 2554210

worldgirl.jenny

Posts : 28
Join date : 2007-11-26
Location : netherland

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  vorlon Fri Jan 25, 2008 2:12 pm

v nice link for the videos jen thx watched quite a few so got a little idea of what hes like. im sure you have some good tactics aswell so heres to another kara boss down lol fingers crossed.
vorlon
vorlon

Posts : 53
Join date : 2007-10-04
Age : 50
Location : UK

Back to top Go down

Read before Karazan Empty Players' Possesions with photos in Karazhan

Post  Toprak Sat Feb 09, 2008 11:04 am

Toprak
Toprak

Posts : 2
Join date : 2007-12-28
Age : 41
Location : Istanbul , TURKEY

Back to top Go down

Read before Karazan Empty Re: Read before Karazan

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum