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    Karazhan - Boss Tactics Part 2

    Marveen
    Marveen


    Posts : 425
    Join date : 2008-09-30
    Age : 49
    Location : Kent, UK

    Karazhan - Boss Tactics Part 2 Empty Karazhan - Boss Tactics Part 2

    Post  Marveen Sat Oct 18, 2008 6:19 am

    And here's Part 2, with the harder bosses after the Curator. The dragons Netherspite and Nightbane are optional, but drop ph4t l3wts and are definitely overdue for hard murlocking!


    SHADE OF ARAN (Mage)

    Tanks: Can't really be tanked, so wear DPS gear. Tank elementals when they appear.

    Melee DPS: Interrupt his Arcane Missiles - he mustn't use all his mana too quickly. Control damage towards the end.

    Ranged DPS: Interrupt his Arcane Missiles - he mustn't use all his mana too quickly. Move to avoid the Blizzard, or stay in Safe zone (on top of one of the 4 vents). Control damage towards the end.

    Healers: No tank healing, focus on lowest health people first!
    Move to avoid the Blizzard, or stay in Safe zone (on top of one of the 4 vents).
    Druids stay in treeform to avoid polymorph and heal everyone to 8k+.
    Use HoTs if possible - avoid being counterspelled!

    Decursing: Dispel chains of ice from slow people (after a pull).

    CC: --

    Everyone:
    After he dies you can port to his room from just inside the main entrance.
    Wear PvP gear to get to 8k+.
    When the Flame Wreath is announced, DO NOT MOVE for 20 seconds.
    When he pulls you in RUN OUT to the walls to avoid his AoE.
    At 40% health he summons 4 elementals (kill fast, they die after 90 seconds.
    At 20% mana he polymorphs the entire raid and drinks. These two events mustn't happen at the same time!
    Goes berserk at 12 minutes -> Wipe.

    TERESTIAN ILLHOOF (Satyr that teleports and chains players, with imps)

    Tanks: MT on Illhoof (tank near imp killzone). After 45 seconds, OT grab the Kil'rek (special imp) that appears. Tank Kil'rek away from the imps.

    Melee DPS: Kill chains asap (or it heals the boss). Wound Poison = win.

    Ranged DPS: Kill chains asap (or it heals the boss). Aimed Shot = win. Hunters drop snake trap (they are sometimes chained instead of players).

    Healers: If 2 pallies, make a group with Concentration Aura and put healers in it. Quickest healer focus on chained players. If imp AoEers are chained, watch yourself for imp aggro!

    Decursing: --

    CC: AoE make sure all spawned imps are tapped or they gank healers.

    Everyone:
    When he dies, library demons stop respawning.
    If Kil'rek imp dies, boss is debuffed and takes more damage until imp respawns in 45 seconds.
    Goes berserk after 10 minutes -> Wipe.
    Fire resistance handy!

    NETHERSPITE (Netherdragon)

    Tanks: Start with MT on red beam, dance in and out of the beam (don't let it stack more than 5-10 times) - ignore black holes! Grab Netherspite quickly after Banish Phase (10 seconds before beams start up). OT eats green beams in phase 1 - avoid black holes.
    Next time Portal phase is up, switch: MT is on green beam, OT dances on red beam.

    Melee DPS: Tail area is safe on this dragon!
    If you're a blue portal tank, find out if you're D1, D2, D3 or D4. D1 tanks blue for 30 seconds, then swap with D2. In the next Portal phase, just dps normally, while D3 and D4 tank the beam.

    Ranged DPS: If you need mana, tap a green beam to get full mana.
    If you're a blue portal tank, find out if you're D1, D2, D3 or D4. D1 tanks blue for 30 seconds, then swap with D2. In the next Portal phase, just dps normally, while D3 and D4 tank the beam.

    Healers: Ignore the tank after red beam is up - it will heal him. One healer on whoever is on blue beam ALWAYS, others on raid.
    Tap a green beam BRIEFLY for healing power (but don't stay long) and topup mana as the fight grows long.
    Be ready to tap a blue beam if no dps'ers can!

    Decursing: --

    CC: --

    Everyone:
    When he dies, trash between Aran and the Chess Event stop respawning.
    He has two phases he switches between (like Curator).
    Shadow Protection is good.
    Don't stand in the black holes.
    Enrages after 9 minutes -> Wipe.

    Portal Phase (60 seconds).
    Summons 3 portals that beam the boss - if the beam isn't interrupted (by player standing in it), boss is buffed with either a RED, GREEN or BLUE buff. If a player intercepts it, he gains a stacking buff:
    RED - lasts 20 seconds, boss aggroes the player, you gain tank buffs and endless health but total health drops 1k per tick. If a tank stays in it for 60 seconds (full phase) he will have gained 31k health, but lost 60x1k health... Very Happy
    GREEN - lasts 10 seconds, player gains healing stats and full mana but your total mana drops by 200 every tick. After 60 seconds that's 60x200 mana lost or 12k mana... Very Happy
    BLUE - lasts 8 seconds, player gains dps stats, but becomes harder to heal and takes more spelldamage per tick.
    Beams can be tapped (quickly jump in to get the buff then get out) or blocked (stand in the beam for the duration).
    After beam effect wears off (NOTE: you can jump in and out to avoid stacking, debuff only wears off after X secs!), player can't intercept beam for another 90 seconds.

    Banish Phase (30 seconds).
    After an emote, he self-banishes.
    Plan A: MT and a healer stand by door, rest of raid runs to telescope and bandages/regens. Plan B: Everyone get close (but only tanks in melee!) and keep dps, but run to his tail when he starts to deep breathe.

    0-----1-----2-----3-----4-----5-----6-----7-----8-----¦ Time (minutes)
    ppppppBBBppppppBBBppppppBBBppppppBBBppppppBBBppppppBBB¦ Phases
    MT-MT-***OT-OT-***MT-MT-***OT-OT-***MT-MT-***OT-OT-***¦ Red (tank) beam
    OT----***MT----***OT----***MT----***OT----***MT----***¦ Green (healer) beam
    D1-D2-***D3-D4-***D1-D2-***D3-D4-***D1-D2-***D3-D4-***¦ Blue (dps) beam


    CHESS EVENT (!)

    Everyone:
    You must kill the opposite King to win!
    If you have the King: go for healers first, then Queen, then King.
    If you have the Queen: support the King piece.
    If you have one of the Bishops: Keep King and Queen healed (no need to move much).
    If you have a Knight: stay close to King/Queen and use your Stomp to debuff enemy pieces.
    Grab a Rook or Pawn, move up and assist pieces nearby (grab these if you're new to the fight).
    Loot is in the chest that spawns.

    PRINCE MALCHEZZAR (Warlock with summoned infernals)

    Tanks: MT must build godly aggro in P1.

    Melee DPS: Stay behind the Prince at all times, especially in P2. Run out as soon as you have Enfeeble. Watch your aggro in P1. Gank in P3.

    Ranged DPS: Watch your aggro in P1. Nuke in P3.

    Healers: Keep tank at max health in P2! Focus on those attacked by axes in P2-P3.

    Decursing: Dispel Pain in P1 and P3.

    CC: --

    Everyone:
    Summons infernals (up to 4 up at the same time), they can't be targeted or attacked - avoid!
    Mark a tracker (ranged/healer) to keep raid safe from infernals. All ranged hug this person.
    Three Phases:
    Phase 1 - door closes, tank gets DoTed, infernals arrive.
    Phase 2 - at 60% health, he stops DoTing the tank and calls in flying axes. He hammers the tank here. He also Enfeebles - if your health drops to 1%, run out or you will die!
    Phase 3 - at 30% health, he gives the tank a break. His axes do more damage now and he calls in more infernals. If caught between getting close to boss or an infernal, choose the boss!
    The Prince drops T4 tokens.

    NIGHTBANE (Dragon, like Ony)

    Tanks: Fear management is key, and keep him turned right so he doesn't oneshot the melee.

    Melee DPS: Stay at his sides always when he's down (cleave/dragonbreath in front, tail knockback behind). Gank skeletons when he's in the air.

    Ranged DPS: Stay far enough away you don't get feared. Gank skeletons when he's in the air (don't AoE - healers busy not dying to Smoking Blast).

    Healers: Avoid being feared (stay at max range). Outheal Smoking Blast during Air Phase.

    Decursing: Remove Magic Ash from tank (and dps) during Ground Phase, remove Smoking Blast fire DoT from healers in Air Phase.

    CC: --

    Everyone:
    Two phases that he switches between.
    Ground Phase - AoE fear in melee range, every 45-60 seconds (has a cast time). Burns the ground under a random player.

    Air Phase - at 75%, 50% and 25% health he flies up. He casts Rain of Bones on random player and spawns 5 skeleton adds. Also does a Smoking Blast (high fire damage and DoT) on high-threat people (healers).
    When he takes off everyone runs in, then run out when the Rain starts.
    Don't run away in this phase or he does a fire AoE on all!
    When both abilities cast, he comes down slowly to start another Ground Phase.

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