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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:38 pm Reply with quoteBack to top

This thread will detail the boss fights in Karazhan for quick and easy reference by raid leaders and other raid members. The goal of the thread is to outline the important information regarding each encounter in a manner that is easily absorbed. Therefore, this may end up being the only paragraph in the thread.

Feel free to post any additional information. I will then add it to the reserved posts.

Beasts
Attumen
Moroes
Maiden
Opera Event
The Curator
Terestian Illhoof
Shade of Aran
Netherspite
Chess Event
Malchezaar
Nightbane

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Thu Mar 27, 2008 10:56 pm; edited 7 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:38 pm Reply with quoteBack to top

Attumen (Optional)

Trash: Respawns after 25 minutes, so should be cleared fast.

Difficulty: Very easy.


Basic:
Starts with Midnight (Undead).
At 95%, Attumen (Undead) spawns and must be off-tanked.
When either is at 25%, they rejoin with the higher percentage of remaining HP.


Stats (Midnight):
HP: ?
Damage: ~2000 on tank

Stats (Attumen):
HP: 350,000
Damage: ~2000 on tank

Skills (Attumen):
Shadow Cleave: ~4000 damage to melee, range of 5 yards
Intangible Presence: curse, -50% hit and spell hit, CAN BE DISPELLED

Skills (Mounted Attumen):
Charge: ~6000 damage (cloth), minimum range of 8 yards


Strategy:
- If you have a warrior tank, he should be on Attumen for disarm.
- Any tank is fine for Midnight.
- Basically a tank 'n' spank.
- When Attumen is mounted, all ranged DPS and healers should be between more than 5 and less than 8 yards from him. Yes, this can make it difficult for hunters.


Additional information:
After killing Attumen, clear the group of five near the blacksmith, as the smithy can repair your gear.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Tue Aug 28, 2007 5:14 pm; edited 3 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:38 pm Reply with quoteBack to top

Moroes (Required for opera)

Trash: Respawn time: ?

Difficulty: Easy, requires attentiveness.


Basic:
Starts with Moroes and four guests, all undead.
The guests should be CC'ed or disposed of, and Moroes should be killed as soon as all guests are accounted for.
The fight can be reset by running out to the stairs.


Stats (Moroes):
HP: 378,000
Damage: ~2500 on tank

Skills (Moroes):
Vanish
Garrote: 1000 damage per 3 seconds for 5 minutes, CAN BE DISPELLED
Blind: Poison removing the target from combat, CAN BE DISPELLED
Gouge: Used against highest aggro
Enrage: At 30% health, Moroes' damage increases


Guests (four of six, randomly):
Baroness Dorothea Millstripe (Shadow priest) - Mana Burn, Mind Flay, Pain
Lady Catriona Von'Indi (Holy priest) - Greater Heal, Shield, Dispel Magic
Baron Rafe Dreuger (Ret pally) - Hammer of Justice, Cleanse, Blessing of Might
Lady Keira Berrybuck (Holy pally) - Holy Light, Cleanse, Divine Shield
Lord Robin Daris (Arms warrior) - Mortal Strike, Whirlwind
Lord Crispin Ference (Prot warrior) - Disarm, Shield Bash

- Use Shackle and Freezing Trap whenever possible, saving Turn Undead for emergency situations (CC breaking early).
- The holy priest and the two pallies can dispel Shackle on others, so extra caution should be taken with them.
- Target in order of easiness: shadow priest, holy priest, prot warrior, holy pally, ret pally, arms warrior.

- LADY CATRIONA VON'INDI should be kept CC'ed at all times.
- BARON RAFE DREUGER should be kept CC'ed at all times.
- LADY KEIRA BERRYBUCK should be kept CC'ed at all times.
- LORD ROBIN DARIS should be kept CC'ed, if possible. If not possible, the off-tank should keep aggro on Daris while hitting Moroes. If a third tank is available, he could tank Daris.
- A druid tank (main tank, off-tank, or auxiliary tank) can easily tank LORD CRESPIN FERENCE while keeping threat on Moroes, if necessary.
- BARONESS DOROTHEA MILLSTIPE can be burned down easily, especially by with a rogue "tanking".


Strategy:
- This fight will differ depending on your group make-up.
- Use Shackle and Freeze Trap (preference to Survival hunters) to CC at least 2 (preferably 3) of the guests.
- It is NECESSARY to have two tanks fighting for aggro on Moroes due to his Gouge ability.
- A third tank may be used on the current guest, but this is optional.
- The off-tank is usually the victim of Moroes' Blind attack. When this happens (no longer a poison), the other tank should turn around so he cannot be Gouged. When Blind wears off, the tank may face Moroes again.
- Dwarves should Stoneskin out of Garrote. Mages should use Ice Block, if available. Other non-tanks should be bubbled by a pally. Tanks will need additional healing from HoTs to help get them through.
- Other than that, it's just a game of awareness, keeping CC up while Moroes goes down.
- Battle res should be saved for a healer or CCer who dies. If a tank dies, everyone should run out to the stairs unless there are 3 tanks. (Exception: if Moroes is under 20% or so, it may be possible to kill him with only one tank, if enough healers are up.)

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Thu Jan 17, 2008 12:29 am; edited 3 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:39 pm Reply with quoteBack to top

Maiden (Optional)

Trash: Respawn time: ?

Difficulty: Average, requires attentiveness.


Basic:
Just the Maiden.
Uses Repentance to incapacitate the whole raid (except the main tank).
Uses Holy Fire to do high damage to people other than the main tank.
Has a silencing and damaging aura with an image in the area of effect.


Stats:
HP: 404,000
Damage: ~2500 on tank

Skills:
Holy Ground: ~400 holy damage every 3 seconds, silences, range 12 yards
Holy Fire: ~4000 holy damage and ~2000 holy damage every 2 seconds for 12 seconds, CAN BE DISPELLED
Holy Wrath: Chained holy spell, 20 second cooldown
Repentance: ~2300 holy damage, incapacitates the whole raid for 12 seconds, 30 second cooldown, breaks from damage


Strategy:
- Unlike most Karazhan mobs, Maiden is NOT immune to bleed effects.
- She should be tanked such that her location is the center of the platform where she starts.
- Ranged DPS and casters should each choose a different pillar and move to the inside of it when the tank gets aggro.
- Healing is the most important part of this fight!
- Pallies should use Blessing of Protection on melee DPS 30 seconds after each Repentance so they'll break the incapacitation.
- Druids and priests should throw all possible HoTs on the tank 30 seconds after each Repentance so the tank will continue to be healed through the Repentance.
- Kitty druids should run out of Holy Ground and heal the tank after a Repentance.
- A shaman should use Grounding Totem to absorb the Holy Fire damage.
- Dampen Magic can optionally be used on melee DPS to lessen the damage from Holy Ground. It should not be used on the tank, nor should Amplify Magic be used on any raid member.
- Priest and pallies can dispel Holy Fire.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Tue Aug 28, 2007 5:50 pm; edited 1 time in total
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Xiera
Officer


Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:39 pm Reply with quoteBack to top

Curator (Required)

Trash: ?

Difficulty: Challenging.


Basic:
The Curator starts alone, but summons a flare with 12,000 HP every 10 seconds. This costs 10% of its mana.
When the Curator has 0 mana left, he uses Evocation for 20 seconds, taking increased damage (300% of normal, or +200%) during the time.
The fight can be reset by running down the stairs.


Stats:
HP: 660,000
Damage: ~3000 on tank

Skills:
Hateful Bolt: ~6000 arcane damage, will not target main tank
Evocation: 20 seconds
Enrage: At 15% HP, melee damage and Hateful Bolt damage increases. Stops summoning flares and stops using Evocation.
Berserk: After 10 minutes, reset or wipe.

Astral Flares:
Arcing Sear: Hits 3 targets, 10 yard bounce range, doing ~800 arcane damage.


Strategy:
- Immune to bleed, poison, and arcane spells.
- Requires a second "tank", whose job is to keep DPS on the Curator at all times, staying second on the aggro list. This target will be hit with the Hateful Bolts, so arcane resistance is a must. This second tank should maintain damage while the Curator is NOT using Evocation. When he uses Evocation, the second tank should stop attacking with skills (wands or normal attacks are okay), using the 20 seconds to regain some mana, build some rage, or stay at full energy. The hateful bolts aggro list resets when he finishes his Evocation, so the second tank should start rebuilding aggro through heavy DPS immediately afterwards. Warlocks are particularly good for this job with their high stamina and damage.
- Other DPS should focus on downing the adds quickly. They should not resume DPS on the Curator until he uses Evocation.
- Warlocks should time Curse of Doom for when the 4th add spawns after an Evocation.
- Priests should use Shadowfiend when the Curator uses Evocation. This will increase mana restores by 200% (300% of normal).
- Balance druids should do some light healing (or save mana) while dealing with the adds and use Force of Nature and Wrath on the Curator when he uses Evocation.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Tue Aug 28, 2007 6:43 pm; edited 2 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:39 pm Reply with quoteBack to top

Terestian (Optional)

Trash: Terestian owns very little trash. These pulls, to the best of my memory are just moderate-sized groups of imps.

Difficulty: Challenging.

Note: I would recommend killing Illhoof -after- Shade. It will make it much easier to return after a wipe and ensure that trash doesn't respawn.


Basic:
Terestian is accompanied by his minion, Kil'rek.
After 10 seconds, he'll activate two portals, which continually add imps to the fight.
Will randomly Sacrifice someone (other than the main tank).


Stats (Terestian):
HP: ?
Damage: ~1800 on tank

Stats (Kil'rek):
HP: ?
Damage: ~2000 on cloth

Skills (Terestian):
Shadow Bolt: ~4000 damage to main tank
Sacrifice: 1500 damage per second until chains are broken, Terestian heals during this time, chains have 13,000 HP
Berserk: After 10 minutes

Skills (Kil'rek):
Amplify Flames: debuff that increases fire damage taken by 500, cannot be dispelled


Strategy:
- Tank Illhoof in the center of the room. This is where the Sacrifice victim will be put, and it should make it easier to switch target to the chains.
- Mages can Ice Block out of Sacrifice, and pallies can bubble out of it.
- Kil'rek can be tanked. This should be done by a bear druid in DPS gear or a DPS warrior (or a moonkin wearing leather). He should be tanked next to Illhoof.
- Ranged DPS and healing should be on the opposite side of Illhoof from the portals, and at a distance that will allow them to reach Illhoof yet still be far enough away that the imps will stop near Illhoof to cast fire bolt and be hit by AoE.
- When Kil'rek dies, Illhoof receives a debuff that increases his damage taken by 25%. This debuff goes away when Kil'rek respawns 45 seconds later.
- Warlocks should throw Seed of Corruption on Illhoof to kill the imps and mages should use AoE on the imps and Illhoof.
- The DPS-geared tank on Kil'rek should be able to kill him in under 1 minute (known from doing just that). DPS should focus on killing Illhoof.
- Regardless of who is attacking what and when, if someone is Sacrificed, the chains must be killed without hesitation!
- Illhoof changes target and goes through a 3 second casttime when he's casting Sacrifice. During this time, healers should throw what HoTs they can on the Sacrifice victim, and DPS should prepare to kill the chains fast. (Do not use any mana, energy, or rage skills during the cast -- except for healers.)

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Mon Jan 14, 2008 7:02 pm; edited 3 times in total
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Xiera
Officer


Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:39 pm Reply with quoteBack to top

Shade of Aran

Trash: Mostly small group pulls or single pulls. Can easily be done with one tank. The offtank should wear DPS gear and only tank if necessary.

Difficulty: Moderate.

Note: I would recommend killing Shade -before- Illhoof. It will make it much easier to return after a wipe on Illhoof and ensure that trash doesn't respawn.


Basic:
Shade is a mage with three commonly used spells -- fire, frost, and arcane. These can be interrupted.
He also has three special spells that cannot be interrupted and require different movements by EVERYONE in the raid.


Stats:
HP: 900k

Skills:
Frost Bolt: 3500-4500 damage, 4 second slow, INTERRUPTIBLE
Fireball: 3900-5300 damage, INTERRUPTIBLE
Arcane Missiles: 5 missiles, 1200-1600 damage each, INTERRUPTIBLE
AoE Counterspell: counterspells all characters within 10 yards

Special Skills:
Magnetic Pull + Arcane Explosion: Draws everyone towards him, then performs an Arcane Explosion. The Magnetic Pull also slows you. ALL RAID MEMBERS MUST RUN TO A WALL.
Blizzard: Moves around the outside of the room, clockwise. ALL RAID MEMBERS MUST MOVE AHEAD OF THE TORNADO.
Flame Wreath: Surrounds 3 people with flames that explode when someone crosses them. NO RAID MEMBERS SHOULD MOVE UNTIL THE SPELL IS GONE.


Strategy:
- The tank should be in DPS gear.
- Warrior tank: should start in defensive stance to create threat, then switch to Berserker.
- Druid tank: should start in bear form to create threat, then switch to kitty.
- Rogues, mages, and shamans should figure out an interrupt order. (Druids with Season 3 arena gloves can also interrupt.) This fight is trivial if Aran is constantly interrupted.
- It is essentially that EVERYONE in the raid perform the correct movements (or non-movements) when Aran uses his special spells.
- At 40%, he'll summon 4 water elementals. Warlocks should banish and fear them.
- There may be a group polymorph at some point. This even works on druids in forms. I think I read somewhere that a rogue could use Cloak of Shadows to break the polymorph and then interrupt Aran when he's casting Pyroblast (hits everyone in the raid).

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Mon Jan 14, 2008 7:29 pm; edited 3 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:40 pm Reply with quoteBack to top

Netherspite

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa
View user's profileSend private messageAIM Address
Xiera
Officer


Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:40 pm Reply with quoteBack to top

Malchezaar

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa
View user's profileSend private messageAIM Address
Xiera
Officer


Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:40 pm Reply with quoteBack to top

Nightbane

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa
View user's profileSend private messageAIM Address
Xiera
Officer


Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:41 pm Reply with quoteBack to top

Opera

Trash: ?
** Moroes must be killed to have access to this event and everything beyond it.


Event: Big Bad Wolf

Difficulty: Easy


Strategy:
- Tanking is relatively easy. Just build aggro and keep it. Continue attacking the wolf as he chases little red.
- If you become little red, run close to (but not on) the walls in a square pattern. He will try to cut you off when you turn, so keep the turns to a minimum.
- Rogues can, and should, Vanish. This does not remove the debuff, but the wolf does not see stealth. Feign Death may also work (but it can be resisted).
- Blink should be good for mages.
- Warriors can Intervene to help little red.
- Resto druids should NOT use Tree of Life.
- The wolf also uses fear about twice a minute or so. Fear Wards or Tremor Totems are useful to counteract this.
- Has a 4 second stun that he uses twice a minute or so.


Event: Wizard of Oz

Difficulty: Challenging


Strategy:
- Dorothee spawns first and summons her dog Tito. She CANNOT be tanked, and must be DPS'ed down as quickly as possible. 150k HP.
- When Dorothee summons Tito, a tank should pull him to the far side of the room from the casters. Tito should NOT be killed until Dorothee is dead. The tank should solo Tito down to 10% and wait until Dorothee is dead to kill him. 35k HP.
- Roar spawns next. He can be chain feared until Dorothee and Strawman are dead, then kill Roar. 110k HP.
- Strawman spawns fourth. A mage can easily control him. The mage should use Scorch and Fire Blast fire spells to proc a Disorient debuff. (Fireball also works, but should only be used when you're far away from him.) As soon as Dorothee goes down, Strawman should follow. 110k HP.
- Tinhead spawns last in Phase 1. He should be picked up by the main tank as soon as he spawns. He should be tanked with the tank's back to the wall until he gets the Rust debuff, then the tank should kite him to save the healers' mana. 110k HP.
- Phase 2 of the fight is against The Crone. The main tank should tank her. She summons cyclones that raise players into the air. Players can still use instant-cast spells while in the cyclone. The cycloned player will receive fall damage on landing. The cyclones move around the room in a seemingly random pattern and should be avoided. She also casts Chain Lightning, which jumps to 5 targets, so players should be as spread-out as possible. 150k HP.


Event: Romulo and Julianne

Difficulty: Easy


Strategy:
- Julianne (caster) is first. She should be tanked in a corner. Interrupts should be used whenever possible, but especially on Eternal Affection. Her Devotion buff should be dispelled quickly. (Druid tank preferred.)
- Romulo (melee) is second. He should be tanked in the opposite corner, with his back to the wall. His Daring buff should be dispelled quickly. Disarm should be used whenever possible (warriors, combat rogues). (Warrior tank preferred.)
- Romulo and Julianne both come back to life for Phase 3. They should be tanked in their respective corners. A different tank will be needed for each. The raid should focus on getting Romulo down to 20% or so, then switch to focus on Julianne. Julianne should be burned down to 10% or so, then casters should tear into Romulo again while melee DPS still on Julianne. They must die within 10 seconds of each other, regardless of which dies first.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Thu Jan 17, 2008 12:16 am; edited 2 times in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 4:42 pm Reply with quoteBack to top

Chess

"The chess event is not even a challenge. Half the raid group could take a nap and it would still be easy. (no, I am not exaggerating. I've done it with four people)

There is a normal chess board set up with Horde and Alliance sides as pieces. Players take control of each piece. Their movement and attacks have cooldowns. If you know nothing about chess, don't worry. There is virtually no relation between this and the actual game. If you are familiar with the game, you will probably be quite annoyed. If you are playing a piece that dies, you have a one minute wait before you can start playing another.

Pawns move and melee
Knights move and melee with more health and abilities
Rooks do the same as knights with different abilities
Bishops move and heal, plus a 3-square range attack
Queen and king have high armor and damage

The goal is to kill the opposing king, and it is rediculously easy

Best strategy- move the middle pawns ahead quickly and get them killed. Move the king, queen, and both knights ahead and focus damage on the opposing king. Bishops stay right behind them and heal. That's it! Free epics!

Oh yes, and if for some reason you DO lose the game (the entire group was AFK), just restart it"



Not sure who made this post, but thank you very much for your input! This is one of the few Karazhan fights that I lack experience with.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa

Last edited by Xiera on Thu Mar 27, 2008 10:56 pm; edited 1 time in total
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Xiera
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Joined: 22 Mar 2007
Posts: 94

PostPosted: Tue Aug 28, 2007 6:19 pm Reply with quoteBack to top

Beast bosses (one of three):

Trash: takes about 30 minutes to clear. Must then clear some respawns for a boss to spawn.

Difficulty: Very easy.


Hyakiss the Lurker

HP: 260,000

Strategy:
- Two tanks fight for aggro on the boss.
- Dispel the web (magic) when it's used.
- Dispel the poison when it's used (it reduces armor).
- Essentially a tank 'n' spank fight.


Rokad the Ravager

HP: 220,000

Strategy:
- The main tank should build aggro on the boss quickly.
- A warlock should Enslave one of the dogs and Banish the other.
- The enslaved dog should be used against the boss and will likely take aggro. This is good.
- If the enslaved dog takes aggro, let him keep it but the main tank should continue to build threat as well.
- When the first enslaved dog dies, enslave the other and repeat.
- Essentially a tank 'n' spank fight.


Shadikith the Glider

HP: ?

Strategy:
- Two tanks are necessary and should be on opposite ends of a room.
- Ranged DPS and healing should be in the middle and in range of both tanks.
- Melee DPS will have to follow the boss, trying to stay in front of him and keeping their backs to the wall to avoid a knockback attack.
- The boss will occasionally Charge the farthest person in the raid (the other tank). If he switches targets for the Charge, melee DPS should follow. Otherwise, they should stay where they are because the boss will be returning.
- The boss does have an AoE silence spell that should not be a problem unless the healers are too close to one of the tanks.
- Additionally, the boss has a spell that removes aggro from the tank. For this reason, any time the boss charges, the current tank should build aggro as fast as possible.

_________________
=Rangers of the Myst=
Aarisa - Feral druid - Herbalism*/Alchemy*
Xiera - Moonkin - Tailoring/Gemcutting
Kiriy - Hunter - temp retirement

Shizu - Shaman - Skin/Mining

=Rangers of the Dawn=
Allev - Rogue - Skinning/Enchanting

AIM: Ranger Aarisa
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NanaNana
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Joined: 24 Apr 2007
Posts: 38

PostPosted: Wed Aug 29, 2007 7:14 am Reply with quoteBack to top

Thank you kindly...


-NanaNana
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Arkanor
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Joined: 13 Nov 2007
Posts: 21
Location: Plane of Shadows

PostPosted: Tue Jan 08, 2008 9:38 am Reply with quoteBack to top

Wow. Someone's done there homework...nice overall of the Kara bosses Xiera

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Arkanor raging Wolf, Shaman Master Of Te Taniwha
Prayator (Praetor of the Draenei) of the Rangers of the Myst
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