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Karazan Boss tacs.

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Karazan Boss tacs. Empty Karazan Boss tacs.

Post  Admin Tue Dec 18, 2007 11:26 am

Attument The Huntsman.

You'll need two tanks, one on Attumen and one on his horse (Nightmare). Attumen will spawn after horse is on 95%, so don't worry if you can't find him. Make sure you tank them both apart, as Attumen has a cleave ability. Make sure a warrior is tanking Attumen, so he can always disarm him. At 25% health, aggro will reset, so be ready to catch Attumen and the horse again. Don't bother DPS'ing Attumen, it's kind of pointless as he will mount his horde later on, at 5% of horses HP in fact. HP will reset to full, so know it's just a case of using the best DPS you can on them both.


2. Moroes
Priests are more handier while fighting moroes, to shackle the Undead mobs around him. but you need to have at least 1 priest or more.

you should have 3 priests in this fight, you need them for the shackles. Right when you pull Moroes that is when you get your priests to shackle, you need them to reshackle every 10 seconds or so. Kill the forth elite quick and start on Moroes. Moroes will Garrote once a minute. You have to keep the garroted player healed. It is a fairly long fight so save your mana. If you keep the targets shackled, get down the forth elite, keep the garrotted players healed, and full out DPS on Moroes then you wont have any problems.


3. Maiden of Virtue


1. When the fight starts, have your team move just out of her consecration range but in front of the pillars to the left and right of you. This will compact the circle and make dispelling her dot much easier.

2. Have your pally(s) put blessing of sacrafice up on the MT and other melee to break them out of repentance and assist in healing through the stuns.
Keep hots up on the tank.

3. some 1 will have to dispell Holy fire asap, this is easiest done with a shadow priest, keeping dots on Maiden, then when you see Maiden going to Cast holy fire Press F (assist target) then dispell.

Feel free to add more, these are just the basics ... for a good raid, this is all that is needed. She goes down relatively fast.


4. Opera Event- there are to many to explain ill expalin on the raid day.


5. Shade of Aran

The melee rush in and stun his casts. The melee all have macros telling the next stunner that its their turn next. Aran never gets a spell off. The only damage anyone takes is the occasional arcane missile and melee salvo.

Everyone runs from the arcane explosion and bandages.
Everyone successfully avoids the blizzard, and no one moves when flame wreath hits. All in all, it is going well.

Then the 4 elementals spawn. 2 run straight to the priest and kill her. An over zealous warrior or warlock try to keep her alive - but oh wait, flame wreath was active! Everyone takes 5k damage, panics, and runs into the blizzard, and also leaves aran free reign to frostbolt you with 5 quick ones, which kills off the weak.

The remaining survivors, ignoring the beatings they are recieving from the elementals, try to muster the wherewithal to get that pesky last 20% of arans health. At about this point Aran sheeps everyone, sits down to Drink to regen mana, when he gets to full mana, he will pyro every 1 in the party.

6. The cureator

Throughout the fight he will spawn arcane flares which deal quite some arcane damage and reset aggro constantly. All DPS must focus on the flares. Flares spawn every ~10 seconds until the Curator is at 0 mana. He will then cast evocation. During that time he will stop spawning adds and attacking. All damage he takes is increased by 200%, so DPS has to deal as much damage as possible.

He enrages at 15% and deals more damage.

All in all it should take you 3-4 evocation casts to kill him. Depending on your DPS.

He will go berserk after 12 min. and wipe your raid.


7.NightBane

A 2-phase fight, It's got the usual dragon earth-quake - fear thing, so dwarf / draeni priest's fear ward will trivialise this. It only fears about once every 60 seconds, so it's usually possible to have 2 people fear warded. Also, beware of the "charred earth" which shows up anywhere in the area. It's black/red and hard to miss. if you stay at max range you can just move forward to dodge this, the bosses hit box is HUGE! Phase 2 starts at 75%, 50% and 25%. He flys up, does a fair amount of random damage to the whole raid, and adds spawn. These hit clothies pretty hard, but can be CC'd with shackles, hunter traps, etc, and need to be DPSed down before he lands. He wipes aggro while he's in the air, so the tank REALLY needs to be on the ball or the boss goes straight for a healer. Then you get phase 1 again. On the whole, about as tricky as aran, with less random elements than the prince.

Kind of like 10-manning onyxia, only it flys up and deep breaths every 25% Smile


8. Testerian illhoof

-Have a warrior off tank the imp, but done try to kill it fast
-Get a lock, well geared to seed of coruption all the little imps
-Make a macro /target demon chains, for all melee
-Conserve mana for all casters, and for a mage, help the lock aoe all the little imps...

(personal way to do it)- If warlock specs Destro on Illhoof Nether proctection will make u immune to the Imps fire balls so take less damage, and gear wont really matter, 1 lock is needed, but 2 locks = imba Smile


With this, you should get him down, if anyone has anything else they'de like to add pls do so.

9. Prince
A) Healing, mostly on MT, til phase 3.

B) Dealing with the enfeeble properly (see below)

C) Getting away from the infernals and the shadow nova.

(A) is pretty straightforward. If you're not the tank you should never take damage in this fight. The tank should take as little as possible, meaning potions are good times. He hits like a truck. The DPS folks really need priority #1 to be not taking damage, and number 2 priority to be dealing damage.

(B) is complicated. Every 30 sec or so, during phases 1 and 2, the prince will "enfeeble" 5 members of the raid, not including the main tank. This seems to be tied to aggro, it's like numbers 2-6 on his threat list. When he does it to you, your health goes to 1. At this point, all you have to do is dodge ALL damage for the next 5 or 10 sec, and you suddenly get your health all back. There's no point in healing people who have taken an enfeeble, since they get all their health back for free anyway, a few seconds later.

Dodging all damage can be hard. Right after he enfeebles....

(C) he starts casting a 4-sec-cast-time shadow nova, which hits for about 3k dmg in a 20 yard radius around him. Melee needs to run away if they get enfeebled. Melee CAN stay in if they're not enfeebled, BUT this will make the fight a lot more healing intensive and is not recommended as there's a nasty knockback attached to the nova, which can knock you into the infernals.

The infernals make this fight very tricky. They rain down one at a time, every minute or so, over the course of the fight, and despawn after roughly 5 mins. About 3 sec after they hit the ground, they start hellfiring. Though it only hits for about 1000/sec, it's bad times if you try to stand in it, so don't. Also, if you get enfeebled, you can die from it in one tick (1000 damage is more than the 1 health you have...) and if you get knocked into it by a 3k shadow nova that can get pretty ugly too.

If an infernal hits your raid, move the raid. If an infernal hits your tank and the boss, move the tank and the boss. Obviously this can get dicey and you can wipe if you get penned in.

The prince goes thru three stages.

(1) Stage one is cake, he hits like a truck but not compared to phase 2...and he does the enfeeble thing. Infernals rain down as well, one at a time. Don't bother trying to DPS fast in this phase, save your mana and stuff for phase 2.

(2) Phase 2 begins at 60%, and it is the same as phase 1 except the prince enrages and hits twice as fast, or twice as hard, or something similar. The enrage cannot be dispelled as far as I know.

(3) Stage 3 is somewhat easier, and starts at 30%. He drops a pair of axes, which become a separate entity and go out and attack random raid members for about 600 damage a hit (and they hit pretty fast). They don't stay aggroed on any one person very long though. He hits at about the same speed/strength as he does in phase 1, so healing on the tank gets easier. He also stops enfeebling people during this phase! The only thing to watch out for in stage 3 is faster infernal spawns, and the axes. During stage 3, the best thing to do is to burn him down as fast as possible.

That's really about it. We got him to 5% on our first try, without any potions, and down on our second try, when we potted up fully.


i hope these help you in Raiding! i will up date them more clearer for you thanks!

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