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Veriturkki
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PostSubject: Prince Malchezaar   Mon Aug 18, 2008 6:36 am

Prince Malchezaar


Gender: Male
Race: Man'ari Eredar (Demon)
Level: ?? Boss
Health: 1,100,000
Affiliation: Burning Legion
Occupation : Master of Karazhan
Location: Netherspace, Karazhan

Background

Little is known about him except that he is a man'ari eredar, he claims to be a prince, and he is a member of the Burning Legion. It is unknown how or when he arrived at Karazhan, or what his purpose there is. He apparently arrived while some agents of the Violet Eye were still alive inside Karazhan, notably Keanna. It was likely shortly before Karazhan was sealed, as the Violet Eye were aware of Keanna's death. At some point, he somehow obtained Grom Hellscream's axe, Gorehowl.

Due to his location at the top of Karazhan, he is considered by many to be the tower's final boss. However, some used to consider the creature Nightbane to be the true final boss of Karazhan, due to his superior difficulty in the early days of the dungeon's release. Their comparative difficulty is now disputed.

In any case, Prince Malchezaar is a difficult boss for raids when they first reach him. Beating him requires solid gear on everyone: The tank, the damage-dealers, and the healers. It also requires skilled execution by all players.

Prince Malchezaar can be encountered after the Chess event and controls all of the trash between the Game Room and Netherspace.

Attacks and abilities

Summon Infernal (All phases)
Malchezaar summons a Netherspite Infernal which, about three seconds after landing, starts continuously casting a Hellfire AoE roughly the size of the one Baron Geddon uses. Each Infernal lives for about 180 secs, and there is no limit for how many of them can be up at the same time. There are typically four Infernals up at a time until the end of Phase Two (see below), after which they will start increasing rapidly. These Infernals are stationary, and must be avoided by the raid. They cannot be targeted or attacked. The cooldown on this ability is 45 seconds during Phases One and Two, and 15 seconds during Phase Three. Malchezaar exclaims one of two emotes to announce an Infernal: "You face not Malchezaar alone, but the legions I command!" or "All realities, all dimensions are open to me!".

Enfeeble (Phases One and Two)
Periodically casts Enfeeble on five characters chosen at random, excluding the current target (the tank). Enfeeble reduces maximum health to a single hit point for about seven seconds. While this effect is active, any damage causes instant death. Healing effects do nothing, but the lost health returns after this undispellable effect ends. Enfeeble is followed by a Shadow Nova, so enfeebled characters must stay 30+ yards away from Malchezaar, and watch out for Infernals. Vampiric effects such as Siphon Life ignore Enfeeble. This does not hit pets.

Shadow Nova (All phases)
Malchezaar's Shadow Nova has a three-second cast, a range of 24 yards, deals about 3000 shadow damage, and includes a knock-back. This attack can be outranged by healers and ranged damage-dealers, so even if they are enfeebled it does not cause much concern. Enfeebled melee must get out of range; however as long as they start running right away they have plenty of time to avoid the Shadow Nova. This attack can be resisted. During Phases One and Two, Malchezaar casts this roughly four seconds after Enfeeble. During Phase Three, he casts it without preliminaries.

Shadow Word
Pain (Phases One and Three)
Periodically casts Shadow Word: Pain on his primary target for Phase One, and on a random target for Phase Three. Can be dispelled. Cannot be reflected. Causes 1500 damage per tick.

Thrash (Phase Two)
Thrash gains two extra rapid-fire melee attacks against Malchezaar's current target. Malchezaar uses this ability unpredictably, from a few seconds to up to a few dozen seconds between each use.

Parry (Phase Two)
Parry avoids a frontal melee attack as the character ability. This is notable because Parry speeds up the next attack by 40%, and is dangerous in combination with Thrash.

Sunder Armor (Phase Two)
Sunder Armor is cast on the main target. As the character ability, this effect reduces the armor of the victim.

Flying Axes (Phase Three)
Malchezaar unleashes his axes on random targets as a separate but untargetable attacking entity. They deal physical damage and appear to have Demonic Frenzy as they start out hitting each new target for only about 400 on cloth, while ramping up to 2000 a hit.

Amplify Damage (Phase Three)
Amplify Damage is a debuff that doubles damage taken from all sources. It is cast on a random target and not dispellable.

Strategy

The fight with Prince Malchezaar has three phases:

Phase One

Phase One starts immediately when Malchezaar aggroes. The door to the balcony closes, and Malchezaar starts summoning infernals and casting Enfeeble and Shadow Nova. He casts Shadow Word: Pain on the tank.

* Fight Malchezaar with the tank's back to the wall to avoid knockback.
* DPS him steadily down to 60%, being mindful of Enfeeble, Shadow Nova, and the Infernal AoE.
* One strategy is to use White damage only for Phase One, except for hunters and classes with aggro wipes. This allows the tank to gain plenty of aggro to counter the high raid DPS of Phases Two and Three, meaning the tank will never get enfeebled.
* If you start to get cornered by Infernals, have your tank move to another part of the platform. Try to do this before Phase Two.

Phase Two

Phase Two starts when Prince Malchezaar is reduced to 60% health. He warps in axes, which substantially increases his melee damage. He stops casting Shadow Word: Pain and starts Parrying and Thrashing and casting Sunder Armor on the tank. Infernal summoning, Enfeeble, and Shadow Nova continue as in Phase One.

Thrash is the biggest threat during this phase and can deal more than 12,000 damage inside of a second. Healers should keep the tank as close to full health as possible and stagger movements during group shifts to ensure the tank does not go very long without a heal.

* Keep attack power and speed debuffs up at all times (Thunderclap, Demoralizing Shout or Curse of Weakness)
* Healers should use preemptive and not reactionary heals during this phase (cancel unnecessary heals instead of only healing when needed)
* Paladin tanks can stop melee attacks and focus on using magic damage to reduce the chance of parry damage spikes
* He is considered "dual wielding" during this phase; as such, his melee auto-attacks have a 19% greater chance to Miss. His melee specials (including Sunder Armor) don't suffer this penalty, though.

Phase Three

Phase Three begins when Prince Malchezaar reaches 30% health. Melee damage on the tank returns to Phase One levels. He stops using Enfeeble, Thrash, Sunder Armor, and Parry. He continues casting Shadow Nova. He starts casting Shadow Word: Pain and Amplify Damage on random raid members. He throws his axes into the air where they fly around attacking raid members at random. He starts summoning infernals much more frequently.

* Make sure the person being attacked by the axes communicates to the raid chat or on Ventrilo or Teamspeak so they can be healed. The damage they do is easy to heal through, but if ignored may cause the death of your healers or damage-dealers. The axes do physical damage and as such can be mitigated with armor. A Paladin's devotion aura is advised.
* The Infernals will spawn much more frequently and Malchezaar must be killed as soon as possible. Raid movement and communication is paramount during this phase to avoid taking damage from the Infernals. Each infernal will land on a fifteen-second timer. In less than two minutes, the infernals will completely cover the combat area, leading to a wipe. Burn him down fast.
* A badly placed infernal during this phase can easily wipe the raid. If this happens, don't be discouraged, since you managed to get him through the most difficult part of the fight (Phase Two).

Safe Spots

Removed in patch 2.4

Infernal Spotting

Malchezaar emotes either "You face not Malchezaar alone, but the legions I command!" or "All realities, all dimensions are open to me!" immediately before summoning an infernal. If you look to the sky beyond the balcony, you'll see a bright yellow meteor headed toward the raid. Its trajectory is a little tricky but somewhat predictable.

One responsible non-melee raider should act as a spotter. He receives a raid marker and has three jobs:

* Watch for falling infernals and move to a safe spot.
* If an infernal will fall on the melee group, announce it in clear terms and suggest a new location (e.g. "infernal on far side of door from melee group, move along the wall from the door", or maybe a minimap ping).
* Stay within range of the melee group so the healers can do their jobs.

The other ranged raiders stick close to the spotter. It's possible to skip the raid marker and announce safe spots, but using the marker requires a lot less communication.

As for the infernals themselves: before landing, they fly in a straight line toward a point in the arena, but shift direction suddenly at the last second, usually down.

Naturally, your spotter should be smart about choosing a safe spot. A wide open place is better than sandwiched between two infernals' AoE, and the area of the Prince's Shadow Nova is right out.

During Phase Three, Malchezaar summons infernals at an increased rate, so watch those emotes.

Wipes

Wipes on Prince Malchezaar are typically caused by one of four things:

An infernal landing in a bad spot right as an Enfeeble hits. To deal with this, simply watch for infernals, and make sure that there is always room to run. Otherwise, try again and hope for luckier infernal positions.

A lack of heals on the tank when the healers change positions to avoid an infernal. Healers must have a plan to ensure that the tank never goes without heals during a move. This may require that a healer briefly take damage from an infernal.

In Phase Two, a huge damage spike on a warrior tank caused when rapid-fire Thrash attacks use up Shield Block charges and lead to crushing blows. This is even worse if Malchezaar Parries at the same time. These spikes are not avoidable. The healers and the tank must simply use their normal techniques to ensure survival in the face of this damage. In particular, healers must continuously cast big heals in Phase Two even if the tank is at full health. By the time the heal lands, he won't be at full health any more. Parries can be reduced or eliminated by Expertise on the tank and by melee damage-dealers hitting Malchezaar from behind.

Running out of room in Phase Three due to too many infernals spawning. The solution to this is to increase damage output so that the Prince dies before this happens.

Note that better gear, especially on the damage-dealers, reduces the possibility of all of these problems.

General Tips

* The range of the Hellfires from the Infernals is not nearly as big as it seems graphically, which means that there is some leeway to where you can move and avoid damage.
* If you have a ranged person that is very familiar with this fight and the safe places to stand, mark him/her with a raid icon and instruct the ranged raid members to stay on top of the raid icon during the fight. This saves a lot of time explaining positioning and is very effective if the person marked is good.
* The tank can use an Elixir of Detect Demon to keep track of infernals, and not get trapped. Hunters and Warlocks should turn on Track Demons to accomplish the same thing.
* Melee DPS should keep an eye on infernal positions and have an escape route to use when enfeebled.
* It is possible to have all ranged stand huddled together between the wall and the pillar at the right of the doorway, avoiding Shadow Nova and most infernals, while melee tanks Malchezaar at maximum range.
* A paladin tank will have an advantage during phase two, since the larger amount of charges on Holy Shield compared to Shield Block can enable him to remain uncrushable during the entire fight.
* A feral druid can tank Malchezaar, starting in the center of the platform. A druid in dire bear form can Feral Charge out of each Shadow Nova knockback that isn't resisted, allowing complete freedom of tanking position in order to better avoid the Infernals.
* When Prince Malchezaar resets after a wipe he will completely despawn and then respawn in around 30 seconds.
* Trolls can use Berserk when hit by Enfeeble to get a free haste bonus.
* Priests must avoid using Shadow Word: Death while enfeebled.
* Horde Paladins must avoid using Seal of Blood during Phases One and Two.
* Physical damage-dealers can use Elixir of Demonslaying to great effect, especiallyin Phases Two and Three.
* During Phase Three, the raid may run out of room to move. Given the choice between standing in range of Shadow Nova and standing in range of an infernal, it's better to move in close and take the hit from Shadow Nova. With no more Enfeeble in Phase Three, it's not always instant death.
* If possible, buff Warlocks' minions and Hunters' pets with Dampen Magic to greatly reduce the damage they take from Shadow Nova as well as Shadow Word: Pain.
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PostSubject: More Prince   Tue Aug 19, 2008 5:13 am

Quotes

Gaining Aggro:
* "Madness has brought you here to me. I shall be your undoing!"

Summoning an Infernal:
* "You face not Malchezaar alone, but the legions I command!"
* "All realities, all dimensions are open to me!"

Starting Phase Two:
* "Simple fools! Time is the fire in which you'll burn!"

Starting Phase Three:
* "How can you hope to withstand such overwhelming power?"

Player death:
* "You are but a plaything, unfit even to amuse."
* "Your greed, your foolishness has brought you to this end."
* "Surely you did not think you could win."

Malchezaar Dies:
* "I refuse to concede defeat. I am a prince of the Eredar! I am..."

Bugs
Prince Malchezaar sometimes casts Enfeeble on the tank at the very start of Phase Two. Reports are mixed on whether this bug is threat-related or not.

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PostSubject: Nightbane   Tue Aug 19, 2008 5:15 am

Nightbane


Race: Undead dragon (Undead)
Level: ?? Boss
Health: 1,300,000
Wealth: 144g 11s 14c
Location: The Master's Terrace, Karazhan

Nightbane is a summonable raid boss in Karazhan. He is a fiery skeletal dragon, transformed by Medivh from Arcanagos and formerly of the Blue Dragonflight. While not the ruler of Karazhan, a position apparently held by Prince Malchezaar, many consider Nightbane to be the true final boss of the tower, due to his superior difficulty in the early days of the dungeon's release. A raid member must have completed the Neutral [70] Medivh's Journal questline to summon the boss. This means Heroic Shattered Halls and Sethekk Halls must be partially completed in order to obtain the [Blackened Urn], which is used to summon Nightbane.

Attacks and abilities
Nightbane has two phases that he transitions between several times during the course of the fight. During the Ground Phase, tank the boss on the ground in a style reminiscent of Onyxia. At 75%, 50%, and 25% health, he enters the Flight Phase and takes to the sky, during which time the raid's attention is focused elsewhere. After Nightbane finishes casting Rain of Bones and then Smoking Blast he begins a slow descent back down to the platform (to roughly the same location as the original landing) and Phase One begins anew. He is NOT tauntable.

Abilities on the ground
* Bellowing Roar – Typical dragon fear with a 2.5-second cast time, short duration, and 30-second cooldown. Of moderate range, healers and ranged DPS at max range will be just outside its reach. Resistible with Berserker Rage, Fear Ward, Will of the Forsaken, Death Wish or a PvP trinket. Tremor Totem will also break the fear on pulse. He casts this once every 45 seconds to 1 minute.
* Charred Earth – Chars the ground beneath a random player. All players standing inside the affected area (approximately 5 yard radius, visually indicated by smoke on the ground, very difficult to spot if your spell effect detail slider in video options is below half way) receive a DoT that deals up to 3,000 fire damage per second. Cannot be dispelled, but disappears by itself once the player leaves the affected zone. The zones remain for 30 seconds and several of them can be present at the same time.
* Cleave – Typical dragon cleave, frontal arc. Hits for approximately 6,000 on plate, 11,000 on cloth.
* Distracting Ash – Reduces chance to hit with melee and spells by 30% for 40 seconds. Can be dispelled.
* Smoldering Breath – Inflicts 5k to 6k fire damage to enemies in a frontal cone. Deals 1,688 to 1,912 damage every 3 seconds for 15 seconds.
* Tail Sweep – Inflicts 450 fire damage on enemies in a cone behind the boss, knocking them back. Deals 450 fire damage every 3 seconds for 25 seconds.

Abilities in the air
* Casts Rain of Bones on one random player/pet:
o Bombards the area the targeted person was standing at the initial cast with bone fragments, which deal 352-408 physical damage in a 6-yard radius.
o Summons five Restless Skeletons. Each has the following attributes:
+ Hits for approximately 1,300 on cloth, 450 on plate
+ Has roughly 13,500 health
* Shoots powerful Smoking Blast every second for approximately 15 seconds. Deals 1,850 to 2,150 physical damage (can be mitigated by armor, approximately 750 on plate) to the target and 3,000 fire damage over 18 seconds. The fire damage-over-time debuff can be dispelled. Targeting for this ability is determined by the individual with the highest threat on Nightbane after he goes into the air. The target is usually a healer because damage-dealers typically hit the skeletons during this phase.
* Fireball Barrage: If any member of the raid is too far away from Nightbane while he is in flight, he pelts the raid with fireballs, each doing about 3,000-3,500 damage, casting 1 per second until all members are within range. This ability exists to prevent exploiting and is not something you will notice if you do things correctly.

Strategy
* The battlefield consists of a long, narrow terrace, bordered by a dome on one side and row of battlements—the rectangular spaces cut out of the top of the wall—on the other.
* Nightbane initially lands near a skull close to the dome, two-thirds of the way on the south side of the terrace. After Phase Two (flight), he lands much closer to the center of the terrace.
* Main tanks should generally have their back to the outside wall, to direct the cleave and breath attack away from the rest of the raid.
* Melee DPS should stand in typical dragon-meleeing position, at the hind legs on either side. Staying between the legs is important because both the tail and the head do cleaves/swipes.
* Ranged people need to be far enough from Nightbane to avoid his Fear ability. Also, the Charred Earth ability lends itself to people staying close to walls and split into two groups. It centers itself on a player, so a player close to a wall will create half as much affected area.
* One viable strategy is to split up the ranged members, sending group 1 to the north side and group 2 to the south. However, many raids see superior results keeping both groups on the same side, with group 1 clustered next the dome and group 2 clustered next to the battlements.
* From the landing spot, the max range of DPS and healers should be six battlements away from the main tank (not counting the one the MT is at)
* No one should stand on the domed roof, as this causes Nightbane to evade-bug. But shouldn't be a problem because it's impossible to wall climb up now. Players with the correct know-how of how to jump up, still can as of 2.3, although it is much more difficult. However these players must be very careful of aggro, misdirecting and aggro-dumping every chance they get. The melee, and the tank, should remain down in the "playable area".

Ground Phase
The Ground Phase lasts from when Nightbane lands until his health hits 75%, 50%, or 25%, at which point he then takes to the air for the Flight Phase. All during the Ground Phase Nightbane casts Charred Earth, Fears, and Cleaves.

Tanking Nightbane
Tanking Nightbane is a fairly straightforward affair, with the exception of fear. Handling fear is paramount to success, as one or two uncontrolled fears will guarantee a wipe. Warrior tanks can minimize the effect of fear by stance dancing. Having a macro to avoid fear really helps. For the Druid or the Paladin tank, however, things are not so easy unless Fear Ward is present. Patch 2.3 changed the cooldown of Fear Ward to 3 minutes, making it difficult to rely on by itself for the encounter. But since Nightbane will chase the tank even if the tank is feared, raid members can run out of range of the fear to avoid getting caught by a cleave or tail sweep. A tremor totem in the tank's group is a huge help for this strategy by reducing the amount of time the tank gets feared.

Everyone else
Healing in this phase is not particularly difficult, with the fight resembling a simple Tank and Spank, but be careful not to rip aggro with an early heal on the tank. Nightbane has a lot of burst potential when his melee is combined with his cleave and smoldering breath, so healers need to be somewhat awake, even though they can get outside the 5 second rule quite often.

Another ability that might be problematic during the Ground Phase is the Charred Earth. Assuming it appears beneath Group 1, Group 1 should briefly shift over to Group 2's position until the area is safe again, and vice-versa. Occasionally, both groups may fall victim to Charred Earth at the same time—if this happens, all healers and ranged must temporarily shift forward to remain in range of the tank and the boss. Consequently, both groups will be closer to the boss and vulnerable to the fear. The tank must be ready to take preventative measures as required should the raid's healers suddenly find themselves incapacitated. When melee DPS are avoiding Charred Earth, they must be careful not to move into the area vulnerable to Cleave (ahead of his front legs) or Tail Swipe (behind his back legs). Any melee-type wandering into his head area are prone to being one-shot.

This is a long, healing-intensive fight that can last upwards of 10 minutes. Timed correctly, many mana-regenerative cooldowns such as Innervate and Shadowfiend may be used twice during this encounter.
Flight Phase

Nightbane flies into the air, signaling the start of the Flight Phase. Flight Phase lasts until Nightbane has finished using his two abilities of Rain of Bones and Smoking Blast.

Preparing for Smoking Blast
Immediately after Nightbane summons skeletons while in his Flight Phase, it targets the raid member with the highest threat and repeatedly casts Smoking Blast on this target. This is typically a healer.

Smoking blast deals physical damage, so the more armor the target has, the better. Paladins would be ideal; however, due to their mechanics, it is very difficult for them to have the highest threat. Even if paladins have improved righteous fury, their healing threat generation is only 0.5*1.9=0.95 compared to the 0.7*0.8=0.56 threat (Priest or Druid with blessing of salvation, 0.595 for a Shaman) that the other healers will have. In general, it is fairly difficult for the paladin to compete with healing aggro for Smoking Blast against priests and shaman who have AoE heals.

Healers must be prepared to spam heals on whomever the affected primary healer is. This will likely occupy a majority of your healers' time, which complicates dealing with the skeletons. When formulating a strategy for killing the skeletons, remember that your healers are otherwise occupied.

Alternate Method #1 This method requires a Resto Shaman with Earth Shield. When Nightbane takes off, have the Shaman place an Earth Shield on the tank. Once the Rain of Bones begins and the skeletons start to spawn, have the tank grab aggro on as many of them as possible (Thunderclap [improved talent works wonders here] for Warrior tanks, or Swipe for Feral Druids). The skeletons will proc the Earth Shield on the tank, thus generating the healing aggro on the tank. This will limit healing in multiple ways, 1) only one to three people actually taking damage from Rain of bones, 2) Earth Shield will keep the tank up easily provided the resto shaman's gear is decent, 3) the Smoking Blast will only be hitting the tank with the Earth Shield (which will in turn proc it more). You can drop a Tranquil Air Totem if the tank is not in the healers' group to ensure that healing can still go out, but Smoking Blast will hit the tank.

Dealing with skeletons
All healers and ranged collapse to where the main tank is standing in order to avoid the Fireball Barrage. Once Rain of Bones starts, all players must immediately move away to avoid taking too much AoE damage. Five skeletons will spawn during the Rain of Bones. These hit fairly hard. To mitigate this damage:

* Warriors and feral (bear) druids should use taunt and cleave/swipe liberally to keep aggro off of the healers. Warriors can use Challenging Shout and Druids can use Challenging Roar, during one of the phases. Grenades also work very well to establish initial aggro.
* Pets with taunt abilities (especially hunter pets) can hold aggro temporarily
* Paladins are uniquely suited to this phase. A Paladin should activate his DPS cooldowns from trinkets and avenging wrath and tank the 5 skeletons. The primary advantages of this strategy are that all skeletons are controlled during the Flight Phase and will not run about killing the healers, skeletons die much faster due to the AoE and all healers will be able to get the Blessing of Wisdom buff to help mana issues instead of the Blessing of Salvation buff. Warlocks and mages can then begin AoE and down the skeletons much sooner than single target DPS allows.
* Shaman can drop Stoneclaw Totem or Earth Elemental Totem to buy healers an extra second or two
* It also helps in the group spreads out a little bit after gathering, so the tanks can identify who has aggro from a skeleton and pull aggro from them as soon as possible. Note: Do not spread out too far as this will make pulling aggro from the skeletons even harder.
* Hunters can drop Frost Trap on the skeletons to keep them anchored for a tank, which can be a huge help. Entrapment spec is a plus.

Lacking a good Paladin tank, it may be more effective to kill the spawns one at a time rather than AoEing them. Be warned: Due to the Smoking Blast occupying the healers, there isn't much chance for survival if a mage or warlock draws aggro from AoE.

Also, If you are still having trouble with this fight being the Skeletons still are not going down fast, people are dying or its killing the healers mana, It might be an idea to have your raid pre-prepared with Stratholme Holy Water from the Undead side of Stratholme. Using this when all 5 are up will deal decent damage, and if everyone that can't AoE uses this they should go down much quicker.

Transition to the Ground Phase
Ten seconds before Nightbane lands, all members of the raid should fall back to the previous positions, dragging whatever skeletons are still alive with them. Ideally, all adds will be dead at this point, but having one or two still up before Nightbane descends is fine. The tank must remember to keep an eye on the casting bar, and stance dance to avoid an early fear. A recent change has made this fight a bit easier for raids that do not have fear wards/tremor totems/warrior tanks. Nightbane will keep aggro on the tank, regardless of whether the tank is feared or not. This introduces the challenge of the tank being feared into the ranged group, but it does make paladin and druids tanks more of an option.

The most dangerous parts of this fight are the transitions between the Flight and Ground Phases, when the main tank must reestablish aggro. Hunters' Misdirection is especially useful here, to make sure the boss goes directly for the tank.

Ground Phase begins again when Nightbane lands, rinse and repeat at 50% and 25% until victory.

Warrior Tanks - the stance dance is thus:
1. When you see him begin casting, hit Berserker Stance, then Berserker Rage.
2. Switch back to Defensive stance.
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PostSubject: More Nightbane   Tue Aug 19, 2008 5:30 am

Patches and hotfixes
Patch 2.0.10 (3/6/07): Nightbane's Restless Skeletons are now immune to non-holy magical damage.
Reverted in a hotfix several hours after the patch.
Patch 2.0.10 (3/6/07): Restless Skeletons no longer have immolation.
Patch 2.0.10 (3/6/07): Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect.
Patch
2.1.0 (5/22/07): Nightbane was significantly retuned with no official
patch note; Rain of Bones no longer follows targets, Smoking Blast
damage greatly reduced, Distracting Ash completely changed, no longer
able to fear during landing, several bugs fixed.

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PostSubject: Hyakiss the Lurker   Tue Aug 19, 2008 5:31 am

Hyakiss the Lurker


Race: Spider (Beast)
Level: 73 Elite
Health: 260,000
Location: Servants' Quarters, Karazhan

Hyakiss the Lurker is a level 73 named elite spider in the Servants' Quarters in Karazhan. Once he spawns, he's stealthed in a corner of the spider room.

To cause the Hyakiss or one of the other servant's quarters bosses to spawn, you must completely clear the area of trash. If it takes your raid more than 30 minutes to kill them all, you will likely have respawns, which will need killed as well. Once there is not a single trash mob alive in the Servant's Quarters, one of the three bosses will spawn. Which boss spawns is determined randomly.

Attacks and Abilities

* HP: ~260,000
* Hyakiss' Web: Stuns an enemy for 10 sec (magic).
* Poison: Deals 500 damage every 3 seconds and reduces armor by 500. Stacks up to X times.

Strategy

After engaging, 2 tanks build up threat on Hyakiss simultaneously. Make sure that the off-tank always stays second on the aggro-list, so that when the main tank gets webbed, Hyakiss goes to the off tank, instead of killing the raid. Remove the poison, it reduces armor and does nature damage per second. If there is no one to remove it, the off tank should taunt her if the poison stacks too often (2-3 times), so that the MT has the chance to let the debuff run out. The stun can also be dispelled.



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PostSubject: Rokad the Ravager   Tue Aug 19, 2008 5:32 am

Rokad the Ravager


Race: Darkhound (Demon)
Level: 73 Elite
Health: 230,000
Location: Servants' Quarters, Karazhan

Rokad the Ravager is a level 73 named elite darkhound in the Servant's Quarters in Karazhan. The Servant's quarters are located immediately to the right after you enter the instance from the main entrance.

Rokad only does straight up melee damage on the main tank, but does so a lot (about 1800 damage). The encounter is a straightforward tank and spank fight.

Most of the trashmobs in the room can be cleared before starting the bossfight. The only exceptions are the two dogs closest to him: they seem to be linked to the boss and pulling them will aggro the boss as well.

The random animal boss spawn seems to work like this:
1. Clear the area (boss hasn't spawned yet).
2. Start clearing the respawns.
3. Get the announcement by the spawned boss.
4. Clear the path to the announced boss.
5. Kill the boss - (confirmation needed on this) - Apr. 8

Faction Gain

Clearing the area requires the raid to kill around 50 mobs worth 15 Violet Eye rep each. With reputation from the boss, this adds up to about 1000 Violet Eye reputation.

Strategy

While Rokad does relatively strong melee damage to the tank, this encounter is essentially a "tank 'n' spank" fight; just DPS him down and heal as needed.

A warlock can enslave or banish the two dogs that aggro with him. They have a cleave that can hit for 2-3k and crit for over 7k. If enslaved and used against the boss, they can actually pull aggro away from the main tank.

Loot

Rokad drops one set of purple bracers each time. These are randomly selected from Cloth, Leather, Mail, Plate, with a random enchantment.



Last edited by Veriturkki on Tue Aug 19, 2008 5:39 am; edited 1 time in total
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PostSubject: Shadikith the Glider   Tue Aug 19, 2008 5:32 am

Shadikith the Glider


Race: Bat (Beast)
Level: 73 Elite
Health: 260,000
Location: Servants' Quarters, Karazhan

Shadikith the Glider is a level 73 named elite bat in the Servant's Quarters in Karazhan.

Note: To get to this boss, you need to clear all the mobs in the servants quarters. It's to the right after you enter the instance. When you cleared all Mobs in under 30 minutes and about 3-10 of the respawns a random of 3 bosses will spawn, one of them is this.

Abilities

* Sonic Burst: An AoE Silence ability.
* Wing Buffet: Removes aggro from the tank. Identical to the Drakes of BWL.
* Charge: He will charge the farthest member of the raid that is in line of sight for him. Hits for aprox. 5000 on cloth. This ability can crush for up to 9000, you can't run back and zone in. Because of this, the farthest member of the raid should always be an offtank or shaman with shield. This ability can be taunted away before the hit.
* AoE Knockback: He will randomly do an AoE knockback that hits everyone in melee range for about 2000 damage.

Strategy

We split up in two camps. Pulling him out from his room into the room leading to his, the MT was tanking Shadikith with his back against the wall to avoid being knocked back. The rangedps and healers stood with their backs against another wall at the opposite side of the room with the 2nd tank standing by them ready to taunt Shadikith away from the healers and rangedps and moving him back to the MT who then taunted Shadikith back to himself. Besides this it is a very easy tank and spank fight. Just keeping the MT topped off to prevent "unlucky" situations when he uses his silence ability.

Alternative Strategy

Pull the boss to a recently cleared large room. A hunter with misdirection is very valuable here and can pull the boss to the beginning of the instance if there is no suitable room in which to fight the boss. Do not attempt to kite this boss any significant distance to a raid, as it is extremely fast, however, attacking the boss then vanishing is a viable means of pulling the boss to the rest of the raid. A tank and an offtank should stand in opposite corners of the room, with all casters in the center and melee dps following the boss and attempting to stay in front of it with their backs to walls. Because the boss charges the member of the raid who is farthest away at the time, this will always be a tank, and each tank is in healing range at all times. The offtank should attempt to gain some level of threat immediately, in case the boss has just wiped the aggro from the main tank. This happens 1-2 times per fight, and in each case, it appears that the boss has wiped aggro from everyone immediately before charging, as he does not attempt to attack healers or dps leaders.
If a sufficiently large room is chosen, casters will never be silenced by the AoE silence effect, so healing is never interrupted. Additionally, the only people affected by the AoE knockback will be any melee dps who have not managed to get to the boss's front side and place their backs to a wall. Melee dps should not attempt to chase the boss unless it switches aggro from the main tank to the offtank, as it will usually return to the main tank immediately after charging.

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PostSubject: And the last--- Videos   Tue Aug 19, 2008 6:16 am

Watch videos, it helps a lot:

Huntsman
http://www.youtube.com/watch?v=_g_mlxTdSHw
Moroes
http://www.youtube.com/watch?v=PwcCODurf50&feature=related
Maiden
http://www.youtube.com/watch?v=ntukPabEZZc&feature=related
(remember, caster more close, on the edge)
Opera
Big Bad Wolf
http://www.youtube.com/watch?v=SZabWScnavI&feature=related
Romulo & Julianna
http://www.youtube.com/watch?v=2R-wVIqYmHA&feature=related
Wizard of Oz
http://www.youtube.com/watch?v=Ah33gVk0SP4&feature=related
(Frost magic don't cause Tinhead to rust. it's random.)
The Curator
http://www.youtube.com/watch?v=sy59cqiuFRc&feature=related
Remember that we use only 3 -4 randed dps on the flares and all melee dps staying in curator. Also our spot for tank the cura is diffrent.
Illhoof
http://www.youtube.com/watch?v=wk__eQ30zr4&feature=related
Shade of Aran
http://www.youtube.com/watch?v=wk__eQ30zr4&feature=related
Chess Event
http://www.youtube.com/watch?v=Li7Dv_MPlGs&feature=related
Netherspite
http://www.youtube.com/watch?v=iBMcaL_t-Ig&feature=related
Prince Melchazaar
http://www.youtube.com/watch?v=l0zLQrLGZ6w&feature=related
Nightbane
http://www.youtube.com/watch?v=gp7tPUwvJoM&feature=related
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