Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 

Karazhan Guide

 Post subject: Karazhan Guide
PostPosted: Wed Mar 28, 2007 10:02 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Image

Attunemen The Huntsman

Attacks and Abilities

Phase 1

Attumen

* Basic Melee: Melees from anywhere between 1600 and 2100 damage on tank, 8000 on cloth. He can, and should, be disarmed.
* Shadow Cleave: 360 degree Cleave for around 4k.
* AoE Curse: Wide-area curse that reduces chance to hit with melee and ranged attacks and spells by 50%. Can be removed by mages and druids.
* Mount Up: When he or Midnight is at 25% he will mount up. All aggro will be wiped and Attumen will be fully healed. Phase 2 will then start.

Midnight

* Basic Melee: Around 1800 damage


Phase 2

* Basic Melee: Melees for anywhere around 1600 to 3300.
* Shadow Cleave: Same as Phase 1.
* AoE Curse: Same as Phase 1.
* Charge: Does a knockdown to the targeted player. Also does a significant amount of damage.

Strategy


Tank and DPS

Before Phase 1 Draw aggro on Midnight. This will also pull all the trash mobs before the boss. These mobs will begin to respawn after approximately 25 minutes, if the fight sequence is not active. After a few seconds Attumen will show up, presumably when Midnight is at 95%. The hard part is getting aggro of Attumen right as he spawns, otherwise he will run to your healers and probably one-shot them.

The main tank will want to be on Midnight. The off tank should stand near Midnight, but between him and the healers. When Attumen spawns, it is imperative that the off tank pick him up immediately. Instant abilities such as shield slam seem to work really well here.

Phase 1

Once the off tank has picked up Attumen, drag him to the far side of the corral. The tank should be disarming Attumen as much as possible, as that reduces the damage he deals by approximately 75%. (This is why we put the off tank on Attumen, as he does less damage than Midnight when disarmed.)

Midnight should be tanked away from the raid. Generally we keep the horse in the center of the corral. Absolutely no DPS on Attumen. Everybody should be on the horse. When Midnight is down to approximately 25%, the next phase will begin. All aggro will be wiped, so all DPS must stop immediately at this point.

Phase 2

Attumen will now mount up on Midnight, wipe aggro, and instantly go back to full health. The main tank must pick him up immediately to prevent clothies from getting one-shotted.

Healers should keep everybody's health topped off through this part of the fight. Attumen will randomly charge once in a while and hit for 6,000+ on cloth. It's not that often though, so just heal through it. Bandaging is perfectly acceptable here.

Once the tank has a solid hold on Attumen's aggro, start DPS. We usually have the off tank continue to disarm Attumen whenever possible as it reduces his damage by a large amount. Mages and Druids must be aware of the curse that he casts as it reduces your hit rate by 50%. This means healers will miss those big heals and you will wipe!

You can usually avoid the random charges if you stand everybody in the dead zone - outside of the range of Attumen's cleave, but still within melee range. Make sure to keep Attumen facing away from the group, and only the tank should be taking damage. (This is a tricky thing to do, we were unable to keep him from charging our group, but it felt like he charged less when we did this.)

Keep up the DPS and there you go - congratulations, you've downed your first (probably) Karazhan boss.
[edit]
Role Specifics

Tanks: This seems to be a very aggro sensitive fight so watch out just incase you lose aggro. Besides, get aggro of Attumen RIGHT as he spawns (he spawns next to Midnight), or he will go on a rampage on the rest of your raid. After getting the -50% hit debuff, count in your head to 28, then pop shield reflection. This will send his next debuff back to him, helping your healers dramatically in their quest to keep you alive, and keeping the debuff off of you to keep threat production up.

DPS: A very aggro sensitive fight so do anything you can to stay below the tank in the threat meters.

Healers: Keep the tank alive. One healer should be enough for the tank offtanking Midnight (in phase 1).

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Last edited by Xui on Fri Jan 16, 2009 9:14 pm, edited 3 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Wed Mar 28, 2007 10:04 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Moroes

Abilities

* Basic Melee: 1600-2500 on plate.
* Vanish: Vanishes, does not drop aggro.
* Garrote: After reappearing from Vanish, he will immediately garrote someone, dealing 1000 damage every 3 seconds for FIVE MINUTES (100k total damage). This cannot be dispelled, however Dwarf Stoneform, Paladin Divine Shield and Mage Ice Block do remove the effect including Blessing of Protection. If you still have your Luffa it will also work, but not every time. After he garrotes, he will immediately return to the highest aggro prior to the vanish. As of 2/6/07 all garrotes are removed when Moroes is defeated. If you reset the encounter by running out of the banquet hall, the garrote is not removed.
* Blind: A poison that occasionally blinds the second-highest aggro, causing them to wander. Dispellable.
* Gouge: Gouges the highest aggro, incapacitating them. Moroes will attack the second highest aggro. This can be prevented by having the person with the highest aggro turn his back onto Moroes.
* Enrage: At 30% Moroes Enrages.

Adds


Moroes will have different adds in every instance, much like Chromaggus' breaths. Each add will be based off a class and spec.
Baron Rafe Dreuger Retribution Paladin Health: 68k
Baroness Dorothea Milstipe Shadow Priest Health: 66k
Lady Catriona Von'Indi Holy Priest Health: 66k
Lady Keira Berrybuck Holy Paladin Health: 68k
Lord Crispin Ference Protection Warrior Health: 83.4k
Lord Robin Daris Mortal Strike Warrior Health: 84k

Strategy

The pull should be executed by the main tanks, simply by running to the platform and gathering up Moroes and his adds.

As many adds as possible should be crowd controlled. This can be accomplished by use of priests' shackle, paladins' fear (turn undead), and hunters' freezing traps. The remaining uncontrolled adds should be tanked and killed. If you have the Holy Priest, she should be killed first. If you have either of the warriors, they should be shackled and kept shackled, as they are extremely difficult to kill.

Two tanks will be on Moroes. One tank should be building aggro on both Moroes and the uncontrolled add(s). The adds need to be killed quickly, after which the raid can concentrate on Moroes. The off-tank should consistently remain second on the aggro list, because after a gouge Moroes will turn to the person with the second-highest aggro. When the offtank 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 main tank should turn his back to Moroes to avoid being gouged. If the off-tank is blinded and main tank is gouged, Moroes will run off into the healers or DPS.

Crowd control is extremely important during this fight. The incapacitated adds must not run free for long, as many of them can easily one shot cloth-wearers or heal Moroes. It is recommended shackle be applied every 5 seconds or so. If an add does break loose, a tank should taunt it; however he should not attack since the crowd control will ideally be reapplied soon. Note that the Paladin adds, and possibly the Priest adds as well, can cleanse Shackle from the other adds. Also be aware that the paladins can cast blessings on the Moroes and his entourage, so be ready to dispell or purge.

Priests: Currently the Shadowfiend will sometimes randomly target a CC'd mob even if Moroes is not vanishing. This will generally lead to complete havoc, so it is highly recommended that Shadowfiend is not used AT ALL during the fight unless there is no CC active.

Hunters/Warlocks:
Keep track of your pet, make sure that it doesn't attempt to attack a shackled add when Moroes vanishes.

DPS Moroes steadily, and be sure to heal through the garrotes. Losing even one person on this fight can be devastating.

After Moroes dies, his adds will remain and will need to be killed.

Example: Moroes plus Shadowpriest, Holy Priest, Retribution Paladin & Mortal Strike Warrior

Pull as mentioned above. Putting MS Warrior on shackle, Retri-Paladin gets tanked by 2nd tank. First kill the Shadowpriest because she can cast mana burn (our WL got burned for full mana), while that, keep the holy priest busy, then focus her. Then DPS on Moroes. If you have a paladin along, have him fear the Retri-Paladin, so the 2nd tank is not too busy with tanking/taking damage from him. Stun of Paladin is purge/cleansable.

Useful tip: Position a mage between shackled mob and his priest to frost nova if shackle breaks. This gives more time to reapply shackle and can save lives. [/b]

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Mar 28, 2007 10:15 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Maiden Of Virtue

Abilities

* Holy Fire: 1 sec. cast, 2 sec. cooldown, consumes an enemy in flames for 3000-3200 damage, burning it and inflicting additional 1750 fire damage every 2 seconds over 12 sec. (DoT, dispellable). Blockable with Grounding Totem. Spell Reflection also works on it. Targets the closest person not in melee range. However, it does have a maximum range (about 30 yards) and can be completely avoided if casters stand at maximum casting distance.
* Holy Ground: Waves of virtue emanate from the caster, infusing nearby ground with holy power, for 240-360 holy damage every 3 sec. 12 yards. Silences for 0.5 seconds every 1 second, preventing non-instant spellcasting.
* Holy Wrath: AoE chain, inflicting more damage for every target it hits. Similar to the ability High Priest Venoxis uses.
* Repentance: Puts the enemy target in a state of meditation, incapacitating them for up to 10 sec. Any damage caused will awaken the target. Also deals about 2000 holy damage. She casts Repentance at random intervals, but no more often than about 30 seconds. This affects all players, not just humanoid players. This effect cannot be dispelled, but warriors who pop Berserker Rage can become immune to it (or break it if in berserker stance), just like normal paladin's Repentance. Tip: Warriors (tanks especially) should treat this like the Magmadar fear, which does also make you immune to the 2k frontload damage as well. A paladin can cast Blessing of Sacrifice on the tank to break Repentance.

Strategy


The rooms off the hallway prior to the Maiden do not need to be cleared.

Maiden of Virtue should be tanked where she is standing. A warrior or druid tank makes no difference as Repentance will break almost instantly on the melee due to the Maiden's Consecration.

Everyone must spread out to avoid chaining the Holy Wrath. All casters should stand in between two pillars alone, and be at max range to avoid being hit with holy fire. There is enough room for everyone to place themselves like this. There is a large hitbox around her from which she can be hit by melee. It is not recommended to have more than 3 players in melee range as to avoid Holy Wrath.

The animation for Repentance is visible before the spell is cast and it occurs about every 30 seconds. Casting HoTs and a Power Word: Shield on the tank will be enough to keep the tank alive during Repentance. A paladin can cast Blessing of Sacrifice on the tank during Repentance which will break Repentance when the tank takes damage (however as of 2/22/07 this appears to draw agro off the tank and onto the paladin, which may be a bug). Another counter to Repentance is to have a healer stand within melee range range of the Maiden when she is about to cast Repentance. The Maiden's consecration does not do very much damage and the healer can easily keep himself alive and the damage from consecration will break the effects of Repentance, allowing the healer to heal the tank. Because the Maiden's aura silences spells, the healer must be quick to run out of the aura's range to be able to heal the tank. Strafe works well for this purpose. While the Maiden is not using Repentance, the healer should be dedicated to cleansing Holy Fire as to conserve mana. A Treeform druid can also do this easily, since their HoTs are instant cast and wont be interrupted by the periodic silence.

Its also advisable to have a Shadow Priest (if available) DPSing in the melee group, since the Vampiric Embrace heals will keep the melee up through the consecration, leaving healers free to concentrate on the tank. It's a relatively short fight so the healers/ranged DPS won't miss the Vampiric Touch.

Casting Dampen magic on melee DPS reduces holy ground tick to 150-200 and single HoT can keep them alive pretty well.

Besides Repentance and Holy Fire, this encounter is a typical tank and spank fight.

It's possible to sprint/charge into melee range after the tank pulls to avoid the Holy Fire.

NOTE: Since the Holy fire only hits the closest player NOT in melee range, a great strategy is to have a warrior sit the closest while not in melee range, allowing him to use his Spell reflect ability to put Holy fire back on the Maiden.

* Not immune to bleed effects.


Dual sacrifice strategy (By Yshaelle, Spaniardpolice)

We're taking maiden quite easy down using 2 blessings of sacrifice intead of 1. If you bring 2 holy paladins to karazhan you can do this:

One of the palys casts blessing of sacrifice rank 4 on the MT, this will reduce in 101 the damage received by the MT and will bring that paladin out of the repentance when the first tick of consecration happens.

As the blessing doesn´t stack, the second paladin uses blessing of sacrifice on the 1st one, this strategy will grant you 2 healers on the main tank while the raid is under the repentance, allowing them to be full health and to heal the main tank easily. (We also were using 1 greater fire protection potion and fire resistance aura ) We've done this tactic twice and each time maiden died without any killed in the raid Good luck all =)

MauiWaui wrote:
Have tried those very tactics on the Maiden, and wiped time after time. The ranged DPS and healers were picked off one by one - i think by the Repentance.

It was then discovered that one of the effects can be cleansed - im pretty sure it was the Repentance. We tried again with the whole raid being within cleanse range (which is shorter than healing range), and with quick cleansing the whole group stayed up.

This meant putting everyone on the front line, which means they were stood almost on the platfrom in the centre of the room. Heal through the Holy Fire.

This does seem to contradict what the guide says, and indeed i may be wrong about what it was i was cleansing, but whatever i was cleansing was quickly killing people if left active. Maybe it was the Holy Fire DoT that was being cleansed?...

Just something to consider if the ranged tactics dont work.

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 11:34 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Opera event : wizard of oz

Strategy 1

Summary:

1. Kill Dorothy
2. Gain threat on Roar
3. Tank Strawman (and kill)
4. Fear Roar
5. Gain threat on Tinhead, apply frost & kite (Mage)
6. Kill Tinhead
7. Kill Roar
8. Kill Crone

Dorothee is untankable and will attack at random, so have everyone unleash full DPS and burn her down as fast as possible.

Now, each add is not spawned (or "enabled") at the same time. Dorothee and Roar are attackable upon engagement, followed in 15 seconds by the Strawman, and 15-20 seconds later by Tinhead. Strawman is tanked in the Southwest corner. The off-tank should build aggro on Roar until Tinhead spawns, which will keep Roar coming back to him for the entire duration of the fight. The off-tank leaves Roar as soon as Tinhead engages and leaves Roar to be feared by the Warlock. If you have a hunter, you can have warlock fear Roar as soon possible to minimize damage and have the hunter misdirect to OT and distracting shot roar while he is feared.

A mage starts to cast frostspells at Tinhead when the tank has some aggro, and when 8 stacks have been reached the warrior stops producing aggro on Tinhead, leaving him to be kited around the room by the mage spamming Ice Lance.

When Dorothee and Tito are killed, DPS moves on to the Strawman and kills him. After that, the Warrior starts building threat on Roar again and tanks him in the Southwest corner. The Warlock also stops fearing Roar now and starts DPS'ing Tinhead, who is being kited around by the mage and by now should be at around 50%.

When all of these are killed there is a short break before The Crone spawns. The Crone is very easy; he is a tank and spank without a lot of HP, the only thing is the cyclone that goes around the room counter-clockwise that you have to watch out for. This means everyone has to keep moving almost constantly. This is not a problem for the healers, as two renews can keep the MT up.
[edit]
Strategy 2

The overall strategy being somewhat similar to the one above, instead you do the following:

1. Kill Dorothee, Kill Tito. Tito has very little health and damage but his death causes Dorothee to go into a nasty enrage: make sure she dies first!
2. When Roar aggros, fear him every 4-6 seconds: this should be your Warlocks only focus as Roar will one or two shot cloth.
3. When Strawman aggros, apply non-stop fire damage to disorient him, scorch is well suited for this task (1.5 second cast allows for the occasional resist safely) and a properly specced fire mage can have him down to 60% be the time Dorothee and Toto are dead. Save your Fire Blast for those rare times when he resists 2 scorches in a row.
4. When Tinman aggros, tank him in the far right corner of the stage, away from everyone, while a second mage Rank 1 frostbolts to quickly apply rust. This will keep the mage's damage down and allow the tank to kite him rather than the mage, preferable since the tank can take a few hits from the Tinman while the mage may not be able to. Using rank 1 frostbolt is designed to make it feasible for even a fire specced mage to keep Tinman under control, and to apply the debuffs quickly. Remember: its not the strength of the frostbolt but rather the number of bolts Tinman has been hit with, similar to Viscidus. Do NOT Frost Nova: it negates the point of kiting and Tinman will simply strike whoever is conveniently nearby.
5. Once Dorothee dies, kill Strawman (keep scorching so theres no need to tank.)
6. Kill Roar. (If you have two tanks, tank him. Otherwise just keep him feared while you dps.)
7. Kill Tinman. (Tank continues to kite the whole time.)
8. Kill Crone, move in a clockwise movement around the stage to avoid the cyclone.

* Wizard of Oz Event Strategy GuideBosskillers.com

[edit]
Strategy 3

For this strategy you need 2 warriors, 1 warlock and of course someone who can do frost damage. 3 healers is recommended with 2 priests and a druid being ideal. The main difference with the above strategies is that we kill them according to the ability to be controlled. It happened too often that while DPSing down Dorothy the debuff on the Strawman didn't proc and he killed a couple healers or we used too much dps on the strawman that it took ages to get Dorothy down. So what we do is tank Tinman until he has enough debuffs and then the tank will kite him. We tank Strawman while dpsing him first. Dorothy is ignored for a while because she doesn't do all that much damage anyway and a few HoTs is enough to heal that.

So in order:

1. DPS Dorothy until Roar spawns. Tank A will get 1 or 2 sunders in on Roar and he will be chainfeared
2. When the Strawman activates, have tank A move in and get aggro. Everyone switch dps to the Strawman to get him down as quickly as possible. Use firedamage as much as possible as this will seriously decrease the amount of damage the tank receives. Tank B will move to Tinman to start and tank him.
3. When the Tinman enables, focus 1 or 2 people with frost damage on Tinman to quickly stack up the slowing debuff on him so that tank B can kite him around.
4. Tito should spawn somewhere around now and Tank A should pick him up, even if he's still tanking the Strawman as well.
5. Once Strawman is down, you should quickly kill Tito and finish off Dorothy.
6. Kill Roar.
7. Ranged DPS only on the Tinman. This should allow the healers to regain a bit of mana.
8. Drink quickly once Tinman dies.
9. Kill the Crone.

Don't worry too much about the Cyclone. It does throw you up in the air, but the tanks are easily kept up with HoTs only. Just spread out your healers and you are fine. Just make sure you tank the Crone on opposite sides so that if one tank gets thrown up, the other can move him away.

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 11:35 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Opera Event : The bigbad wolf


Attacks and Abilities

Terrifying Howl - Instant. Causes nearby enemies to flee in fear for 3 sec.

Little Red Riding Hood

* Description: Marks the target as Little Red Riding Hood. This increases the likelihood that the Big Bad Wolf will chase them and try to gobble them up!
* Effect: Reduces the target's armor and resistances to 0. Increases speed 50% to flee the Big Bad Wolf. Pacifies and Silences.

Strategy

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.
* If that is not possible, a Dwarf or Draenei Priest's Fear Ward can counteract the fear. If that is not available, a Shaman in the tank's group can drop a Tremor Totem immediately after a fear. Since the fear is melee range, the shaman won't be feared and the tank's fear will be dispelled immediately and the wolf will go back to the tank.
* Beside his fear, the wolf is not terribly difficult to tank and does not do a huge amount of damage.
* Piercing Howl can be used to slow the wolf.


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.


Little Red Ridinghood

All nonmelee 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 ridinghood 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.

* 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.
* Be aware that while chasing little red ridinghood, 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 gets the "little red" debuff to provide a bit of extra protection.
* It is not recommended druids with the talent Tree of Life to be in that form because it slows them down if you so happen to get the "little red" debuff.
* Vanish and Feign Death will both stop the wolf from following you (although it does not remove little red riding hood debuff).


Quotes

* "The better to own you with!"
* "Run away little girl, run away!"
* "Mmmm... delicious."

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 23, 2007 11:37 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Opera event : Romulo and Julianne


Romulo

Abilities

Backward Lunge: Physical. Strikes at an enemy behind the caster, inflicting weapon damage plus 300 (Knock Back 35 yard).

Deadly Swathe: Physical. Strikes at nearby enemies in front of the caster, inflicting weapon damage plus 300 (Affects up to 3 targets).

Poisoned Thrust: Physical. All statistics reduced by 10% (Stacks up to 8 times), the debuff can be depoisoned.

Daring: Holy. Increases the Physical damage dealt by the caster by 50% and the caster's attack speed by 50% for 8 sec.


Strategy

He can hit quite hard, so make sure people are prepared for the healing assignments. He has approximately 190,000 Health.

Romulo should be tanked so his back is turned towards the wall, thus limiting the knockback effect on the dps.

A Detect Magic should be kept up on Romulo at all times so you can pay attention to when Romulo gains "Daring". A mage must Spell Steal this, a Felhunter Devour this or it must be Dispelled ASAP. Having a Felhunter's "Devour Magic" spell on Auto-cast will cause him to remove the buff the instant it is applied, since Romulo does not have any other buffs for the Felhunter to blow his 8-second cooldown on. It is preferred to simply remove Romulo's buff using Dispel/Purge/Devour and have a Mage Spell Steal Julianne's buff, since it will boost the mage's DPS. This buff can easily make or break your fight.

During Phase 3, When you fight Romulo and Julianne simultaneously, you must kill them both with-in 10 seconds of each other or they resurrect.

Romulo isn't immune to disarm and keeping him disarmed is a key to this fight. It is recommended to use disarm as soon as he gains the "Daring" buff in order to decrease his DPS for the few seconds it takes for the buff to be removed.

* Romulo & Julianne Strategy GuideBosskillers.com


Quotes

* "This day's black fate on more days doth depend. This but begins the woe. Others must end."
* "Wilt thou provoke me? Then have at thee, boy!"
* "Thou smilest... upon the stroke that... murders me."
* "How well my comfort is revived by this!"

Juilanne

Abilities

Eternal Affection: Holy. Calls upon Holy magic to heal an ally. Heal 46250-53750, Cast Time 2 seconds.

Powerful Attraction: Shadow. Range Stun 6 seconds. Range 45 yards. Cast Time 1.5 seconds.

Blinding Passion: Holy. 6000 Holy damage inflicted over 4 sec (2000 initially, then 4 ticks of 1000 each). Range 45 yards, Cast Time 2 seconds.

Devotion: Holy. Holy damage dealt is increased by 50%. Spell casting speed is increased by 50%. for 10 sec.


Strategy

There are three phases to this fight. First you fight Julianne alone, then Romulo alone, then both at once. Each time you have to bring them from full to 0% hp. During Phase 3, When you fight Romulo and Julianne simultaneously, you must kill them both with-in 10 seconds of each other or they resurrect.

In Phase 1 all spell interrupts should attempt to interrupt as many of her direct damage spells as possible in addition to heals, this does wonders to save the mana of healers. In Phase 3, depending on how many interrupts you have available, it might be best to interrupt heals only because allowing her to get one or two off can be a big problem.

Tank her to the side, opposite of where you intend to tank Romulo. This is to make picking them up in phase 3 easier.

Players with interrupts should pay close attention to her heal, as it sets the efforts back quite a while. A Mortal Strike or a Rogues Wounding Poison helps immensely.

A Detect Magic should be kept up on Julianne at all times so you can pay attention to when she gains gains "Devotion". A mage must Spell Steal this, a Felhunter Devour this or it must be Dispelled ASAP. Having a Felhunter's "Devour Magic" spell on Auto-cast will cause him to remove the buff the instant it is applied, since she does not have any other buffs for him to blow his cooldown on. However if there is a mage in your party, having them Spell Steal this buff instead of simply removing it is preferred, since the buff helps the mage's DPS. This buff can easily make or break your fight.

A combination of rogues and warriors (total of 3 people) can keep Julianne silent most of the time, this will greatly increase your chances of survival.

* Romulo & Julianne Strategy GuideBosskillers.com

* Helpful Hint: During Phase 1 and 3 against Julianne having a hunter drop: Snake Trap helped a lot. Julianne will target the snakes, and will cast either her Powerful Attraction (seduction) or Blinding Passion (Holy Bolt DoT) at them. This will greatly help your healers as the snakes are taking some of her attacks.


Quotes

* "Where is my Lord? Where is my Romulo? Ohh, happy dagger! This is thy sheath! There rust, and let me die!"
* "Parting is such sweet sorrow."
* "Come, gentle night; and give me back my Romulo!"
* "Romulo, I come! Oh... this do I drink to thee!"
* "What devil art thou, that dost torment me thus?"

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 24, 2007 12:02 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
The Curator

Abilities

* Summons Astral Flares, 1 at a time. Summoning the add will drain some of his mana. After a short period of time (around 10 seconds or less) he summons another one. The adds have ~11,000 - 13,000 HP and attack using a Chain Lightning-style AoE attack on a maximum of 3 targets within 10 yd range range for 675-825 Arcane damage. Everyone needs to be spread out to avoid this damage. They do 100% Arcane melee damage and are "tankable" but not tauntable.
* Evocation: When the Curator runs out of mana, he will evocate his mana for 20 secs, during this evocation he will take 200% extra damage. During evocation, The Curator will not attack or summon adds. The list of "prime" targets for Hateful Bolts is reset at this time.
* Hateful Bolt: The Curator occasionally shoots a single target arcane bolt for 4000-5500 Arcane damage. This will always afflict the person on his "prime" list with the most health.
* Berserk: After 12 minutes he goes berserk and will wipe your raid.
* Enrage: At 15% he goes into Enrage mode. This largely increases his melee DPS against the MT and greatly increases the rate at which he shoots Hateful Bolts. He is unable to summon adds or becomes Weakened while he is Enraged.
* Immune to arcane damage

Strategy

Depending on raid composition, some DPS should be kept on the Curator, generally a feral bear offtank or a rogue are both useful for soaking the hateful bolts and for staying on the boss to DPS while everyone else kills the adds.

The Astral Flares are tankable, however this does not have to be done by a traditional tank. Since they only do damage in a 10 yard radius, ranged DPS and healers should stand on one side of the hallway, with the flares on the other, out of range. They can be pulled by the off tank, but since they start off chasing a random target, it's much more effective to have a class that can generate ranged aggro (e.g. a Warlock's searing pain, a Shaman's frost shock) pull them off to the side.

He should be tanked where he stands when he is nearest to the entrance of the room on his patrol. The raid should be spread out at the wall nearest to the entrance. To allow rogues and other melee DPS easy access to his back it is best to fact him away from the group. (Note: Curator has a very large aggro radius.)

Adds will spawn fairly quickly, and the basic goal is to burn one down before another spawns. Once Curator is out of mana, the remaining adds should be finished off and all DPS on the Curator. Healers are encouraged to sneak in some DPS via DoTs or wanding while The Curator is weaked whenever possible, and judging Wisdom can help regen a bit of mana.

At 15%, he will enrage, increasing his melee damage and his attack speed. He will fire Hateful Bolts extremely fast, and no longer summon adds or evocate. At this point, DPS should finish off any remaining adds and nuke down the Curator.

The raid must kill him before a 12 minute timer is up, or else he will wipe it with his Berserk ability.

The adds and The Curator himself are immune to taunt.

Special Notes

Generating a "Prime" target list - Hateful Bolts will always hit the person with the most current health, provided that the person is on his prime target list, and is not currently the main aggro target. This list is generated every time he evocates, so it's possible to have an off tank controlling the flares, as long as threat is generated on the Curator during the evocate.

Arcane Resist Gear - Arcane resist gear can help the Hateful Bolt target resist a good deal of damage, but it's really unnecessary. With good spacing, a maximum of three people will be taking damage - the MT, the Hateful Bolt target, and whomever is pulling the Flares away from the group. Occasionally a flare will wander towards the group, but the amount of damage it does is minimal if pulled away fast enough.

At 150ish Arcane resist unbuffed, plus Mark of the Wild, the offtank mitgates roughly half of the damage from Hateful bolt.

Priests - Using your Shadowfiend during an evocation vulnerability will restore a large portion of your mana pool. Normally a Shadowfiend does about 100-200 damage a hit, however an evocation vulnerability will increase this to 300-600 damage a hit, and giving this damage to the caster directly as mana. Dependent of how many healers you have it is advisable to use the Shadowfiend in the second or third damage phase. Also note that keeping Vampiric Touch and Vampiric Embrace on the boss will be a chore. Depending on the group setup and DPS in the group it might be wise to only use the spells when he starts to Evocation his mana back to 100%.

While learning this encounter as a healer, you will use a lot of mana healing people. Bring at least 5 Major/Volatile/Super Mana Potions per attempt, it may save a wipe.

Rogues - Learn to use Cloak of Shadows at the right time to maximize the amount of damage you can negate from the adds. Don't blow it as soon as it is up; rather, save it for right when a spawn is about to begin hitting you with lightning. As melee you will be taking damage from every spawn and you must mitigate as much of it as you can. Evasion will also allow you to dodge their melee hits, which are also Arcane damage.

Warlocks - He spawns adds at an interval of about 10 secs and 10 adds on one mana bar, getting a Curse of Doom on him when there is just under 1 minute left till evocation it will deal massive damage (Around 20k) to the boss.



http://www.warcraftmovies.com/stream.php?id=36575

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 2:34 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Terestian Illhoof


* This fight was made significantly harder in patch 2.0.8

* Terestian Illhoof comes with an elite imp minion.
o Terestian deals a high amount of melee damage
o The imp does decent melee damage (1500-2000 on cloth).

* If the imp is killed, Illhoof gains a debuff called "Broken Pact" which increases all damage done to him by 25%.

* Terestian summons a constant stream of non-elite imps that fireball for around 250 (500+ with amplify flames) and have 5k HP.

* Terestian will occasionally Sacrifice one player. This teleports them to the altar in the center of the room, wraps them in Demon Chains, paralyzes them, and deals 1.5k per tick (about 1-2 ticks per second!) while healing Terestian extremely fast.
o The Demon Chains must be DPSed down to free the affected player IMMEDIATELY and the player in the chains must be spammed with heals so they do not die. This is similar to Maexxna's Web Wrap, but far far more damaging.
o The chains have ~14,000 health.

* Terestian's pet applies the Amplify Flames debuff, increasing fire damage taken by 500. This makes the imps hit much much harder.
o Kil'Rek (his imp) must be offtanked and killed as fast as possible so that Illhoof gets the Broken Pact debuff, and so no one gets the Amplify Flames debuff.
o It is possible for a hunter pet (cat or bear) specced for extra health, armor and some FR to off tank Kil'Rek assuming the hunter controlling him is on the ball.

* Terestian will go berserk after approximately 10 minutes, and he will begin to spam cast shadowbolt volleys every 2-3 seconds; they hit for approximately 7000 each, and hit everyone in the raid.


Strategy

* Healers will take heavy damage from imp fire, they spend a lot of mana healing themselves.
* Focus DPS on Terestian, doing as much melee AoE to kill his elite imp pet. After it is at ~30% hp and a demon chain kill it, this give you ~20 seconds of 25% more damage to Terestian. Keep in mind that Terestian's pet will constantly cast the Amplify Flames debuff, increasing fire damage taken by 500 (It is NOT dispelable). He often times casts it on the healers, who are already getting attacked by the imps. This spell makes it much harder for the healers to heal themselves and the raid.
* The most important thing in the fight is to DPS down Demon Chains as soon as they appear. Otherwise, the Sacrifice victim will die very quickly, and Terestian will heal a lot.
* Every once in a while, the raid leader should call AoE to clear out the non-elite imps. Once most of them are dead, the group should resume hard DPS on the boss.
* Warlocks can enslave one of the elite imps in the pack before Terestian in order to add a substantial amount of DPS and Mana for those who Dark Pact. They shoot a fireball that hits for about 800-1600 every second.
* The best addition to your raid setup is a destruction warlock specced with Nether Protection and spamming Seed of Corruption on Illhoof. He also gains immune to the sacrifice damage when his Nether Protection is active. A mage with Magic Absorption and heavy Fire Resistance is also a great way to make the kill if you have no warlock, the mage acts as the bolt soaker, and thanks to the talent, will continually regenerate mana, assuming a high enough FR, thus allowing continual AoE on the imps. ****** MAGIC ABSORPTION DOES NOT APPEAR TO WORK ON THE IMPS, THERE IS NO REGENERATION *******
* Another alternative to taking care of the imps that come out of the portal is to have a warlock with Intensity and Nether Protection along with a paladin for Concentration Aura and to stand in between the portals and Hellfire. Make sure to have a dedicated healer to heal the warlock.
* Let somebody offtank and build aggro on Kil'Rek with damage while your main tank tanks Illhoof. Let him taunt and get on the top of his hatelist with some ability. That way the healing is only focused on two targets (the warlock and the main tank, most of the time)
* Get Kil'Rek below 20% when the sacrifice starts and let your main tank execute (if he is a warrior) Kil'Rek so that you can fully extend the Broken Pact debuff.

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 2:35 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Shade of Aran



Aran is located in the Guardian's Library in Karazhan. He has ~900k HP and very low armor - melee DPS is brutally effective against him. He must be fought in a very small arena which is a circle approximately 35 yards in diameter. He is completely untankable - he almost never melees, doesn't have a standard aggro list, and if he gets away from the center of his arena, he'll run right back.

In patch 2.0.7, a change was made that allowed Berthold the Doorman to teleport players to the Shade of Aran's room after the Shade's death.

Spells and Abilities

All of Aran's basic spells have infinite range and are semi-randomly targeted. (He is intelligent and will keep nuking a target that's low on HP.) They can all be affected by Counterspell/Pummel/Earth Shock etc. If someone accidentally pulls Aran and you just zoned in at the start of the instance, he can still nuke you. It should be noted that Earth Shock is a poor substitute for other forms of interrupts and spell locks for this fight due to earth shock only being able to lock down the school for 2 seconds.

* Aran has a weak melee attack that he will only use if all 3 spell trees (Fire/Frost/Arcane) are locked out by Counterspell-type abilities.
* Aran has a threat list for his melee. This means if you lock down all 3 spell trees, he will melee whoever is at the top of his threat list. This can cause 2 things to happen: he will chase people around the room to attempt to melee and he will crushing blow for 4k+ on poorly armored targets, sometimes killing people in combination with spells. If this is causing any trouble at all, have a Druid DPS him in bear form to maintain the top of the threat list.



Basic Abilities

* Frostbolt - 3 sec cast, 4400ish damage.
* Fireball - 3 sec cast, 4400ish damage.
* Arcane Missiles - 5 sec channeled, 1500 damage per missile.
* Chains of Ice - 10 second Root, does not break on damage. Dispellable.
* Conflagration - Deals 8000 fire damage over 10 sec to the affected player, and a smaller amount of damage to nearby players. Conflagged players are disoriented and cannot use any spells or abilities.
* Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable. Druids can shape shift to remove the reduce movement effect.


Special Abilities

NOTE: Aran's special abilities cannot be locked out by Counterspell-like abilities. For example, if you lock out a Fireball, he can't Fireball for 10 seconds, but he could Flame Wreath at any time.


* Flame Wreath - 5 sec uninterruptable cast. Targets 3 random people in the raid. If there is no one close to them, nothing happens. If there are any other players near the target, it creates a circle of fire on the ground for 15 seconds. Anyone who crosses the flame wreath (moving in or out) will trigger a 3-4k Explosion that hits everyone in the room. It is important that everyone in the raid hold still as his flame wreath finishes casting, even if standing in a blizzard. If you continue moving, it is possible to step across a wreath before it becomes visible on your screen.

NOTE: As of 2/26/07 pets no longer trigger this effect. Additionally, a rogue using Cloak of Shadows that remains still will also not trigger Flame Wreath. (Cloak of Shadows had previously proc'd it.)

* AoE Counterspell - 10 yard radius AoE around Aran, occurs very often. Any caster in range is quickly rendered useless. Note that this will only affect you if it pulses *while* you are casting; instant-cast spells won't get you silenced, and you're free to stand next to Aran as long as you're not actively casting any spells.

* Blizzard - 1700 damage per second, large AoE that moves slowly clockwise 360 degrees around the edge of his arena. Resembles a less damaging C'Thun dark glare. The Blizzard has a large area of effect and it covers one side of the room. You will be hit by the Blizzard if you are meleeing him and on the side it's traveling on.

* Magnetic Pull / Super Arcane Explosion - Pulls everyone to the center of the room, Slows everyone, then starts a 10(?) second uninterruptable cast that deals 12,000 damage to a 30 yard radius (note that the room is only 35 yards wide). If you start running as soon as you're pulled, you can avoid the AE even while Slowed. Rogues using Cloak of Shadows can get rid of the slow (and possibly avoid the Super Arcane Explosion, though this should really only be used as a last resort in case of lag or other circumstances prevented you from escaping in time). Aspect of Cheetah/Pack will also speed your run to the outside if you are delayed in the middle. Priests and paladins should keep an eye out for any slow reactions (or anyone in "Chains of Ice"), since the slowing effect can be dispelled.



Water Elementals

At 40% HP, Nielas Aran summons 4 elite Water Elementals. They have about 30,000 HP, and will despawn after 90 seconds. They shoot a constant stream of frostbolts for 1000-2000ish damage. They can be banished and feared, and Fear is the main method of controlling them.

A second option is taking a high aggro class, such as a warrior or druid, dressed up in frost resistance gear. Prot Tanks are obviously preferred as their damage is less critical on Aran than another class would be (and there's a spell damage reduction talent that compliments this option nicely.) Since the Water Elementals use exclusively frost damage, a high frost resistance tank can make them a non factor relatively easily. This eliminates the need of a second warlock but one is absolutely crucial: asking a tank to maintain aggro on four adds is not suggested, but tanking two is certainly feasible.

NOTE: The elementals have recently been nerfed. They now have about 30,000 HP and are most killable.

Enrage

When Nielas Aran gets down to about 30k mana, he will do an emote ("Give an old man some time for a refreshing drink"), polymorph the entire raid (causing you to regain most if not all of your hp) and start drinking. After he drinks for 10 seconds he will start casting an AoE Pyroblast. If Aran is interrupted while drinking, he will simply Potion and Pyroblast. The Pyroblast does 7000-7500 damage. Two druids using tranquility and independent heals can heal back the whole raid.
[edit]
Known Bugs

* As of 03/24/07, when dots kill him while drinking the Door keeps locked. This is fatal! After a ticket a <GM> told us that Aran in our Instance-ID is still alive. So if we would leave Karazhan for more than 30 Minutes he would respawn, furthermore no porting to his room works. This is really jacked up, no solution :/


Strategies

* Raid DPS must stay high in order to prevent Aran from running out of mana and Enraging. Full out DPS is the best strategy if you have the DPS. You will be able to bridge the gap on DPS by making sure all healers have a dot on the boss and max dot him. DPS hybrids should be on max DPS if they are not a primary healer. The idea is to kill him before he enrages. DPS is the key.
* Under the circumstances that Frostbolt, Fireball, and Arcane Missiles are on cooldown due to interrupts he WILL melee very fast for 2400 crushing on leather.
* Healing on Aran's target must be extremely fast, 5k nukes can kill people very quickly.
* Counterspells (pummel, kick etc) should try as much as possible to interrupt Fire and Frost spells right before they finish casting. If you interrupt a spell right as it starts, he'll just start casting another. Waiting to interrupt causes him to waste more time without doing damage, and also prevents him from running out of mana and Enraging. Earth Shock on 6 sec cooldown and 2 second tree lock is not enough. He will resume casting in that tree very shortly and before the cooldown on earth shock is up. Its best to have the shaman focus on DPS/healing and assist with shocks when they can.
* Conflagration is Aran's most damaging "regular nuke" and can rapidly kill someone. Make SURE to heal the conflagged guy!
* Dealing with Arcane Explosion is easy - even if you are Slowed the whole time, 10 seconds is more than enough time to get away from AoE. In order to maximize raid DPS, meleers can stay in and melee for 5-6 seconds while he casts AoE. As long as someone dispels Slow off them, it only takes 3 seconds to run out. Gnomes' Escape Artist racial ability also works against his slow.
* Blizzards are a horrible threat to ranged DPS, standing still in a blizzard you'll take probably 13k damage before it moves off you. The easiest way to deal with Blizzard is to move to the center, the only place that doesn't get hit with the Blizzard. Unfortunately, this means you're exposed to Counterspell for at least 10 seconds, and you're clumped up for Flame Wreaths.
* Flame Wreath can wipe a raid in a matter of seconds. The best way to handle Flame Wreath is to prevent it altogether. Stay spread out any time you're not dodging Blizzards, so even if he does cast it there's a chance it won't stick. When it does occur, just stay away from Flame Wreath.
* Your raid can easily survive Aran's "enrage", just make sure everyone has over 7500hp. On most successful kills, the Polymorph > Pyroblast cannot be avoided.
* If you lack the raw DPS, then DPS him until 42-45%, wait for him to go OOM and polymorph the raid. Once everyone is back to full health continue strong DPS on him to 40%, and then CC the Water Elementals for 90 seconds while maintaining interrupts and DPS on Aran. The reason for this is if you have elementals out and he polymorphs the raid it is usually a wipe. This way you can control the adds and not have to worry about keeping his health below his mana for the fight.
* Now that the normal game interface allows you to see "enemy castbar" is it vital to use against this boss to have a few seconds of warning as to what he will use.
* It is possible (and recommended especially for priests and other rather low-hp classes) to have an imp stand in the middle of the room set to "stay", thus not triggering flame wreath but giving the blood pact aura for the whole room.
* It is recommented that mage{s} must have frost ward on them all the time


http://www.warcraftmovies.com/stream.php?id=36897

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 2:35 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Netherspite


Attacks and Abilities

Netherspite has two repeating phases.

Portal phase (60 sec.):

* 3 nether beams targeting Netherspite are produced simultaneously from 3 nether portals randomly placed in the room, hitting Netherspite or the first player standing between Netherspite and the portal. The beam effects stack each second, and there are 3 colours (see below). You will see a coloured portal spawn at the start of phase 1; the same colour beam is emitted a few seconds after this.

* Once the buffs tick out, a debuff is applied to the player, preventing him from intercepting the last taken beam for another 90 sec, thus a rotation for each of the beams is required.

* Dominance (blue):
o Last for 8 sec after leave beam
o Hits Netherspite: +1% damage.
o Hits Player: Damage dealt is increased by 5%. Healing received reduced by 1%. Damage taken by spells is increased by 8%.
* Perseverance (red):
o Last for 20 sec after leave beam
o Hits Netherspite: Damage taken reduced by 1%.
o Hits Player: Damage taken is reduced by 1%. Defense increased by 5. Health is modified - the first application gives +31,000 health, with additional stacks decreasing this down to 1000 HP after 31 stacks.
* Serenity (green):
o Last for 10 sec after leave beam
o Hits Netherspite: Heals for 4000 health.
o Hits Player: Healing done is increased by 5%. Spell cost reduced by 1%. Maximum mana reduced by 200. Stacks up until you're total mana pool reaches 0.

Banish Phase (30 sec.):

* Netherspite is banished, thus remains stationary, still vulnerable to all damage.
* Randomly fires Netherbreath hitting ~4 people in the raid, inflicting 3700 to 4000 arcane damage and knocking the victims away. This is a cone area effect spell.
* Netherspite will still melee during this phase.

Both phases:

* Nether Burn: Aura type spell, Deals 1200 shadow damage every 5 sec
* Void Zone Consumption: Opens a massive void portal that lasts ? sec., inflicting ~1k Shadow damage every 2 sec. to all enemies in a selected area. (Similar to that in the Four Horsemen fight of Naxxramas)

Additional notes:

* The person intercepting the red beam gains aggro; Netherspite targets them immediately.
* The Portals will spawn at the same locations every time, but they can change color between themselves, so what might be green in the first phase 1 could be red in the next. Note that they do not HAVE to change color, but merely that they CAN (Does not change color in the middle of the portal phase, this note was meant to mean that the portal can possibly change color AFTER the banish phase which happens every ~30 seconds and never in the middle of the portal phase. The way it is worded makes it sound as if it can instantaneously change color without warning/preparation).
* In the portal phase, the portals will appear immediately, however the beams will not appear for ten seconds.
* Netherspite gains a 200% damage buff shortly after the beams spawn each phase, making it necessary for a tank to have the Perseverance buff stacked for a certain amount at all times.
* Netherspite will enrage (turn red and wipe the raid) if you do not kill him fast enough (9 mins)
* The blue beam have only come out in the back and the right, never on the left.
* Netherspite is still able to deal melee damage to you during the banish phase if you get too close to it.

How to tank Netherspite

Netherspite requires a minimum of two tanks in order to be done successfully and if done with the right amount of execution and skill, no more.

Basically you simply rotate tank 1 and 2 every time Netherspite banishes himself. Tank 1 starts out the first phase by standing in the red beam ONLY to get the health buff required to tank Netherspite. Once the buff has been applied, take a small step to the left or right (roughly 3-5 yards) so that the beam jumps off of the tank onto Netherspite. Let the beam stack 2-3 times on him and then promptly resume your position in front of it. What this does is keep the health buff on yourself while also making sure that Netherspite takes damage during phase one, you don't want the buff on him getting higher than 4-6 stacks. Keep in mind that there is a slight delay during the time that you stand in the beam and when it jump off of Netherspite onto you. Hence why you jump in early at 2-3 stacks, the delay will allow 1-3 more stacks of the buff on Netherspite which is perfectly acceptable. Once the first tank's turn is over, the second tank will start his turn once Netherspite unbanishes himself in phase 2, by the time tank 2 has completed the new phase, tank 1's debuff should wear off, allowing him to resume his role.

Once your tanks practice this on/off strategy a bit, the timing will become second nature. If all goes well, by the time Netherspite banishes himself he will never have gotten more than 6 stacks of the buff at a time and the tank will have no more than 30 stacks of the buff as well. At this point its up to your raid to decide whether to stay in for phase 2, or to run out to avoid the melee hits/random breathes. If you decide to run out and use the LoS strategy (which Blizzard currently says is NOT an exploit) then you need to make sure that you have enough DPS to get him down before the enrage. To get an idea of how you're doing on the fight, you need to do roughly 20% of his HP per phase change in order to avoid being destroyed. If you're on the 5th banish and he is not down yet, stay in to try and get him down because he is going to enrage very soon after he unbanishes himself.

Tip: If your group decides to stay in during phase 2, his breath attacks hit people in a cone shape. He will target a player, pause, and then shoot his nether breath. In order to avoid this, simply determine who he is facing and move to the sides and you shouldn't get hit.

Around 15%, he goes into a nether-fed rage which hits for 7200 at 9 mins. This will hit the entire raid.
How to "tank" blue beam

What worked best for the guild so far have been to get 4 people designated to tank the blue beam. 2 people alternate tanks between the portal phases. 25 debuffs seem to be a good number to switch out to the next person and by the time the second person gets 25, banish phase should happen. Then, the third and fourth person tanks the upcoming portal phase and after that banish, it's back to the first and second person. Alternating this way prevents anyone from dying instantly if a void portal spawns underneath the person. However, do note that whoever has the green beam at the time must heal the person on the blue beam because the person with the blue beam is taking massive amounts of damage. This strategy also leave very little room for error (i.e. deaths) because if anyone who is designated to tank the blue beam dies, it is incredibly difficult (if not impossible) to tank the blue beam with one person.

A warlock is easily able to take an entire blue beam rotation by draining life.

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Apr 30, 2007 2:39 am 
Offline
Hi I Got Banned Coz Im a Spamming Cunt
Hi I Got Banned Coz Im a Spamming Cunt
User avatar

Joined: Thu Nov 21, 2002 10:59 am
Posts: 4340
Location: ? You expect me to tell you ? With my reputation ?
Chess event


Chess event is an encounter in Karazhan where the raid plays a sort of chess match against Medivh. At the end of the event, a Dust Covered Chest appears with the loot.

Talk to the your respective faction (Horde or Alliance) king piece to start the game. Each raid member can control any member of the chess board and each piece on the chess board has different capabilities. They don't all follow the standard movements you would expect from a chess piece on a chess board. You can dismiss your current piece and change to another piece, however, you will suffer a 15 second debuff that doesn't allow you to control another piece. The objective is to kill the enemy King before they kill yours.

Overall this is a very easy fight: it has been soloed on many occasions. If Karazhan is not being done a certain week, or if a player with the ability to stealth misses out, they can stealth to the game and solo it.

* From 2/20/07, the Arcane Guardians see through stealth, making it much more difficult, if not impossible, to solo to the event.

If you fail, the chess board is reset and you can try again after a short delay.

NOTE: There is an issue that makes the players unable to reset a game that was started after the event was already done, applying Game In Session debuff with a complete silence effect in the room and that above. This makes it very hard to encounter the following packs of Fleshbeasts. Soft reset will work. Even though very tricky, a rogue can enable the raid to continue even with having the debuff on. Have the entire raid stand outside the entrance doors to the chess event, while the rogue stealths past the exit doors. He/She has to wait for the patroling fleshbeast to go up to Medivh's Chamber (on the left) and pull the 2 fleshbeasts sitting there. Even with the debuff you can still shoot or throw to pull. Now all the rogue has to do is sprint back to the group whom are outside the entrance without the debuff. Repeat this step with the patrol and now your group can procede through to the Prince.
Contents
[hide]

* 1 Chess Piece Abilities
* 2 Strategy
* 3 Loot
* 4 External Links


Chess Piece Abilities

Most of the information below is translated from a Chinese post Source

The Horde and Alliance chess pieces' skills basically mirror each other, only the animation differs.

Each chess piece will auto-attack whoever it faces, and it can move, use abilities or change the direction it is facing.

The cooldown for each move is 5 seconds.

There is a minimum shared cooldown of 5 seconds for every skill.

* King High Health/High Damage
o Frontal Cleave: Deals 4,000 damage to 3 enemy units in front of you. Cooldown 5 secs.
+ Range: 1 square forward, affects at most 3 chess pieces (including 2 chess pieces at 45 degrees in front)
o Heroism: Grants 50% increased damage to all allied humanoids in range. Cooldown 15 secs.
+ Range: 1 space, affects pieces on all 8 adjacent spaces, does not affect self.
o Move: Moves the king 1 space
o The first side to kill the opponent's King wins.
* Queen Medium Health/High Damage
o Skill 1: Deals 4000 damage to any chess piece, Cooldown 5 secs.
+ Range: 4 squares in any direction parallel to the chessboard squares, or 3 squares in a 45 degree diagonal direction.
o Skill 2: Deal 6000 damage to any chess piece and all hostile chess pieces adjacent to target. Cooldown 15 secs.
+ Range: 4 squares in any direction parallel to the chessboard squares, or 3 squares in a 45 degree diagonal direction.
o Move: Moves the queen 4 squares in any direction parallel to the chessboard squares, or 3 squares in a 45 degree diagonal direction.
o Major damager.
* Priest Low Health/Low Damage
o Skill 1: Heals any chess piece for 6000 Hp. Cooldown 10 secs.
+ Range: Half the length of the chess board.
o Skill 2: Deals 2,000 damage to 3 enemy units in front of you. Cooldown 5 secs.
+ Range: 1 square forward, affects at most 3 chess pieces (including 2 chess pieces at 45 degrees in front)
o Move: Moves the Priest 1 square.
o Only healer.
* Knight Medium Health/Low Damage
o Skill 1: Deals 3000 damage to a target 1 square in front. Cooldown 5 secs.
+ Range: 1 square.
o Skill 2: Reduces damage of all adjacent hostile chess pieces by 50%, last for 10 secs. Cooldown 5 secs.
+ Range: 1 square, all 8 adjacent squares.
o Move: Moves the Knight 2 square forward or 1 square diagonally.
o Good Meatshield.
* Tower Low Health/Medium Damage
o Skill 1: Deals 3000 damage to all adjacent hostile chess pieces. Cooldown 5 secs.
+ Range: 1 square, all 8 adjacent spaces.
o Skill 2: Reduces damage done to self by 50%, last for 5 secs. Cooldown 5 secs.
+ Range: Self
o Move: Moves the Tower 1 space.
o Good Damager but need careful use.
* Pawn Low Health/Low Damage
o Skill 1: Deals 1000 damage to a target 1 square in front. Cooldown 5 secs.
+ Range: 1 square.
o Skill 2: Absorbs 500 damage. Lasts 5 secs. Cooldown 5 secs.
+ Range: Self
o Move: Moves the Pawn 1 square.
o Cannon Fodder


Strategy

The first moves you should make are to move forward the 4 central 'pawns' (In the front row) out 2 spaces. This will allow for your king, queen, knights, and elementals to move forward. The healers (The units next to the king and queen) need to stay a few squares back from the king to main heal him. The king has a large AoE, as well as heroism, which boosts nearby unit's attack speed. The objective is to nuke the other team's healers, and then ignore all other pieces while moving onto the king--his health will go down drastically once they are dead.

A chest with the loot will appear once the enemy king is down.

_________________
bregor wrote:
you know what the scary part is, xui is always right

Akemi wrote:
Never ever thought i would say this, but... i agree with Xui... damn i feel like i need a shower now.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group

Based on Codfaction theme by Gamexe.net
Website & Logo © FuN 4 Forums 2013 - Part of the EJN Media Network